DEFINE VERSION VICE 0.21

0002: jump Label008620
DEFINE MEMORY  34329

:Label008620
0002: jump Label00994C
DEFINE OBJECTS  204
DEFINE OBJECT (no name)                   \\ This is an unused object. You can put anything here.
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

:Label00994C
0002: jump Label009AE4
DEFINE MISSIONS  97
DEFINE MISSION 0 AT Label031F34
DEFINE MISSION 1 AT Label0396AE
DEFINE MISSION 2 AT Label03CF71
DEFINE MISSION 3 AT Label03D6C5
DEFINE MISSION 4 AT Label04096D
DEFINE MISSION 5 AT Label043E62
DEFINE MISSION 6 AT Label04626D
DEFINE MISSION 7 AT Label049063
DEFINE MISSION 8 AT Label04B5C3
DEFINE MISSION 9 AT Label04DD6E
DEFINE MISSION 10 AT Label054AC2
DEFINE MISSION 11 AT Label05C778
DEFINE MISSION 12 AT Label06428C
DEFINE MISSION 13 AT Label06652F
DEFINE MISSION 14 AT Label06A22B
DEFINE MISSION 15 AT Label06CBB6
DEFINE MISSION 16 AT Label06FE22
DEFINE MISSION 17 AT Label0735B9
DEFINE MISSION 18 AT Label07733A
DEFINE MISSION 19 AT Label07A03D
DEFINE MISSION 20 AT Label07FD21
DEFINE MISSION 21 AT Label082693
DEFINE MISSION 22 AT Label088C53
DEFINE MISSION 23 AT Label08F807
DEFINE MISSION 24 AT Label092115
DEFINE MISSION 25 AT Label099FAD
DEFINE MISSION 26 AT Label09E299
DEFINE MISSION 27 AT Label0A056E
DEFINE MISSION 28 AT Label0A31BC
DEFINE MISSION 29 AT Label0A4FB1
DEFINE MISSION 30 AT Label0A7ABD
DEFINE MISSION 31 AT Label0AA859
DEFINE MISSION 32 AT Label0AC4D4
DEFINE MISSION 33 AT Label0AF4E4
DEFINE MISSION 34 AT Label0B2899
DEFINE MISSION 35 AT Label0B694F
DEFINE MISSION 36 AT Label0BBE35
DEFINE MISSION 37 AT Label0BC117
DEFINE MISSION 38 AT Label0BC845
DEFINE MISSION 39 AT Label0BCB8A
DEFINE MISSION 40 AT Label0BD496
DEFINE MISSION 41 AT Label0BDD94
DEFINE MISSION 42 AT Label0BE033
DEFINE MISSION 43 AT Label0BE6BA
DEFINE MISSION 44 AT Label0BE928
DEFINE MISSION 45 AT Label0BEB8B
DEFINE MISSION 46 AT Label0BEDEE
DEFINE MISSION 47 AT Label0BF075
DEFINE MISSION 48 AT Label0BF2D8
DEFINE MISSION 49 AT Label0BF4ED
DEFINE MISSION 50 AT Label0BF702
DEFINE MISSION 51 AT Label0BF917
DEFINE MISSION 52 AT Label0C422A
DEFINE MISSION 53 AT Label0CAE86
DEFINE MISSION 54 AT Label0CDBAA
DEFINE MISSION 55 AT Label0CE401
DEFINE MISSION 56 AT Label0D16D5
DEFINE MISSION 57 AT Label0D4148
DEFINE MISSION 58 AT Label0D9B0D
DEFINE MISSION 59 AT Label0DC8CF
DEFINE MISSION 60 AT Label0E1E79
DEFINE MISSION 61 AT Label0E4FE4
DEFINE MISSION 62 AT Label0E95A6
DEFINE MISSION 63 AT Label0EDB5B
DEFINE MISSION 64 AT Label0EFDCB
DEFINE MISSION 65 AT Label0F2D13
DEFINE MISSION 66 AT Label0F65AF
DEFINE MISSION 67 AT Label0F7EFC
DEFINE MISSION 68 AT Label0F869D
DEFINE MISSION 69 AT Label0F974C
DEFINE MISSION 70 AT Label0FB1F9
DEFINE MISSION 71 AT Label0FD3C1
DEFINE MISSION 72 AT Label100573
DEFINE MISSION 73 AT Label10154A
DEFINE MISSION 74 AT Label101C1A
DEFINE MISSION 75 AT Label103224
DEFINE MISSION 76 AT Label104DED
DEFINE MISSION 77 AT Label106F5C
DEFINE MISSION 78 AT Label109078
DEFINE MISSION 79 AT Label10D31F
DEFINE MISSION 80 AT Label111E19
DEFINE MISSION 81 AT Label115C26
DEFINE MISSION 82 AT Label119EF0
DEFINE MISSION 83 AT Label1219DC
DEFINE MISSION 84 AT Label122A90
DEFINE MISSION 85 AT Label123943
DEFINE MISSION 86 AT Label12468E
DEFINE MISSION 87 AT Label1253D9
DEFINE MISSION 88 AT Label1261BA
DEFINE MISSION 89 AT Label12750A
DEFINE MISSION 90 AT Label1286D5
DEFINE MISSION 91 AT Label12A16A
DEFINE MISSION 92 AT Label12B4D2
DEFINE MISSION 93 AT Label12EACC
DEFINE MISSION 94 AT Label1303F8
DEFINE MISSION 95 AT Label132655
DEFINE MISSION 96 AT Label134087

;-------------MAIN---------------


:Label009AE4
03A4: name_thread "MAIN"
016A: fade  0? ()  0? ms
042C: set_total_missions_to  88?
030D: set_total_mission_points_to  154&
01F0: set_max_wanted_level_to  4?
02ED: set_total_hidden_packages_to  100?
0111: set_wasted_busted_check_to  0? (disabled)
00C0: set_current_time  22?  0?
04E4: unknown_refresh_game_renderer_at  83! -849.8!
03CB: set_camera  83! -849.8!  9.3!
0053: $PLAYER_CHAR = create_player #NULL at  83! -849.8!  9.3!
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0417: start_mission  0?
029B: $ARENA_DOOR_1 = init_object -1? (DTN_STADDOORA) at -1109.615!  1330.097!  20.372!
01C7: spawn_object $ARENA_DOOR_1
029B: $ARENA_DOOR_2 = init_object -2? (DTN_STADDOORB) at -1109.615!  1331.932!  20.372!
01C7: spawn_object $ARENA_DOOR_2
029B:  24?? = init_object -3? (DTHOTRING_A) at -1037.08!  1340.258!  36.552!
01C7: spawn_object  24??
0004:  268?? =  0?  \\ integer values
0213:  440?? = create_pickup -4? (BRIBE) type  15? at  393.9! -60.2!  11.5!
0213:  444?? = create_pickup -4? (BRIBE) type  15? at  116! -1313.1!  4.4!
0213:  448?? = create_pickup -4? (BRIBE) type  15? at  393.7! -660.6!  10.7!
0213:  452?? = create_pickup -4? (BRIBE) type  15? at  470.7!  70.1!  10.8!
0213:  456?? = create_pickup -4? (BRIBE) type  15? at  382.7!  364.1!  10.8!
0213:  460?? = create_pickup -4? (BRIBE) type  15? at  422.4!  971.2!  12.1!
0213:  464?? = create_pickup -4? (BRIBE) type  15? at  89.1!  887.4!  10.5!
0213:  468?? = create_pickup -4? (BRIBE) type  15? at -822.7!  1304.5!  11.7!
0213:  472?? = create_pickup -4? (BRIBE) type  15? at -900.69!  251.4!  17.1!
0213:  476?? = create_pickup -4? (BRIBE) type  15? at -973.7!  61!  10.4!
0213:  480?? = create_pickup -4? (BRIBE) type  15? at -937.9! -114.1!  17!
0213:  484?? = create_pickup -4? (BRIBE) type  15? at -1015.9! -627.9!  11.2!
0213:  488?? = create_pickup -4? (BRIBE) type  15? at -906.3! -834!  15.7!
014B:  348?? = init_parked_car_generator #DELUXO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1022.6! -868.6!  12.2! angle  175!
014C: set_parked_car_generator  348?? cars_to_generate_to  0?
014B:  348?? = init_parked_car_generator #DELUXO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 309.678! -1388.338!  10.145! angle  175!
014C: set_parked_car_generator  348?? cars_to_generate_to  101?
014B:  348?? = init_parked_car_generator #DELUXO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 266.395! -1358.897!  10.145! angle  175!
014C: set_parked_car_generator  348?? cars_to_generate_to  101?
014B:  348?? = init_parked_car_generator #DELUXO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 901.602! 516.509!  10.145! angle  88!
014C: set_parked_car_generator  348?? cars_to_generate_to  101?
014B:  348?? = init_parked_car_generator #DELUXO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 1050.369! 893.532!  10.145! angle 175!
014C: set_parked_car_generator  348?? cars_to_generate_to  101?
014B:  352?? = init_parked_car_generator #SABRETUR -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1014.1! -869.4!  12.2! angle  188!
014C: set_parked_car_generator  352?? cars_to_generate_to  0?
014B:  352?? = init_parked_car_generator #SABRETUR -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 286.039! -1392.962!  10.2! angle  175!
014C: set_parked_car_generator  352?? cars_to_generate_to  101?
014B:  352?? = init_parked_car_generator #SABRETUR -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 296.055! -1353.362!  10.2! angle  175!
014C: set_parked_car_generator  352?? cars_to_generate_to  101?
014B:  356?? = init_parked_car_generator #SANDKING -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1014.3! -868.8!  17.9! angle  195!
014C: set_parked_car_generator  356?? cars_to_generate_to  0?
014B:  356?? = init_parked_car_generator #SANDKING -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 242.336! -1393.516!  10.144! angle  87.8929!
014C: set_parked_car_generator  356?? cars_to_generate_to  101?
014B:  356?? = init_parked_car_generator #SANDKING -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 316.278! -1367.877!  10.144! angle  175!
014C: set_parked_car_generator  356?? cars_to_generate_to  101?
014B:  360?? = init_parked_car_generator #HOTRING -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1023.2! -868.1!  17.9! angle  172!
014C: set_parked_car_generator  360?? cars_to_generate_to  0?
014B:  360?? = init_parked_car_generator #HOTRING -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 889.316! 521.500!  17.9! angle  88!
014C: set_parked_car_generator  360?? cars_to_generate_to  101?
014B:  7908?? = init_parked_car_generator #SEASPAR -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -379! -632.1!  10.2! angle  187.2!
014C: set_parked_car_generator  7908?? cars_to_generate_to  0?
014B:  7908?? = init_parked_car_generator #SEASPAR -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 1360.543! 560.290!  10.2! angle  175!
014C: set_parked_car_generator  7908?? cars_to_generate_to  101?
014B:  7912?? = init_parked_car_generator #RHINO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1720.3! -239.6!  14.8! angle  92!
014C: set_parked_car_generator  7912?? cars_to_generate_to  0?
014B:  7916?? = init_parked_car_generator #HUNTER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1681.2! -103.7!  14.7! angle  180!
014C: set_parked_car_generator  7916?? cars_to_generate_to  0?
014B:  8392?? = init_parked_car_generator #HUNTER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -72.4! -1607.9!  12.7! angle  0!
014C: set_parked_car_generator  8392?? cars_to_generate_to  0?
014B:  8392?? = init_parked_car_generator #HUNTER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 310.571! -1178.454!  14.654! angle  0!
014C: set_parked_car_generator  8392?? cars_to_generate_to  101?
029B: $FILM_STUDIO_FRONT_GATE_CLOSED = init_object -5? (CI_GATESCLOSED) at  11.697!  963.176!  12.258!
01C7: spawn_object $FILM_STUDIO_FRONT_GATE_CLOSED
029B: $FILM_STUDIO_BACK_GATE_CLOSED = init_object -6? (CI_BACKGATECLOSE) at -11.853!  884.06!  13.542!
01C7: spawn_object $FILM_STUDIO_BACK_GATE_CLOSED
024A:  1168?? = create_phone_at  36.90385! -1023.3!
024A:  1172?? = create_phone_at  482.453!  244.221!
024A:  1176?? = create_phone_at  38.341! -1023.3!
024A:  1180?? = create_phone_at -1482.801! -825.2587!
024A:  1184?? = create_phone_at -976.7705! -530.5467!
0180: set_on_mission_flag_to $ONMISSION
0005:  2340?? =  304.5!  \\ floating-point values
0005:  2344?? =  376.3!  \\ floating-point values
0005:  2348?? =  12.7!  \\ floating-point values
0005:  2352?? = -834.8!  \\ floating-point values
0005:  2356?? =  1306.9!  \\ floating-point values
0005:  2360?? =  11!  \\ floating-point values
0005:  2364?? =  14!  \\ floating-point values
0005:  2368?? = -1500.7!  \\ floating-point values
0005:  2372?? =  12.7!  \\ floating-point values
0005:  2376?? =  88.5!  \\ floating-point values
0005:  2380?? = -804.7!  \\ floating-point values
0005:  2384?? =  11.2!  \\ floating-point values
0005:  2388?? =  531.4!  \\ floating-point values
0005:  2392?? =  1273.7!  \\ floating-point values
0005:  2396?? =  17.6!  \\ floating-point values
0005:  2400?? = -560.1!  \\ floating-point values
0005:  2404?? =  703.6!  \\ floating-point values
0005:  2408?? =  20.5!  \\ floating-point values
0005:  1812?? =  209.5!  \\ floating-point values
0005:  1816?? = -1288.9!  \\ floating-point values
0005:  1820?? =  12.4!  \\ floating-point values
0005:  1860?? =  257.1!  \\ floating-point values
0005:  1864?? = -231.7!  \\ floating-point values
0005:  1868?? =  10!  \\ floating-point values
0005:  2196?? = -1059.6!  \\ floating-point values
0005:  2200?? = -274.5!  \\ floating-point values
0005:  2204?? =  11.4!  \\ floating-point values
0005:  2208?? = -1007.3!  \\ floating-point values
0005:  2212?? = -869.9!  \\ floating-point values
0005:  2216?? =  12.8!  \\ floating-point values
0005:  2220?? =  15.2!  \\ floating-point values
0005:  2224?? =  962.6!  \\ floating-point values
0005:  2228?? =  10.9!  \\ floating-point values
0005:  2232?? = -864.3!  \\ floating-point values
0005:  2236?? = -576.6!  \\ floating-point values
0005:  2240?? =  11!  \\ floating-point values
0005:  2244?? = -1011.7!  \\ floating-point values
0005:  2248?? =  203.9!  \\ floating-point values
0005:  2252?? =  11.2!  \\ floating-point values
0005:  2256?? =  487.2!  \\ floating-point values
0005:  2260?? = -81.5!  \\ floating-point values
0005:  2264?? =  11.4!  \\ floating-point values
0005:  2268?? = -685.8!  \\ floating-point values
0005:  2272?? = -1495.6!  \\ floating-point values
0005:  2276?? =  12.5!  \\ floating-point values
0005:  1956?? = -1003.1!  \\ floating-point values
0005:  1960?? =  207!  \\ floating-point values
0005:  1964?? =  10!  \\ floating-point values
0005:  1836?? = -246.6!  \\ floating-point values
0005:  1840?? = -1360.5!  \\ floating-point values
0005:  1844?? =  7.3!  \\ floating-point values
0005:  1848?? = -378.5!  \\ floating-point values
0005:  1852?? = -551.3!  \\ floating-point values
0005:  1856?? =  18.2!  \\ floating-point values
0005:  1872?? =  463.9!  \\ floating-point values
0005:  1876?? = -58.5!  \\ floating-point values
0005:  1880?? =  10.5!  \\ floating-point values
0005:  1968?? = -1101.1!  \\ floating-point values
0005:  1972?? =  343.2!  \\ floating-point values
0005:  1976?? =  10.2!  \\ floating-point values
0005:  1884?? = -69.4!  \\ floating-point values
0005:  1888?? =  932.7!  \\ floating-point values
0005:  1892?? =  9.9!  \\ floating-point values
0005:  1896?? = -1062.6!  \\ floating-point values
0005:  1900?? = -278.8!  \\ floating-point values
0005:  1904?? =  11!  \\ floating-point values
0005:  1824?? =  119.2!  \\ floating-point values
0005:  1828?? = -826.9!  \\ floating-point values
0005:  1832?? =  9.7!  \\ floating-point values
0005:  2052?? =  488.6!  \\ floating-point values
0005:  2056?? = -75.4!  \\ floating-point values
0005:  2060?? =  10.4!  \\ floating-point values
0005:  1908?? = -597.3!  \\ floating-point values
0005:  1912?? =  652.9!  \\ floating-point values
0005:  1916?? =  10!  \\ floating-point values
0005:  1944?? = -875.5!  \\ floating-point values
0005:  1948?? =  1159.3!  \\ floating-point values
0005:  1952?? =  10.2!  \\ floating-point values
0005:  1920?? = -1170!  \\ floating-point values
0005:  1924?? = -606.9!  \\ floating-point values
0005:  1928?? =  10.6!  \\ floating-point values
0005:  1932?? = -962.4!  \\ floating-point values
0005:  1936?? =  143!  \\ floating-point values
0005:  1940?? =  8.2!  \\ floating-point values
0005:  2280?? =  99.5!  \\ floating-point values
0005:  2284?? = -1468.5!  \\ floating-point values
0005:  2288?? =  9.9!  \\ floating-point values
0005:  2292?? =  428.4!  \\ floating-point values
0005:  2296?? =  605.9!  \\ floating-point values
0005:  2300?? =  12.2!  \\ floating-point values
0005:  1980?? = -865.9!  \\ floating-point values
0005:  1984?? = -571.9!  \\ floating-point values
0005:  1988?? =  11!  \\ floating-point values
0005:  2304?? = -1.9!  \\ floating-point values
0005:  2308?? =  959.9!  \\ floating-point values
0005:  2312?? =  10.9!  \\ floating-point values
0005:  2316?? = -640.8!  \\ floating-point values
0005:  2320?? = -1491.8!  \\ floating-point values
0005:  2324?? =  13.7!  \\ floating-point values
0005:  2328?? = -997.1!  \\ floating-point values
0005:  2332?? =  189.8!  \\ floating-point values
0005:  2336?? =  11.4!  \\ floating-point values
04AE: unknown  1684?? model  4?
04AE: unknown  1728?? model  22?
04AE: unknown  1668?? model  9?
04AE: unknown  1672?? model  8?
04AE: unknown  1676?? model  6?
04AE: unknown  1680?? model  7?
04AE: unknown  1688?? model  13?
04AE: unknown  1692?? model  10?
04AE: unknown  1696?? model  15?
04AE: unknown  1700?? model  29?
04AE: unknown  1704?? model  24?
04AE: unknown  1708?? model  11?
04AE: unknown  1712?? model  23?
04AE: unknown  1716?? model  14?
04AE: unknown  1720?? model  17?
04AE: unknown  1724?? model  30?
02A7:  892?? = create_marker  1668?? at  1824??  1828??  1832??
0164: disable_marker  892??
02A7:  964?? = create_marker  1672?? at  491! -77.7!  10.4!
0164: disable_marker  964??
02A7:  1096?? = create_marker  1708?? at  1908??  1912??  1916??
0164: disable_marker  1096??
02A7:  1148?? = create_marker  1712?? at  1944??  1948??  1952??
0164: disable_marker  1148??
02A7:  1112?? = create_marker  1716?? at  1920??  1924??  1928??
0164: disable_marker  1112??
02A7:  1132?? = create_marker  1720?? at  1932??  1936??  1940??
0164: disable_marker  1132??
02A7:  1188?? = create_marker  1724?? at -853! -302!  10!
0164: disable_marker  1188??
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
0164: disable_marker  988??
02A7:  1012?? = create_marker  1692?? at  1968??  1972??  1976??
0164: disable_marker  1012??
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
0164: disable_marker  1024??
02A7:  1060?? = create_marker  1700?? at  1848??  1852??  1856??
0164: disable_marker  1060??
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
0164: disable_marker  1084??
02A7:  936?? = create_marker  1680?? at  1848??  1852??  1856??
0164: disable_marker  936??
02A7:  972?? = create_marker  1684?? at  1860??  1864??  1868??
0164: disable_marker  972??
02A7:  1224?? = create_marker  1728?? at  1956??  1960??  1964??
0164: disable_marker  1224??
02A7:  912?? = create_marker  1676?? at  1836??  1840??  1844??
0164: disable_marker  912??
0004:  2416?? =  10000&  \\ integer values
0004:  2420?? =  2000&  \\ integer values
0004:  2428?? =  0?  \\ integer values
0004:  2436?? =  20000&  \\ integer values
0004:  2440?? =  3000&  \\ integer values
0004:  2448?? =  0?  \\ integer values
0004:  2456?? =  30000&  \\ integer values
0004:  2468?? =  4000&  \\ integer values
0004:  2472?? =  0?  \\ integer values
0004:  2480?? =  40000&&  \\ integer values
0004:  2484?? =  5000&  \\ integer values
0004:  2492?? =  0?  \\ integer values
0004:  2500?? =  50000&&  \\ integer values
0004:  2504?? =  1500&  \\ integer values
0004:  2512?? =  0?  \\ integer values
0004:  2520?? =  60000&&  \\ integer values
0004:  2524?? =  7000&  \\ integer values
0004:  2532?? =  0?  \\ integer values
0004:  2540?? =  70000&&  \\ integer values
0004:  2544?? =  8000&  \\ integer values
0004:  2556?? =  120000&&  \\ integer values
0004:  2560?? =  10000&  \\ integer values
0004:  2568?? =  0?  \\ integer values
0004:  2576?? =  1000&  \\ integer values
0004:  2588?? =  2500&  \\ integer values
0004:  2600?? =  3000&  \\ integer values
0004:  2612?? =  6000&  \\ integer values
0004:  2628?? =  7000&  \\ integer values
0004:  2644?? =  8000&  \\ integer values
0004:  2660?? =  14000&  \\ integer values
0213:  2680?? = create_pickup -7? (INFO) type  3? at  493.5!  703.1!  12.1!
0213:  2684?? = create_pickup -7? (INFO) type  3? at -108.3! -974.4!  10.4!
0213:  2688?? = create_pickup -7? (INFO) type  3? at  508.9!  506.8!  11.3!
0213:  2692?? = create_pickup -7? (INFO) type  3? at  398.8! -469.7!  11.7!
0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup "PRNT_NO" at  2196??  2200??  2204?? \\ You cannot buy the Print Works at this time, come back later.
0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup "CAR_NO" at  2208??  2212??  2216?? \\ You cannot buy the Car Showroom at this time, come back later.
0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup "PORN_NO" at  2220??  2224??  2228?? \\ You cannot buy the Film Studio at this time, come back later.
0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup "ICE_NO" at  2232??  2236??  2240?? \\ You cannot buy the Ice Cream Factory at this time, come back later.
0517:  2712?? = create_unavailable_asset_pickup "TAXI_NO" at  2244??  2248??  2252?? \\ You cannot buy the Taxi Company at this time, come back later.
0517:  2716?? = create_unavailable_asset_pickup "BANK_NO" at  2256??  2260??  2264?? \\ You cannot buy The Malibu at this time, come back later.
0517:  2720?? = create_unavailable_asset_pickup "BOAT_NO" at  2268??  2272??  2276?? \\ You cannot buy the Boatyard at this time, come back later.
0517:  2460?? = create_unavailable_asset_pickup "STRP_NO" at  2280??  2284??  2288?? \\ You cannot buy the Stripclub at this time, come back later.
0518:  2648?? = create_available_asset_pickup "NBMN_L" at  2292??  2296??  2300?? price  2644?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~
0570:  2640?? = create_asset_radar_marker_with_icon  25? at  2292??  2296??  2300??
0164: disable_marker  2640??
0518:  2616?? = create_available_asset_pickup "LNKV_L" at  2340??  2344??  2348?? price  2612?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~
0570:  2608?? = create_asset_radar_marker_with_icon  25? at  2340??  2344??  2348??
0164: disable_marker  2608??
0518:  2664?? = create_available_asset_pickup "HYCO_L" at  2352??  2356??  2360?? price  2660?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~
0570:  2656?? = create_asset_radar_marker_with_icon  25? at  2352??  2356??  2360??
0164: disable_marker  2656??
0518:  2632?? = create_available_asset_pickup "OCHE_L" at  2364??  2368??  2372?? price  2628?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~
0570:  2624?? = create_asset_radar_marker_with_icon  25? at  2364??  2368??  2372??
0164: disable_marker  2624??
0518:  2604?? = create_available_asset_pickup "WASH_L" at  2376??  2380??  2384?? price  2600?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~
0570:  2596?? = create_asset_radar_marker_with_icon  25? at  2376??  2380??  2384??
0164: disable_marker  2596??
0518:  2592?? = create_available_asset_pickup "VCPT_L" at  2388??  2392??  2396?? price  2588?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~
0570:  2584?? = create_asset_radar_marker_with_icon  25? at  2388??  2392??  2396??
0164: disable_marker  2584??
0518:  2580?? = create_available_asset_pickup "SKUM_L" at  2400??  2404??  2408?? price  2576?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~
0570:  2572?? = create_asset_radar_marker_with_icon  25? at  2400??  2404??  2408??
0164: disable_marker  2572??
0219:  2724?? = create_garage_type  5? from -914.129! -1263.54!  10.706! to -906.3! -1266.9!  14.421! front -907.137! -1246.626!
0219:  2728?? = create_garage_type  5? from -1014.341! -857.732!  6.325! to -1014.341! -841.532!  10.885! front -1001.315! -857.732!
03BB: set_garage  2728?? door_type_to_swing_open
0219:  2732?? = create_garage_type  5? from -886.157! -115.158!  9.992! to -876.7! -119.83!  15.58! front -882.699! -108.312!
0219:  2736?? = create_garage_type  5? from  323.9!  427.4!  10! to  313.9!  430.53!  15.7! front  326.3!  434.5!
0219:  2740?? = create_garage_type  5? from -7.55! -1253.77!  9.322! to  2.64! -1253.7!  14.4! front -7.55! -1261.2!
0219:  2752?? = create_garage_type  1? from -1056.05! -469.668!  10.053! to -1038.966! -467.675!  14.753! front -1054.074! -486.611!
03BB: set_garage  2752?? door_type_to_swing_open
0219:  2756?? = create_garage_type  23? from -823.448! -1488.083!  10.852! to -842! -1481!  16.165! front -834.686! -1515.899!
03DA: set_garage  2756?? camera_follows_player
03BB: set_garage  2756?? door_type_to_swing_open
0219:  2748?? = create_garage_type  1? from -966.016! -861.529!  5.761! to -966.016! -841.683!  11.273! front -978.454! -861.529!
03DA: set_garage  2748?? camera_follows_player
03BB: set_garage  2748?? door_type_to_swing_open
0219:  2760?? = create_garage_type  19? from  449.137!  340.002!  10.794! to  465.43!  326.187!  14.7! front  465.42!  340.002!
03BB: set_garage  2760?? door_type_to_swing_open
0219:  2764?? = create_garage_type  4? from -1163.248! -1407.282!  10.157! to -1159.338! -1397.813!  16.989! front -1178.292! -1400.939!
0219:  2620?? = create_garage_type  1? from  303.998!  400.718!  12.025! to  301.281!  410.584!  16.044! front  298.697!  402.389!
03DA: set_garage  2620?? camera_follows_player
03BB: set_garage  2620?? door_type_to_swing_open
057A: set_garage  2620?? max_cars_to  1?
0219:  2668?? = create_garage_type  1? from -848.225!  1303.119!  10.421! to -836.832!  1307.033!  15.816! front -853.657!  1318.901!
03DA: set_garage  2668?? camera_follows_player
057A: set_garage  2668?? max_cars_to  4?
0219:  2672?? = create_garage_type  1? from -825.466!  1311.499!  10.537! to -817.159!  1314.355!  15.061! front -828.66!  1320.791!
03DA: set_garage  2672?? camera_follows_player
057A: set_garage  2672?? max_cars_to  2?
0219:  2676?? = create_garage_type  1? from -816.37!  1314.69!  10.582! to -819.54!  1324.01!  15.061! front -808.09!  1317.46!
03DA: set_garage  2676?? camera_follows_player
057A: set_garage  2676?? max_cars_to  2?
0219:  2636?? = create_garage_type  1? from  27.143! -1483.954!  9.423! to  21.365! -1490.59!  12.994! front  22.611! -1483.384!
03BB: set_garage  2636?? door_type_to_swing_open
03DA: set_garage  2636?? camera_follows_player
057A: set_garage  2636?? max_cars_to  1?
0219:  2652?? = create_garage_type  1? from  450.136!  641.029!  10.112! to  457.977!  641.029!  13.092! front  450.136!  635.726!
03BB: set_garage  2652?? door_type_to_swing_open
03DA: set_garage  2652?? camera_follows_player
057A: set_garage  2652?? max_cars_to  1?
0219:  2768?? = create_garage_type  1? from -981.654! -802.265!  6.325! to -981.654! -821.865!  10.73! front -991.127! -802.265!
03BB: set_garage  2768?? door_type_to_swing_open
03DA: set_garage  2768?? camera_follows_player
057A: set_garage  2768?? max_cars_to  2?
0219:  2772?? = create_garage_type  1? from -992.416! -802.265!  6.325! to -992.416! -821.865!  10.73! front -1001.889! -802.265!
03BB: set_garage  2772?? door_type_to_swing_open
03DA: set_garage  2772?? camera_follows_player
057A: set_garage  2772?? max_cars_to  2?
0219:  2776?? = create_garage_type  1? from -1003.771! -802.265!  6.325! to -1003.771! -821.865!  10.73! front -1013.244! -802.265!
03BB: set_garage  2776?? door_type_to_swing_open
03DA: set_garage  2776?? camera_follows_player
057A: set_garage  2776?? max_cars_to  2?
0219:  2780?? = create_garage_type  1? from -1015.436! -802.265!  6.325! to -1015.436! -821.865!  10.73! front -1024.909! -802.265!
03BB: set_garage  2780?? door_type_to_swing_open
03DA: set_garage  2780?? camera_follows_player
057A: set_garage  2780?? max_cars_to  2?
0219:  2744?? = create_garage_type  1? from -362.12! -550.214!  11.722! to -353.12! -550.214!  15.16! front -362.12! -539.484!
03BB: set_garage  2744?? door_type_to_swing_open
03DA: set_garage  2744?? camera_follows_player
057A: set_garage  2744?? max_cars_to  2?
02A8:  1496?? = create_marker  27? at  2820??  2824??  2828??
0164: disable_marker  1496??
049C: unknown_set_special_object_flags  0?  90! to  2888??
029B:  2856?? = init_object -8? (YT_MAIN_BODY) at -375.499! -1322.31!  9.81124!
029B:  2860?? = init_object -9? (YT_MAIN_BODY2) at -375.499! -1322.31!  9.81124!
029B:  2868?? = init_object -10? (YT_DOORS14) at -375.499! -1322.31!  9.81124!
029B:  2872?? = init_object -11? (YT_TMP_BOAT) at -375.499! -1322.31!  9.81124!
029B:  2876?? = init_object -12? (LODMAIN_BODY) at -375.499! -1322.31!  9.81124!
01C7: spawn_object  2856??
01C7: spawn_object  2860??
01C7: spawn_object  2868??
01C7: spawn_object  2872??
01C7: spawn_object  2876??
049D: unknown_use_special_object_flags  2888?? in_object  2856??
049D: unknown_use_special_object_flags  2888?? in_object  2860??
049D: unknown_use_special_object_flags  2888?? in_object  2868??
049D: unknown_use_special_object_flags  2888?? in_object  2872??
049D: unknown_use_special_object_flags  2888?? in_object  2876??
049E: unknown_change_special_objects_flag  2888??  0!
0001: wait  0? ms
0001: wait  0? ms
029B:  2884?? = init_object -13? (YACHT_CHUNK_KB) at  1792??  1796??  1800??
01C7: spawn_object  2884??
029B:  2880?? = init_object -14? (YT_GANGPLNK_TMP) at  1792??  1796??  1800??
01C7: spawn_object  2880??
0417: start_mission  1?
004F: create_thread Label010011 
004F: create_thread Label00EE69 
004F: create_thread Label00F207 
004F: create_thread Label00F04A 
004F: create_thread Label00F3C4 
004F: create_thread Label0101F8 
004F: create_thread Label00FF02 
004F: create_thread Label010323 
004F: create_thread Label010414 
004F: create_thread Label010505 
004F: create_thread Label010110 
004F: create_thread Label010760 
004F: create_thread Label011D36 
004F: create_thread Label00FB42 
004F: create_thread Label00FC32 
004F: create_thread Label00FD22 
004F: create_thread Label00FE12 
004F: create_thread Label00F669 
004F: create_thread Label00D692 
004F: create_thread Label00CDA3 
004F: create_thread Label00CE01 
004F: create_thread Label00CE5F 
004F: create_thread Label00CEBD 
004F: create_thread Label00CF1B 
004F: create_thread Label00CFD7 
004F: create_thread Label00CF79 
00D7: create_thread_with_wasted_busted_check Label012DE1  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label013795  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label015586  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label01B1E8  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label01C37C  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label0228C8  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02378B  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02782C  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02946D  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02A28A  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02BCE9  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02E339  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label02FEC2  \\ Special rules for create_thread commands. Read the readme.
00D7: create_thread_with_wasted_busted_check Label031817  \\ Special rules for create_thread commands. Read the readme.
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00AF7C
01B6: set_weather  0?
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label00AF49
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label00AF49
0353: refresh_actor $PLAYER_ACTOR

:Label00AF49
016A: fade  1? (back)  1000& ms
004F: create_thread Label00B09E 
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00AF73
04BB: select_interiour  0?  \\ select render area
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label00AF73
01B7: release_weather
0002: jump Label00AF7C

:Label00AF7C
0001: wait  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B097
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00AFF3
00D6: if  0?
0038:    248?? ==  0?  \\ integer values
004D: jump_if_false Label00AFF3
00D6: if  1?
0038:    980?? ==  1?  \\ integer values
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1?  \\ integer values
004D: jump_if_false Label00AFF3
004F: create_thread Label00BDBF 
0164: disable_marker  972??
02A7:  972?? = create_marker  1684?? at  1860??  1864??  1868??
0004:  248?? =  1?  \\ integer values

:Label00AFF3
00D6: if  0?
0022:    100! >  408??  \\ floating-point values
004D: jump_if_false Label00B014
058C:  408?? = percentage_completed
0002: jump Label00B07A

:Label00B014
00D6: if  0?
0038:    364?? ==  0?  \\ integer values
004D: jump_if_false Label00B07A
055B:  5408?? = 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_armor +=  50?
035E: set_player $PLAYER_CHAR armour_to  200&
0222: set_player $PLAYER_CHAR health_to  200&
0001: wait  5000& ms
03E5: text_box "HELP61" \\ You now have limitless ammo and double health on all vehicles.
0004:  364?? =  1?  \\ integer values

:Label00B07A
00D6: if  0?
0038:    6124?? ==  15?  \\ integer values
004D: jump_if_false Label00B097
030C: set_mission_points +=  1?
0004:  6124?? = -1?  \\ integer values

:Label00B097
0002: jump Label00AF7C

:Label00B09E
03A4: name_thread "HOT"

:Label00B0A8
0001: wait  0? ms
00D6: if  0?
0038:    888?? ==  1?  \\ integer values
004D: jump_if_false Label00B0C0
004E: end_thread

:Label00B0C0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B201
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1812??  1816??  1820?? radius  1.4!  1.8!  1.5!
004D: jump_if_false Label00B201
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B201
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B201
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  219.726! -1282.485!  12.53!  0!  0!  0!
0160: point_camera  218.872! -1282.988!  12.392!  2?
0171: set_player $PLAYER_CHAR z_angle_to  100!
0211: actor $PLAYER_ACTOR walk_to  204.3! -1288.7!
0006:  16@ =  0?  \\ integer values

:Label00B173
00D6: if  0?
8019:   NOT    16@ >  1000&  \\ integer values
004D: jump_if_false Label00B1E0
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B1D9
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  204.2! -1287.8!  14.4! radius  2!  2!  2!
004D: jump_if_false Label00B1D9
0211: actor $PLAYER_ACTOR walk_to  203! -1294.5!

:Label00B1D9
0002: jump Label00B173

:Label00B1E0
0050: gosub Label012879
00BA: text_styled "INT_B"  15000& ms  2? \\ An Old Friend
0050: gosub Label0128AA
0417: start_mission  2?

:Label00B201
0002: jump Label00B0A8

:Label00B208
03A4: name_thread "LAW1"

:Label00B212
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_LAW1_THE_PARTY ==  1?  \\ integer values
004D: jump_if_false Label00B22B
004E: end_thread

:Label00B22B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B2AF
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1824??  1828??  1832?? radius  1.2!  1.2!  2!
004D: jump_if_false Label00B2AF
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B2AF
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B2AF
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_1"  15000& ms  2? \\ The Party
0050: gosub Label0128AA
0417: start_mission  3?

:Label00B2AF
0002: jump Label00B212

:Label00B2B6
03A4: name_thread "LAW2"

:Label00B2C0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL ==  1?  \\ integer values
004D: jump_if_false Label00B2D9
004E: end_thread

:Label00B2D9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B369
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1824??  1828??  1832?? radius  1.2!  1.2!  2!
004D: jump_if_false Label00B369
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B369
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B369
0004: $ONMISSION =  1?  \\ integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_2"  15000& ms  2? \\ Back Alley Brawl
0050: gosub Label0128AA
0417: start_mission  4?

:Label00B369
0002: jump Label00B2C0

:Label00B370
03A4: name_thread "LAW3"

:Label00B37A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_LAW3_JURY_FURY ==  1?  \\ integer values
004D: jump_if_false Label00B393
004E: end_thread

:Label00B393
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B423
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1824??  1828??  1832?? radius  1.2!  1.2!  2!
004D: jump_if_false Label00B423
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B423
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B423
0004: $ONMISSION =  1?  \\ integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_3"  15000& ms  2? \\ Jury Fury
0050: gosub Label0128AA
0417: start_mission  5?

:Label00B423
0002: jump Label00B37A

:Label00B42A
03A4: name_thread "LAW4"

:Label00B434
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_LAW4_RIOT ==  1?  \\ integer values
004D: jump_if_false Label00B44D
004E: end_thread

:Label00B44D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B4DD
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1824??  1828??  1832?? radius  1.2!  1.2!  2!
004D: jump_if_false Label00B4DD
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B4DD
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B4DD
0004: $ONMISSION =  1?  \\ integer values
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0128D9
0050: gosub Label012879
00BA: text_styled "LAW_4"  15000& ms  2? \\ Riot
0050: gosub Label0128AA
0417: start_mission  6?

:Label00B4DD
0002: jump Label00B434

:Label00B4E4
03A4: name_thread "GEN1"

:Label00B4EE
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COL1_TREACHEROUS_SWINE ==  1?  \\ integer values
004D: jump_if_false Label00B507
004E: end_thread

:Label00B507
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B58B
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1836??  1840??  1844?? radius  1.5!  2!  2!
004D: jump_if_false Label00B58B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B58B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B58B
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_1"  15000& ms  2? \\ Treacherous Swine
0050: gosub Label0128AA
0417: start_mission  7?

:Label00B58B
0002: jump Label00B4EE

:Label00B592
03A4: name_thread "GEN2"

:Label00B59C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COL2_MALL_SHOOTOUT ==  1?  \\ integer values
004D: jump_if_false Label00B5B5
004E: end_thread

:Label00B5B5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B639
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1836??  1840??  1844?? radius  1.5!  2!  2!
004D: jump_if_false Label00B639
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B639
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B639
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_2"  15000& ms  2? \\ Mall Shootout
0050: gosub Label0128AA
0417: start_mission  8?

:Label00B639
0002: jump Label00B59C

:Label00B640
03A4: name_thread "GEN3"

:Label00B64A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COL3_GUARDIAN_ANGELS ==  1?  \\ integer values
004D: jump_if_false Label00B663
004E: end_thread

:Label00B663
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B6E7
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1836??  1840??  1844?? radius  1.5!  2!  2!
004D: jump_if_false Label00B6E7
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B6E7
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B6E7
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_3"  15000& ms  2? \\ Guardian Angels
0050: gosub Label0128AA
0417: start_mission  9?

:Label00B6E7
0002: jump Label00B64A

:Label00B6EE
03A4: name_thread "GEN4"

:Label00B6F8
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COL4_SIR_YES_SIR ==  1?  \\ integer values
004D: jump_if_false Label00B711
004E: end_thread

:Label00B711
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B795
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1836??  1840??  1844?? radius  1.5!  2!  2!
004D: jump_if_false Label00B795
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B795
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B795
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_4"  15000& ms  2? \\ Sir, Yes Sir!
0050: gosub Label0128AA
0417: start_mission  10?

:Label00B795
0002: jump Label00B6F8

:Label00B79C
03A4: name_thread "GEN5"

:Label00B7A6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1?  \\ integer values
004D: jump_if_false Label00B7BF
004E: end_thread

:Label00B7BF
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B843
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1836??  1840??  1844?? radius  1.5!  2!  2!
004D: jump_if_false Label00B843
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B843
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B843
0050: gosub Label0129B8
0050: gosub Label012879
00BA: text_styled "COL_5"  15000& ms  2? \\ All Hands On Deck!
0050: gosub Label0128AA
0417: start_mission  11?

:Label00B843
0002: jump Label00B7A6

:Label00B84A
03A4: name_thread "BAR1"

:Label00B854
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COK1_THE_CHASE ==  1?  \\ integer values
004D: jump_if_false Label00B86D
004E: end_thread

:Label00B86D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B8F1
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1848??  1852??  1856?? radius  2!  2!  2!
004D: jump_if_false Label00B8F1
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B8F1
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B8F1
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_1"  15000& ms  2? \\ The Chase
0050: gosub Label0128AA
0417: start_mission  12?

:Label00B8F1
0002: jump Label00B854

:Label00B8F8
03A4: name_thread "BAR2"

:Label00B902
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1?  \\ integer values
004D: jump_if_false Label00B91B
004E: end_thread

:Label00B91B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00B99F
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1848??  1852??  1856?? radius  2!  2!  2!
004D: jump_if_false Label00B99F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00B99F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00B99F
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_2"  15000& ms  2? \\ Phnom Penh '86
0050: gosub Label0128AA
0417: start_mission  13?

:Label00B99F
0002: jump Label00B902

:Label00B9A6
03A4: name_thread "BAR3"

:Label00B9B0
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COK3_THE_FASTEST_BOAT ==  1?  \\ integer values
004D: jump_if_false Label00B9C9
004E: end_thread

:Label00B9C9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BA4D
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1848??  1852??  1856?? radius  2!  2!  2!
004D: jump_if_false Label00BA4D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BA4D
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BA4D
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_3"  15000& ms  2? \\ The Fastest Boat
0050: gosub Label0128AA
0417: start_mission  14?

:Label00BA4D
0002: jump Label00B9B0

:Label00BA54
03A4: name_thread "BAR4"

:Label00BA5E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1?  \\ integer values
004D: jump_if_false Label00BA77
004E: end_thread

:Label00BA77
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BAFB
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1848??  1852??  1856?? radius  2!  2!  2!
004D: jump_if_false Label00BAFB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BAFB
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BAFB
0050: gosub Label012973
0050: gosub Label012879
00BA: text_styled "COK_4"  15000& ms  2? \\ Supply & Demand
0050: gosub Label0128AA
0417: start_mission  15?

:Label00BAFB
0002: jump Label00BA5E

:Label00BB02
03A4: name_thread "BAR5"

:Label00BB0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label00BB25
004E: end_thread

:Label00BB25
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BBB6
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2040??  2044??  2048?? radius  2!  2!  2!
004D: jump_if_false Label00BBB6
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BBB6
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BBB6
0004: $ONMISSION =  1?  \\ integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "ASS_1"  15000& ms  2? \\ Rub Out
0050: gosub Label0128AA
0417: start_mission  16?

:Label00BBB6
0002: jump Label00BB0C

:Label00BBBD
03A4: name_thread "KEN1"

:Label00BBC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_KENT1_DEATH_ROW ==  1?  \\ integer values
004D: jump_if_false Label00BBE0
004E: end_thread

:Label00BBE0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BC6A
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  491! -77.7!  10.4! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label00BC6A
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BC6A
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BC6A
0050: gosub Label012A60
0050: gosub Label012879
00BA: text_styled "KENT_1"  15000& ms  2? \\ Death Row
0050: gosub Label0128AA
0417: start_mission  17?

:Label00BC6A
0002: jump Label00BBC7

:Label00BC71
03A4: name_thread "SER1"

:Label00BC7B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_TEX1_FOUR_IRON ==  1?  \\ integer values
004D: jump_if_false Label00BC94
004E: end_thread

:Label00BC94
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BD11
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1860??  1864??  1868?? radius  1.5!  2!  2!
004D: jump_if_false Label00BD11
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BD11
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BD11
0050: gosub Label012879
00BA: text_styled "TEX_1"  15000& ms  2? \\ Four Iron
0050: gosub Label0128AA
0417: start_mission  18?

:Label00BD11
0002: jump Label00BC7B

:Label00BD18
03A4: name_thread "SER2"

:Label00BD22
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    980?? ==  1?  \\ integer values
004D: jump_if_false Label00BD3B
004E: end_thread

:Label00BD3B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BDB8
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1860??  1864??  1868?? radius  1.5!  2!  2!
004D: jump_if_false Label00BDB8
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BDB8
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BDB8
0050: gosub Label012879
00BA: text_styled "TEX_3"  15000& ms  2? \\ Demolition Man
0050: gosub Label0128AA
0417: start_mission  19?

:Label00BDB8
0002: jump Label00BD22

:Label00BDBF
03A4: name_thread "SER3"

:Label00BDC9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    984?? ==  1?  \\ integer values
004D: jump_if_false Label00BDE2
004E: end_thread

:Label00BDE2
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BE5F
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1860??  1864??  1868?? radius  1.5!  2!  2!
004D: jump_if_false Label00BE5F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BE5F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BE5F
0050: gosub Label012879
00BA: text_styled "TEX_2"  15000& ms  2? \\ Two Bit Hit
0050: gosub Label0128AA
0417: start_mission  20?

:Label00BE5F
0002: jump Label00BDC9

:Label00BE66
03A4: name_thread "BANK1"

:Label00BE70
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    992?? ==  1?  \\ integer values
004D: jump_if_false Label00BE89
004E: end_thread

:Label00BE89
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BF0D
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1872??  1876??  1880?? radius  1.5!  2!  2!
004D: jump_if_false Label00BF0D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BF0D
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BF0D
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_1"  15000& ms  2? \\ No Escape?
0050: gosub Label0128AA
0417: start_mission  21?

:Label00BF0D
0002: jump Label00BE70

:Label00BF14
03A4: name_thread "BANK2"

:Label00BF1E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    996?? ==  1?  \\ integer values
004D: jump_if_false Label00BF37
004E: end_thread

:Label00BF37
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00BFBB
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1872??  1876??  1880?? radius  1.5!  2!  2!
004D: jump_if_false Label00BFBB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00BFBB
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00BFBB
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_2"  15000& ms  2? \\ The Shootist
0050: gosub Label0128AA
0417: start_mission  22?

:Label00BFBB
0002: jump Label00BF1E

:Label00BFC2
03A4: name_thread "BANK3"

:Label00BFCC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1000?? ==  1?  \\ integer values
004D: jump_if_false Label00BFE5
004E: end_thread

:Label00BFE5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C069
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1872??  1876??  1880?? radius  1.5!  2!  2!
004D: jump_if_false Label00C069
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C069
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C069
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_3"  15000& ms  2? \\ The Driver
0050: gosub Label0128AA
0417: start_mission  23?

:Label00C069
0002: jump Label00BFCC

:Label00C070
03A4: name_thread "BANK4"

:Label00C07A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1004?? ==  1?  \\ integer values
004D: jump_if_false Label00C093
004E: end_thread

:Label00C093
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C117
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1872??  1876??  1880?? radius  1.5!  2!  2!
004D: jump_if_false Label00C117
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C117
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C117
0050: gosub Label012AB9
0050: gosub Label012879
00BA: text_styled "BANK_4"  15000& ms  2? \\ The Job
0050: gosub Label0128AA
0417: start_mission  24?

:Label00C117
0002: jump Label00C07A

:Label00C11E
03A4: name_thread "AMBBANK"
0006:  0@ =  0?  \\ integer values

:Label00C12F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    3940?? ==  1?  \\ integer values
004D: jump_if_false Label00C236
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C22F
00D6: if  0?
0039:    0@ ==  0?  \\ integer values
004D: jump_if_false Label00C22F
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -926.8099! -327.8378!  13.3894! radius  4!  4!  4!
004D: jump_if_false Label00C22F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
02E1:  1@ = create_cash_pickup  500& at -965.2795! -334.6384!  15!
02E1:  2@ = create_cash_pickup  500& at -965.3696! -333.3853!  15!
02E1:  3@ = create_cash_pickup  500& at -927.4954! -339.4821!  17.2!
02E1:  4@ = create_cash_pickup  500& at -930.0884! -339.5698!  17.2!
02E1:  5@ = create_cash_pickup  500& at -932.9709! -339.4713!  17.2!
018D:  6@ = create_sound  0? at -923.4324! -333.2397!  14.3816!
0006:  0@ =  1?  \\ integer values

:Label00C22F
0002: jump Label00C26D

:Label00C236
00D6: if  0?
0039:    0@ ==  1?  \\ integer values
004D: jump_if_false Label00C26D
018E: stop_sound  6@
0215: destroy_pickup  1@
0215: destroy_pickup  2@
0215: destroy_pickup  3@
0215: destroy_pickup  4@
0215: destroy_pickup  5@
0006:  0@ =  0?  \\ integer values

:Label00C26D
0002: jump Label00C12F

:Label00C274
03A4: name_thread "PHI1"

:Label00C27E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1016?? ==  1?  \\ integer values
004D: jump_if_false Label00C297
004E: end_thread

:Label00C297
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C31B
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1968??  1972??  1976?? radius  1.5!  1!  2!
004D: jump_if_false Label00C31B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C31B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C31B
0050: gosub Label012B08
0050: gosub Label012879
00BA: text_styled "PHIL_1"  15000& ms  2? \\ Gun Runner
0050: gosub Label0128AA
0417: start_mission  25?

:Label00C31B
0002: jump Label00C27E

:Label00C322
03A4: name_thread "PHI2"

:Label00C32C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1020?? ==  1?  \\ integer values
004D: jump_if_false Label00C345
004E: end_thread

:Label00C345
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C3C9
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1968??  1972??  1976?? radius  1.5!  1!  2!
004D: jump_if_false Label00C3C9
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C3C9
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C3C9
0050: gosub Label012B08
0050: gosub Label012879
00BA: text_styled "PHIL_2"  15000& ms  2? \\ Boomshine Saigon
0050: gosub Label0128AA
0417: start_mission  26?

:Label00C3C9
0002: jump Label00C32C

:Label00C3D0
03A4: name_thread "PORN1"

:Label00C3DA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1028?? ==  1?  \\ integer values
004D: jump_if_false Label00C3F3
004E: end_thread

:Label00C3F3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C477
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1884??  1888??  1892?? radius  1.5!  2!  2!
004D: jump_if_false Label00C477
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C477
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C477
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_1"  15000& ms  2? \\ Recruitment Drive
0050: gosub Label0128AA
0417: start_mission  27?

:Label00C477
0002: jump Label00C3DA

:Label00C47E
03A4: name_thread "PORN2"

:Label00C488
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1032?? ==  1?  \\ integer values
004D: jump_if_false Label00C4A1
004E: end_thread

:Label00C4A1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C525
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1884??  1888??  1892?? radius  1.5!  2!  2!
004D: jump_if_false Label00C525
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C525
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C525
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_2"  15000& ms  2? \\ Dildo Dodo
0050: gosub Label0128AA
0417: start_mission  28?

:Label00C525
0002: jump Label00C488

:Label00C52C
03A4: name_thread "PORN3"

:Label00C536
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1036?? ==  1?  \\ integer values
004D: jump_if_false Label00C54F
004E: end_thread

:Label00C54F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C5D3
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1884??  1888??  1892?? radius  1.5!  2!  2!
004D: jump_if_false Label00C5D3
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C5D3
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C5D3
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_3"  15000& ms  2? \\ Martha's Mug Shot
0050: gosub Label0128AA
0417: start_mission  29?

:Label00C5D3
0002: jump Label00C536

:Label00C5DA
03A4: name_thread "PORN4"

:Label00C5E4
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1040?? ==  1?  \\ integer values
004D: jump_if_false Label00C5FD
004E: end_thread

:Label00C5FD
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C681
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1884??  1888??  1892?? radius  1.5!  2!  2!
004D: jump_if_false Label00C681
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C681
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C681
0050: gosub Label012A0C
0050: gosub Label012879
00BA: text_styled "PORN_4"  15000& ms  2? \\ G-spotlight
0050: gosub Label0128AA
0417: start_mission  30?

:Label00C681
0002: jump Label00C5E4

:Label00C688
03A4: name_thread "PRO1"

:Label00C692
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1064?? ==  1?  \\ integer values
004D: jump_if_false Label00C6AB
004E: end_thread

:Label00C6AB
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C72E
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -378.3! -579.8!  24.5! radius  1.5!  2!  2!
004D: jump_if_false Label00C72E
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C72E
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C72E
0050: gosub Label012879
00BA: text_styled "BUD_1"  15000& ms  2? \\ Shakedown
0050: gosub Label0128AA
0417: start_mission  31?

:Label00C72E
0002: jump Label00C692

:Label00C735
03A4: name_thread "PRO2"

:Label00C73F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1068?? ==  1?  \\ integer values
004D: jump_if_false Label00C758
004E: end_thread

:Label00C758
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C7DB
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -397.4! -561.3!  18.7! radius  1.5!  2!  2!
004D: jump_if_false Label00C7DB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C7DB
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C7DB
0050: gosub Label012879
00BA: text_styled "BUD_2"  15000& ms  2? \\ Bar Brawl
0050: gosub Label0128AA
0417: start_mission  32?

:Label00C7DB
0002: jump Label00C73F

:Label00C7E2
03A4: name_thread "PRO3"

:Label00C7EC
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1072?? ==  1?  \\ integer values
004D: jump_if_false Label00C805
004E: end_thread

:Label00C805
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C888
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -348.5! -541.8!  16.4! radius  1.5!  2!  2!
004D: jump_if_false Label00C888
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C888
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C888
0050: gosub Label012879
00BA: text_styled "BUD_3"  15000& ms  2? \\ Cop Land
0050: gosub Label0128AA
0417: start_mission  33?

:Label00C888
0002: jump Label00C7EC

:Label00C88F
03A4: name_thread "COU1"

:Label00C899
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1088?? ==  1?  \\ integer values
004D: jump_if_false Label00C8B2
004E: end_thread

:Label00C8B2
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C936
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1896??  1900??  1904?? radius  1.5!  2!  2!
004D: jump_if_false Label00C936
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C936
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C936
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CNT_1"  15000& ms  2? \\ Spilling the Beans
0050: gosub Label0128AA
0417: start_mission  34?

:Label00C936
0002: jump Label00C899

:Label00C93D
03A4: name_thread "COU2"

:Label00C947
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1092?? ==  1?  \\ integer values
004D: jump_if_false Label00C960
004E: end_thread

:Label00C960
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00C9E4
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1896??  1900??  1904?? radius  1.5!  2!  2!
004D: jump_if_false Label00C9E4
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00C9E4
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00C9E4
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CNT_2"  15000& ms  2? \\ Hit the Courier
0050: gosub Label0128AA
0417: start_mission  35?

:Label00C9E4
0002: jump Label00C947

:Label00C9EB
03A4: name_thread "COUBUY"

:Label00C9F5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CA42
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CA42
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CA42
00D6: if  0?
0214:   pickup $PRINT_WORKS_ASSET picked_up
004D: jump_if_false Label00CA42
0417: start_mission  36?
004E: end_thread

:Label00CA42
0002: jump Label00C9F5

:Label00CA49
03A4: name_thread "CARBUY"

:Label00CA53
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CACE
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CACE
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CACE
00D6: if  0?
0214:   pickup $CAR_SHOWROOM_ASSET picked_up
004D: jump_if_false Label00CACE
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
03AF: set_streaming  0? (disabled)
00BA: text_styled "SUNSHIN"  6000& ms  2? \\ Sunshine Autos
0050: gosub Label0128AA
0417: start_mission  37?
004E: end_thread

:Label00CACE
0002: jump Label00CA53

:Label00CAD5
03A4: name_thread "PORNBUY"

:Label00CADF
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CB2C
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CB2C
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CB2C
00D6: if  0?
0214:   pickup $FILM_STUDIO_ASSET picked_up
004D: jump_if_false Label00CB2C
0417: start_mission  38?
004E: end_thread

:Label00CB2C
0002: jump Label00CADF

:Label00CB33
03A4: name_thread "ICEBUY"

:Label00CB3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CBC0
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CBC0
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CBC0
00D6: if  0?
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false Label00CBC0
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
03AF: set_streaming  0? (disabled)
00BA: text_styled "CHERRYP"  6000& ms  2? \\ Cherry Popper Icecreams
0050: gosub Label0128AA
004F: create_thread Label00FA33 
0417: start_mission  39?
004E: end_thread

:Label00CBC0
0002: jump Label00CB3D

:Label00CBC7
03A4: name_thread "TAXIBUY"

:Label00CBD1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CC54
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CC54
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CC54
00D6: if  0?
0214:   pickup  2712?? picked_up
004D: jump_if_false Label00CC54
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
03AF: set_streaming  0? (disabled)
00BA: text_styled "KAUFCAB"  6000& ms  2? \\ Kaufman Cabs
0050: gosub Label0128AA
004F: create_thread Label00EA3D 
0417: start_mission  40?
004E: end_thread

:Label00CC54
0002: jump Label00CBD1

:Label00CC5B
03A4: name_thread "BANKBUY"

:Label00CC65
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CCB2
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CCB2
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CCB2
00D6: if  0?
0214:   pickup  2716?? picked_up
004D: jump_if_false Label00CCB2
0417: start_mission  41?
004E: end_thread

:Label00CCB2
0002: jump Label00CC65

:Label00CCB9
03A4: name_thread "BOATBUY"

:Label00CCC3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CD3E
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CD3E
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CD3E
00D6: if  0?
0214:   pickup  2720?? picked_up
004D: jump_if_false Label00CD3E
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
03AF: set_streaming  0? (disabled)
00BA: text_styled "BOATYAR"  6000& ms  2? \\ The Boatyard
0050: gosub Label0128AA
0417: start_mission  42?
004E: end_thread

:Label00CD3E
0002: jump Label00CCC3

:Label00CD45
03A4: name_thread "STRPBUY"

:Label00CD4F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CD9C
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CD9C
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CD9C
00D6: if  0?
0214:   pickup  2460?? picked_up
004D: jump_if_false Label00CD9C
0417: start_mission  43?
004E: end_thread

:Label00CD9C
0002: jump Label00CD4F

:Label00CDA3
03A4: name_thread "NBMNBUY"

:Label00CDAD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CDFA
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CDFA
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CDFA
00D6: if  0?
0214:   pickup  2648?? picked_up
004D: jump_if_false Label00CDFA
0417: start_mission  44?
004E: end_thread

:Label00CDFA
0002: jump Label00CDAD

:Label00CE01
03A4: name_thread "LNKVBY"

:Label00CE0B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CE58
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CE58
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CE58
00D6: if  0?
0214:   pickup  2616?? picked_up
004D: jump_if_false Label00CE58
0417: start_mission  45?
004E: end_thread

:Label00CE58
0002: jump Label00CE0B

:Label00CE5F
03A4: name_thread "HYCOBY"

:Label00CE69
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CEB6
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CEB6
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CEB6
00D6: if  0?
0214:   pickup  2664?? picked_up
004D: jump_if_false Label00CEB6
0417: start_mission  46?
004E: end_thread

:Label00CEB6
0002: jump Label00CE69

:Label00CEBD
03A4: name_thread "OCHEBY"

:Label00CEC7
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CF14
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CF14
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CF14
00D6: if  0?
0214:   pickup  2632?? picked_up
004D: jump_if_false Label00CF14
0417: start_mission  47?
004E: end_thread

:Label00CF14
0002: jump Label00CEC7

:Label00CF1B
03A4: name_thread "WASHBY"

:Label00CF25
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CF72
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CF72
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CF72
00D6: if  0?
0214:   pickup  2604?? picked_up
004D: jump_if_false Label00CF72
0417: start_mission  48?
004E: end_thread

:Label00CF72
0002: jump Label00CF25

:Label00CF79
03A4: name_thread "VCPTBY"

:Label00CF83
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00CFD0
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00CFD0
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00CFD0
00D6: if  0?
0214:   pickup  2592?? picked_up
004D: jump_if_false Label00CFD0
0417: start_mission  49?
004E: end_thread

:Label00CFD0
0002: jump Label00CF83

:Label00CFD7
03A4: name_thread "SKUMBY"

:Label00CFE1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D02E
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D02E
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D02E
00D6: if  0?
0214:   pickup  2580?? picked_up
004D: jump_if_false Label00D02E
0417: start_mission  50?
004E: end_thread

:Label00D02E
0002: jump Label00CFE1

:Label00D035
03A4: name_thread "FIN1"

:Label00D03F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1076?? ==  1?  \\ integer values
004D: jump_if_false Label00D058
004E: end_thread

:Label00D058
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D0DC
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1896??  1900??  1904?? radius  1.5!  2!  2!
004D: jump_if_false Label00D0DC
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D0DC
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D0DC
0050: gosub Label012B5C
0050: gosub Label012879
00BA: text_styled "CAP_1"  15000& ms  2? \\ Cap the Collector
0050: gosub Label0128AA
0417: start_mission  51?

:Label00D0DC
0002: jump Label00D03F

:Label00D0E3
03A4: name_thread "FIN2"

:Label00D0ED
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1080?? ==  1?  \\ integer values
004D: jump_if_false Label00D106
004E: end_thread

:Label00D106
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D1D4
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -378.3! -579.8!  24.5! radius  1.5!  2!  2!
004D: jump_if_false Label00D1CD
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D1C6
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D1C6
00D6: if  0?
010A:   player $PLAYER_CHAR money >  1000&
004D: jump_if_false Label00D1A3
0050: gosub Label012879
00BA: text_styled "FIN_1"  15000& ms  2? \\ Keep your Friends Close...
0050: gosub Label0128AA
0417: start_mission  52?
0002: jump Label00D1C6

:Label00D1A3
00D6: if  0?
0038:    1808?? ==  0?  \\ integer values
004D: jump_if_false Label00D1C6
03E5: text_box "FIN_B6" \\ You do not have enough money to start this mission.
0004:  1808?? =  1?  \\ integer values

:Label00D1C6
0002: jump Label00D1D4

:Label00D1CD
0004:  1808?? =  0?  \\ integer values

:Label00D1D4
0002: jump Label00D0ED

:Label00D1DB
03A4: name_thread "GANGMEM"
0004:  2896?? = -1?  \\ integer values
0006:  0@ = -1?  \\ integer values
0006:  1@ = -1?  \\ integer values
0006:  7@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  9@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0005:  2900?? =  0!  \\ floating-point values

:Label00D22E
0001: wait $DEFAULT_WAIT_TIME ms
058C:  2900?? = percentage_completed

:Label00D238
00D6: if  0?
0042:    2900?? ==  100!  \\ floating-point values
004D: jump_if_false Label00D3B9
0001: wait  100? ms
0084:  2892?? =  2896??  \\ integer values and handles
0085:  2@ =  3@  \\ integer values and handles
0085:  6@ =  7@  \\ integer values and handles
0007:  10@ = -403.7998!  \\ floating-point values
0007:  11@ = -558.5297!  \\ floating-point values
0007:  12@ =  17.9388!  \\ floating-point values
0007:  13@ =  170.5255!  \\ floating-point values
0007:  14@ = -403.7675!  \\ floating-point values
0007:  15@ = -559.4329!  \\ floating-point values
0050: gosub Label00D3C0
0084:  2896?? =  2892??  \\ integer values and handles
0085:  3@ =  2@  \\ integer values and handles
0085:  7@ =  6@  \\ integer values and handles
0001: wait  100? ms
008A:  2892?? =  0@  \\ integer values and handles
0085:  2@ =  4@  \\ integer values and handles
0085:  6@ =  8@  \\ integer values and handles
0007:  10@ = -401.1314!  \\ floating-point values
0007:  11@ = -565.7331!  \\ floating-point values
0007:  12@ =  18.5404!  \\ floating-point values
0007:  13@ =  100.8949!  \\ floating-point values
0007:  14@ = -402.1638!  \\ floating-point values
0007:  15@ = -565.7678!  \\ floating-point values
0050: gosub Label00D3C0
008B:  0@ =  2892??  \\ integer values and handles
0085:  4@ =  2@  \\ integer values and handles
0085:  8@ =  6@  \\ integer values and handles
0001: wait  100? ms
008A:  2892?? =  1@  \\ integer values and handles
0085:  2@ =  5@  \\ integer values and handles
0085:  6@ =  9@  \\ integer values and handles
0007:  10@ = -404.3082!  \\ floating-point values
0007:  11@ = -561.7204!  \\ floating-point values
0007:  12@ =  17.9388!  \\ floating-point values
0007:  13@ =  7.0257!  \\ floating-point values
0007:  14@ = -404.3812!  \\ floating-point values
0007:  15@ = -561.1186!  \\ floating-point values
0050: gosub Label00D3C0
008B:  1@ =  2892??  \\ integer values and handles
0085:  5@ =  2@  \\ integer values and handles
0085:  9@ =  6@  \\ integer values and handles
0002: jump Label00D238

:Label00D3B9
0002: jump Label00D22E

:Label00D3C0
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D62E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D620
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GANG1"
004D: jump_if_false Label00D4F0
00D6: if  0?
010A:   player $PLAYER_CHAR money >  6000&
004D: jump_if_false Label00D4E9
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label00D4E9
00D6: if  0?
0248:   model #PGA available
004D: jump_if_false Label00D4E9
00D6: if  0?
0248:   model #UZI available
004D: jump_if_false Label00D4E9
00D6: if  0?
80C2:   NOT   sphere_onscreen  10@  11@  12@  1!
004D: jump_if_false Label00D4E9
009A:  2892?? = create_actor  4? #PGA at  10@  11@  12@
0173: set_actor  2892?? z_angle_to  13@
04F5: unknown_actor  2892?? kiss_player $PLAYER_CHAR on  1?
0243: set_actor  2892?? ped_stats_to  16?
01ED: spawn_actor  2892??
0568:  2892??  1?
01B2: give_actor  2892?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  2892?? anim  24? wait_state_time  60000000&& ms
01C5: unknown_actor  2892??
0319: set_actor  2892?? wander_state_to  1? (off)
0223: set_actor  2892?? health_to  250&
02E2: set_actor  2892?? weapon_accuracy_to  80?
054A: unknown_actor  2892?? flag  0?
0446: (unknown)  2892??  0? 
03BC:  6@ = create_sphere  14@  15@  12@  .75!
0006:  2@ =  1?  \\ integer values

:Label00D4E9
0002: jump Label00D513

:Label00D4F0
00D6: if  0?
001B:    2? >  2@  \\ integer values
004D: jump_if_false Label00D513
01C2: remove_references_to_actor  2892??  \\ Like turning an actor into a random pedestrian
0006:  2@ =  0?  \\ integer values
03BD: destroy_sphere  6@

:Label00D513
00D6: if  0?
0039:    2@ ==  1?  \\ integer values
004D: jump_if_false Label00D5A1
00D6: if  0?
8118:   NOT   actor  2892?? dead
004D: jump_if_false Label00D59A
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  14@  15@  12@ radius  1!  1!  2!
004D: jump_if_false Label00D593
00D6: if  0?
010A:   player $PLAYER_CHAR money >  2000&
004D: jump_if_false Label00D57A
0109: player $PLAYER_CHAR money += -2000&

:Label00D57A
01DF: tie_actor  2892?? to_player $PLAYER_CHAR
053D:  2892??
03BD: destroy_sphere  6@
0006:  2@ =  2?  \\ integer values

:Label00D593
0002: jump Label00D5A1

:Label00D59A
0050: gosub Label00D637

:Label00D5A1
00D6: if  0?
0039:    2@ ==  2?  \\ integer values
004D: jump_if_false Label00D619
00D6: if  0?
8118:   NOT   actor  2892?? dead
004D: jump_if_false Label00D612
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  2892?? radius  100!  100!
004D: jump_if_false Label00D604
00D6: if  0?
8320:   NOT   actor  2892?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label00D5FD
01DF: tie_actor  2892?? to_player $PLAYER_CHAR

:Label00D5FD
0002: jump Label00D60B

:Label00D604
0050: gosub Label00D637

:Label00D60B
0002: jump Label00D619

:Label00D612
0050: gosub Label00D637

:Label00D619
0002: jump Label00D627

:Label00D620
0050: gosub Label00D637

:Label00D627
0002: jump Label00D635

:Label00D62E
0050: gosub Label00D637

:Label00D635
0051: return

:Label00D637
00D6: if  0?
8039:   NOT    2@ ==  0?  \\ integer values
004D: jump_if_false Label00D690
01C2: remove_references_to_actor  2892??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D684
00D6: if  0?
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check "GANG1"
004D: jump_if_false Label00D67D
0006:  2@ =  0?  \\ integer values

:Label00D67D
0002: jump Label00D68B

:Label00D684
0006:  2@ =  0?  \\ integer values

:Label00D68B
03BD: destroy_sphere  6@

:Label00D690
0051: return

:Label00D692
03A4: name_thread "ARMYBAS"
0006:  0@ =  0?  \\ integer values

:Label00D6A3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D7D4
00D6: if  21?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "AIRPORT"
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "ARMYBAS"
004D: jump_if_false Label00D77D
00D6: if  0?
0039:    0@ ==  0?  \\ integer values
004D: jump_if_false Label00D716
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?
0247: request_model #ARMY
0006:  0@ =  1?  \\ integer values

:Label00D716
00D6: if  0?
0039:    0@ ==  1?  \\ integer values
004D: jump_if_false Label00D776
00D6: if  22?
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER6"
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1682.24! -179.9125! -1600.448! -150.8878!
004D: jump_if_false Label00D770
03F2: pedgroup  9? remove_threat  1?
0002: jump Label00D776

:Label00D770
03F1: pedtype  9? add_threat  1?

:Label00D776
0002: jump Label00D7D4

:Label00D77D
00D6: if  0?
0039:    0@ ==  1?  \\ integer values
004D: jump_if_false Label00D7D4
0235: set_gang  2? models_to #SGA #SGB
03F2: pedgroup  9? remove_threat  1?
0237: set_gang  2? primary_weapon_to  17? secondary_weapon_to  0?
0592: unknown_gang  2? flag  0?
0001: wait  0? ms
0001: wait  0? ms
0001: wait  0? ms
00D6: if  0?
0038:    6412?? ==  0?  \\ integer values
004D: jump_if_false Label00D7CD
0249: release_model #ARMY

:Label00D7CD
0006:  0@ =  0?  \\ integer values

:Label00D7D4
0002: jump Label00D6A3

:Label00D7DB
03A4: name_thread "BIK1"

:Label00D7E5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1100?? ==  1?  \\ integer values
004D: jump_if_false Label00D7FE
004E: end_thread

:Label00D7FE
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D882
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1908??  1912??  1916?? radius  1.5!  2!  2!
004D: jump_if_false Label00D882
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D882
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D882
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_1"  15000& ms  2? \\ Alloy Wheels of Steel
0050: gosub Label0128AA
0417: start_mission  53?

:Label00D882
0002: jump Label00D7E5

:Label00D889
03A4: name_thread "BIK2"

:Label00D893
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1104?? ==  1?  \\ integer values
004D: jump_if_false Label00D8AC
004E: end_thread

:Label00D8AC
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D930
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1908??  1912??  1916?? radius  1.5!  2!  2!
004D: jump_if_false Label00D930
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D930
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D930
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_2"  15000& ms  2? \\ Messing with the Man
0050: gosub Label0128AA
0417: start_mission  54?

:Label00D930
0002: jump Label00D893

:Label00D937
03A4: name_thread "BIK3"

:Label00D941
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1108?? ==  1?  \\ integer values
004D: jump_if_false Label00D95A
004E: end_thread

:Label00D95A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00D9DE
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1908??  1912??  1916?? radius  1.5!  2!  2!
004D: jump_if_false Label00D9DE
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00D9DE
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00D9DE
0050: gosub Label012BB0
0050: gosub Label012879
00BA: text_styled "BIKE_3"  15000& ms  2? \\ Hog Tied
0050: gosub Label0128AA
0417: start_mission  55?

:Label00D9DE
0002: jump Label00D941

:Label00D9E5
03A4: name_thread "CUB1"

:Label00D9EF
0001: wait  0? ms
00D6: if  0?
0038:    1116?? ==  1?  \\ integer values
004D: jump_if_false Label00DA07
004E: end_thread

:Label00DA07
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DA8B
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DA8B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DA8B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DA8B
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_1"  15000& ms  2? \\ Stunt Boat Challenge
0050: gosub Label0128AA
0417: start_mission  56?

:Label00DA8B
0002: jump Label00D9EF

:Label00DA92
03A4: name_thread "CUB2"

:Label00DA9C
0001: wait  0? ms
00D6: if  0?
0038:    1120?? ==  1?  \\ integer values
004D: jump_if_false Label00DAB4
004E: end_thread

:Label00DAB4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DB38
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DB38
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DB38
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DB38
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_2"  15000& ms  2? \\ Cannon Fodder
0050: gosub Label0128AA
0417: start_mission  57?

:Label00DB38
0002: jump Label00DA9C

:Label00DB3F
03A4: name_thread "CUB3"

:Label00DB49
0001: wait  0? ms
00D6: if  0?
0038:    1124?? ==  1?  \\ integer values
004D: jump_if_false Label00DB61
004E: end_thread

:Label00DB61
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DBE5
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DBE5
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DBE5
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DBE5
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_3"  15000& ms  2? \\ Naval Engagement
0050: gosub Label0128AA
0417: start_mission  58?

:Label00DBE5
0002: jump Label00DB49

:Label00DBEC
03A4: name_thread "CUB4"

:Label00DBF6
0001: wait  0? ms
00D6: if  0?
0038:    1128?? ==  1?  \\ integer values
004D: jump_if_false Label00DC0E
004E: end_thread

:Label00DC0E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DDD8
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DDD8
00D6: if  0?
040C:   is_german_game
004D: jump_if_false Label00DD1A
00D6: if  0?
0038:   $PASSED_HAT2_BOMBS_AWAY ==  1?  \\ integer values
004D: jump_if_false Label00DCB8
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DCB1
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DCB1
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_4"  15000& ms  2? \\ Trojan Voodoo
0050: gosub Label0128AA
0417: start_mission  59?

:Label00DCB1
0002: jump Label00DD13

:Label00DCB8
00BC: text_highpriority "GOAWAY1"  5000& ms  1? \\ ~g~Come back when you have finished the Haitian gang missions.

:Label00DCC7
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DD13
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00DD0C
0002: jump Label00DBF6

:Label00DD0C
0002: jump Label00DCC7

:Label00DD13
0002: jump Label00DDD8

:Label00DD1A
00D6: if  0?
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1?  \\ integer values
004D: jump_if_false Label00DD7D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DD76
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DD76
0050: gosub Label012C58
0050: gosub Label012879
00BA: text_styled "CUB_4"  15000& ms  2? \\ Trojan Voodoo
0050: gosub Label0128AA
0417: start_mission  59?

:Label00DD76
0002: jump Label00DDD8

:Label00DD7D
00BC: text_highpriority "GOAWAY1"  5000& ms  1? \\ ~g~Come back when you have finished the Haitian gang missions.

:Label00DD8C
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1920??  1924??  1928?? radius  2!  2.2!  3!
004D: jump_if_false Label00DDD8
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00DDD1
0002: jump Label00DBF6

:Label00DDD1
0002: jump Label00DD8C

:Label00DDD8
0002: jump Label00DBF6

:Label00DDDF
03A4: name_thread "HAT1"

:Label00DDE9
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_HAT1_JUJU_SCRAMBLE ==  1?  \\ integer values
004D: jump_if_false Label00DE02
004E: end_thread

:Label00DE02
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DE86
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1932??  1936??  1940?? radius  1.5!  2!  2!
004D: jump_if_false Label00DE86
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DE86
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DE86
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_1"  15000& ms  2? \\ Juju Scramble
0050: gosub Label0128AA
0417: start_mission  60?

:Label00DE86
0002: jump Label00DDE9

:Label00DE8D
03A4: name_thread "HAT2"

:Label00DE97
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_HAT2_BOMBS_AWAY ==  1?  \\ integer values
004D: jump_if_false Label00DEB0
004E: end_thread

:Label00DEB0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DF34
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1932??  1936??  1940?? radius  1.5!  2!  2!
004D: jump_if_false Label00DF34
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DF34
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DF34
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_2"  15000& ms  2? \\ Bombs Away!
0050: gosub Label0128AA
0417: start_mission  61?

:Label00DF34
0002: jump Label00DE97

:Label00DF3B
03A4: name_thread "HAT3"

:Label00DF45
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1?  \\ integer values
004D: jump_if_false Label00DF5E
004E: end_thread

:Label00DF5E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00DFE2
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1932??  1936??  1940?? radius  1.5!  2!  2!
004D: jump_if_false Label00DFE2
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00DFE2
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00DFE2
0050: gosub Label012CB1
0050: gosub Label012879
00BA: text_styled "HAT_3"  15000& ms  2? \\ Dirty Lickin's
0050: gosub Label0128AA
0417: start_mission  62?

:Label00DFE2
0002: jump Label00DF45

:Label00DFE9
03A4: name_thread "ROC1"

:Label00DFF3
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_ROCK1_LOVE_JUICE ==  1?  \\ integer values
004D: jump_if_false Label00E00C
004E: end_thread

:Label00E00C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E090
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1944??  1948??  1952?? radius  1.5!  2!  2!
004D: jump_if_false Label00E090
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E090
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E090
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_1"  15000& ms  2? \\ Love Juice
0050: gosub Label0128AA
0417: start_mission  63?

:Label00E090
0002: jump Label00DFF3

:Label00E097
03A4: name_thread "ROC2"

:Label00E0A1
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_ROCK2_PSYCHO_KILLER ==  1?  \\ integer values
004D: jump_if_false Label00E0BA
004E: end_thread

:Label00E0BA
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E13E
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1944??  1948??  1952?? radius  1.5!  2!  2!
004D: jump_if_false Label00E13E
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E13E
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E13E
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_2"  15000& ms  2? \\ Psycho Killer
0050: gosub Label0128AA
0417: start_mission  64?

:Label00E13E
0002: jump Label00E0A1

:Label00E145
03A4: name_thread "ROC3"

:Label00E14F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:   $PASSED_ROCK3_PUBLICITY_TOUR ==  1?  \\ integer values
004D: jump_if_false Label00E168
004E: end_thread

:Label00E168
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E260
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1944??  1948??  1952?? radius  1.5!  2!  2!
004D: jump_if_false Label00E260
00D6: if  0?
0038:    1108?? ==  1?  \\ integer values
004D: jump_if_false Label00E205
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E1FE
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E1FE
0050: gosub Label012C04
0050: gosub Label012879
00BA: text_styled "ROCK_3"  15000& ms  2? \\ Publicity Tour
0050: gosub Label0128AA
0417: start_mission  65?

:Label00E1FE
0002: jump Label00E260

:Label00E205
00BC: text_highpriority "GOAWAY2"  1000& ms  2? \\ ~g~Come back when you have finished the Biker gang missions.

:Label00E214
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1944??  1948??  1952?? radius  1.5!  2!  2!
004D: jump_if_false Label00E260
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E259
0002: jump Label00E14F

:Label00E259
0002: jump Label00E214

:Label00E260
0002: jump Label00E14F

:Label00E267
03A4: name_thread "SHOOT"
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E2CC

:Label00E281
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -665.63!  1231.863!  10.1! radius  10!  10!  3!
004D: jump_if_false Label00E2CC
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E2C5

:Label00E2C5
0002: jump Label00E281

:Label00E2CC
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E3B5
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -665.63!  1231.863!  10.1! radius  1!  1!  2!
004D: jump_if_false Label00E3B5
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E3B5
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E3B5
0004: $ONMISSION =  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
0050: gosub Label0128AA
0417: start_mission  66?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E3B5

:Label00E36A
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -665.63!  1231.863!  10.1! radius  10!  10!  3!
004D: jump_if_false Label00E3B5
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E3AE

:Label00E3AE
0002: jump Label00E36A

:Label00E3B5
0002: jump Label00E2CC

:Label00E3BC
03A4: name_thread "ASSIN_1"

:Label00E3C6
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1192?? ==  1?  \\ integer values
004D: jump_if_false Label00E3E4
024E: disable_phone  1168??
004E: end_thread

:Label00E3E4
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E402
0405: enable_phone  1168??
0002: jump Label00E407

:Label00E402
024E: disable_phone  1168??

:Label00E407
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E502
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  2064??  2068??  2072?? radius  1!  1!  2!
004D: jump_if_false Label00E502
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E502
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E49F
0004: $ONMISSION =  1?  \\ integer values
024E: disable_phone  1168??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "JOB_1"  15000& ms  2? \\ Road Kill
0050: gosub Label0128AA
0417: start_mission  67?

:Label00E49F
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E4B6
0002: jump Label00E3C6

:Label00E4B6
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2064??  2068??  2072?? radius  1!  1!  2!
004D: jump_if_false Label00E502
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E4FB
0002: jump Label00E3C6

:Label00E4FB
0002: jump Label00E4B6

:Label00E502
0002: jump Label00E3C6

:Label00E509
03A4: name_thread "ASSIN_2"

:Label00E513
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1196?? ==  1?  \\ integer values
004D: jump_if_false Label00E531
024E: disable_phone  1172??
004E: end_thread

:Label00E531
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E54F
0405: enable_phone  1172??
0002: jump Label00E554

:Label00E54F
024E: disable_phone  1172??

:Label00E554
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E64F
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  2076??  2080??  2084?? radius  1!  1!  2!
004D: jump_if_false Label00E64F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E64F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E5EC
0004: $ONMISSION =  1?  \\ integer values
024E: disable_phone  1172??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "JOB_2"  15000& ms  2? \\ Waste the Wife
0050: gosub Label0128AA
0417: start_mission  68?

:Label00E5EC
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E603
0002: jump Label00E513

:Label00E603
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2076??  2080??  2084?? radius  1!  1!  2!
004D: jump_if_false Label00E64F
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E648
0002: jump Label00E513

:Label00E648
0002: jump Label00E603

:Label00E64F
0002: jump Label00E513

:Label00E656
03A4: name_thread "ASSIN_3"

:Label00E660
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1200?? ==  1?  \\ integer values
004D: jump_if_false Label00E67E
024E: disable_phone  1176??
004E: end_thread

:Label00E67E
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E69C
0405: enable_phone  1176??
0002: jump Label00E6A1

:Label00E69C
024E: disable_phone  1176??

:Label00E6A1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E79C
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  2088??  2092??  2096?? radius  1!  1!  2!
004D: jump_if_false Label00E79C
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E79C
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E739
0004: $ONMISSION =  1?  \\ integer values
024E: disable_phone  1176??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "JOB_3"  15000& ms  2? \\ Autocide
0050: gosub Label0128AA
0417: start_mission  69?

:Label00E739
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E750
0002: jump Label00E660

:Label00E750
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2088??  2092??  2096?? radius  1!  1!  2!
004D: jump_if_false Label00E79C
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E795
0002: jump Label00E660

:Label00E795
0002: jump Label00E750

:Label00E79C
0002: jump Label00E660

:Label00E7A3
03A4: name_thread "ASSIN_4"

:Label00E7AD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1204?? ==  1?  \\ integer values
004D: jump_if_false Label00E7CB
024E: disable_phone  1180??
004E: end_thread

:Label00E7CB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E7E9
0405: enable_phone  1180??
0002: jump Label00E7EE

:Label00E7E9
024E: disable_phone  1180??

:Label00E7EE
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00E8E9
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  2100??  2104??  2108?? radius  1!  1!  2!
004D: jump_if_false Label00E8E9
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E8E9
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E886
0004: $ONMISSION =  1?  \\ integer values
024E: disable_phone  1180??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "JOB_4"  15000& ms  2? \\ Check Out at the Check In
0050: gosub Label0128AA
0417: start_mission  70?

:Label00E886
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E89D
0002: jump Label00E7AD

:Label00E89D
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2100??  2104??  2108?? radius  1!  1!  2!
004D: jump_if_false Label00E8E9
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E8E2
0002: jump Label00E7AD

:Label00E8E2
0002: jump Label00E89D

:Label00E8E9
0002: jump Label00E7AD

:Label00E8F0
03A4: name_thread "ASSIN_5"

:Label00E8FA
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1208?? ==  1?  \\ integer values
004D: jump_if_false Label00E918
024E: disable_phone  1184??
004E: end_thread

:Label00E918
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00E936
0405: enable_phone  1184??
0002: jump Label00E93B

:Label00E936
024E: disable_phone  1184??

:Label00E93B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00EA36
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  2112??  2116??  2120?? radius  1!  1!  2!
004D: jump_if_false Label00EA36
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00EA36
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00E9D3
0004: $ONMISSION =  1?  \\ integer values
024E: disable_phone  1184??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "JOB_5"  15000& ms  2? \\ Loose Ends
0050: gosub Label0128AA
0417: start_mission  71?

:Label00E9D3
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00E9EA
0002: jump Label00E8FA

:Label00E9EA
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2112??  2116??  2120?? radius  1!  1!  2!
004D: jump_if_false Label00EA36
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EA2F
0002: jump Label00E8FA

:Label00EA2F
0002: jump Label00E9EA

:Label00EA36
0002: jump Label00E8FA

:Label00EA3D
03A4: name_thread "TWAR1"

:Label00EA47
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1232?? ==  1?  \\ integer values
004D: jump_if_false Label00EA60
004E: end_thread

:Label00EA60
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00EB9A
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00EB61
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00EB61
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00EAFE
0004:  1480?? =  1?  \\ integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_1"  15000& ms  2? \\ V.I.P.
00D6: if  0?
0038:    1484?? ==  0?  \\ integer values
004D: jump_if_false Label00EAFE
0417: start_mission  72?
0004:  1484?? =  1?  \\ integer values

:Label00EAFE
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EB15
0002: jump Label00EA47

:Label00EB15
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00EB61
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EB5A
0002: jump Label00EA47

:Label00EB5A
0002: jump Label00EB15

:Label00EB61
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1956??  1960??  1964?? radius  1!  2!  2!
004D: jump_if_false Label00EB9A
00BC: text_highpriority "NOTAXI"  1000& ms  2? \\ ~g~You need a Kaufman Cab to activate this mission.

:Label00EB9A
0002: jump Label00EA47

:Label00EBA1
03A4: name_thread "TWAR2"

:Label00EBAB
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1236?? ==  1?  \\ integer values
004D: jump_if_false Label00EBC4
004E: end_thread

:Label00EBC4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00ECFE
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00ECC5
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00ECC5
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00EC62
0004:  1480?? =  1?  \\ integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_2"  15000& ms  2? \\ Friendly Rivalry
00D6: if  0?
0038:    1484?? ==  0?  \\ integer values
004D: jump_if_false Label00EC62
0417: start_mission  73?
0004:  1484?? =  1?  \\ integer values

:Label00EC62
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EC79
0002: jump Label00EBAB

:Label00EC79
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00ECC5
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00ECBE
0002: jump Label00EBAB

:Label00ECBE
0002: jump Label00EC79

:Label00ECC5
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1956??  1960??  1964?? radius  1!  2!  2!
004D: jump_if_false Label00ECFE
00BC: text_highpriority "NOTAXI"  1000& ms  2? \\ ~g~You need a Kaufman Cab to activate this mission.

:Label00ECFE
0002: jump Label00EBAB

:Label00ED05
03A4: name_thread "TWAR3"

:Label00ED0F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1240?? ==  1?  \\ integer values
004D: jump_if_false Label00ED28
004E: end_thread

:Label00ED28
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00EE62
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00EE29
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00EE29
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00EDC6
0004:  1480?? =  1?  \\ integer values
0050: gosub Label012D05
00BA: text_styled "TAXI_3"  15000& ms  2? \\ Cabmaggedon
00D6: if  0?
0038:    1484?? ==  0?  \\ integer values
004D: jump_if_false Label00EDC6
0417: start_mission  74?
0004:  1484?? =  1?  \\ integer values

:Label00EDC6
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EDDD
0002: jump Label00ED0F

:Label00EDDD
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1956??  1960??  1964?? radius  2!  2!  2!
004D: jump_if_false Label00EE29
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00EE22
0002: jump Label00ED0F

:Label00EE22
0002: jump Label00EDDD

:Label00EE29
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  1956??  1960??  1964?? radius  1!  2!  2!
004D: jump_if_false Label00EE62
00BC: text_highpriority "NOTAXI"  1000& ms  2? \\ ~g~You need a Kaufman Cab to activate this mission.

:Label00EE62
0002: jump Label00ED0F

:Label00EE69
03A4: name_thread "TAXI_L"

:Label00EE73
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F043
00D6: if  0?
8596:   NOT $PLAYER_CHAR
004D: jump_if_false Label00F043
00D6: if  0?
02DE: unknown_player $PLAYER_CHAR
004D: jump_if_false Label00F028
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00F021
0293:  72?? = current_controls
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label00EF16
00D6: if  0?
0038:    1480?? ==  0?  \\ integer values
004D: jump_if_false Label00EF16
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00EF05
03E5: text_box "TTUTOR" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
0002: jump Label00EF0F

:Label00EF05
03E5: text_box "TTUTOR2" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.

:Label00EF0F
0004:  1480?? =  1?  \\ integer values

:Label00EF16
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00EFA8
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00EFA1

:Label00EF39
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00EF71
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
82DE:   NOT unknown_player $PLAYER_CHAR
004D: jump_if_false Label00EF6A
0002: jump Label00EE69

:Label00EF6A
0002: jump Label00EF39

:Label00EF71
00BA: text_styled "TAXI_M"  6000& ms  5? \\ 'TAXI DRIVER'
0001: wait  0? ms
00D6: if  0?
0038:    1484?? ==  0?  \\ integer values
004D: jump_if_false Label00EFA1
0417: start_mission  75?
0004:  1484?? =  1?  \\ integer values

:Label00EFA1
0002: jump Label00F021

:Label00EFA8
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F021

:Label00EFB9
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00EFF1
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
82DE:   NOT unknown_player $PLAYER_CHAR
004D: jump_if_false Label00EFEA
0002: jump Label00EE69

:Label00EFEA
0002: jump Label00EFB9

:Label00EFF1
00BA: text_styled "TAXI_M"  6000& ms  5? \\ 'TAXI DRIVER'
0001: wait  0? ms
00D6: if  0?
0038:    1484?? ==  0?  \\ integer values
004D: jump_if_false Label00F021
0417: start_mission  75?
0004:  1484?? =  1?  \\ integer values

:Label00F021
0002: jump Label00F043

:Label00F028
00D6: if  0?
0038:    1480?? ==  1?  \\ integer values
004D: jump_if_false Label00F043
03E6: remove_text_box
0004:  1480?? =  0?  \\ integer values

:Label00F043
0002: jump Label00EE73

:Label00F04A
03A4: name_thread "AMBULA"

:Label00F054
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F200
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F1E5
00D6: if  1?
0038:   $ONMISSION ==  0?  \\ integer values
0038:    1276?? ==  0?  \\ integer values
004D: jump_if_false Label00F1DE
0293:  72?? = current_controls
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label00F0F1
00D6: if  0?
0038:    1272?? ==  0?  \\ integer values
004D: jump_if_false Label00F0F1
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F0E0
03E5: text_box "ATUTOR" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off.
0002: jump Label00F0EA

:Label00F0E0
03E5: text_box "ATUTOR3" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.

:Label00F0EA
0004:  1272?? =  1?  \\ integer values

:Label00F0F1
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F174
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F16D

:Label00F114
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F14F
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F148
0002: jump Label00F04A

:Label00F148
0002: jump Label00F114

:Label00F14F
00BA: text_styled "AMBUL_M"  6000& ms  5? \\ 'PARAMEDIC'
0001: wait  0? ms
0417: start_mission  76?
0004:  1272?? =  1?  \\ integer values

:Label00F16D
0002: jump Label00F1DE

:Label00F174
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F1DE

:Label00F185
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F1C0
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label00F1B9
0002: jump Label00F04A

:Label00F1B9
0002: jump Label00F185

:Label00F1C0
00BA: text_styled "AMBUL_M"  6000& ms  5? \\ 'PARAMEDIC'
0001: wait  0? ms
0417: start_mission  76?
0004:  1272?? =  1?  \\ integer values

:Label00F1DE
0002: jump Label00F200

:Label00F1E5
00D6: if  0?
0038:    1272?? ==  1?  \\ integer values
004D: jump_if_false Label00F200
03E6: remove_text_box
0004:  1272?? =  0?  \\ integer values

:Label00F200
0002: jump Label00F054

:Label00F207
03A4: name_thread "FIRE"

:Label00F211
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F3BD
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F3A2
00D6: if  1?
0038:   $ONMISSION ==  0?  \\ integer values
0038:    1284?? ==  0?  \\ integer values
004D: jump_if_false Label00F39B
0293:  72?? = current_controls
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label00F2AE
00D6: if  0?
0038:    1280?? ==  0?  \\ integer values
004D: jump_if_false Label00F2AE
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F29D
03E5: text_box "FTUTOR" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
0002: jump Label00F2A7

:Label00F29D
03E5: text_box "FTUTOR2" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.

:Label00F2A7
0004:  1280?? =  1?  \\ integer values

:Label00F2AE
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F331
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F32A

:Label00F2D1
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F30C
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F305
0002: jump Label00F207

:Label00F305
0002: jump Label00F2D1

:Label00F30C
00BA: text_styled "FIRE_M"  6000& ms  5? \\ 'FIREFIGHTER'
0001: wait  0? ms
0417: start_mission  77?
0004:  1280?? =  1?  \\ integer values

:Label00F32A
0002: jump Label00F39B

:Label00F331
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F39B

:Label00F342
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F37D
0001: wait  0? ms
00D6: if  21?
8256:   NOT   player $PLAYER_CHAR defined
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label00F376
0002: jump Label00F207

:Label00F376
0002: jump Label00F342

:Label00F37D
00BA: text_styled "FIRE_M"  6000& ms  5? \\ 'FIREFIGHTER'
0001: wait  0? ms
0417: start_mission  77?
0004:  1280?? =  1?  \\ integer values

:Label00F39B
0002: jump Label00F3BD

:Label00F3A2
00D6: if  0?
0038:    1280?? ==  1?  \\ integer values
004D: jump_if_false Label00F3BD
03E6: remove_text_box
0004:  1280?? =  0?  \\ integer values

:Label00F3BD
0002: jump Label00F211

:Label00F3C4
03A4: name_thread "COP"

:Label00F3CE
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F662
00D6: if  22?
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F647
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00F640
0293:  72?? = current_controls
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label00F471
00D6: if  0?
0038:    1288?? ==  0?  \\ integer values
004D: jump_if_false Label00F471
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F460
03E5: text_box "CTUTOR" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
0002: jump Label00F46A

:Label00F460
03E5: text_box "CTUTOR2" \\ Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.

:Label00F46A
0004:  1288?? =  1?  \\ integer values

:Label00F471
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label00F565
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F55E

:Label00F494
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label00F4EE
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00F4C0
0002: jump Label00F3C4

:Label00F4C0
00D6: if  2?
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F4E7
0002: jump Label00F3C4

:Label00F4E7
0002: jump Label00F494

:Label00F4EE
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label00F517
00BA: text_styled "COP_M3"  6000& ms  5? \\ 'BROWN THUNDER'
0002: jump Label00F54F

:Label00F517
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false Label00F540
00BA: text_styled "COP_M2"  6000& ms  5? \\ 'VICE SQUAD'
0002: jump Label00F54F

:Label00F540
00BA: text_styled "COP_M"  6000& ms  5? \\ 'VIGILANTE'

:Label00F54F
0001: wait  0? ms
0417: start_mission  78?
0004:  1288?? =  1?  \\ integer values

:Label00F55E
0002: jump Label00F640

:Label00F565
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F640

:Label00F576
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label00F5D0
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00F5A2
0002: jump Label00F3C4

:Label00F5A2
00D6: if  2?
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label00F5C9
0002: jump Label00F3C4

:Label00F5C9
0002: jump Label00F576

:Label00F5D0
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label00F5F9
00BA: text_styled "COP_M3"  6000& ms  5? \\ 'BROWN THUNDER'
0002: jump Label00F631

:Label00F5F9
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #CHEETAH
004D: jump_if_false Label00F622
00BA: text_styled "COP_M2"  6000& ms  5? \\ 'VICE SQUAD'
0002: jump Label00F631

:Label00F622
00BA: text_styled "COP_M"  6000& ms  5? \\ 'VIGILANTE'

:Label00F631
0001: wait  0? ms
0417: start_mission  78?
0004:  1288?? =  1?  \\ integer values

:Label00F640
0002: jump Label00F662

:Label00F647
00D6: if  0?
0038:    1288?? ==  1?  \\ integer values
004D: jump_if_false Label00F662
03E6: remove_text_box
0004:  1288?? =  0?  \\ integer values

:Label00F662
0002: jump Label00F3CE

:Label00F669
03A4: name_thread "STADIUM"

:Label00F673
0001: wait $DEFAULT_WAIT_TIME ms
00BF:  36?? = current_time_hours,  40?? = current_time_minutes
00D6: if  0?
0018:    36?? >  19?  \\ integer values
004D: jump_if_false Label00F864
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00F7F0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F7E9
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00F7E9
00D6: if  0?
0038:    28?? ==  0?  \\ integer values
004D: jump_if_false Label00F6DD
0004:  28?? =  1?  \\ integer values

:Label00F6DD
00D6: if  0?
0038:    44?? ==  1?  \\ integer values
004D: jump_if_false Label00F70A
0177: set_object $ARENA_DOOR_1 z_angle_to  90!
0177: set_object $ARENA_DOOR_2 z_angle_to -90!
0004:  44?? =  0?  \\ integer values

:Label00F70A
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -1110.331!  1331.096!  20.1119! radius  2!  2!  2!
004D: jump_if_false Label00F7E9
0004: $ONMISSION =  1?  \\ integer values
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00D6: if  0?
0038:    32?? ==  0?  \\ integer values
004D: jump_if_false Label00F783
0004: $ONMISSION =  1?  \\ integer values
00BA: text_styled "HOTRNG"  15000& ms  2? \\ HOTRING
0050: gosub Label0128AA
0417: start_mission  79?

:Label00F783
00D6: if  0?
0038:    32?? ==  1?  \\ integer values
004D: jump_if_false Label00F7B6
0004: $ONMISSION =  1?  \\ integer values
00BA: text_styled "BLODRNG"  15000& ms  2? \\ BLOODRING
0050: gosub Label0128AA
0417: start_mission  80?

:Label00F7B6
00D6: if  0?
0038:    32?? ==  2?  \\ integer values
004D: jump_if_false Label00F7E9
0004: $ONMISSION =  1?  \\ integer values
00BA: text_styled "DIRTRNG"  15000& ms  2? \\ DIRTRING
0050: gosub Label0128AA
0417: start_mission  81?

:Label00F7E9
0002: jump Label00F85D

:Label00F7F0
00D6: if  0?
0038:    44?? ==  0?  \\ integer values
004D: jump_if_false Label00F85D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F85D
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -1118.978!  1326.515!  19.076! -1108.978!  1335.515!  23.076!
004D: jump_if_false Label00F85D
0177: set_object $ARENA_DOOR_1 z_angle_to  0!
0177: set_object $ARENA_DOOR_2 z_angle_to  0!
0004:  44?? =  1?  \\ integer values

:Label00F85D
0002: jump Label00F9AC

:Label00F864
00D6: if  0?
0038:    44?? ==  0?  \\ integer values
004D: jump_if_false Label00F8D1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00F8D1
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -1118.978!  1326.515!  19.076! -1108.978!  1335.515!  23.076!
004D: jump_if_false Label00F8D1
0177: set_object $ARENA_DOOR_1 z_angle_to  0!
0177: set_object $ARENA_DOOR_2 z_angle_to  0!
0004:  44?? =  1?  \\ integer values

:Label00F8D1
00D6: if  0?
0038:    28?? ==  1?  \\ integer values
004D: jump_if_false Label00F9AC
0008:  32?? +=  1?  \\ integer values
00D6: if  0?
0038:    32?? ==  3?  \\ integer values
004D: jump_if_false Label00F903
0004:  32?? =  0?  \\ integer values

:Label00F903
00D6: if  0?
0038:    32?? ==  0?  \\ integer values
004D: jump_if_false Label00F939
0108: destroy_object  24??
029B:  24?? = init_object -3? (DTHOTRING_A) at -1037.08!  1340.258!  36.552!
01C7: spawn_object  24??
054D:  0?

:Label00F939
00D6: if  0?
0038:    32?? ==  1?  \\ integer values
004D: jump_if_false Label00F96F
0108: destroy_object  24??
029B:  24?? = init_object -15? (DTBLOODRING_A) at -1037.08!  1340.258!  36.552!
01C7: spawn_object  24??
054D:  1?

:Label00F96F
00D6: if  0?
0038:    32?? ==  2?  \\ integer values
004D: jump_if_false Label00F9A5
0108: destroy_object  24??
029B:  24?? = init_object -16? (DTDIRTRING_A) at -1037.08!  1340.258!  36.552!
01C7: spawn_object  24??
054D:  2?

:Label00F9A5
0004:  28?? =  0?  \\ integer values

:Label00F9AC
0002: jump Label00F673

:Label00F9B3
03A4: name_thread "RACES"

:Label00F9BD
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FA2C
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FA2C
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FA2C
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -967.705! -827.3005!  5.7702! radius  1.5!  2!  2!
004D: jump_if_false Label00FA2C
0001: wait  0? ms
0417: start_mission  82?

:Label00FA2C
0002: jump Label00F9BD

:Label00FA33
03A4: name_thread "ICE1"

:Label00FA3D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1348?? ==  1?  \\ integer values
004D: jump_if_false Label00FA56
004E: end_thread

:Label00FA56
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FB3B
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1980??  1984??  1988?? radius  2!  2!  2!
004D: jump_if_false Label00FB3B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FB3B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FAD8
00BA: text_styled "CREAM"  15000& ms  2? \\ Distribution
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0417: start_mission  83?

:Label00FAD8
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FAEF
0002: jump Label00FA3D

:Label00FAEF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1980??  1984??  1988?? radius  2!  2!  2!
004D: jump_if_false Label00FB3B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FB34
0002: jump Label00FA3D

:Label00FB34
0002: jump Label00FAEF

:Label00FB3B
0002: jump Label00FA3D

:Label00FB42
03A4: name_thread "HELI1"

:Label00FB4C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FC2B
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1992??  1996??  2000?? radius  2!  2!  2!
004D: jump_if_false Label00FC2B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FC2B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FBC8
00BA: text_styled "HELI_1"  15000& ms  5? \\ Downtown Chopper Checkpoint
0417: start_mission  84?

:Label00FBC8
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FBDF
0002: jump Label00FB4C

:Label00FBDF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  1992??  1996??  2000?? radius  2!  2!  2!
004D: jump_if_false Label00FC2B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FC24
0002: jump Label00FB4C

:Label00FC24
0002: jump Label00FBDF

:Label00FC2B
0002: jump Label00FB4C

:Label00FC32
03A4: name_thread "HELI2"

:Label00FC3C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FD1B
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2004??  2008??  2012?? radius  2!  2!  2!
004D: jump_if_false Label00FD1B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FD1B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FCB8
00BA: text_styled "HELI_2"  15000& ms  5? \\ Ocean Beach Chopper Checkpoint
0417: start_mission  85?

:Label00FCB8
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FCCF
0002: jump Label00FC3C

:Label00FCCF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2004??  2008??  2012?? radius  2!  2!  2!
004D: jump_if_false Label00FD1B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FD14
0002: jump Label00FC3C

:Label00FD14
0002: jump Label00FCCF

:Label00FD1B
0002: jump Label00FC3C

:Label00FD22
03A4: name_thread "HELI3"

:Label00FD2C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FE0B
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2016??  2020??  2024?? radius  2!  2!  2!
004D: jump_if_false Label00FE0B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FE0B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FDA8
00BA: text_styled "HELI_3"  15000& ms  5? \\ Vice Point Chopper Checkpoint
0417: start_mission  86?

:Label00FDA8
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FDBF
0002: jump Label00FD2C

:Label00FDBF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2016??  2020??  2024?? radius  2!  2!  2!
004D: jump_if_false Label00FE0B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FE04
0002: jump Label00FD2C

:Label00FE04
0002: jump Label00FDBF

:Label00FE0B
0002: jump Label00FD2C

:Label00FE12
03A4: name_thread "HELI4"

:Label00FE1C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label00FEFB
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPARROW
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2028??  2032??  2036?? radius  2!  2!  2!
004D: jump_if_false Label00FEFB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label00FEFB
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label00FE98
00BA: text_styled "HELI_4"  15000& ms  5? \\ Little Haiti Chopper Checkpoint
0417: start_mission  87?

:Label00FE98
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FEAF
0002: jump Label00FE1C

:Label00FEAF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  2028??  2032??  2036?? radius  2!  2!  2!
004D: jump_if_false Label00FEFB
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label00FEF4
0002: jump Label00FE1C

:Label00FEF4
0002: jump Label00FEAF

:Label00FEFB
0002: jump Label00FE1C

:Label00FF02
03A4: name_thread "BMXLOOP"

:Label00FF0C
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01000A
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01000A
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false Label00FF85
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -430!  1405!  8.5! -420!  1415!  12.5!
004D: jump_if_false Label00FF85
0004:  1424?? =  1?  \\ integer values

:Label00FF85
00D6: if  0?
0038:    1424?? ==  0?  \\ integer values
004D: jump_if_false Label00FFE3
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label00FFBD
00BA: text_styled "BMX_1"  15000& ms  2? \\ 'Trial by Dirt'
0417: start_mission  88?

:Label00FFBD
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false Label00FFE3
00BA: text_styled "BMX_2"  15000& ms  2? \\ 'Test Track'
0417: start_mission  89?

:Label00FFE3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01000A
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label01000A
0004:  1424?? =  0?  \\ integer values

:Label01000A
0002: jump Label00FF0C

:Label010011
03A4: name_thread "O4X4_1"

:Label01001B
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1356?? ==  0?  \\ integer values
004D: jump_if_false Label01003A
0004:  1380?? =  300&  \\ integer values

:Label01003A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010109
00D6: if  1?
0038:   $ONMISSION ==  0?  \\ integer values
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label010109
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  504.4! -311.8!  12!  510.4! -305.8!  14!
004D: jump_if_false Label0100A8
0004:  1368?? =  1?  \\ integer values

:Label0100A8
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0100BF
0004:  1368?? =  0?  \\ integer values

:Label0100BF
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
0038:    1368?? ==  0?  \\ integer values
004D: jump_if_false Label0100E0
0004:  1416?? =  1?  \\ integer values

:Label0100E0
00D6: if  0?
0038:    1416?? ==  1?  \\ integer values
004D: jump_if_false Label010109
00BA: text_styled "T4X4_1"  15000& ms  2? \\ 'PCJ Playground'
0001: wait  0? ms
0417: start_mission  90?

:Label010109
0002: jump Label01001B

:Label010110
03A4: name_thread "MULTI"

:Label01011A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0038:    1404?? ==  0?  \\ integer values
004D: jump_if_false Label010138
0004:  1408?? =  120?  \\ integer values

:Label010138
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0101F1
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0101F1
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  125! -1155!  27!  130! -1160!  33!
004D: jump_if_false Label010199
0004:  1412?? =  1?  \\ integer values

:Label010199
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION
0038:    1412?? ==  0?  \\ integer values
004D: jump_if_false Label0101CA
00BA: text_styled "MM_1"  15000& ms  2? \\ 'CONE CRAZY'
0001: wait  0? ms
0417: start_mission  91?

:Label0101CA
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0101F1
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0101F1
0004:  1412?? =  0?  \\ integer values

:Label0101F1
0002: jump Label01011A

:Label0101F8
03A4: name_thread "PIZZ"
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01031C
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01031C
00D6: if  0?
0038:    1556?? ==  0?  \\ integer values
004D: jump_if_false Label01031C
00D6: if  3?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -894.1!  798.7!  1! -914.1!  818.7!  21!
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -1018.7!  78.6!  1.2! -1038.7!  98.6!  21.2!
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  403.8!  87.7!  .9!  423.8!  107.7!  20.9!
004D: jump_if_false Label0102C4
0004:  1560?? =  1?  \\ integer values

:Label0102C4
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
0038:    1560?? ==  0?  \\ integer values
004D: jump_if_false Label0102F5
00BA: text_styled "PIZ1_A"  15000& ms  2? \\ PIZZA BOY MISSION
0001: wait  0? ms
0417: start_mission  92?

:Label0102F5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01031C
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label01031C
0004:  1560?? =  0?  \\ integer values

:Label01031C
0002: jump Label0101F8

:Label010323
03A4: name_thread "RCHELY1"

:Label01032D
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0103E3
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0103E3
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0103E3
00D6: if  0?
0038:    1588?? ==  0?  \\ integer values
004D: jump_if_false Label0103E3
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point -1235.1! -1235.7! radius  4!  4!
004D: jump_if_false Label0103E3
00D6: if  0?
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0103E3
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0001: wait  100? ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "RCH1_11"  15000& ms  2? \\ RC Raider Pickup
0050: gosub Label0128AA
0417: start_mission  93?

:Label0103E3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01040D
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label01040D
0004:  1588?? =  0?  \\ integer values

:Label01040D
0002: jump Label01032D

:Label010414
03A4: name_thread "RC_RACE"

:Label01041E
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0104D4
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0104D4
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0104D4
00D6: if  0?
0038:    1596?? ==  0?  \\ integer values
004D: jump_if_false Label0104D4
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  718.465!  701.3998! radius  3!  3!
004D: jump_if_false Label0104D4
00D6: if  0?
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0104D4
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0001: wait  100? ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "RCR1_5"  15000& ms  2? \\ RC Bandit Race
0050: gosub Label0128AA
0417: start_mission  94?

:Label0104D4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0104FE
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0104FE
0004:  1596?? =  0?  \\ integer values

:Label0104FE
0002: jump Label01041E

:Label010505
03A4: name_thread "RC_PLNE"

:Label01050F
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0105CF
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0105CF
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0105CF
00D6: if  0?
0038:    1600?? ==  0?  \\ integer values
004D: jump_if_false Label0105CF
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  307.917!  1254.622!  27.595! radius  4!  4!  4!
004D: jump_if_false Label0105CF
00D6: if  0?
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0105CF
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0001: wait  100? ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "RCPL1_7"  15000& ms  2? \\ RC Baron Race
0050: gosub Label0128AA
0417: start_mission  95?

:Label0105CF
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0105F9
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #TOPFUN
004D: jump_if_false Label0105F9
0004:  1600?? =  0?  \\ integer values

:Label0105F9
0002: jump Label01050F

:Label010600
03A4: name_thread "COKRUN"

:Label01060A
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010759
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010759
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false Label010683
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -585.8! -1506.8!  5! radius  14!  14!  4!
004D: jump_if_false Label010683
0004:  324?? =  1?  \\ integer values

:Label010683
00D6: if  0?
0038:    324?? ==  0?  \\ integer values
004D: jump_if_false Label0106E0
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SQUALO
00DE:   player $PLAYER_CHAR driving_vehicle_type #JETMAX
004D: jump_if_false Label0106E0
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms
00BA: text_styled "BOAT_N"  15000& ms  2? \\ Checkpoint Charlie
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0050: gosub Label0128AA
0417: start_mission  96?

:Label0106E0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010707
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label010707
0004:  324?? =  0?  \\ integer values

:Label010707
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -585.8! -1506.8!  5! radius  14!  14!  4!
004D: jump_if_false Label010759
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label010752
0002: jump Label01060A

:Label010752
0002: jump Label010707

:Label010759
0002: jump Label01060A

:Label010760
03A4: name_thread "PSAVE1"

:Label01076A
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010993
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010993
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010993
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010975
00D6: if  0?
0038:    1776?? ==  0?  \\ integer values
004D: jump_if_false Label0107EA
0213:  1772?? = create_pickup -17? (PICKUPSAVE) type  3? at  219.3! -1273.5!  11.5!
0004:  1776?? =  1?  \\ integer values

:Label0107EA
00D6: if  0?
0214:   pickup  1772?? picked_up
004D: jump_if_false Label01096E
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01094B
0215: destroy_pickup  1772??
0213:  1772?? = create_pickup -17? (PICKUPSAVE) type  3? at  219.3! -1273.5!  11.5!
016A: fade  1? (back)  1000& ms
00D6: if  0?
0038:    888?? ==  0?  \\ integer values
004D: jump_if_false Label010911
0395: clear_area  1? at  220.3! -1275.5! range  11!  1!
0055: put_player $PLAYER_CHAR at  220.3! -1275.5!  11!
0171: set_player $PLAYER_CHAR z_angle_to  121!
015F: set_camera_position  223.301! -1277.655!  13.822!  0!  0!  0!
0160: point_camera  222.563! -1278.279!  13.565!  2?
03E5: text_box "HELP19" \\ Walk into the ~q~pink marker ~w~to continue.
0006:  16@ =  0?  \\ integer values

:Label0108C1
00D6: if  0?
8019:   NOT    16@ >  2000&  \\ integer values
004D: jump_if_false Label01090A
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label010903
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label010903
0002: jump Label01090A

:Label010903
0002: jump Label0108C1

:Label01090A
0002: jump Label010947

:Label010911
0395: clear_area  1? at  223.1! -1276.7! range  11!  1!
0055: put_player $PLAYER_CHAR at  223.1! -1276.7!  11!
0171: set_player $PLAYER_CHAR z_angle_to  258!

:Label010947
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Label01094B
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01096E
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004: $ONMISSION =  0?  \\ integer values

:Label01096E
0002: jump Label010993

:Label010975
00D6: if  0?
0038:    1776?? ==  1?  \\ integer values
004D: jump_if_false Label010993
0215: destroy_pickup  1772??
0004:  1776?? =  0?  \\ integer values

:Label010993
0002: jump Label01076A

:Label01099A
03A4: name_thread "PSAVE2"

:Label0109A4
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010AD1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label010AD1
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010AD1
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010AB3
00D6: if  0?
0038:    84?? ==  0?  \\ integer values
004D: jump_if_false Label010A24
0213:  80?? = create_pickup -17? (PICKUPSAVE) type  3? at -378.3! -597.2!  25.8!
0004:  84?? =  1?  \\ integer values

:Label010A24
00D6: if  0?
0214:   pickup  80?? picked_up
004D: jump_if_false Label010AAC
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010AA5
0215: destroy_pickup  80??
0213:  80?? = create_pickup -17? (PICKUPSAVE) type  3? at -378.3! -597.2!  25.8!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -378.3! -592.3! range  25.3!  1!
0055: put_player $PLAYER_CHAR at -378.5! -589.1!  24.6!
0171: set_player $PLAYER_CHAR z_angle_to  0!

:Label010AA5
0050: gosub Label012DA8

:Label010AAC
0002: jump Label010AD1

:Label010AB3
00D6: if  0?
0038:    84?? ==  1?  \\ integer values
004D: jump_if_false Label010AD1
0215: destroy_pickup  80??
0004:  84?? =  0?  \\ integer values

:Label010AD1
0002: jump Label0109A4

:Label010AD8
03A4: name_thread "PSAVE3"

:Label010AE2
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010C0F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label010C0F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010C0F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010BF1
00D6: if  0?
0038:    268?? ==  0?  \\ integer values
004D: jump_if_false Label010B62
0213:  272?? = create_pickup -17? (PICKUPSAVE) type  3? at -1033.8! -846.9!  13!
0004:  268?? =  1?  \\ integer values

:Label010B62
00D6: if  0?
0214:   pickup  272?? picked_up
004D: jump_if_false Label010BEA
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010BE3
0215: destroy_pickup  272??
0213:  272?? = create_pickup -17? (PICKUPSAVE) type  3? at -1033.8! -846.9!  13!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -1028.3! -851.9! range  12.3!  1!
0055: put_player $PLAYER_CHAR at -1028.3! -851.9!  12.3!
0171: set_player $PLAYER_CHAR z_angle_to  226!

:Label010BE3
0050: gosub Label012DA8

:Label010BEA
0002: jump Label010C0F

:Label010BF1
00D6: if  0?
0038:    268?? ==  1?  \\ integer values
004D: jump_if_false Label010C0F
0215: destroy_pickup  272??
0004:  268?? =  0?  \\ integer values

:Label010C0F
0002: jump Label010AE2

:Label010C16
03A4: name_thread "PSAVE4"

:Label010C20
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010D4D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label010D4D
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010D4D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010D2F
00D6: if  0?
0038:    108?? ==  0?  \\ integer values
004D: jump_if_false Label010CA0
0213:  280?? = create_pickup -17? (PICKUPSAVE) type  3? at -992.7!  193.4!  11.4!
0004:  108?? =  1?  \\ integer values

:Label010CA0
00D6: if  0?
0214:   pickup  280?? picked_up
004D: jump_if_false Label010D28
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010D21
0215: destroy_pickup  280??
0213:  280?? = create_pickup -17? (PICKUPSAVE) type  3? at -992.7!  193.4!  11.4!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -996.5!  194.1! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -996.5!  194.1!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  80!

:Label010D21
0050: gosub Label012DA8

:Label010D28
0002: jump Label010D4D

:Label010D2F
00D6: if  0?
0038:    108?? ==  1?  \\ integer values
004D: jump_if_false Label010D4D
0215: destroy_pickup  280??
0004:  108?? =  0?  \\ integer values

:Label010D4D
0002: jump Label010C20

:Label010D54
03A4: name_thread "PSAVE5"

:Label010D5E
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010E7F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label010E7F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010E7F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010E61
00D6: if  0?
0038:    148?? ==  0?  \\ integer values
004D: jump_if_false Label010DD8
0213:  2460?? = create_pickup -17? (PICKUPSAVE) type  3? at  2280??  2284??  2288??
0004:  148?? =  1?  \\ integer values

:Label010DD8
00D6: if  0?
0214:   pickup  2460?? picked_up
004D: jump_if_false Label010E5A
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010E53
0215: destroy_pickup  2460??
0213:  2460?? = create_pickup -17? (PICKUPSAVE) type  3? at  2280??  2284??  2288??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  100.9297! -1470.622! range  9.3871!  1!
0055: put_player $PLAYER_CHAR at  100.9297! -1470.622!  9.3871!
0171: set_player $PLAYER_CHAR z_angle_to  218.0275!

:Label010E53
0050: gosub Label012DA8

:Label010E5A
0002: jump Label010E7F

:Label010E61
00D6: if  0?
0038:    148?? ==  1?  \\ integer values
004D: jump_if_false Label010E7F
0215: destroy_pickup  2460??
0004:  148?? =  0?  \\ integer values

:Label010E7F
0002: jump Label010D5E

:Label010E86
03A4: name_thread "PSAVE6"

:Label010E90
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010FBD
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label010FBD
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label010FBD
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label010F9F
00D6: if  0?
0038:    196?? ==  0?  \\ integer values
004D: jump_if_false Label010F10
0213:  2720?? = create_pickup -17? (PICKUPSAVE) type  3? at -664.1! -1476.3!  13.8!
0004:  196?? =  1?  \\ integer values

:Label010F10
00D6: if  0?
0214:   pickup  2720?? picked_up
004D: jump_if_false Label010F98
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label010F91
0215: destroy_pickup  2720??
0213:  2720?? = create_pickup -17? (PICKUPSAVE) type  3? at -664.1! -1476.3!  13.8!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -660! -1477.8! range  13!  1!
0055: put_player $PLAYER_CHAR at -660! -1477.8!  13!
0171: set_player $PLAYER_CHAR z_angle_to  248!

:Label010F91
0050: gosub Label012DA8

:Label010F98
0002: jump Label010FBD

:Label010F9F
00D6: if  0?
0038:    196?? ==  1?  \\ integer values
004D: jump_if_false Label010FBD
0215: destroy_pickup  2720??
0004:  196?? =  0?  \\ integer values

:Label010FBD
0002: jump Label010E90

:Label010FC4
03A4: name_thread "PSAVE7"

:Label010FCE
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0110FB
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0110FB
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label0110FB
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0110DD
00D6: if  0?
0038:    200?? ==  0?  \\ integer values
004D: jump_if_false Label01104E
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17? (PICKUPSAVE) type  3? at -878.5! -575.1!  11.2!
0004:  200?? =  1?  \\ integer values

:Label01104E
00D6: if  0?
0214:   pickup $ICE_CREAM_FACTORY_ASSET picked_up
004D: jump_if_false Label0110D6
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0110CF
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0213: $ICE_CREAM_FACTORY_ASSET = create_pickup -17? (PICKUPSAVE) type  3? at -878.5! -575.1!  11.2!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -872! -573.4! range  10.4!  1!
0055: put_player $PLAYER_CHAR at -872! -573.4!  10.4!
0171: set_player $PLAYER_CHAR z_angle_to  277!

:Label0110CF
0050: gosub Label012DA8

:Label0110D6
0002: jump Label0110FB

:Label0110DD
00D6: if  0?
0038:    200?? ==  1?  \\ integer values
004D: jump_if_false Label0110FB
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0004:  200?? =  0?  \\ integer values

:Label0110FB
0002: jump Label010FCE

:Label011102
03A4: name_thread "PSAVE8"

:Label01110C
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011239
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label011239
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011239
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01121B
00D6: if  0?
0038:    284?? ==  0?  \\ integer values
004D: jump_if_false Label01118C
0213:  296?? = create_pickup -17? (PICKUPSAVE) type  3? at -1059.6! -282.2!  11.2!
0004:  284?? =  1?  \\ integer values

:Label01118C
00D6: if  0?
0214:   pickup  296?? picked_up
004D: jump_if_false Label011214
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01120D
0215: destroy_pickup  296??
0213:  296?? = create_pickup -17? (PICKUPSAVE) type  3? at -1059.6! -282.2!  11.2!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -1056.7! -279.7! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -1056.7! -279.7!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  273!

:Label01120D
0050: gosub Label012DA8

:Label011214
0002: jump Label011239

:Label01121B
00D6: if  0?
0038:    284?? ==  1?  \\ integer values
004D: jump_if_false Label011239
0215: destroy_pickup  296??
0004:  284?? =  0?  \\ integer values

:Label011239
0002: jump Label01110C

:Label011240
03A4: name_thread "PSAVE9"

:Label01124A
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011377
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label011377
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011377
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label011359
00D6: if  0?
0038:    288?? ==  0?  \\ integer values
004D: jump_if_false Label0112CA
0213:  300?? = create_pickup -17? (PICKUPSAVE) type  3? at  0!  957.9!  11.1!
0004:  288?? =  1?  \\ integer values

:Label0112CA
00D6: if  0?
0214:   pickup  300?? picked_up
004D: jump_if_false Label011352
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01134B
0215: destroy_pickup  300??
0213:  300?? = create_pickup -17? (PICKUPSAVE) type  3? at  0!  957.9!  11.1!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  1.4!  960.7! range  10.2!  1!
0055: put_player $PLAYER_CHAR at  1.4!  960.7!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  274.3!

:Label01134B
0050: gosub Label012DA8

:Label011352
0002: jump Label011377

:Label011359
00D6: if  0?
0038:    288?? ==  1?  \\ integer values
004D: jump_if_false Label011377
0215: destroy_pickup  300??
0004:  288?? =  0?  \\ integer values

:Label011377
0002: jump Label01124A

:Label01137E
03A4: name_thread "PSAVE10"

:Label011388
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0114B5
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label0114B5
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label0114B5
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label011497
00D6: if  0?
0038:    292?? ==  0?  \\ integer values
004D: jump_if_false Label011408
0213:  304?? = create_pickup -17? (PICKUPSAVE) type  3? at  499.5! -66.9!  11.4!
0004:  292?? =  1?  \\ integer values

:Label011408
00D6: if  0?
0214:   pickup  304?? picked_up
004D: jump_if_false Label011490
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011489
0215: destroy_pickup  304??
0213:  304?? = create_pickup -17? (PICKUPSAVE) type  3? at  499.5! -66.9!  11.4!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  492! -80.6! range  10.7!  .5!
0055: put_player $PLAYER_CHAR at  492! -80.6!  10.7!
0171: set_player $PLAYER_CHAR z_angle_to  224.5!

:Label011489
0050: gosub Label012DA8

:Label011490
0002: jump Label0114B5

:Label011497
00D6: if  0?
0038:    292?? ==  1?  \\ integer values
004D: jump_if_false Label0114B5
0215: destroy_pickup  304??
0004:  292?? =  0?  \\ integer values

:Label0114B5
0002: jump Label011388

:Label0114BC
03A4: name_thread "SAVE1"

:Label0114C6
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0115E7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label0115E7
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label0115E7
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0115C9
00D6: if  0?
0038:    144?? ==  0?  \\ integer values
004D: jump_if_false Label011540
0213:  2648?? = create_pickup -17? (PICKUPSAVE) type  3? at  2292??  2296??  2300??
0004:  144?? =  1?  \\ integer values

:Label011540
00D6: if  0?
0214:   pickup  2648?? picked_up
004D: jump_if_false Label0115C2
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0115BB
0215: destroy_pickup  2648??
0213:  2648?? = create_pickup -17? (PICKUPSAVE) type  3? at  2292??  2296??  2300??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  428.4!  609.1! range  12!  1!
0055: put_player $PLAYER_CHAR at  428.4!  609.1!  12!
0171: set_player $PLAYER_CHAR z_angle_to  0!

:Label0115BB
0050: gosub Label012DA8

:Label0115C2
0002: jump Label0115E7

:Label0115C9
00D6: if  0?
0038:    144?? ==  1?  \\ integer values
004D: jump_if_false Label0115E7
0215: destroy_pickup  2648??
0004:  144?? =  0?  \\ integer values

:Label0115E7
0002: jump Label0114C6

:Label0115EE
03A4: name_thread "SAVE2"

:Label0115F8
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011719
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011719
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011719
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0116FB
00D6: if  0?
0038:    88?? ==  0?  \\ integer values
004D: jump_if_false Label011672
0213:  2616?? = create_pickup -17? (PICKUPSAVE) type  3? at  2340??  2344??  2348??
0004:  88?? =  1?  \\ integer values

:Label011672
00D6: if  0?
0214:   pickup  2616?? picked_up
004D: jump_if_false Label0116F4
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0116ED
0215: destroy_pickup  2616??
0213:  2616?? = create_pickup -17? (PICKUPSAVE) type  3? at  2340??  2344??  2348??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  306.5728!  376.2928! range  12.1856!  1!
0055: put_player $PLAYER_CHAR at  306.5728!  376.2928!  12.1856!
0171: set_player $PLAYER_CHAR z_angle_to  276.3156!

:Label0116ED
0050: gosub Label012DA8

:Label0116F4
0002: jump Label011719

:Label0116FB
00D6: if  0?
0038:    88?? ==  1?  \\ integer values
004D: jump_if_false Label011719
0215: destroy_pickup  2616??
0004:  88?? =  0?  \\ integer values

:Label011719
0002: jump Label0115F8

:Label011720
03A4: name_thread "SAVE3"

:Label01172A
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01184B
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01184B
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label01184B
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01182D
00D6: if  0?
0038:    60?? ==  0?  \\ integer values
004D: jump_if_false Label0117A4
0213:  2664?? = create_pickup -17? (PICKUPSAVE) type  3? at  2352??  2356??  2360??
0004:  60?? =  1?  \\ integer values

:Label0117A4
00D6: if  0?
0214:   pickup  2664?? picked_up
004D: jump_if_false Label011826
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01181F
0215: destroy_pickup  2664??
0213:  2664?? = create_pickup -17? (PICKUPSAVE) type  3? at  2352??  2356??  2360??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -833.811!  1304.07! range  10.5131!  1!
0055: put_player $PLAYER_CHAR at -833.811!  1304.07!  10.5131!
0171: set_player $PLAYER_CHAR z_angle_to  200.4458!

:Label01181F
0050: gosub Label012DA8

:Label011826
0002: jump Label01184B

:Label01182D
00D6: if  0?
0038:    60?? ==  1?  \\ integer values
004D: jump_if_false Label01184B
0215: destroy_pickup  2664??
0004:  60?? =  0?  \\ integer values

:Label01184B
0002: jump Label01172A

:Label011852
03A4: name_thread "SAVE4"

:Label01185C
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01197D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01197D
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label01197D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01195F
00D6: if  0?
0038:    128?? ==  0?  \\ integer values
004D: jump_if_false Label0118D6
0213:  2604?? = create_pickup -17? (PICKUPSAVE) type  3? at  2376??  2380??  2384??
0004:  128?? =  1?  \\ integer values

:Label0118D6
00D6: if  0?
0214:   pickup  2604?? picked_up
004D: jump_if_false Label011958
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011951
0215: destroy_pickup  2604??
0213:  2604?? = create_pickup -17? (PICKUPSAVE) type  3? at  2376??  2380??  2384??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  90.781! -806.1213! range  10.3349!  1!
0055: put_player $PLAYER_CHAR at  90.781! -806.1213!  10.3349!
0171: set_player $PLAYER_CHAR z_angle_to  238.8605!

:Label011951
0050: gosub Label012DA8

:Label011958
0002: jump Label01197D

:Label01195F
00D6: if  0?
0038:    128?? ==  1?  \\ integer values
004D: jump_if_false Label01197D
0215: destroy_pickup  2604??
0004:  128?? =  0?  \\ integer values

:Label01197D
0002: jump Label01185C

:Label011984
03A4: name_thread "SAVE5"

:Label01198E
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011AAF
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label011AAF
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011AAF
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label011A91
00D6: if  0?
0038:    64?? ==  0?  \\ integer values
004D: jump_if_false Label011A08
0213:  2632?? = create_pickup -17? (PICKUPSAVE) type  3? at  2364??  2368??  2372??
0004:  64?? =  1?  \\ integer values

:Label011A08
00D6: if  0?
0214:   pickup  2632?? picked_up
004D: jump_if_false Label011A8A
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011A83
0215: destroy_pickup  2632??
0213:  2632?? = create_pickup -17? (PICKUPSAVE) type  3? at  2364??  2368??  2372??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  14.4571! -1498.594! range  12.1974!  1!
0055: put_player $PLAYER_CHAR at  14.4571! -1498.594!  12.1974!
0171: set_player $PLAYER_CHAR z_angle_to  353.8286!

:Label011A83
0050: gosub Label012DA8

:Label011A8A
0002: jump Label011AAF

:Label011A91
00D6: if  0?
0038:    64?? ==  1?  \\ integer values
004D: jump_if_false Label011AAF
0215: destroy_pickup  2632??
0004:  64?? =  0?  \\ integer values

:Label011AAF
0002: jump Label01198E

:Label011AB6
03A4: name_thread "SAVE6"

:Label011AC0
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011BE1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label011BE1
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011BE1
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label011BC3
00D6: if  0?
0038:    276?? ==  0?  \\ integer values
004D: jump_if_false Label011B3A
0213:  2592?? = create_pickup -17? (PICKUPSAVE) type  3? at  2388??  2392??  2396??
0004:  276?? =  1?  \\ integer values

:Label011B3A
00D6: if  0?
0214:   pickup  2592?? picked_up
004D: jump_if_false Label011BBC
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011BB5
0215: destroy_pickup  2592??
0213:  2592?? = create_pickup -17? (PICKUPSAVE) type  3? at  2388??  2392??  2396??
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  529.6626!  1272.155! range  16.822!  1!
0055: put_player $PLAYER_CHAR at  529.6626!  1272.155!  16.822!
0171: set_player $PLAYER_CHAR z_angle_to  131.5277!

:Label011BB5
0050: gosub Label012DA8

:Label011BBC
0002: jump Label011BE1

:Label011BC3
00D6: if  0?
0038:    276?? ==  1?  \\ integer values
004D: jump_if_false Label011BE1
0215: destroy_pickup  2592??
0004:  276?? =  0?  \\ integer values

:Label011BE1
0002: jump Label011AC0

:Label011BE8
03A4: name_thread "SAVE7"

:Label011BF2
0001: wait  250& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011D2F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label011D2F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011D2F
00D6: if  0?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label011D2F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label011D11
00D6: if  0?
0038:    240?? ==  0?  \\ integer values
004D: jump_if_false Label011C82
0213:  2580?? = create_pickup -17? (PICKUPSAVE) type  3? at -562.8!  699.7!  20.6!
0004:  240?? =  1?  \\ integer values

:Label011C82
00D6: if  0?
0214:   pickup  2580?? picked_up
004D: jump_if_false Label011D0A
0050: gosub Label012D4C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label011D03
0215: destroy_pickup  2580??
0213:  2580?? = create_pickup -17? (PICKUPSAVE) type  3? at -562.8!  699.7!  20.6!
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at -559.9!  705.4! range  19.8!  1!
0055: put_player $PLAYER_CHAR at -559.9!  705.4!  19.8!
0171: set_player $PLAYER_CHAR z_angle_to  243!

:Label011D03
0050: gosub Label012DA8

:Label011D0A
0002: jump Label011D2F

:Label011D11
00D6: if  0?
0038:    240?? ==  1?  \\ integer values
004D: jump_if_false Label011D2F
0215: destroy_pickup  2580??
0004:  240?? =  0?  \\ integer values

:Label011D2F
0002: jump Label011BF2

:Label011D36
03A4: name_thread "HELP"

:Label011D40
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012872
00D6: if  0?
0038:    880?? ==  1?  \\ integer values
004D: jump_if_false Label012872
00D6: if  0?
0038:    180?? ==  0?  \\ integer values
004D: jump_if_false Label011DF9
0001: wait  500& ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label011DA5
03E5: text_box "HELP26" \\ Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.
0002: jump Label011DAF

:Label011DA5
03E5: text_box "HELP21" \\ Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle.

:Label011DAF
0001: wait  5000& ms
03E5: text_box "HELP42" \\ Follow the ~q~pink blip~w~ to find the hotel.
0189:  264?? = unknown_create_checkpoint_at  240.4! -1280.2!  10!
03E7: flash_hud  8?
0001: wait  3000& ms
03E7: flash_hud -1?
0006:  17@ =  0?  \\ integer values
0001: wait  3000& ms
0004:  180?? =  1?  \\ integer values
0002: jump Label0120E4

:Label011DF9
00D6: if  0?
0038:    328?? ==  0?  \\ integer values
004D: jump_if_false Label011E51
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  240.4! -1280.2!  10! radius  25!  25!  5!
004D: jump_if_false Label011E51
03E5: text_box "HELP44" \\ Stop in the ~q~pink marker.
0001: wait  3000& ms
0004:  328?? =  1?  \\ integer values

:Label011E51
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if  0?
0038:    100?? ==  0?  \\ integer values
004D: jump_if_false Label011FA7
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label011FA0
0001: wait  1000& ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label011EB0
03E5: text_box "HELP4_D" \\ Push the right analog stick up to ~h~accelerate.
0002: jump Label011EBA

:Label011EB0
03E5: text_box "HELP4_A" \\ Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate.

:Label011EBA
0001: wait  4000& ms
0293:  72?? = current_controls
00D6: if  21?
0038:    72?? ==  1?  \\ integer values
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label011EEE
03E5: text_box "HELP36" \\ Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.
0002: jump Label011EF8

:Label011EEE
03E5: text_box "HELP35" \\ Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle.

:Label011EF8
0001: wait  4000& ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label011F25
03E5: text_box "HELP5_D" \\ Pull the right analog stick back to brake, or to reverse if the vehicle has stopped.
0002: jump Label011F2F

:Label011F25
03E5: text_box "HELP5_A" \\ Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped.

:Label011F2F
0001: wait  4000& ms
0293:  72?? = current_controls
00D6: if  21?
0038:    72?? ==  0?  \\ integer values
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label011F5C
03E5: text_box "HELP6_A" \\ Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:Label011F5C
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label011F78
03E5: text_box "HELP6_C" \\ Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake.

:Label011F78
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label011F94
03E5: text_box "HELP6_D" \\ Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:Label011F94
0001: wait  4000& ms
0004:  100?? =  1?  \\ integer values

:Label011FA0
0002: jump Label0120E4

:Label011FA7
00D6: if  0?
0038:    340?? ==  1?  \\ integer values
004D: jump_if_false Label0120E4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label012034
00D6: if  0?
0038:    192?? ==  0?  \\ integer values
004D: jump_if_false Label012034
0001: wait  2000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01202D
00D6: if  0?
0038:    72?? ==  0?  \\ integer values
004D: jump_if_false Label012023
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.
0002: jump Label01202D

:Label012023
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.

:Label01202D
0004:  192?? =  1?  \\ integer values

:Label012034
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0120E4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0120E4
00D6: if  0?
0038:    188?? ==  0?  \\ integer values
004D: jump_if_false Label0120E4
00D6: if  23?
02D7:   player $PLAYER_CHAR currentweapon ==  22?
02D7:   player $PLAYER_CHAR currentweapon ==  23?
02D7:   player $PLAYER_CHAR currentweapon ==  24?
02D7:   player $PLAYER_CHAR currentweapon ==  25?
004D: jump_if_false Label0120E4
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~.
0001: wait  5000& ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0120C4
03E5: text_box "HELP33" \\ Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.
0002: jump Label0120CE

:Label0120C4
03E5: text_box "HELP32" \\ Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button.

:Label0120CE
0001: wait  5000& ms
03E5: text_box "HELP34" \\ You must have a sub machine gun to perform a drive-by.
0004:  188?? =  1?  \\ integer values

:Label0120E4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012202
00D6: if  0?
0038:    176?? ==  0?  \\ integer values
004D: jump_if_false Label012202
00D6: if  0?
0038:    68?? ==  0?  \\ integer values
004D: jump_if_false Label012202
00D6: if  21?
00FA:   player $PLAYER_CHAR stopped  0? ()near_point_in_car  240.4! -1280.2!  10! radius  4!  4!  3!
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  240.4! -1280.2!  10! radius  4!  4!  3!
004D: jump_if_false Label012202
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
015F: set_camera_position  264.334! -1311.16!  10.297!  0!  0!  0!
0160: point_camera  263.577! -1310.574!  10.589!  2?
0001: wait  1000& ms
03E5: text_box "HELP16" \\ Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building.
0001: wait  3000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0121D2
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label0121D2
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0164: disable_marker  264??
00D6: if  0?
0038:    888?? ==  0?  \\ integer values
004D: jump_if_false Label0121FB
0189:  264?? = unknown_create_checkpoint_at  1812??  1816??  1820??

:Label0121FB
0004:  68?? =  1?  \\ integer values

:Label012202
00D6: if  0?
0038:    176?? ==  0?  \\ integer values
004D: jump_if_false Label012454
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label012454
00D6: if  0?
0038:    4352?? ==  1?  \\ integer values
004D: jump_if_false Label012454
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012454
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  225! -1277.3!  11.5! radius  2.5!  2.5!  3!
004D: jump_if_false Label012454
0164: disable_marker  264??
00D6: if  0?
0038:    888?? ==  0?  \\ integer values
004D: jump_if_false Label01229D
0189:  264?? = unknown_create_checkpoint_at  1812??  1816??  1820??

:Label01229D
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
015F: set_camera_position  223.301! -1277.655!  13.822!  0!  0!  0!
0160: point_camera  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.
0006:  16@ =  0?  \\ integer values

:Label0122E8
00D6: if  0?
8019:   NOT    16@ >  1000&  \\ integer values
004D: jump_if_false Label01231D
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012316
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label012316
0002: jump Label0122E8

:Label01231D
0006:  16@ =  0?  \\ integer values

:Label012324
00D6: if  0?
8019:   NOT    16@ >  2000&  \\ integer values
004D: jump_if_false Label012371
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012352
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label012352
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01236A
0002: jump Label012432

:Label01236A
0002: jump Label012324

:Label012371
0460: set_camera_pointing_time  0!  1500&
015F: set_camera_position  223.301! -1277.655!  13.822!  0!  0!  0!
0160: point_camera  222.563! -1278.279!  13.565!  1?
0006:  16@ =  0?  \\ integer values

:Label0123B5
00D6: if  0?
8019:   NOT    16@ >  1500&  \\ integer values
004D: jump_if_false Label0123EB
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0123E4
0002: jump Label012432

:Label0123E4
0002: jump Label0123B5

:Label0123EB
03E5: text_box "HELP19" \\ Walk into the ~q~pink marker ~w~to continue.
0006:  16@ =  0?  \\ integer values

:Label0123FC
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label012432
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01242B
0002: jump Label012432

:Label01242B
0002: jump Label0123FC

:Label012432
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012449
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label012449
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004:  176?? =  1?  \\ integer values

:Label012454
00D6: if  0?
0038:    888?? ==  1?  \\ integer values
004D: jump_if_false Label0124E8
00D6: if  0?
0038:    184?? ==  0?  \\ integer values
004D: jump_if_false Label0124E8
02A7:  884?? = create_marker  19? at  219.8! -1273.5!  11!
018B: show_on_radar  884??  2?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0124AC
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label0124AC
0050: gosub Label0128AA
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0124CA
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label0124CA
03E5: text_box "HELP14" \\ To find the Lawyer's office, follow the ~h~L blip~w~ on the radar
03E7: flash_hud  8?
0001: wait  2000& ms
03E7: flash_hud -1?
0004:  184?? =  1?  \\ integer values

:Label0124E8
00D6: if  0?
0038:    184?? ==  1?  \\ integer values
004D: jump_if_false Label01255C
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label01255C
00D6: if  0?
0038:    344?? ==  0?  \\ integer values
004D: jump_if_false Label01255C
0001: wait  4000& ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label01254B
03E5: text_box "HELP57" \\ Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.
0002: jump Label012555

:Label01254B
03E5: text_box "HELP56" \\ Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes.

:Label012555
0004:  344?? =  1?  \\ integer values

:Label01255C
00D6: if  5?
0038:    188?? ==  1?  \\ integer values
0038:    192?? ==  1?  \\ integer values
0038:    184?? ==  1?  \\ integer values
0038:    344?? ==  1?  \\ integer values
0038:    420?? ==  1?  \\ integer values
0038:    416?? ==  1?  \\ integer values
004D: jump_if_false Label0125B9
00D6: if  0?
0038:    412?? ==  1?  \\ integer values
004D: jump_if_false Label0125B9
0215: destroy_pickup  2680??
0215: destroy_pickup  2684??
0215: destroy_pickup  2688??
0215: destroy_pickup  2692??
004E: end_thread

:Label0125B9
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1?  \\ integer values
004D: jump_if_false Label0125F0
0215: destroy_pickup  2680??
0215: destroy_pickup  2684??
0215: destroy_pickup  2688??
0215: destroy_pickup  2692??
0001: wait  3000& ms
03E5: text_box "BRID_OP" \\ Storm warning over, all bridges to the mainland are now open.
004E: end_thread

:Label0125F0
00D6: if  0?
0038:    412?? ==  0?  \\ integer values
004D: jump_if_false Label012660
00D6: if  21?
0214:   pickup  2680?? picked_up
0214:   pickup  2684?? picked_up
004D: jump_if_false Label012660
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012660
0215: destroy_pickup  2680??
0215: destroy_pickup  2684??
03E5: text_box "HEAL_B" \\ When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
0001: wait  5000& ms
03E5: text_box "HEAL_C" \\ You will lose your weapons and the doctors will take some cash for patching you up.
0001: wait  5000& ms
03E5: text_box "HEAL_E" \\ You will find ways of healing or protecting yourself the more you play the game.
0004:  412?? =  1?  \\ integer values

:Label012660
00D6: if  0?
0038:    416?? ==  0?  \\ integer values
004D: jump_if_false Label0126FD
00D6: if  21?
0214:   pickup  2688?? picked_up
0214:   pickup  2692?? picked_up
004D: jump_if_false Label0126FD
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0126FD
0215: destroy_pickup  2688??
0215: destroy_pickup  2692??
03E5: text_box "WANT_G" \\ When you are ~h~'busted'~w~ you are returned to the nearest police station.
0001: wait  5000& ms
03E5: text_box "WANT_H" \\ The cops will take all your weapons and some of your cash as a bribe.
0001: wait  5000& ms
03E5: text_box "WANT_I" \\ Any mission you were on will be failed.
0001: wait  5000& ms
03E5: text_box "WANT_A" \\ You will only be arrested if you have a ~h~wanted level.
0001: wait  5000& ms
03E5: text_box "WANT_B" \\ Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
0001: wait  5000& ms
03E5: text_box "WANT_F" \\ As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
0004:  416?? =  1?  \\ integer values

:Label0126FD
00D6: if  0?
0038:    420?? ==  0?  \\ integer values
004D: jump_if_false Label0127D4
00D6: if  25?
0214:   pickup  440?? picked_up
0214:   pickup  444?? picked_up
0214:   pickup  448?? picked_up
0214:   pickup  452?? picked_up
0214:   pickup  456?? picked_up
0214:   pickup  460?? picked_up
004D: jump_if_false Label012759
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012759
03E5: text_box "BRIBE1" \\ You have just picked up a police bribe, this will reduce your wanted level by one star.
0004:  420?? =  1?  \\ integer values

:Label012759
00D6: if  0?
0214:   pickup  464?? picked_up
004D: jump_if_false Label01278A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01278A
03E5: text_box "BRIBE1" \\ You have just picked up a police bribe, this will reduce your wanted level by one star.
0004:  420?? =  1?  \\ integer values

:Label01278A
00D6: if  25?
0214:   pickup  468?? picked_up
0214:   pickup  472?? picked_up
0214:   pickup  476?? picked_up
0214:   pickup  480?? picked_up
0214:   pickup  484?? picked_up
0214:   pickup  488?? picked_up
004D: jump_if_false Label0127D4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0127D4
03E5: text_box "BRIBE1" \\ You have just picked up a police bribe, this will reduce your wanted level by one star.
0004:  420?? =  1?  \\ integer values

:Label0127D4
00D6: if  0?
0038:    424?? ==  0?  \\ integer values
004D: jump_if_false Label012819
00D6: if  0?
057B: (unknown)
004D: jump_if_false Label012819
0001: wait  5000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012819
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.
0004:  424?? =  1?  \\ integer values

:Label012819
00D6: if  0?
0038:    100?? ==  1?  \\ integer values
004D: jump_if_false Label012872
00D6: if  0?
0038:    340?? ==  0?  \\ integer values
004D: jump_if_false Label012872
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012872
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label012872
057D:  0?
03E5: text_box "BRID_CL" \\ Storm warning: All bridges to the mainland are closed.
0004:  340?? =  1?  \\ integer values

:Label012872
0002: jump Label011D40

:Label012879
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0128A8
0004: $ONMISSION =  1?  \\ integer values
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
03AF: set_streaming  0? (disabled)

:Label0128A8
0051: return

:Label0128AA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0128C2
0001: wait  0? ms
0002: jump Label0128AA

:Label0128C2
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0128D7
011C: actor $PLAYER_ACTOR clear_objective

:Label0128D7
0051: return

:Label0128D9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01296C
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  91.925! -818.489!  20!  0!  0!  0!
0160: point_camera  92.866! -818.736!  19.769!  2?
0395: clear_area  1? at  119.2! -826.9! range  10!  1!
0055: put_player $PLAYER_CHAR at  119.4! -827.2!  9.7!
0171: set_player $PLAYER_CHAR z_angle_to  230!
0211: actor $PLAYER_ACTOR walk_to  123.3! -829.9!

:Label01296C
0001: wait  1000& ms
0051: return

:Label012973
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -381.923! -473.339!  48.904!  0!  0!  0!
0160: point_camera -381.898! -474.247!  48.486!  2?
0001: wait  1000& ms
0051: return

:Label0129B8
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -229.438! -1364.204!  12.607!  0!  0!  0!
0160: point_camera -230.424! -1364.068!  12.511!  2?
0211: actor $PLAYER_ACTOR walk_to -251.9! -1360.8!
0001: wait  1000& ms
0051: return

:Label012A0C
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -52.624!  939.244!  10.011!  0!  0!  0!
0160: point_camera -53.538!  938.966!  10.306!  2?
0211: actor $PLAYER_ACTOR walk_to -76.3!  931.3!
0001: wait  1000& ms
0051: return

:Label012A60
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  499.781! -106.921!  12.057!  0!  0!  0!
0160: point_camera  499.357! -106.019!  12.139!  2?
00A1: put_actor $PLAYER_ACTOR at  482.2! -69.9!  9.9!
0001: wait  1000& ms
0051: return

:Label012AB9
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  487.475! -68.248!  11.147!  0!  0!  0!
0160: point_camera  486.5! -68.023!  11.15!  2?
0173: set_actor $PLAYER_ACTOR z_angle_to  62!
0001: wait  1000& ms
0051: return

:Label012B08
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1094.531!  332.318!  14.799!  0!  0!  0!
0160: point_camera -1095.238!  332.993!  14.591!  2?
0211: actor $PLAYER_ACTOR walk_to -1102.7!  343.4!
0001: wait  1000& ms
0051: return

:Label012B5C
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1039.093! -293.828!  27.81!  0!  0!  0!
0160: point_camera -1039.811! -293.283!  27.377!  2?
0211: actor $PLAYER_ACTOR walk_to -1070.6! -278.9!
0001: wait  1000& ms
0051: return

:Label012BB0
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -609.208!  660.793!  14.52!  0!  0!  0!
0160: point_camera -608.458!  660.156!  14.339!  2?
0211: actor $PLAYER_ACTOR walk_to -597.4!  651.6!
0001: wait  1000& ms
0051: return

:Label012C04
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -870.59!  1155.257!  10.356!  0!  0!  0!
0160: point_camera -871.349!  1155.864!  10.592!  2?
0211: actor $PLAYER_ACTOR walk_to -883.1!  1159.2!
0001: wait  1000& ms
0051: return

:Label012C58
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1179.528! -605.912!  12.22!  0!  0!  0!
0160: point_camera -1178.774! -606.569!  12.223!  2?
00A1: put_actor $PLAYER_ACTOR at -1166.3! -634.4!  10.6!
0001: wait  1000& ms
0051: return

:Label012CB1
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -969.554!  139.73!  10.058!  0!  0!  0!
0160: point_camera -968.921!  140.503!  10.031!  2?
0211: actor $PLAYER_ACTOR walk_to -962.6!  146.1!
0001: wait  1000& ms
0051: return

:Label012D05
0004: $ONMISSION =  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -994.919!  210.472!  15.758!  0!  0!  0!
0160: point_camera -995.722!  210.02!  15.37!  2?
0051: return

:Label012D4C
0004: $ONMISSION =  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03D8: show_save_screen
0001: wait  0? ms

:Label012D60
00D6: if  0?
83D9:   NOT   save_done
004D: jump_if_false Label012D78
0001: wait  0? ms
0002: jump Label012D60

:Label012D78
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012DA6
0222: set_player $PLAYER_CHAR health_to  200&
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label012DA6
0051: return

:Label012DA8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012DBC
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Label012DBC
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label012DDF
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004: $ONMISSION =  0?  \\ integer values

:Label012DDF
0051: return

:Label012DE1
0111: set_wasted_busted_check_to  0? (disabled)
03A4: name_thread "HJ"
0004:  2960?? =  0?  \\ integer values

:Label012DF6
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label012E11
0002: jump Label012DF6

:Label012E11
00D6: if  0?
0445:   unknown_cheat_check
004D: jump_if_false Label012E25
0002: jump Label012DF6

:Label012E25
00D6: if  0?
04C9: $PLAYER_CHAR
004D: jump_if_false Label012E3C
0002: jump Label012DF6

:Label012E3C
00D6: if  0?
04A8: $PLAYER_CHAR
004D: jump_if_false Label012E53
0002: jump Label012DF6

:Label012E53
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label013418
03C1:  2908?? = player $PLAYER_CHAR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels:  3072??  3088?? wheelie:  3100??  3116?? stoppie:  3128??  3144??
00D6: if  0?
0018:    3072?? >  0?  \\ integer values
004D: jump_if_false Label012F44
0014:  3072?? /=  1000&  \\ integer values
008C:  3076?? = float_to_integer  3088??
008D:  3092?? = integer_to_float  3076??
0086:  3052?? =  3088??  \\ floating-point values only
0061:  3052?? -=  3092??  \\ floating-point values
0011:  3052?? *=  100!  \\ floating-point values
008C:  3080?? = float_to_integer  3052??
0084:  2904?? =  3072??  \\ integer values and handles
0058:  2904?? +=  3076??  \\ integer values
0014:  2904?? /=  2?  \\ integer values
0109: player $PLAYER_CHAR money +=  2904??
00D6: if  0?
0424:   metric
004D: jump_if_false Label012F1C
0302: text_4numbers "WHEEL01"  2904??  3076??  3080??  3072??  3000& ms  1? \\ TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label012F44

:Label012F1C
0425: unknown_metric_stuff  3096?? =  3088??
008C:  3084?? = float_to_integer  3096??
02FF: text_3numbers "WHEEL02"  2904??  3084??  3072?? time  3000& ms  1? \\ TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label012F44
00D6: if  0?
0018:    3100?? >  0?  \\ integer values
004D: jump_if_false Label013014
0014:  3100?? /=  1000&  \\ integer values
008C:  3104?? = float_to_integer  3116??
008D:  3120?? = integer_to_float  3104??
0086:  3052?? =  3116??  \\ floating-point values only
0061:  3052?? -=  3120??  \\ floating-point values
0011:  3052?? *=  100!  \\ floating-point values
008C:  3108?? = float_to_integer  3052??
0084:  2904?? =  3100??  \\ integer values and handles
0058:  2904?? +=  3104??  \\ integer values
0010:  2904?? *=  2?  \\ integer values
0014:  2904?? /=  5?  \\ integer values
0014:  2904?? /=  2?  \\ integer values
0109: player $PLAYER_CHAR money +=  2904??
00D6: if  0?
0424:   metric
004D: jump_if_false Label012FEC
0302: text_4numbers "WHEEL06"  2904??  3104??  3108??  3100??  3000& ms  1? \\ WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label013014

:Label012FEC
0425: unknown_metric_stuff  3124?? =  3116??
008C:  3112?? = float_to_integer  3124??
02FF: text_3numbers "WHEEL07"  2904??  3112??  3100?? time  3000& ms  1? \\ WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label013014
00D6: if  0?
0018:    3128?? >  0?  \\ integer values
004D: jump_if_false Label0130D6
0014:  3128?? /=  1000&  \\ integer values
008C:  3132?? = float_to_integer  3144??
008D:  3148?? = integer_to_float  3132??
0086:  3052?? =  3144??  \\ floating-point values only
0061:  3052?? -=  3148??  \\ floating-point values
0011:  3052?? *=  100!  \\ floating-point values
008C:  3136?? = float_to_integer  3052??
0084:  2904?? =  3128??  \\ integer values and handles
0058:  2904?? +=  3132??  \\ integer values
0014:  2904?? /=  2?  \\ integer values
0109: player $PLAYER_CHAR money +=  2904??
00D6: if  0?
0424:   metric
004D: jump_if_false Label0130AE
0302: text_4numbers "WHEEL11"  2904??  3132??  3136??  3128??  3000& ms  1? \\ STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0002: jump Label0130D6

:Label0130AE
0425: unknown_metric_stuff  3152?? =  3144??
008C:  3140?? = float_to_integer  3152??
02FF: text_3numbers "WHEEL12"  2904??  3140??  3128?? time  3000& ms  1? \\ STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds

:Label0130D6
00D6: if  0?
01F3:   car  2908?? airborne
004D: jump_if_false Label01340A
0004:  2956?? =  0?  \\ integer values
0005:  3048?? =  0!  \\ floating-point values
0004:  2920?? =  0?  \\ integer values
0004:  2948?? =  0?  \\ integer values
0004:  2932?? =  0?  \\ integer values
0004:  2928?? =  0?  \\ integer values
0004:  2952?? =  0?  \\ integer values
0004:  2924?? =  0?  \\ integer values
0004:  2912?? =  0?  \\ integer values
0004:  2916?? =  0?  \\ integer values
0005:  2996?? = -100!  \\ floating-point values
0005:  3000?? =  0!  \\ floating-point values
0005:  3004?? =  0!  \\ floating-point values
0005:  3008?? =  0!  \\ floating-point values
0005:  3012?? =  0!  \\ floating-point values
0005:  3016?? =  0!  \\ floating-point values
0005:  3020?? =  0!  \\ floating-point values
0005:  3024?? =  0!  \\ floating-point values
0005:  3028?? =  0!  \\ floating-point values
0005:  3032?? =  0!  \\ floating-point values
0005:  3036?? =  0!  \\ floating-point values
0005:  3040?? =  0!  \\ floating-point values
0005:  3044?? =  0!  \\ floating-point values
0004:  2944?? =  0?  \\ integer values
0004:  2940?? =  0?  \\ integer values
0004:  2936?? =  0?  \\ integer values
0005:  3052?? =  0!  \\ floating-point values
0005:  3060?? =  0!  \\ floating-point values
0005:  3068?? =  0!  \\ floating-point values
0005:  3064?? =  0!  \\ floating-point values
0005:  3056?? =  0!  \\ floating-point values
0004:  2964?? =  0?  \\ integer values
0004:  2968?? =  0?  \\ integer values
0004:  2972?? =  0?  \\ integer values
0004:  2976?? =  0?  \\ integer values
0004:  2980?? =  0?  \\ integer values
0004:  2984?? =  0?  \\ integer values

:Label013222
00D6: if  21?
01F3:   car  2908?? airborne
001A:    10? >  2984??  \\ integer values
004D: jump_if_false Label013403
0008:  2984?? +=  1?  \\ integer values
00AA:  3000?? = car  2908?? x_pos,  3004?? = car  2908?? y_pos,  3008?? = car  2908?? z_pos
0086:  3056?? =  3048??  \\ floating-point values only
00D6: if  0?
0038:    2912?? ==  0?  \\ integer values
004D: jump_if_false Label01328F
0174:  3056?? = car  2908?? z_angle
0086:  3012?? =  3000??  \\ floating-point values only
0086:  3016?? =  3004??  \\ floating-point values only
0086:  3020?? =  3008??  \\ floating-point values only
0004:  2912?? =  1?  \\ integer values

:Label01328F
0001: wait  0? ms
00D6: if  0?
0119:   car  2908?? wrecked
004D: jump_if_false Label0132AA
0002: jump Label012DF6

:Label0132AA
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0132C1
0002: jump Label012DF6

:Label0132C1
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0132D8
0002: jump Label012DF6

:Label0132D8
00D6: if  1?
820D:   NOT   car  2908?? flipped
0038:    2928?? ==  0?  \\ integer values
004D: jump_if_false Label0132F6
0004:  2928?? =  1?  \\ integer values

:Label0132F6
00D6: if  1?
020D:   car  2908?? flipped
0038:    2928?? ==  1?  \\ integer values
004D: jump_if_false Label01331B
0008:  2932?? +=  1?  \\ integer values
0004:  2928?? =  0?  \\ integer values

:Label01331B
0174:  3048?? = car  2908?? z_angle
0086:  3060?? =  3048??  \\ floating-point values only
0061:  3060?? -=  3056??  \\ floating-point values
00D6: if  0?
0020:    3060?? >  180!  \\ floating-point values
004D: jump_if_false Label013369
0086:  3064?? =  3060??  \\ floating-point values only
0005:  3060?? =  360!  \\ floating-point values
0061:  3060?? -=  3064??  \\ floating-point values
0002: jump Label013398

:Label013369
00D6: if  0?
0022:   -180! >  3060??  \\ floating-point values
004D: jump_if_false Label013398
0086:  3064?? =  3060??  \\ floating-point values only
0005:  3060?? =  360!  \\ floating-point values
0059:  3060?? +=  3064??  \\ floating-point values

:Label013398
00D6: if  0?
0022:    0! >  3060??  \\ floating-point values
004D: jump_if_false Label0133C7
0086:  3064?? =  3060??  \\ floating-point values only
0005:  3060?? =  0!  \\ floating-point values
0061:  3060?? -=  3064??  \\ floating-point values

:Label0133C7
0059:  3068?? +=  3060??  \\ floating-point values
008C:  2956?? = float_to_integer  3068??
00D6: if  0?
0024:    3008?? >  2996??  \\ floating-point values only
004D: jump_if_false Label0133F2
0086:  2996?? =  3008??  \\ floating-point values only

:Label0133F2
0005:  3008?? =  0!  \\ floating-point values
0002: jump Label013222

:Label013403
0002: jump Label013411

:Label01340A
0002: jump Label012DF6

:Label013411
0002: jump Label01341F

:Label013418
0002: jump Label012DF6

:Label01341F
00D6: if  0?
0038:    2912?? ==  1?  \\ integer values
004D: jump_if_false Label01350E
00AA:  3024?? = car  2908?? x_pos,  3028?? = car  2908?? y_pos,  3052?? = car  2908?? z_pos
0004:  2948?? =  0?  \\ integer values
0086:  3032?? =  3012??  \\ floating-point values only
0061:  3032?? -=  3024??  \\ floating-point values
0086:  3036?? =  3016??  \\ floating-point values only
0061:  3036?? -=  3028??  \\ floating-point values
0069:  3032?? *=  3032??  \\ floating-point values
0069:  3036?? *=  3036??  \\ floating-point values
0086:  3040?? =  3032??  \\ floating-point values only
0059:  3040?? +=  3036??  \\ floating-point values
01FB:  3044?? = square_root  3040??
030E: save_jump_distance  3044??
008C:  2944?? = float_to_integer  3044??
0061:  2996?? -=  3020??  \\ floating-point values
030F: save_jump_height  2996??
008C:  2916?? = float_to_integer  2996??
008D:  3052?? = integer_to_float  2944??
0061:  3044?? -=  3052??  \\ floating-point values
0086:  3052?? =  3044??  \\ floating-point values only
0011:  3052?? *=  100!  \\ floating-point values
008C:  2940?? = float_to_integer  3052??
008D:  3052?? = integer_to_float  2916??
0061:  2996?? -=  3052??  \\ floating-point values
0086:  3052?? =  2996??  \\ floating-point values only
0011:  3052?? *=  100!  \\ floating-point values
008C:  2936?? = float_to_integer  3052??
0310: save_jump_flips  2932??
0311: save_jump_rotation  2956??

:Label01350E
00D6: if  0?
0020:    2996?? >  4!  \\ floating-point values
004D: jump_if_false Label01352A
0008:  2924?? +=  1?  \\ integer values

:Label01352A
00D6: if  0?
0018:    2944?? >  40?  \\ integer values
004D: jump_if_false Label013543
0008:  2924?? +=  1?  \\ integer values

:Label013543
00D6: if  0?
0018:    2932?? >  1?  \\ integer values
004D: jump_if_false Label01355C
0008:  2924?? +=  1?  \\ integer values

:Label01355C
00D6: if  0?
0018:    2956?? >  360&  \\ integer values
004D: jump_if_false Label013576
0008:  2924?? +=  1?  \\ integer values

:Label013576
00D6: if  0?
0018:    2952?? >  60?  \\ integer values
004D: jump_if_false Label01358F
0004:  2920?? =  1?  \\ integer values

:Label01358F
00D6: if  0?
0018:    2924?? >  0?  \\ integer values
004D: jump_if_false Label01378C
0084:  2988?? =  2932??  \\ integer values and handles
0010:  2988?? *=  180&  \\ integer values
0058:  2988?? +=  2956??  \\ integer values
0084:  2992?? =  2944??  \\ integer values and handles
0010:  2992?? *=  6?  \\ integer values
0058:  2988?? +=  2992??  \\ integer values
0084:  2992?? =  2916??  \\ integer values and handles
0010:  2992?? *=  45?  \\ integer values
0058:  2988?? +=  2992??  \\ integer values
00D6: if  0?
0038:    2920?? ==  1?  \\ integer values
004D: jump_if_false Label013600
0010:  2988?? *=  2?  \\ integer values

:Label013600
0068:  2988?? *=  2924??  \\ integer values
0014:  2988?? /=  3?  \\ integer values
0014:  2988?? /=  5?  \\ integer values
0109: player $PLAYER_CHAR money +=  2988??
00D6: if  0?
0038:    2924?? ==  1?  \\ integer values
004D: jump_if_false Label013646
01E4: text_1number_lowpriority "HJ_IS"  2988??  2000& ms  1? \\ INSANE STUNT BONUS: $~1~
0312: save_jump_type  1?

:Label013646
00D6: if  0?
0038:    2924?? ==  2?  \\ integer values
004D: jump_if_false Label01366E
01E4: text_1number_lowpriority "HJ_DIS"  2988??  2000& ms  1? \\ DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  3?

:Label01366E
00D6: if  0?
0038:    2924?? ==  3?  \\ integer values
004D: jump_if_false Label013696
01E4: text_1number_lowpriority "HJ_TIS"  2988??  2000& ms  1? \\ TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  5?

:Label013696
00D6: if  0?
0038:    2924?? ==  4?  \\ integer values
004D: jump_if_false Label0136BE
01E4: text_1number_lowpriority "HJ_QIS"  2988??  2000& ms  1? \\ QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type  7?

:Label0136BE
00D6: if  0?
0424:   metric
004D: jump_if_false Label01372D
00D6: if  0?
0038:    2920?? ==  1?  \\ integer values
004D: jump_if_false Label013705
0308: text_6numbers "HJSTATW"  2944??  2940??  2916??  2936??  2932??  2956??  5000& ms  5? \\ Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump Label013726

:Label013705
0308: text_6numbers "HJSTAT"  2944??  2940??  2916??  2936??  2932??  2956??  5000& ms  5? \\ Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:Label013726
0002: jump Label01378C

:Label01372D
042D:  2944?? = metric_to_imperial  2944??
042D:  2916?? = metric_to_imperial  2916??
00D6: if  0?
0038:    2920?? ==  1?  \\ integer values
004D: jump_if_false Label013771
0302: text_4numbers "HJSTAWF"  2944??  2916??  2932??  2956??  5000& ms  5? \\ Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
0002: jump Label01378C

:Label013771
0302: text_4numbers "HJSTATF"  2944??  2916??  2932??  2956??  5000& ms  5? \\ Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:Label01378C
0002: jump Label012DF6
004E: end_thread

:Label013795
0004:  3180?? =  0?  \\ integer values
0004:  3184?? =  0?  \\ integer values
0004:  3188?? =  0?  \\ integer values
0004:  3192?? =  0?  \\ integer values
0004:  3196?? =  0?  \\ integer values
0004:  3200?? =  0?  \\ integer values
0004:  3204?? =  0?  \\ integer values
0004:  3208?? =  0?  \\ integer values
0004:  3212?? =  0?  \\ integer values
0004:  3216?? =  0?  \\ integer values
0004:  3220?? =  0?  \\ integer values
0004:  3224?? =  0?  \\ integer values
0004:  3228?? =  0?  \\ integer values
0004:  3232?? =  0?  \\ integer values
0004:  3236?? =  0?  \\ integer values
0004:  3240?? =  0?  \\ integer values
0004:  3244?? =  0?  \\ integer values
0004:  3248?? =  0?  \\ integer values
0004:  3252?? =  0?  \\ integer values
0004:  3256?? =  0?  \\ integer values
0004:  3260?? =  0?  \\ integer values
0004:  3264?? =  0?  \\ integer values
0004:  3268?? =  0?  \\ integer values
0004:  3272?? =  0?  \\ integer values
0004:  3276?? =  0?  \\ integer values
0004:  3280?? =  0?  \\ integer values
0004:  3284?? =  0?  \\ integer values
0004:  3288?? =  0?  \\ integer values
0004:  3292?? =  0?  \\ integer values
0004:  3296?? =  0?  \\ integer values
0004:  3300?? =  0?  \\ integer values
0004:  3304?? =  0?  \\ integer values
0004:  3308?? =  0?  \\ integer values
0004:  3312?? =  0?  \\ integer values
0004:  3316?? =  0?  \\ integer values
0004:  3320?? =  0?  \\ integer values
0004:  3160?? =  100?  \\ integer values
0004:  3168?? =  0?  \\ integer values
0004:  3164?? =  0?  \\ integer values
0004:  3176?? =  0?  \\ integer values
0111: set_wasted_busted_check_to  0? (disabled)
0314: set_total_unique_jumps_to  36?
03A4: name_thread "USJ"

:Label0138BF
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0138DA
0002: jump Label0138BF

:Label0138DA
00D6: if  0?
0038:    1420?? ==  1?  \\ integer values
004D: jump_if_false Label0138F3
0002: jump Label0138BF

:Label0138F3
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label01390A
0002: jump Label0138BF

:Label01390A
00D6: if  0?
04A8: $PLAYER_CHAR
004D: jump_if_false Label013921
0002: jump Label0138BF

:Label013921
00D6: if  0?
04C9: $PLAYER_CHAR
004D: jump_if_false Label013938
0002: jump Label0138BF

:Label013938
03C1:  3156?? = player $PLAYER_CHAR car
02E3:  3324?? = car  3156?? speed
00D6: if  0?
0022:    25! >  3324??  \\ floating-point values
004D: jump_if_false Label013964
0002: jump Label0138BF

:Label013964
00D6: if  0?
81F3:   NOT   car  3156?? airborne
004D: jump_if_false Label01397B
0002: jump Label0138BF

:Label01397B
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label013D63
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1487.781! -1044.546!  18.707! radius  3.5!  3!  3!
004D: jump_if_false Label013A0D
0004:  3168?? =  1?  \\ integer values
0005:  3328?? = -1521.964!  \\ floating-point values
0005:  3332?? = -1039.85!  \\ floating-point values
0005:  3336?? =  24.1338!  \\ floating-point values
0005:  3340?? = -1510.208!  \\ floating-point values
0005:  3344?? = -1042.849!  \\ floating-point values
0005:  3348?? =  32.151!  \\ floating-point values
0002: jump Label014C8E

:Label013A0D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1352.695! -755.212!  28.673! radius  2!  4!  4!
004D: jump_if_false Label013A87
0004:  3168?? =  2?  \\ integer values
0005:  3328?? = -1360.824!  \\ floating-point values
0005:  3332?? = -781.5606!  \\ floating-point values
0005:  3336?? =  37.2329!  \\ floating-point values
0005:  3340?? = -1353.033!  \\ floating-point values
0005:  3344?? = -806.455!  \\ floating-point values
0005:  3348?? =  39.2439!  \\ floating-point values
0002: jump Label014C8E

:Label013A87
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1216.49! -911.833!  19! radius  2.5!  2.5!  3!
004D: jump_if_false Label013B01
0004:  3168?? =  3?  \\ integer values
0005:  3328?? = -1200.244!  \\ floating-point values
0005:  3332?? = -894.1972!  \\ floating-point values
0005:  3336?? =  26.7296!  \\ floating-point values
0005:  3340?? = -1170.48!  \\ floating-point values
0005:  3344?? = -892.3815!  \\ floating-point values
0005:  3348?? =  34.0162!  \\ floating-point values
0002: jump Label014C8E

:Label013B01
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1252.139! -1054.685!  22.016! radius  4!  4!  3!
004D: jump_if_false Label013B7B
0004:  3168?? =  4?  \\ integer values
0005:  3328?? = -1194.279!  \\ floating-point values
0005:  3332?? = -1027.862!  \\ floating-point values
0005:  3336?? =  22.979!  \\ floating-point values
0005:  3340?? = -1201.502!  \\ floating-point values
0005:  3344?? = -1013.937!  \\ floating-point values
0005:  3348?? =  23.4673!  \\ floating-point values
0002: jump Label014C8E

:Label013B7B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1551.685! -1075.674!  19.121! radius  3.5!  2.5!  2.5!
004D: jump_if_false Label013BF5
0004:  3168?? =  5?  \\ integer values
0005:  3328?? = -1520.165!  \\ floating-point values
0005:  3332?? = -1073.36!  \\ floating-point values
0005:  3336?? =  24.1604!  \\ floating-point values
0005:  3340?? = -1511.204!  \\ floating-point values
0005:  3344?? = -1065.214!  \\ floating-point values
0005:  3348?? =  32.3439!  \\ floating-point values
0002: jump Label014C8E

:Label013BF5
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1595.712! -1272.881!  19.068! radius  3!  3!  2.5!
004D: jump_if_false Label013C6F
0004:  3168?? =  6?  \\ integer values
0005:  3328?? = -1564.454!  \\ floating-point values
0005:  3332?? = -1271.588!  \\ floating-point values
0005:  3336?? =  21.5915!  \\ floating-point values
0005:  3340?? = -1548.072!  \\ floating-point values
0005:  3344?? = -1255.53!  \\ floating-point values
0005:  3348?? =  23.9858!  \\ floating-point values
0002: jump Label014C8E

:Label013C6F
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1553.337! -1230.952!  17.194! radius  3!  3!  2.5!
004D: jump_if_false Label013CE9
0004:  3168?? =  7?  \\ integer values
0005:  3328?? = -1590.58!  \\ floating-point values
0005:  3332?? = -1247.373!  \\ floating-point values
0005:  3336?? =  26.3087!  \\ floating-point values
0005:  3340?? = -1598.12!  \\ floating-point values
0005:  3344?? = -1252.426!  \\ floating-point values
0005:  3348?? =  23.7824!  \\ floating-point values
0002: jump Label014C8E

:Label013CE9
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1340.022! -998.257!  19.115! radius  3!  3!  3!
004D: jump_if_false Label013D63
0004:  3168?? =  8?  \\ integer values
0005:  3328?? = -1355.275!  \\ floating-point values
0005:  3332?? = -997.9999!  \\ floating-point values
0005:  3336?? =  24.0731!  \\ floating-point values
0005:  3340?? = -1363.207!  \\ floating-point values
0005:  3344?? = -996.5805!  \\ floating-point values
0005:  3348?? =  32.2555!  \\ floating-point values
0002: jump Label014C8E

:Label013D63
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label013DF5
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  24.721!  897.801!  25.103! radius  3!  3.5!  2.5!
004D: jump_if_false Label013DF5
0004:  3168?? =  9?  \\ integer values
0005:  3328?? =  .1404!  \\ floating-point values
0005:  3332?? =  878.4036!  \\ floating-point values
0005:  3336?? =  20.2009!  \\ floating-point values
0005:  3340?? = -15.8172!  \\ floating-point values
0005:  3344?? =  907.157!  \\ floating-point values
0005:  3348?? =  28.9023!  \\ floating-point values
0002: jump Label014C8E

:Label013DF5
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label013F01
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -321.028! -1379.498!  10.929! radius  4!  4!  3!
004D: jump_if_false Label013E87
0004:  3168?? =  25?  \\ integer values
0005:  3328?? = -311.0497!  \\ floating-point values
0005:  3332?? = -1399.506!  \\ floating-point values
0005:  3336?? =  9.6779!  \\ floating-point values
0005:  3340?? = -320.9215!  \\ floating-point values
0005:  3344?? = -1430.599!  \\ floating-point values
0005:  3348?? =  16.8534!  \\ floating-point values
0002: jump Label014C8E

:Label013E87
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -321.028! -1276.589!  10.929! radius  4!  4!  3!
004D: jump_if_false Label013F01
0004:  3168?? =  26?  \\ integer values
0005:  3328?? = -314.5936!  \\ floating-point values
0005:  3332?? = -1300.281!  \\ floating-point values
0005:  3336?? =  9.4204!  \\ floating-point values
0005:  3340?? = -320.6415!  \\ floating-point values
0005:  3344?? = -1310.957!  \\ floating-point values
0005:  3348?? =  17.6351!  \\ floating-point values
0002: jump Label014C8E

:Label013F01
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label014101
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -674.345!  1162.422!  29.916! radius  2.5!  4!  2.5!
004D: jump_if_false Label013F93
0004:  3168?? =  11?  \\ integer values
0005:  3328?? = -690.7014!  \\ floating-point values
0005:  3332?? =  1199.213!  \\ floating-point values
0005:  3336?? =  25.0565!  \\ floating-point values
0005:  3340?? = -673.2637!  \\ floating-point values
0005:  3344?? =  1209.819!  \\ floating-point values
0005:  3348?? =  32.8857!  \\ floating-point values
0002: jump Label014C8E

:Label013F93
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -529.84!  830.062!  98.717! radius  7!  3!  3!
004D: jump_if_false Label01400D
0004:  3168?? =  12?  \\ integer values
0005:  3328?? = -543.2!  \\ floating-point values
0005:  3332?? =  843.4!  \\ floating-point values
0005:  3336?? =  99.2!  \\ floating-point values
0005:  3340?? = -529.3288!  \\ floating-point values
0005:  3344?? =  888.8258!  \\ floating-point values
0005:  3348?? =  77.5537!  \\ floating-point values
0002: jump Label014C8E

:Label01400D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -839.022!  1153.526!  31.94! radius  3.7!  2.5!  2.5!
004D: jump_if_false Label014087
0004:  3168?? =  13?  \\ integer values
0005:  3328?? = -853.7!  \\ floating-point values
0005:  3332?? =  1172.3!  \\ floating-point values
0005:  3336?? =  24.4!  \\ floating-point values
0005:  3340?? = -837.848!  \\ floating-point values
0005:  3344?? =  1200.585!  \\ floating-point values
0005:  3348?? =  25.7884!  \\ floating-point values
0002: jump Label014C8E

:Label014087
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -312.447!  1109.196!  47.741! radius  5!  3!  2.5!
004D: jump_if_false Label014101
0004:  3168?? =  14?  \\ integer values
0005:  3328?? = -292.5!  \\ floating-point values
0005:  3332?? =  1102.7!  \\ floating-point values
0005:  3336?? =  40!  \\ floating-point values
0005:  3340?? = -335.0812!  \\ floating-point values
0005:  3344?? =  1055.352!  \\ floating-point values
0005:  3348?? =  47.3995!  \\ floating-point values
0002: jump Label014C8E

:Label014101
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label014287
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1011.583! -30.098!  15.181! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label014193
0004:  3168?? =  15?  \\ integer values
0005:  3328?? = -1004.154!  \\ floating-point values
0005:  3332?? = -62.9943!  \\ floating-point values
0005:  3336?? =  15.957!  \\ floating-point values
0005:  3340?? = -1001.711!  \\ floating-point values
0005:  3344?? = -83.5744!  \\ floating-point values
0005:  3348?? =  22.2569!  \\ floating-point values
0002: jump Label014C8E

:Label014193
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -942.702! -114.506!  15.181! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label01420D
0004:  3168?? =  16?  \\ integer values
0005:  3328?? = -930.7841!  \\ floating-point values
0005:  3332?? = -125.4432!  \\ floating-point values
0005:  3336?? =  12.2188!  \\ floating-point values
0005:  3340?? = -881.2348!  \\ floating-point values
0005:  3344?? = -107.6016!  \\ floating-point values
0005:  3348?? =  20.23!  \\ floating-point values
0002: jump Label014C8E

:Label01420D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -900.789!  260.804!  15.915! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label014287
0004:  3168?? =  17?  \\ integer values
0005:  3328?? = -906.6896!  \\ floating-point values
0005:  3332?? =  238.6932!  \\ floating-point values
0005:  3336?? =  16.5044!  \\ floating-point values
0005:  3340?? = -896.8717!  \\ floating-point values
0005:  3344?? =  235.2098!  \\ floating-point values
0005:  3348?? =  23.9347!  \\ floating-point values
0002: jump Label014C8E

:Label014287
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label014319
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1041.895! -569.323!  21.855! radius  5!  2.5!  2.5!
004D: jump_if_false Label014319
0004:  3168?? =  18?  \\ integer values
0005:  3328?? = -1055.616!  \\ floating-point values
0005:  3332?? = -588.8613!  \\ floating-point values
0005:  3336?? =  18.1929!  \\ floating-point values
0005:  3340?? = -1038.943!  \\ floating-point values
0005:  3344?? = -599.2438!  \\ floating-point values
0005:  3348?? =  26.4899!  \\ floating-point values
0002: jump Label014C8E

:Label014319
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label01477B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  208.993! -963.672!  19.967! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label0143AB
0004:  3168?? =  19?  \\ integer values
0005:  3328?? =  233.5752!  \\ floating-point values
0005:  3332?? = -960.8961!  \\ floating-point values
0005:  3336?? =  21.5283!  \\ floating-point values
0005:  3340?? =  242.0566!  \\ floating-point values
0005:  3344?? = -963.7044!  \\ floating-point values
0005:  3348?? =  30.6993!  \\ floating-point values
0002: jump Label014C8E

:Label0143AB
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  46.115! -964.415!  25.883! radius  2.5!  3.5!  2.5!
004D: jump_if_false Label014425
0004:  3168?? =  20?  \\ integer values
0005:  3328?? =  63.3356!  \\ floating-point values
0005:  3332?? = -967.6796!  \\ floating-point values
0005:  3336?? =  26.3317!  \\ floating-point values
0005:  3340?? =  104.9159!  \\ floating-point values
0005:  3344?? = -964.5817!  \\ floating-point values
0005:  3348?? =  18.515!  \\ floating-point values
0002: jump Label014C8E

:Label014425
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  110.481! -1230.6!  35.67! radius  4!  4!  2.5!
004D: jump_if_false Label01449F
0004:  3168?? =  22?  \\ integer values
0005:  3328?? =  84.5247!  \\ floating-point values
0005:  3332?? = -1258.389!  \\ floating-point values
0005:  3336?? =  31.4335!  \\ floating-point values
0005:  3340?? =  106.3865!  \\ floating-point values
0005:  3344?? = -1279.522!  \\ floating-point values
0005:  3348?? =  40.51!  \\ floating-point values
0002: jump Label014C8E

:Label01449F
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  7.435! -1245.895!  17.752! radius  3!  3!  3.5!
004D: jump_if_false Label014519
0004:  3168?? =  23?  \\ integer values
0005:  3328?? =  4.1501!  \\ floating-point values
0005:  3332?? = -1274.46!  \\ floating-point values
0005:  3336?? =  19.7525!  \\ floating-point values
0005:  3340?? =  11.7328!  \\ floating-point values
0005:  3344?? = -1306.691!  \\ floating-point values
0005:  3348?? =  25.3238!  \\ floating-point values
0002: jump Label014C8E

:Label014519
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  9.103! -1326.505!  20.361! radius  3!  3!  2.5!
004D: jump_if_false Label014593
0004:  3168?? =  24?  \\ integer values
0005:  3328?? = -6.4837!  \\ floating-point values
0005:  3332?? = -1355.176!  \\ floating-point values
0005:  3336?? =  20.045!  \\ floating-point values
0005:  3340?? =  11.7328!  \\ floating-point values
0005:  3344?? = -1371.335!  \\ floating-point values
0005:  3348?? =  19.3237!  \\ floating-point values
0002: jump Label014C8E

:Label014593
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -321.028! -1379.498!  10.929! radius  4!  4!  3!
004D: jump_if_false Label01460D
0004:  3168?? =  25?  \\ integer values
0005:  3328?? = -311.0497!  \\ floating-point values
0005:  3332?? = -1399.506!  \\ floating-point values
0005:  3336?? =  9.6779!  \\ floating-point values
0005:  3340?? = -320.9215!  \\ floating-point values
0005:  3344?? = -1430.599!  \\ floating-point values
0005:  3348?? =  16.8534!  \\ floating-point values
0002: jump Label014C8E

:Label01460D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -321.028! -1276.589!  10.929! radius  4!  4!  3!
004D: jump_if_false Label014687
0004:  3168?? =  26?  \\ integer values
0005:  3328?? = -314.5936!  \\ floating-point values
0005:  3332?? = -1300.281!  \\ floating-point values
0005:  3336?? =  9.4204!  \\ floating-point values
0005:  3340?? = -320.6415!  \\ floating-point values
0005:  3344?? = -1310.957!  \\ floating-point values
0005:  3348?? =  17.6351!  \\ floating-point values
0002: jump Label014C8E

:Label014687
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  218.05! -1152!  12.84! radius  2.5!  2!  2.5!
004D: jump_if_false Label014701
0004:  3168?? =  27?  \\ integer values
0005:  3328?? =  228.2427!  \\ floating-point values
0005:  3332?? = -1140.774!  \\ floating-point values
0005:  3336?? =  14.4116!  \\ floating-point values
0005:  3340?? =  225.9232!  \\ floating-point values
0005:  3344?? = -1101.189!  \\ floating-point values
0005:  3348?? =  20.9205!  \\ floating-point values
0002: jump Label014C8E

:Label014701
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  259.056! -945.833!  12.84! radius  2.5!  2!  2!
004D: jump_if_false Label01477B
0004:  3168?? =  28?  \\ integer values
0005:  3328?? =  259.0203!  \\ floating-point values
0005:  3332?? = -963.3474!  \\ floating-point values
0005:  3336?? =  10.0962!  \\ floating-point values
0005:  3340?? =  246.7973!  \\ floating-point values
0005:  3344?? = -1007.525!  \\ floating-point values
0005:  3348?? =  22.6569!  \\ floating-point values
0002: jump Label014C8E

:Label01477B
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label014A6F
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  284.4732! -494.1143!  16! radius  3!  3!  3!
004D: jump_if_false Label01480D
0004:  3168?? =  30?  \\ integer values
0005:  3328?? =  268.9545!  \\ floating-point values
0005:  3332?? = -469.6216!  \\ floating-point values
0005:  3336?? =  15.2438!  \\ floating-point values
0005:  3340?? =  252.5868!  \\ floating-point values
0005:  3344?? = -477.8011!  \\ floating-point values
0005:  3348?? =  20.6179!  \\ floating-point values
0002: jump Label014C8E

:Label01480D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  370.79! -709.863!  19.895! radius  3!  3!  3!
004D: jump_if_false Label014887
0004:  3168?? =  31?  \\ integer values
0005:  3328?? =  361.3011!  \\ floating-point values
0005:  3332?? = -735.6794!  \\ floating-point values
0005:  3336?? =  23.4501!  \\ floating-point values
0005:  3340?? =  344.1249!  \\ floating-point values
0005:  3344?? = -748.2875!  \\ floating-point values
0005:  3348?? =  31.9164!  \\ floating-point values
0002: jump Label014C8E

:Label014887
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  461.589! -522.23!  18.931! radius  3!  3!  3!
004D: jump_if_false Label014901
0004:  3168?? =  32?  \\ integer values
0005:  3328?? =  426.6392!  \\ floating-point values
0005:  3332?? = -524.0469!  \\ floating-point values
0005:  3336?? =  12.3656!  \\ floating-point values
0005:  3340?? =  403.8112!  \\ floating-point values
0005:  3344?? = -510.4724!  \\ floating-point values
0005:  3348?? =  18.9753!  \\ floating-point values
0002: jump Label014C8E

:Label014901
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  454.105! -504.736!  18.931! radius  3!  3!  3!
004D: jump_if_false Label01497B
0004:  3168?? =  33?  \\ integer values
0005:  3328?? =  456.6417!  \\ floating-point values
0005:  3332?? = -532.0921!  \\ floating-point values
0005:  3336?? =  19.3283!  \\ floating-point values
0005:  3340?? =  436.7198!  \\ floating-point values
0005:  3344?? = -555.8276!  \\ floating-point values
0005:  3348?? =  28.7096!  \\ floating-point values
0002: jump Label014C8E

:Label01497B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  460.91! -383.362!  14.222! radius  3!  3!  3!
004D: jump_if_false Label0149F5
0004:  3168?? =  34?  \\ integer values
0005:  3328?? =  462.6722!  \\ floating-point values
0005:  3332?? = -399.8143!  \\ floating-point values
0005:  3336?? =  17.5715!  \\ floating-point values
0005:  3340?? =  457.8847!  \\ floating-point values
0005:  3344?? = -413.2519!  \\ floating-point values
0005:  3348?? =  26.4187!  \\ floating-point values
0002: jump Label014C8E

:Label0149F5
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  259.041! -480.608!  14.688! radius  4!  5!  4!
004D: jump_if_false Label014A6F
0004:  3168?? =  35?  \\ integer values
0005:  3328?? =  282.5344!  \\ floating-point values
0005:  3332?? = -479.8412!  \\ floating-point values
0005:  3336?? =  10.4141!  \\ floating-point values
0005:  3340?? =  290.986!  \\ floating-point values
0005:  3344?? = -497.1007!  \\ floating-point values
0005:  3348?? =  19.0179!  \\ floating-point values
0002: jump Label014C8E

:Label014A6F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label014BF5
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  317.2051! -223.2012!  42.3731! radius  2.6!  3.6!  2.6!
004D: jump_if_false Label014B01
0004:  3168?? =  10?  \\ integer values
0005:  3328?? =  301.9448!  \\ floating-point values
0005:  3332?? = -215.9068!  \\ floating-point values
0005:  3336?? =  34.4501!  \\ floating-point values
0005:  3340?? =  309.8567!  \\ floating-point values
0005:  3344?? = -170.8791!  \\ floating-point values
0005:  3348?? =  20.3312!  \\ floating-point values
0002: jump Label014C8E

:Label014B01
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  444.5! -118.4!  16! radius  3!  3!  3!
004D: jump_if_false Label014B7B
0004:  3168?? =  29?  \\ integer values
0005:  3328?? =  416.4033!  \\ floating-point values
0005:  3332?? = -125.6725!  \\ floating-point values
0005:  3336?? =  13.7649!  \\ floating-point values
0005:  3340?? =  394.259!  \\ floating-point values
0005:  3344?? = -116.6847!  \\ floating-point values
0005:  3348?? =  19.7462!  \\ floating-point values
0002: jump Label014C8E

:Label014B7B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  435.8542! -334.3212!  15.8977! radius  3!  3!  3!
004D: jump_if_false Label014BF5
0004:  3168?? =  21?  \\ integer values
0005:  3328?? =  420.6179!  \\ floating-point values
0005:  3332?? = -367.5033!  \\ floating-point values
0005:  3336?? =  14.1343!  \\ floating-point values
0005:  3340?? =  427.7329!  \\ floating-point values
0005:  3344?? = -381.8485!  \\ floating-point values
0005:  3348?? =  18.9116!  \\ floating-point values
0002: jump Label014C8E

:Label014BF5
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label014C87
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -346.818! -290.741!  12.926! radius  3!  3!  3!
004D: jump_if_false Label014C87
0004:  3168?? =  36?  \\ integer values
0005:  3328?? = -317.0066!  \\ floating-point values
0005:  3332?? = -298.789!  \\ floating-point values
0005:  3336?? =  15.3976!  \\ floating-point values
0005:  3340?? = -306.2269!  \\ floating-point values
0005:  3344?? = -290.804!  \\ floating-point values
0005:  3348?? =  22.1777!  \\ floating-point values
0002: jump Label014C8E

:Label014C87
0002: jump Label0138BF

:Label014C8E
0004:  3172?? =  0?  \\ integer values
0004:  3176?? =  0?  \\ integer values
015D: set_gamespeed  .3!
015F: set_camera_position  3328??  3332??  3336??  0!  0!  0!
0158: camera_on_vehicle  3156??  15?  2?

:Label014CC6
00D6: if  21?
01F3:   car  3156?? airborne
001A:    10? >  3172??  \\ integer values
004D: jump_if_false Label014DB6
0008:  3172?? +=  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0119:   car  3156?? wrecked
004D: jump_if_false Label014D09
0005:  3364?? =  0!  \\ floating-point values
0002: jump Label014DB6

:Label014D09
00D6: if  0?
02BF:   car  3156?? sunk
004D: jump_if_false Label014D2A
0005:  3364?? =  0!  \\ floating-point values
0002: jump Label014DB6

:Label014D2A
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label014D4B
0005:  3364?? =  0!  \\ floating-point values
0002: jump Label014DB6

:Label014D4B
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label014D6C
0005:  3364?? =  0!  \\ floating-point values
0002: jump Label014DB6

:Label014D6C
00D6: if  0?
0038:    3176?? ==  0?  \\ integer values
004D: jump_if_false Label014DAF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  3340??  3344??  3348?? radius  10!  10!  10!
004D: jump_if_false Label014DAF
0004:  3176?? =  1?  \\ integer values

:Label014DAF
0002: jump Label014CC6

:Label014DB6
0001: wait  300& ms
015D: set_gamespeed  1!
02EB: restore_camera_with_jumpcut
00D6: if  0?
0038:    3176?? ==  1?  \\ integer values
004D: jump_if_false Label0154DE
00D6: if  1?
0038:    3168?? ==  1?  \\ integer values
0038:    3180?? ==  0?  \\ integer values
004D: jump_if_false Label014E08
0004:  3180?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014E08
00D6: if  1?
0038:    3168?? ==  2?  \\ integer values
0038:    3184?? ==  0?  \\ integer values
004D: jump_if_false Label014E3A
0004:  3184?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014E3A
00D6: if  1?
0038:    3168?? ==  3?  \\ integer values
0038:    3188?? ==  0?  \\ integer values
004D: jump_if_false Label014E6C
0004:  3188?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014E6C
00D6: if  1?
0038:    3168?? ==  4?  \\ integer values
0038:    3192?? ==  0?  \\ integer values
004D: jump_if_false Label014E9E
0004:  3192?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014E9E
00D6: if  1?
0038:    3168?? ==  5?  \\ integer values
0038:    3196?? ==  0?  \\ integer values
004D: jump_if_false Label014ED0
0004:  3196?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014ED0
00D6: if  1?
0038:    3168?? ==  6?  \\ integer values
0038:    3200?? ==  0?  \\ integer values
004D: jump_if_false Label014F02
0004:  3200?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014F02
00D6: if  1?
0038:    3168?? ==  7?  \\ integer values
0038:    3204?? ==  0?  \\ integer values
004D: jump_if_false Label014F34
0004:  3204?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014F34
00D6: if  1?
0038:    3168?? ==  8?  \\ integer values
0038:    3208?? ==  0?  \\ integer values
004D: jump_if_false Label014F66
0004:  3208?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014F66
00D6: if  1?
0038:    3168?? ==  9?  \\ integer values
0038:    3212?? ==  0?  \\ integer values
004D: jump_if_false Label014F98
0004:  3212?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014F98
00D6: if  1?
0038:    3168?? ==  10?  \\ integer values
0038:    3216?? ==  0?  \\ integer values
004D: jump_if_false Label014FCA
0004:  3216?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014FCA
00D6: if  1?
0038:    3168?? ==  11?  \\ integer values
0038:    3220?? ==  0?  \\ integer values
004D: jump_if_false Label014FFC
0004:  3220?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label014FFC
00D6: if  1?
0038:    3168?? ==  12?  \\ integer values
0038:    3224?? ==  0?  \\ integer values
004D: jump_if_false Label01502E
0004:  3224?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01502E
00D6: if  1?
0038:    3168?? ==  13?  \\ integer values
0038:    3228?? ==  0?  \\ integer values
004D: jump_if_false Label015060
0004:  3228?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015060
00D6: if  1?
0038:    3168?? ==  14?  \\ integer values
0038:    3232?? ==  0?  \\ integer values
004D: jump_if_false Label015092
0004:  3232?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015092
00D6: if  1?
0038:    3168?? ==  15?  \\ integer values
0038:    3236?? ==  0?  \\ integer values
004D: jump_if_false Label0150C4
0004:  3236?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0150C4
00D6: if  1?
0038:    3168?? ==  16?  \\ integer values
0038:    3240?? ==  0?  \\ integer values
004D: jump_if_false Label0150F6
0004:  3240?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0150F6
00D6: if  1?
0038:    3168?? ==  17?  \\ integer values
0038:    3244?? ==  0?  \\ integer values
004D: jump_if_false Label015128
0004:  3244?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015128
00D6: if  1?
0038:    3168?? ==  18?  \\ integer values
0038:    3248?? ==  0?  \\ integer values
004D: jump_if_false Label01515A
0004:  3248?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01515A
00D6: if  1?
0038:    3168?? ==  19?  \\ integer values
0038:    3252?? ==  0?  \\ integer values
004D: jump_if_false Label01518C
0004:  3252?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01518C
00D6: if  1?
0038:    3168?? ==  20?  \\ integer values
0038:    3256?? ==  0?  \\ integer values
004D: jump_if_false Label0151BE
0004:  3256?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0151BE
00D6: if  1?
0038:    3168?? ==  21?  \\ integer values
0038:    3260?? ==  0?  \\ integer values
004D: jump_if_false Label0151F0
0004:  3260?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0151F0
00D6: if  1?
0038:    3168?? ==  22?  \\ integer values
0038:    3264?? ==  0?  \\ integer values
004D: jump_if_false Label015222
0004:  3264?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015222
00D6: if  1?
0038:    3168?? ==  23?  \\ integer values
0038:    3268?? ==  0?  \\ integer values
004D: jump_if_false Label015254
0004:  3268?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015254
00D6: if  1?
0038:    3168?? ==  24?  \\ integer values
0038:    3272?? ==  0?  \\ integer values
004D: jump_if_false Label015286
0004:  3272?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015286
00D6: if  1?
0038:    3168?? ==  25?  \\ integer values
0038:    3276?? ==  0?  \\ integer values
004D: jump_if_false Label0152B8
0004:  3276?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0152B8
00D6: if  1?
0038:    3168?? ==  26?  \\ integer values
0038:    3280?? ==  0?  \\ integer values
004D: jump_if_false Label0152EA
0004:  3280?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0152EA
00D6: if  1?
0038:    3168?? ==  27?  \\ integer values
0038:    3284?? ==  0?  \\ integer values
004D: jump_if_false Label01531C
0004:  3284?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01531C
00D6: if  1?
0038:    3168?? ==  28?  \\ integer values
0038:    3288?? ==  0?  \\ integer values
004D: jump_if_false Label01534E
0004:  3288?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01534E
00D6: if  1?
0038:    3168?? ==  29?  \\ integer values
0038:    3292?? ==  0?  \\ integer values
004D: jump_if_false Label015380
0004:  3292?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015380
00D6: if  1?
0038:    3168?? ==  30?  \\ integer values
0038:    3296?? ==  0?  \\ integer values
004D: jump_if_false Label0153B2
0004:  3296?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0153B2
00D6: if  1?
0038:    3168?? ==  31?  \\ integer values
0038:    3300?? ==  0?  \\ integer values
004D: jump_if_false Label0153E4
0004:  3300?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0153E4
00D6: if  1?
0038:    3168?? ==  32?  \\ integer values
0038:    3304?? ==  0?  \\ integer values
004D: jump_if_false Label015416
0004:  3304?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015416
00D6: if  1?
0038:    3168?? ==  33?  \\ integer values
0038:    3308?? ==  0?  \\ integer values
004D: jump_if_false Label015448
0004:  3308?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label015448
00D6: if  1?
0038:    3168?? ==  34?  \\ integer values
0038:    3312?? ==  0?  \\ integer values
004D: jump_if_false Label01547A
0004:  3312?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label01547A
00D6: if  1?
0038:    3168?? ==  35?  \\ integer values
0038:    3316?? ==  0?  \\ integer values
004D: jump_if_false Label0154AC
0004:  3316?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0154AC
00D6: if  1?
0038:    3168?? ==  36?  \\ integer values
0038:    3320?? ==  0?  \\ integer values
004D: jump_if_false Label0154DE
0004:  3320?? =  1?  \\ integer values
0008:  3164?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0002: jump Label0154E5

:Label0154DE
0002: jump Label0138BF

:Label0154E5
00D6: if  0?
001A:    36? >  3164??  \\ integer values
004D: jump_if_false Label015527
0217: text_styled "USJ"  5000& ms  5? \\ UNIQUE STUNT BONUS!
01E3: text_1number_styled "REWARD"  3160??  6000& ms  6? \\ REWARD $~1~
0109: player $PLAYER_CHAR money +=  3160??
0002: jump Label01555A

:Label015527
0217: text_styled "USJ"  5000& ms  5? \\ UNIQUE STUNT BONUS!
03E5: text_box "USJ_ALL" \\ ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled "REWARD"  10000&  6000& ms  6? \\ REWARD $~1~
0109: player $PLAYER_CHAR money +=  10000&

:Label01555A
0004:  3176?? =  0?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0313: increment_unique_jumps_found
0008:  3160?? +=  100?  \\ integer values
0002: jump Label0138BF
004E: end_thread

:Label015586
0004:  3436?? =  0?  \\ integer values
0004:  3440?? = -30000&  \\ integer values
0004:  3444?? = -60000&&  \\ integer values
0004:  3404?? =  0?  \\ integer values
0004:  3396?? =  0?  \\ integer values
0004:  3400?? =  0?  \\ integer values
0004:  3368?? =  0?  \\ integer values
0004:  3372?? =  0?  \\ integer values
0004:  3384?? =  0?  \\ integer values
0004:  3376?? =  0?  \\ integer values
0004:  3380?? =  0?  \\ integer values
0004:  3464?? =  0?  \\ integer values
0004:  3448?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3608?? =  0?  \\ integer values
0004:  3612?? =  0?  \\ integer values
0004:  3616?? =  0?  \\ integer values
0004:  3620?? =  0?  \\ integer values
0004:  3468?? =  0?  \\ integer values
0004:  3472?? =  0?  \\ integer values
0004:  3388?? =  0?  \\ integer values
0004:  3420?? =  0?  \\ integer values
0004:  3392?? =  0?  \\ integer values
0004:  3424?? =  0?  \\ integer values
0004:  3628?? =  0?  \\ integer values
0004:  3624?? =  0?  \\ integer values
0004:  3496?? =  0?  \\ integer values
0004:  3544?? =  0?  \\ integer values
0004:  3548?? =  0?  \\ integer values
0004:  3552?? =  0?  \\ integer values
018D:  3460?? = create_sound  0? at  3584??  3588??  3592??
018E: stop_sound  3460??
03A4: name_thread "AMMU"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label0156BF 
004F: create_thread Label01642E 
004F: create_thread Label0173C8 
004F: create_thread Label01843C 
004F: create_thread Label018FB9 
004F: create_thread Label019ACD 
004E: end_thread

:Label0156BF
03A4: name_thread "AMMU1"

:Label0156C9
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016420
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label016419
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  2124??  2128??  2132?? radius  35!  35!  20!
004D: jump_if_false Label016400
00D6: if  0?
0038:    3368?? ==  0?  \\ integer values
004D: jump_if_false Label015866
0050: gosub Label01B041
0084:  3428?? =  3436??  \\ integer values and handles
0060:  3428?? -=  3440??  \\ integer values
0107:  3556?? = create_object #COLT45 at -60.793! -1488.141!  12.24!
0392: object  3556?? toggle_in_moving_list  0?
0453: object  3556?? set_rotation  0!  8!  0!
0107:  3560?? = create_object #INGRAMSL at -62.293! -1488.241!  12.223!
0392: object  3560?? toggle_in_moving_list  0?
0453: object  3560?? set_rotation  0!  2!  0!
0107:  3564?? = create_object #CHROMEGUN at -63.993! -1488.241!  12.24!
0392: object  3564?? toggle_in_moving_list  0?
0453: object  3564?? set_rotation  0!  7!  0!
0107:  3568?? = create_object #RUGER at -65.393! -1488.221!  12.18!
0392: object  3568?? toggle_in_moving_list  0?
0107:  3572?? = create_object -18? (BODYARMOUR) at -66.629! -1488!  12.113!
0392: object  3572?? toggle_in_moving_list  0?
00D6: if  0?
0018:    3428?? >  30000&  \\ integer values
004D: jump_if_false Label015858
009A:  3412?? = create_actor  4? #SPECIAL21 at -62.5! -1485.1!  9.6!
01ED: spawn_actor  3412??
0350: unknown_actor  3412?? not_scared_flag  1?
0050: gosub Label01AD91

:Label015858
0004:  3368?? =  1?  \\ integer values
0002: jump Label01589D

:Label015866
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -57.7! -1468.8!  13.4! -69.1! -1487.2!  9!
004D: jump_if_false Label01589D
0050: gosub Label01A59B

:Label01589D
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label0163F9
00D6: if  0?
0038:    3376?? ==  0?  \\ integer values
004D: jump_if_false Label0163F9
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label0163F9
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label0163F9
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2124??  2128??  2132?? radius  1!  1!  2!
004D: jump_if_false Label0163A6
0050: gosub Label01AD5B

:Label015919
00D6: if  0?
0038:    3396?? ==  0?  \\ integer values
004D: jump_if_false Label01639F
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015B48
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label015B48
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label015977
0210: player $PLAYER_CHAR look_at_actor  3412??

:Label015977
015F: set_camera_position -60.508! -1486.245!  12.428!  0!  0!  0!
0160: point_camera -60.593! -1487.241!  12.433!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label0159D4
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label0159DE

:Label0159D4
0460: set_camera_pointing_time  0!  800&

:Label0159DE
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015A0F
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label015A0F
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label015B48
0001: wait  0? ms
00BA: text_styled "PISTOL"  1000& ms  4? \\ Pistol
01E5: text_1number_highpriority "G_COST"  100?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015B41
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  18?
004D: jump_if_false Label015A96
01E5: text_1number_highpriority "HELP54"  100?  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015A96
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label015B28
0419:  3408?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  99?
004D: jump_if_false Label015B21
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label015B1A
01B1: give_player $PLAYER_CHAR weapon  17? ammo  68?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label015AFC
01B1: give_player $PLAYER_CHAR weapon  17? ammo  9999&  \\ Load the weapon model before using this

:Label015AFC
01B8: set_player $PLAYER_CHAR armed_weapon_to  17?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100?
0528: unknown_add  100? to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label015B1A
0002: jump Label015B28

:Label015B21
0050: gosub Label01A8EC

:Label015B28
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label015B41
0002: jump Label0156C9

:Label015B41
0002: jump Label015A0F

:Label015B48
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015D2B
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label015D2B
015F: set_camera_position -62.008! -1486.245!  12.428!  0!  0!  0!
0160: point_camera -62.093! -1487.241!  12.433!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015BDF
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??

:Label015BDF
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label015D2B
0001: wait  0? ms
00BA: text_styled "INGRAM"  1000& ms  4? \\ Mac
01E5: text_1number_highpriority "G_COST"  300&  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015D24
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  22?
0490:   player $PLAYER_CHAR has_weapon  25?
0490:   player $PLAYER_CHAR has_weapon  23?
0490:   player $PLAYER_CHAR has_weapon  22?
004D: jump_if_false Label015C76
01E5: text_1number_highpriority "HELP54"  300&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015C76
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label015D0B
0419:  3408?? = player $PLAYER_CHAR weapon  24? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  299&
004D: jump_if_false Label015D04
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label015CFD
01B1: give_player $PLAYER_CHAR weapon  24? ammo  120?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label015CDD
01B1: give_player $PLAYER_CHAR weapon  24? ammo  9999&  \\ Load the weapon model before using this

:Label015CDD
01B8: set_player $PLAYER_CHAR armed_weapon_to  24?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300&
0528: unknown_add  300& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label015CFD
0002: jump Label015D0B

:Label015D04
0050: gosub Label01A8EC

:Label015D0B
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label015D24
0002: jump Label0156C9

:Label015D24
0002: jump Label015BDF

:Label015D2B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015F61
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label015F61
015F: set_camera_position -63.508! -1486.245!  12.428!  0!  0!  0!
0160: point_camera -63.593! -1487.241!  12.433!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015DC2
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??

:Label015DC2
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label015F61
0001: wait  0? ms
00BA: text_styled "SHOTGN1"  1000& ms  4? \\ Shotgun
00D6: if  0?
0038:    3608?? ==  0?  \\ integer values
004D: jump_if_false Label015E0F
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label015E21

:Label015E0F
01E5: text_1number_highpriority "G_COST"  500&  1000& ms  1? \\ Cost: $~1~

:Label015E21
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015F5A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3608?? ==  1?  \\ integer values
004D: jump_if_false Label015E8C
00D6: if  21?
0490:   player $PLAYER_CHAR has_weapon  20?
0490:   player $PLAYER_CHAR has_weapon  21?
004D: jump_if_false Label015E8C
01E5: text_1number_highpriority "HELP54"  500&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label015E8C
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label015F41
00D6: if  0?
0038:    3608?? ==  1?  \\ integer values
004D: jump_if_false Label015F3A
0419:  3408?? = player $PLAYER_CHAR weapon  19? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  499&
004D: jump_if_false Label015F2C
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label015F25
01B1: give_player $PLAYER_CHAR weapon  19? ammo  32?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label015F05
01B1: give_player $PLAYER_CHAR weapon  19? ammo  9999&  \\ Load the weapon model before using this

:Label015F05
01B8: set_player $PLAYER_CHAR armed_weapon_to  19?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -500&
0528: unknown_add  500& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label015F25
0002: jump Label015F33

:Label015F2C
0050: gosub Label01A8EC

:Label015F33
0002: jump Label015F41

:Label015F3A
0050: gosub Label01A8EC

:Label015F41
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label015F5A
0002: jump Label0156C9

:Label015F5A
0002: jump Label015DC2

:Label015F61
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016191
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label016191
015F: set_camera_position -65.008! -1486.245!  12.428!  0!  0!  0!
0160: point_camera -65.093! -1487.241!  12.433!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label015FF8
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??

:Label015FF8
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label016191
0001: wait  0? ms
00BA: text_styled "RUGER"  1000& ms  4? \\ Kruger
00D6: if  0?
0038:    3612?? ==  0?  \\ integer values
004D: jump_if_false Label016045
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label016057

:Label016045
01E5: text_1number_highpriority "G_COST"  1000&  1000& ms  1? \\ Cost: $~1~

:Label016057
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01618A
0050: gosub Label01A97E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3612?? ==  1?  \\ integer values
004D: jump_if_false Label0160BB
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  26?
004D: jump_if_false Label0160BB
01E5: text_1number_highpriority "HELP54"  1000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label0160BB
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label016171
00D6: if  0?
0038:    3612?? ==  1?  \\ integer values
004D: jump_if_false Label01616A
0419:  3408?? = player $PLAYER_CHAR weapon  27? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  999&
004D: jump_if_false Label01615C
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label016155
01B1: give_player $PLAYER_CHAR weapon  27? ammo  150&  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label016135
01B1: give_player $PLAYER_CHAR weapon  27? ammo  9999&  \\ Load the weapon model before using this

:Label016135
01B8: set_player $PLAYER_CHAR armed_weapon_to  27?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1000&
0528: unknown_add  1000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label016155
0002: jump Label016163

:Label01615C
0050: gosub Label01A8EC

:Label016163
0002: jump Label016171

:Label01616A
0050: gosub Label01A8EC

:Label016171
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label01618A
0002: jump Label0156C9

:Label01618A
0002: jump Label015FF8

:Label016191
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016398
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label016398
015F: set_camera_position -66.508! -1486.245!  12.428!  0!  0!  0!
0160: point_camera -66.593! -1487.241!  12.433!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016228
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??

:Label016228
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label016398
0001: wait  0? ms
00BA: text_styled "ARMOUR"  1000& ms  4? \\ Body Armor
00D6: if  0?
0038:    3468?? ==  0?  \\ integer values
004D: jump_if_false Label016275
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label016287

:Label016275
01E5: text_1number_highpriority "G_COST"  200&  1000& ms  1? \\ Cost: $~1~

:Label016287
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016391
0050: gosub Label01A97E
04DD: $PLAYER_ACTOR  3492??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label016378
00D6: if  0?
0038:    3468?? ==  1?  \\ integer values
004D: jump_if_false Label016371
00D6: if  0?
010A:   player $PLAYER_CHAR money >  199&
004D: jump_if_false Label016363
00D6: if  0?
001A:    100? >  3492??  \\ integer values
004D: jump_if_false Label016316
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01635C

:Label016316
00D6: if  0?
0038:    6328?? ==  1?  \\ integer values
004D: jump_if_false Label01635C
00D6: if  0?
001A:    200& >  3492??  \\ integer values
004D: jump_if_false Label01635C
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label01635C
0002: jump Label01636A

:Label016363
0050: gosub Label01A8EC

:Label01636A
0002: jump Label016378

:Label016371
0050: gosub Label01A8EC

:Label016378
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label016391
0002: jump Label0156C9

:Label016391
0002: jump Label016228

:Label016398
0002: jump Label015919

:Label01639F
0002: jump Label0163F9

:Label0163A6
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  2124??  2128??  2132?? radius  1!  1!  2!
004D: jump_if_false Label0163F9
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label0163F9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0163F9
0050: gosub Label01AE6D

:Label0163F9
0002: jump Label016419

:Label016400
00D6: if  0?
0038:    3368?? ==  1?  \\ integer values
004D: jump_if_false Label016419
0050: gosub Label01AE8D

:Label016419
0002: jump Label016427

:Label016420
0050: gosub Label01AE8D

:Label016427
0002: jump Label0156C9

:Label01642E
03A4: name_thread "AMMU2"

:Label016438
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0173BA
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0173B3
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  357.7!  1016.6!  30.1!  410.4!  1110.4!  16!
004D: jump_if_false Label01739A
00D6: if  0?
0038:    3368?? ==  0?  \\ integer values
004D: jump_if_false Label016625
0050: gosub Label01B041
0084:  3428?? =  3436??  \\ integer values and handles
0060:  3428?? -=  3440??  \\ integer values
0107:  3556?? = create_object #COLT45 at  367!  1049.5!  21.09!
0392: object  3556?? toggle_in_moving_list  0?
0453: object  3556?? set_rotation  0!  8!  0!
0107:  3560?? = create_object #UZI at  366!  1049.5!  21.05!
0392: object  3560?? toggle_in_moving_list  0?
0453: object  3560?? set_rotation  0!  4!  0!
0107:  3564?? = create_object #BUDDYSHOT at  364.9!  1049.5!  21.067!
0392: object  3564?? toggle_in_moving_list  0?
0453: object  3564?? set_rotation  0!  9!  0!
0107:  3568?? = create_object #SNIPER at  363.9!  1049.5!  21.05!
0392: object  3568?? toggle_in_moving_list  0?
0453: object  3568?? set_rotation  0!  5!  0!
0107:  3572?? = create_object #GRENADE at  363.1!  1049.5!  20.76!
0392: object  3572?? toggle_in_moving_list  0?
0107:  3576?? = create_object #GRENADE at  363!  1049.5!  20.72!
0392: object  3576?? toggle_in_moving_list  0?
0107:  3580?? = create_object -18? (BODYARMOUR) at  362.1!  1049.5!  20.9!
0392: object  3580?? toggle_in_moving_list  0?
00D6: if  0?
0018:    3428?? >  30000&  \\ integer values
004D: jump_if_false Label016617
009A:  3412?? = create_actor  4? #SPECIAL21 at  366.1!  1052.2!  18.2!
01ED: spawn_actor  3412??
0350: unknown_actor  3412?? not_scared_flag  1?
0050: gosub Label01AD91

:Label016617
0004:  3368?? =  1?  \\ integer values
0002: jump Label01665C

:Label016625
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  369.9!  1068.7!  22.3!  359.8!  1048.5!  18.1!
004D: jump_if_false Label01665C
0050: gosub Label01A59B

:Label01665C
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label017393
00D6: if  0?
0038:    3376?? ==  0?  \\ integer values
004D: jump_if_false Label017393
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label017393
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label017393
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2136??  2140??  2144?? radius  1!  1!  2!
004D: jump_if_false Label017340
0050: gosub Label01AD5B

:Label0166D8
00D6: if  0?
0038:    3396?? ==  0?  \\ integer values
004D: jump_if_false Label017339
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016907
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label016907
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label016736
0210: player $PLAYER_CHAR look_at_actor  3412??

:Label016736
015F: set_camera_position  367.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  367.152!  1050.163!  21.291!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label016793
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label01679D

:Label016793
0460: set_camera_pointing_time  0!  800&

:Label01679D
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0167CE
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label0167CE
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label016907
0001: wait  0? ms
00BA: text_styled "PISTOL"  1000& ms  4? \\ Pistol
01E5: text_1number_highpriority "G_COST"  100?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016900
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  18?
004D: jump_if_false Label016855
01E5: text_1number_highpriority "HELP54"  100?  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016855
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0168E7
0419:  3408?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  99?
004D: jump_if_false Label0168E0
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label0168D9
01B1: give_player $PLAYER_CHAR weapon  17? ammo  68?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label0168BB
01B1: give_player $PLAYER_CHAR weapon  17? ammo  9999&  \\ Load the weapon model before using this

:Label0168BB
01B8: set_player $PLAYER_CHAR armed_weapon_to  17?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100?
0528: unknown_add  100? to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label0168D9
0002: jump Label0168E7

:Label0168E0
0050: gosub Label01A8EC

:Label0168E7
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label016900
0002: jump Label016438

:Label016900
0002: jump Label0167CE

:Label016907
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016AEA
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label016AEA
015F: set_camera_position  366.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  366.152!  1050.163!  21.291!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01699E
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label01699E
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label016AEA
0001: wait  0? ms
00BA: text_styled "UZI"  1000& ms  4? \\ Uz-1
01E5: text_1number_highpriority "G_COST"  400&  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016AE3
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  22?
0490:   player $PLAYER_CHAR has_weapon  25?
0490:   player $PLAYER_CHAR has_weapon  24?
0490:   player $PLAYER_CHAR has_weapon  22?
004D: jump_if_false Label016A35
01E5: text_1number_highpriority "HELP54"  400&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016A35
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label016ACA
0419:  3408?? = player $PLAYER_CHAR weapon  23? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  399&
004D: jump_if_false Label016AC3
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label016ABC
01B1: give_player $PLAYER_CHAR weapon  23? ammo  120?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label016A9C
01B1: give_player $PLAYER_CHAR weapon  23? ammo  9999&  \\ Load the weapon model before using this

:Label016A9C
01B8: set_player $PLAYER_CHAR armed_weapon_to  23?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -400&
0528: unknown_add  400& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label016ABC
0002: jump Label016ACA

:Label016AC3
0050: gosub Label01A8EC

:Label016ACA
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label016AE3
0002: jump Label016438

:Label016AE3
0002: jump Label01699E

:Label016AEA
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016D20
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label016D20
015F: set_camera_position  365.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  365.152!  1050.163!  21.291!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016B81
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label016B81
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label016D20
0001: wait  0? ms
00BA: text_styled "SHOTGN3"  1000& ms  4? \\ Stubby shotgun
00D6: if  0?
0038:    3472?? ==  0?  \\ integer values
004D: jump_if_false Label016BCE
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label016BE0

:Label016BCE
01E5: text_1number_highpriority "G_COST"  600&  1000& ms  1? \\ Cost: $~1~

:Label016BE0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016D19
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3472?? ==  1?  \\ integer values
004D: jump_if_false Label016C4B
00D6: if  21?
0490:   player $PLAYER_CHAR has_weapon  20?
0490:   player $PLAYER_CHAR has_weapon  19?
004D: jump_if_false Label016C4B
01E5: text_1number_highpriority "HELP54"  600&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016C4B
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label016D00
00D6: if  0?
0038:    3472?? ==  1?  \\ integer values
004D: jump_if_false Label016CF9
0419:  3408?? = player $PLAYER_CHAR weapon  21? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  599&
004D: jump_if_false Label016CEB
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label016CE4
01B1: give_player $PLAYER_CHAR weapon  21? ammo  20?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label016CC4
01B1: give_player $PLAYER_CHAR weapon  21? ammo  9999&  \\ Load the weapon model before using this

:Label016CC4
01B8: set_player $PLAYER_CHAR armed_weapon_to  21?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -600&
0528: unknown_add  600& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label016CE4
0002: jump Label016CF2

:Label016CEB
0050: gosub Label01A8EC

:Label016CF2
0002: jump Label016D00

:Label016CF9
0050: gosub Label01A8EC

:Label016D00
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label016D19
0002: jump Label016438

:Label016D19
0002: jump Label016B81

:Label016D20
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016F4F
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label016F4F
015F: set_camera_position  364.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  364.152!  1050.163!  21.291!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016DB7
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label016DB7
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label016F4F
0001: wait  0? ms
00BA: text_styled "SNIPE"  1000& ms  4? \\ Sniper rifle
00D6: if  0?
0038:    3388?? ==  0?  \\ integer values
004D: jump_if_false Label016E04
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label016E16

:Label016E04
01E5: text_1number_highpriority "G_COST"  1500&  1000& ms  1? \\ Cost: $~1~

:Label016E16
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016F48
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3388?? ==  1?  \\ integer values
004D: jump_if_false Label016E7A
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  29?
004D: jump_if_false Label016E7A
01E5: text_1number_highpriority "HELP54"  1500&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label016E7A
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label016F2F
00D6: if  0?
0038:    3388?? ==  1?  \\ integer values
004D: jump_if_false Label016F28
0419:  3408?? = player $PLAYER_CHAR weapon  28? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  1499&
004D: jump_if_false Label016F1A
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label016F13
01B1: give_player $PLAYER_CHAR weapon  28? ammo  40?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label016EF3
01B1: give_player $PLAYER_CHAR weapon  28? ammo  9999&  \\ Load the weapon model before using this

:Label016EF3
01B8: set_player $PLAYER_CHAR armed_weapon_to  28?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -1500&
0528: unknown_add  1500& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label016F13
0002: jump Label016F21

:Label016F1A
0050: gosub Label01A8EC

:Label016F21
0002: jump Label016F2F

:Label016F28
0050: gosub Label01A8EC

:Label016F2F
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label016F48
0002: jump Label016438

:Label016F48
0002: jump Label016DB7

:Label016F4F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01712B
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label01712B
015F: set_camera_position  363.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  363.152!  1050.163!  21.291!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label016FE6
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label016FE6
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label01712B
0001: wait  0? ms
00BA: text_styled "GRENADE"  1000& ms  4? \\ Grenades
01E5: text_1number_highpriority "G_COST"  300&  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017124
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  22?
0490:   player $PLAYER_CHAR has_weapon  13?
0490:   player $PLAYER_CHAR has_weapon  15?
0490:   player $PLAYER_CHAR has_weapon  14?
004D: jump_if_false Label01707D
01E5: text_1number_highpriority "HELP54"  300&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label01707D
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01710B
0419:  3408?? = player $PLAYER_CHAR weapon  12? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  299&
004D: jump_if_false Label017104
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label0170FD
01B1: give_player $PLAYER_CHAR weapon  12? ammo  8?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label0170E4
01B1: give_player $PLAYER_CHAR weapon  12? ammo  9999&  \\ Load the weapon model before using this

:Label0170E4
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300&
0528: unknown_add  300& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label0170FD
0002: jump Label01710B

:Label017104
0050: gosub Label01A8EC

:Label01710B
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017124
0002: jump Label016438

:Label017124
0002: jump Label016FE6

:Label01712B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017332
00D6: if  0?
0038:    3404?? ==  5?  \\ integer values
004D: jump_if_false Label017332
015F: set_camera_position  362.203!  1051.161!  21.269!  0!  0!  0!
0160: point_camera  362.152!  1050.163!  21.291!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0171C2
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label0171C2
00D6: if  0?
0038:    3404?? ==  5?  \\ integer values
004D: jump_if_false Label017332
0001: wait  0? ms
00BA: text_styled "ARMOUR"  1000& ms  4? \\ Body Armor
00D6: if  0?
0038:    3468?? ==  0?  \\ integer values
004D: jump_if_false Label01720F
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label017221

:Label01720F
01E5: text_1number_highpriority "G_COST"  200&  1000& ms  1? \\ Cost: $~1~

:Label017221
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01732B
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR  3492??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label017312
00D6: if  0?
0038:    3468?? ==  1?  \\ integer values
004D: jump_if_false Label01730B
00D6: if  0?
010A:   player $PLAYER_CHAR money >  199&
004D: jump_if_false Label0172FD
00D6: if  0?
001A:    100? >  3492??  \\ integer values
004D: jump_if_false Label0172B0
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label0172F6

:Label0172B0
00D6: if  0?
0038:    6328?? ==  1?  \\ integer values
004D: jump_if_false Label0172F6
00D6: if  0?
001A:    200& >  3492??  \\ integer values
004D: jump_if_false Label0172F6
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label0172F6
0002: jump Label017304

:Label0172FD
0050: gosub Label01A8EC

:Label017304
0002: jump Label017312

:Label01730B
0050: gosub Label01A8EC

:Label017312
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label01732B
0002: jump Label016438

:Label01732B
0002: jump Label0171C2

:Label017332
0002: jump Label0166D8

:Label017339
0002: jump Label017393

:Label017340
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  2136??  2140??  2144?? radius  1!  1!  2!
004D: jump_if_false Label017393
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017393
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017393
0050: gosub Label01AE6D

:Label017393
0002: jump Label0173B3

:Label01739A
00D6: if  0?
0038:    3368?? ==  1?  \\ integer values
004D: jump_if_false Label0173B3
0050: gosub Label01AE8D

:Label0173B3
0002: jump Label0173C1

:Label0173BA
0050: gosub Label01AE8D

:Label0173C1
0002: jump Label016438

:Label0173C8
03A4: name_thread "AMMU3"

:Label0173D2
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01842E
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label018427
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  2148??  2152??  2156?? radius  35!  35!  20!
004D: jump_if_false Label01840E
00D6: if  0?
0038:    3368?? ==  0?  \\ integer values
004D: jump_if_false Label0175C9
0050: gosub Label01B041
0084:  3428?? =  3436??  \\ integer values and handles
0060:  3428?? -=  3440??  \\ integer values
0107:  3556?? = create_object #PYTHON at -683.6!  1200.549!  12.93!
0392: object  3556?? toggle_in_moving_list  0?
0453: object  3556?? set_rotation  0!  4!  90!
0107:  3560?? = create_object #MP5LNG at -683.6!  1202.049!  12.86!
0392: object  3560?? toggle_in_moving_list  0?
0453: object  3560?? set_rotation  0!  8!  95!
0107:  3564?? = create_object #SHOTGSPA at -683.6!  1203.449!  12.91!
0392: object  3564?? toggle_in_moving_list  0?
0453: object  3564?? set_rotation  0!  9!  95!
0107:  3568?? = create_object #M4 at -683.6!  1205.049!  12.88!
0392: object  3568?? toggle_in_moving_list  0?
0453: object  3568?? set_rotation  0!  3!  95!
0107:  3572?? = create_object #LASER at -683.6!  1206.549!  12.81!
0392: object  3572?? toggle_in_moving_list  0?
0453: object  3572?? set_rotation  0!  2!  95!
0107:  3576?? = create_object -18? (BODYARMOUR) at -683.5!  1208.189!  12.809!
0392: object  3576?? toggle_in_moving_list  0?
0177: set_object  3576?? z_angle_to  90!
00D6: if  0?
0018:    3428?? >  30000&  \\ integer values
004D: jump_if_false Label0175BB
009A:  3412?? = create_actor  4? #SPECIAL21 at -679.97!  1203.5!  10!
0173: set_actor  3412?? z_angle_to  270!
01ED: spawn_actor  3412??
0350: unknown_actor  3412?? not_scared_flag  1?
0050: gosub Label01AD91

:Label0175BB
0004:  3368?? =  1?  \\ integer values
0002: jump Label017600

:Label0175C9
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -684.5!  1199.3!  16.9! -663.8!  1211.1!  10!
004D: jump_if_false Label017600
0050: gosub Label01A59B

:Label017600
00D6: if  0?
0038:    3980?? ==  0?  \\ integer values
004D: jump_if_false Label018407
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label018407
00D6: if  0?
0038:    3376?? ==  0?  \\ integer values
004D: jump_if_false Label018407
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label018407
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label018407
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2148??  2152??  2156?? radius  1!  1!  2!
004D: jump_if_false Label0183B4
0050: gosub Label01AD5B

:Label01768E
00D6: if  0?
0038:    3396?? ==  0?  \\ integer values
004D: jump_if_false Label0183AD
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01791C
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label01791C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label0176EC
0210: player $PLAYER_CHAR look_at_actor  3412??

:Label0176EC
015F: set_camera_position -682.161!  1200.594!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1200.697!  13.171!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label017749
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label017753

:Label017749
0460: set_camera_pointing_time  0!  800&

:Label017753
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017784
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label017784
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label01791C
0001: wait  0? ms
00BA: text_styled "PYTHON"  2000& ms  4? \\ .357
00D6: if  0?
0038:    3628?? ==  0?  \\ integer values
004D: jump_if_false Label0177D1
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label0177E3

:Label0177D1
01E5: text_1number_highpriority "G_COST"  2000&  1000& ms  1? \\ Cost: $~1~

:Label0177E3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017915
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3628?? ==  1?  \\ integer values
004D: jump_if_false Label017847
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  17?
004D: jump_if_false Label017847
01E5: text_1number_highpriority "HELP54"  2000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017847
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0178FC
00D6: if  0?
0038:    3628?? ==  1?  \\ integer values
004D: jump_if_false Label0178F5
0419:  3408?? = player $PLAYER_CHAR weapon  18? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  1999&
004D: jump_if_false Label0178E7
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label0178E0
01B1: give_player $PLAYER_CHAR weapon  18? ammo  24?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label0178C0
01B1: give_player $PLAYER_CHAR weapon  18? ammo  9999&  \\ Load the weapon model before using this

:Label0178C0
01B8: set_player $PLAYER_CHAR armed_weapon_to  18?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -2000&
0528: unknown_add  2000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label0178E0
0002: jump Label0178EE

:Label0178E7
0050: gosub Label01A8EC

:Label0178EE
0002: jump Label0178FC

:Label0178F5
0050: gosub Label01A8EC

:Label0178FC
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017915
0002: jump Label0173D2

:Label017915
0002: jump Label017784

:Label01791C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017B59
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label017B59
015F: set_camera_position -682.161!  1202.094!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1202.197!  13.171!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0179B3
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label0179B3
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label017B59
0001: wait  0? ms
00BA: text_styled "MP5"  1000& ms  4? \\ MP
00D6: if  0?
0038:    3624?? ==  0?  \\ integer values
004D: jump_if_false Label017A00
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label017A12

:Label017A00
01E5: text_1number_highpriority "G_COST"  3000&  1000& ms  1? \\ Cost: $~1~

:Label017A12
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017B52
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3624?? ==  1?  \\ integer values
004D: jump_if_false Label017A84
00D6: if  22?
0490:   player $PLAYER_CHAR has_weapon  23?
0490:   player $PLAYER_CHAR has_weapon  24?
0490:   player $PLAYER_CHAR has_weapon  22?
004D: jump_if_false Label017A84
01E5: text_1number_highpriority "HELP54"  3000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017A84
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label017B39
00D6: if  0?
0038:    3624?? ==  1?  \\ integer values
004D: jump_if_false Label017B32
0419:  3408?? = player $PLAYER_CHAR weapon  25? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  2999&
004D: jump_if_false Label017B24
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label017B1D
01B1: give_player $PLAYER_CHAR weapon  25? ammo  120?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label017AFD
01B1: give_player $PLAYER_CHAR weapon  25? ammo  9999&  \\ Load the weapon model before using this

:Label017AFD
01B8: set_player $PLAYER_CHAR armed_weapon_to  25?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -3000&
0528: unknown_add  3000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label017B1D
0002: jump Label017B2B

:Label017B24
0050: gosub Label01A8EC

:Label017B2B
0002: jump Label017B39

:Label017B32
0050: gosub Label01A8EC

:Label017B39
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017B52
0002: jump Label0173D2

:Label017B52
0002: jump Label0179B3

:Label017B59
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017D8F
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label017D8F
015F: set_camera_position -682.161!  1203.594!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1203.697!  13.171!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017BF0
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label017BF0
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label017D8F
0001: wait  0? ms
00BA: text_styled "SHOTGN2"  1000& ms  4? \\ S.P.A.S. 12
00D6: if  0?
0038:    3392?? ==  0?  \\ integer values
004D: jump_if_false Label017C3D
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label017C4F

:Label017C3D
01E5: text_1number_highpriority "G_COST"  4000&  1000& ms  1? \\ Cost: $~1~

:Label017C4F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017D88
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3392?? ==  1?  \\ integer values
004D: jump_if_false Label017CBA
00D6: if  21?
0490:   player $PLAYER_CHAR has_weapon  21?
0490:   player $PLAYER_CHAR has_weapon  19?
004D: jump_if_false Label017CBA
01E5: text_1number_highpriority "HELP54"  4000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017CBA
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label017D6F
00D6: if  0?
0038:    3392?? ==  1?  \\ integer values
004D: jump_if_false Label017D68
0419:  3408?? = player $PLAYER_CHAR weapon  20? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  3999&
004D: jump_if_false Label017D5A
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label017D53
01B1: give_player $PLAYER_CHAR weapon  20? ammo  28?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label017D33
01B1: give_player $PLAYER_CHAR weapon  20? ammo  9999&  \\ Load the weapon model before using this

:Label017D33
01B8: set_player $PLAYER_CHAR armed_weapon_to  20?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -4000&
0528: unknown_add  4000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label017D53
0002: jump Label017D61

:Label017D5A
0050: gosub Label01A8EC

:Label017D61
0002: jump Label017D6F

:Label017D68
0050: gosub Label01A8EC

:Label017D6F
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017D88
0002: jump Label0173D2

:Label017D88
0002: jump Label017BF0

:Label017D8F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017FBF
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label017FBF
015F: set_camera_position -682.161!  1205.094!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1205.197!  13.171!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017E26
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label017E26
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label017FBF
0001: wait  0? ms
00BA: text_styled "M4"  1000& ms  4? \\ VROCK
00D6: if  0?
0038:    3420?? ==  0?  \\ integer values
004D: jump_if_false Label017E73
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label017E85

:Label017E73
01E5: text_1number_highpriority "G_COST"  5000&  1000& ms  1? \\ Cost: $~1~

:Label017E85
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label017FB8
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3420?? ==  1?  \\ integer values
004D: jump_if_false Label017EE9
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  27?
004D: jump_if_false Label017EE9
01E5: text_1number_highpriority "HELP54"  5000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label017EE9
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label017F9F
00D6: if  0?
0038:    3420?? ==  1?  \\ integer values
004D: jump_if_false Label017F98
0419:  3408?? = player $PLAYER_CHAR weapon  26? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  4999&
004D: jump_if_false Label017F8A
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label017F83
01B1: give_player $PLAYER_CHAR weapon  26? ammo  150&  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label017F63
01B1: give_player $PLAYER_CHAR weapon  26? ammo  9999&  \\ Load the weapon model before using this

:Label017F63
01B8: set_player $PLAYER_CHAR armed_weapon_to  26?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -5000&
0528: unknown_add  5000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label017F83
0002: jump Label017F91

:Label017F8A
0050: gosub Label01A8EC

:Label017F91
0002: jump Label017F9F

:Label017F98
0050: gosub Label01A8EC

:Label017F9F
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label017FB8
0002: jump Label0173D2

:Label017FB8
0002: jump Label017E26

:Label017FBF
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0181E7
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label0181E7
015F: set_camera_position -682.161!  1206.594!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1206.697!  13.171!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018056
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label018056
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label0181E7
0001: wait  0? ms
00BA: text_styled "LASER"  1000& ms  4? \\ .308 Sniper
00D6: if  0?
0038:    3424?? ==  0?  \\ integer values
004D: jump_if_false Label0180A3
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label0180B5

:Label0180A3
01E5: text_1number_highpriority "G_COST"  6000&  1000& ms  1? \\ Cost: $~1~

:Label0180B5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0181E0
0050: gosub Label01AA87
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9? weapon  3476?? ammo  3408?? model  3480??
0050: gosub Label01B0FB
00D6: if  0?
0038:    3424?? ==  1?  \\ integer values
004D: jump_if_false Label018119
00D6: if  0?
0490:   player $PLAYER_CHAR has_weapon  28?
004D: jump_if_false Label018119
01E5: text_1number_highpriority "HELP54"  6000&  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label018119
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0181C7
00D6: if  0?
0038:    3424?? ==  1?  \\ integer values
004D: jump_if_false Label0181C0
0419:  3408?? = player $PLAYER_CHAR weapon  29? ammo
00D6: if  0?
010A:   player $PLAYER_CHAR money >  5999&
004D: jump_if_false Label0181B2
00D6: if  0?
001A:    9999& >  3408??  \\ integer values
004D: jump_if_false Label0181AB
01B1: give_player $PLAYER_CHAR weapon  29? ammo  28?  \\ Load the weapon model before using this
00D6: if  0?
0018:    3408?? >  9999&  \\ integer values
004D: jump_if_false Label018192
01B1: give_player $PLAYER_CHAR weapon  29? ammo  9999&  \\ Load the weapon model before using this

:Label018192
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -6000&
0528: unknown_add  6000& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label0181AB
0002: jump Label0181B9

:Label0181B2
0050: gosub Label01A8EC

:Label0181B9
0002: jump Label0181C7

:Label0181C0
0050: gosub Label01A8EC

:Label0181C7
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label0181E0
0002: jump Label0173D2

:Label0181E0
0002: jump Label018056

:Label0181E7
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0183A6
00D6: if  0?
0038:    3404?? ==  5?  \\ integer values
004D: jump_if_false Label0183A6
015F: set_camera_position -682.161!  1208.094!  13.133!  0!  0!  0!
0160: point_camera -683.155!  1208.197!  13.171!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3484?? =  0?  \\ integer values
0004:  3488?? =  0?  \\ integer values
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01827E
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label01827E
00D6: if  0?
0038:    3404?? ==  5?  \\ integer values
004D: jump_if_false Label0183A6
0001: wait  0? ms
00BA: text_styled "ARMOUR"  1000& ms  4? \\ Body Armor
01E5: text_1number_highpriority "G_COST"  200&  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01839F
0050: gosub Label01AA87
04DD: $PLAYER_ACTOR  3492??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label018386
00D6: if  0?
010A:   player $PLAYER_CHAR money >  199&
004D: jump_if_false Label01837F
00D6: if  0?
001A:    100? >  3492??  \\ integer values
004D: jump_if_false Label018332
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label018378

:Label018332
00D6: if  0?
0038:    6328?? ==  1?  \\ integer values
004D: jump_if_false Label018378
00D6: if  0?
001A:    200& >  3492??  \\ integer values
004D: jump_if_false Label018378
035E: set_player $PLAYER_CHAR armour_to  200&
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -200&
0528: unknown_add  200& to_money_spent_on_weapons_stats
0001: wait  300& ms

:Label018378
0002: jump Label018386

:Label01837F
0050: gosub Label01A8EC

:Label018386
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label01839F
0002: jump Label0173D2

:Label01839F
0002: jump Label01827E

:Label0183A6
0002: jump Label01768E

:Label0183AD
0002: jump Label018407

:Label0183B4
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  2148??  2152??  2156?? radius  1!  1!  2!
004D: jump_if_false Label018407
00D6: if  0?
0038:    3396?? ==  1?  \\ integer values
004D: jump_if_false Label018407
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018407
0050: gosub Label01AE6D

:Label018407
0002: jump Label018427

:Label01840E
00D6: if  0?
0038:    3368?? ==  1?  \\ integer values
004D: jump_if_false Label018427
0050: gosub Label01AE8D

:Label018427
0002: jump Label018435

:Label01842E
0050: gosub Label01AE8D

:Label018435
0002: jump Label0173D2

:Label01843C
03A4: name_thread "HARD1"

:Label018446
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018FAB
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label018FA4
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  2160??  2164??  2168?? radius  35!  35!  30!
004D: jump_if_false Label018F8B
00D6: if  0?
0038:    3372?? ==  0?  \\ integer values
004D: jump_if_false Label0185E3
0050: gosub Label01B07F
0084:  3432?? =  3436??  \\ integer values and handles
0060:  3432?? -=  3444??  \\ integer values
0107:  3500?? = create_object #SCREWDRIVER at  201.508! -469.297!  13.79!
0392: object  3500?? toggle_in_moving_list  0?
0107:  3504?? = create_object #HAMMER at  202.508! -469.297!  13.73!
0392: object  3504?? toggle_in_moving_list  0?
0453: object  3504?? set_rotation  0!  4!  0!
0107:  3508?? = create_object #CLEAVER at  203.508! -469.297!  13.77!
0392: object  3508?? toggle_in_moving_list  0?
0107:  3512?? = create_object #BAT at  204.606! -469.297!  13.91!
0392: object  3512?? toggle_in_moving_list  0?
0453: object  3512?? set_rotation  85!  0!  90!
0107:  3516?? = create_object #MACHETE at  205.858! -469.297!  14!
0392: object  3516?? toggle_in_moving_list  0?
0453: object  3516?? set_rotation  0!  90!  0!
00D6: if  0?
0018:    3432?? >  60000&&  \\ integer values
004D: jump_if_false Label0185D5
009A:  3416?? = create_actor  4? #SPECIAL16 at  202.4! -471.1!  10.1!
0173: set_actor  3416?? z_angle_to  180.1!
0050: gosub Label01AF21

:Label0185D5
0004:  3372?? =  1?  \\ integer values
0002: jump Label01861A

:Label0185E3
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  190! -481!  15.7!  209.6! -468.5!  10!
004D: jump_if_false Label01861A
0050: gosub Label01A5F5

:Label01861A
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label018F84
00D6: if  0?
0038:    3380?? ==  0?  \\ integer values
004D: jump_if_false Label018F84
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label018F84
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label018F84
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2160??  2164??  2168?? radius  1!  1!  2!
004D: jump_if_false Label018F31
0050: gosub Label01AD76

:Label018696
00D6: if  0?
0038:    3400?? ==  0?  \\ integer values
004D: jump_if_false Label018F2A
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01887F
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label01887F
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label0186F4
0210: player $PLAYER_CHAR look_at_actor  3416??

:Label0186F4
015F: set_camera_position  201.616! -470.795!  14.284!  0!  0!  0!
0160: point_camera  201.608! -469.797!  14.217!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label018751
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label01875B

:Label018751
0460: set_camera_pointing_time  0!  800&

:Label01875B
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01878C
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label01878C
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label01887F
0001: wait  0? ms
00BA: text_styled "SCREWD"  1000& ms  4? \\ Screwdriver
01E5: text_1number_highpriority "G_COST"  10?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018878
0050: gosub Label01ABDE
0004:  3540?? =  10?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01885F
00D6: if  0?
010A:   player $PLAYER_CHAR money >  9?
004D: jump_if_false Label018858
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  2?
004D: jump_if_false Label01884A
01B1: give_player $PLAYER_CHAR weapon  2? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  2?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10?
0528: unknown_add  10? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label018851

:Label01884A
0050: gosub Label01A8EC

:Label018851
0002: jump Label01885F

:Label018858
0050: gosub Label01A8EC

:Label01885F
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label018878
0002: jump Label018446

:Label018878
0002: jump Label01878C

:Label01887F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0189FB
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label0189FB
015F: set_camera_position  202.616! -470.795!  14.284!  0!  0!  0!
0160: point_camera  202.608! -469.797!  14.217!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018908
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??

:Label018908
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label0189FB
0001: wait  0? ms
00BA: text_styled "HAMMER"  1000& ms  4? \\ Hammer
01E5: text_1number_highpriority "G_COST"  20?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0189F4
0050: gosub Label01ABDE
0004:  3540?? =  20?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0189DB
00D6: if  0?
010A:   player $PLAYER_CHAR money >  19?
004D: jump_if_false Label0189D4
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  7?
004D: jump_if_false Label0189C6
01B1: give_player $PLAYER_CHAR weapon  7? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  7?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20?
0528: unknown_add  20? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label0189CD

:Label0189C6
0050: gosub Label01A8EC

:Label0189CD
0002: jump Label0189DB

:Label0189D4
0050: gosub Label01A8EC

:Label0189DB
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label0189F4
0002: jump Label018446

:Label0189F4
0002: jump Label018908

:Label0189FB
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018B77
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label018B77
015F: set_camera_position  203.616! -470.795!  14.284!  0!  0!  0!
0160: point_camera  203.608! -469.797!  14.217!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018A84
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??

:Label018A84
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label018B77
0001: wait  0? ms
00BA: text_styled "CLEVER"  1000& ms  4? \\ Meat Cleaver
01E5: text_1number_highpriority "G_COST"  50?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018B70
0050: gosub Label01ABDE
0004:  3540?? =  50?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label018B57
00D6: if  0?
010A:   player $PLAYER_CHAR money >  49?
004D: jump_if_false Label018B50
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  8?
004D: jump_if_false Label018B42
01B1: give_player $PLAYER_CHAR weapon  8? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  8?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50?
0528: unknown_add  50? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label018B49

:Label018B42
0050: gosub Label01A8EC

:Label018B49
0002: jump Label018B57

:Label018B50
0050: gosub Label01A8EC

:Label018B57
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label018B70
0002: jump Label018446

:Label018B70
0002: jump Label018A84

:Label018B77
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018D4D
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label018D4D
015F: set_camera_position  204.816! -470.795!  14.284!  0!  0!  0!
0160: point_camera  204.808! -469.797!  14.217!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018C00
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??

:Label018C00
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label018D4D
0001: wait  0? ms
00BA: text_styled "BASEBAT"  1000& ms  4? \\ Baseball bat
00D6: if  0?
0038:    3616?? ==  0?  \\ integer values
004D: jump_if_false Label018C4D
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label018C5E

:Label018C4D
01E5: text_1number_highpriority "G_COST"  80?  1000& ms  1? \\ Cost: $~1~

:Label018C5E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018D46
0050: gosub Label01ABDE
00D6: if  0?
0038:    3616?? ==  1?  \\ integer values
004D: jump_if_false Label018C95
0004:  3540?? =  80?  \\ integer values
0050: gosub Label01B0BD

:Label018C95
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label018D2D
00D6: if  0?
0038:    3616?? ==  1?  \\ integer values
004D: jump_if_false Label018D26
00D6: if  0?
010A:   player $PLAYER_CHAR money >  79?
004D: jump_if_false Label018D18
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  6?
004D: jump_if_false Label018D0A
01B1: give_player $PLAYER_CHAR weapon  6? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  6?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -80?
0528: unknown_add  80? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label018D11

:Label018D0A
0050: gosub Label01A8EC

:Label018D11
0002: jump Label018D1F

:Label018D18
0050: gosub Label01A8EC

:Label018D1F
0002: jump Label018D2D

:Label018D26
0050: gosub Label01A8EC

:Label018D2D
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label018D46
0002: jump Label018446

:Label018D46
0002: jump Label018C00

:Label018D4D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018F23
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label018F23
015F: set_camera_position  206.116! -470.795!  14.284!  0!  0!  0!
0160: point_camera  206.108! -469.797!  14.217!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018DD6
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??

:Label018DD6
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label018F23
0001: wait  0? ms
00BA: text_styled "MACHETE"  1000& ms  4? \\ Machete
00D6: if  0?
0038:    3620?? ==  0?  \\ integer values
004D: jump_if_false Label018E23
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label018E34

:Label018E23
01E5: text_1number_highpriority "G_COST"  100?  1000& ms  1? \\ Cost: $~1~

:Label018E34
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018F1C
0050: gosub Label01ABDE
00D6: if  0?
0038:    3620?? ==  1?  \\ integer values
004D: jump_if_false Label018E6B
0004:  3540?? =  100?  \\ integer values
0050: gosub Label01B0BD

:Label018E6B
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label018F03
00D6: if  0?
0038:    3620?? ==  1?  \\ integer values
004D: jump_if_false Label018EFC
00D6: if  0?
010A:   player $PLAYER_CHAR money >  99?
004D: jump_if_false Label018EEE
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  9?
004D: jump_if_false Label018EE0
01B1: give_player $PLAYER_CHAR weapon  9? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  9?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100?
0528: unknown_add  100? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label018EE7

:Label018EE0
0050: gosub Label01A8EC

:Label018EE7
0002: jump Label018EF5

:Label018EEE
0050: gosub Label01A8EC

:Label018EF5
0002: jump Label018F03

:Label018EFC
0050: gosub Label01A8EC

:Label018F03
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label018F1C
0002: jump Label018446

:Label018F1C
0002: jump Label018DD6

:Label018F23
0002: jump Label018696

:Label018F2A
0002: jump Label018F84

:Label018F31
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  2160??  2164??  2168?? radius  1!  1!  2!
004D: jump_if_false Label018F84
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label018F84
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label018F84
0050: gosub Label01AF5E

:Label018F84
0002: jump Label018FA4

:Label018F8B
00D6: if  0?
0038:    3372?? ==  1?  \\ integer values
004D: jump_if_false Label018FA4
0050: gosub Label01AF7E

:Label018FA4
0002: jump Label018FB2

:Label018FAB
0050: gosub Label01AF7E

:Label018FB2
0002: jump Label018446

:Label018FB9
03A4: name_thread "HARD2"

:Label018FC3
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019ABF
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label019AB8
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  357.7!  1016.6!  30.1!  410.4!  1110.4!  16!
004D: jump_if_false Label019A9F
00D6: if  0?
0038:    3372?? ==  0?  \\ integer values
004D: jump_if_false Label01914C
0050: gosub Label01B07F
0084:  3432?? =  3436??  \\ integer values and handles
0060:  3432?? -=  3444??  \\ integer values
0107:  3500?? = create_object #SCREWDRIVER at  365.96!  1072.8!  20.68!
0392: object  3500?? toggle_in_moving_list  0?
0107:  3504?? = create_object #HAMMER at  364.96!  1072.8!  20.669!
0392: object  3504?? toggle_in_moving_list  0?
0453: object  3504?? set_rotation  0!  4!  0!
0107:  3508?? = create_object #CLEAVER at  363.96!  1072.8!  20.729!
0392: object  3508?? toggle_in_moving_list  0?
0107:  3512?? = create_object #KNIFECUR at  362.92!  1072.8!  20.639!
0392: object  3512?? toggle_in_moving_list  0?
0107:  3516?? = create_object #KATANA at  362!  1072.8!  20.75!
0392: object  3516?? toggle_in_moving_list  0?
0453: object  3516?? set_rotation  0! -20!  0!
00D6: if  0?
0018:    3432?? >  60000&&  \\ integer values
004D: jump_if_false Label01913E
009A:  3416?? = create_actor  4? #SPECIAL16 at  364.5!  1074.3!  18!
0173: set_actor  3416?? z_angle_to  358.1!
0050: gosub Label01AF21

:Label01913E
0004:  3372?? =  1?  \\ integer values
0002: jump Label019183

:Label01914C
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  369.9!  1089.8!  22.3!  359.8!  1071.7!  18.1!
004D: jump_if_false Label019183
0050: gosub Label01A5F5

:Label019183
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label019A98
00D6: if  0?
0038:    3380?? ==  0?  \\ integer values
004D: jump_if_false Label019A98
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label019A98
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label019A98
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2172??  2176??  2180?? radius  1!  1!  2!
004D: jump_if_false Label019A45
0050: gosub Label01AD76

:Label0191FF
00D6: if  0?
0038:    3400?? ==  0?  \\ integer values
004D: jump_if_false Label019A3E
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0193E8
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label0193E8
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01925D
0210: player $PLAYER_CHAR look_at_actor  3416??

:Label01925D
015F: set_camera_position  366.1!  1074.719!  21.062!  0!  0!  0!
0160: point_camera  366.089!  1073.72!  21.084!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label0192BA
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label0192C4

:Label0192BA
0460: set_camera_pointing_time  0!  800&

:Label0192C4
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0192F5
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label0192F5
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label0193E8
0001: wait  0? ms
00BA: text_styled "SCREWD"  1000& ms  4? \\ Screwdriver
01E5: text_1number_highpriority "G_COST"  10?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0193E1
0050: gosub Label01ABDE
0004:  3540?? =  10?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0193C8
00D6: if  0?
010A:   player $PLAYER_CHAR money >  9?
004D: jump_if_false Label0193C1
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  2?
004D: jump_if_false Label0193B3
01B1: give_player $PLAYER_CHAR weapon  2? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  2?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10?
0528: unknown_add  10? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label0193BA

:Label0193B3
0050: gosub Label01A8EC

:Label0193BA
0002: jump Label0193C8

:Label0193C1
0050: gosub Label01A8EC

:Label0193C8
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label0193E1
0002: jump Label018FC3

:Label0193E1
0002: jump Label0192F5

:Label0193E8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019564
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label019564
015F: set_camera_position  365.1!  1074.719!  21.062!  0!  0!  0!
0160: point_camera  365.089!  1073.72!  21.084!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019471
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??

:Label019471
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label019564
0001: wait  0? ms
00BA: text_styled "HAMMER"  1000& ms  4? \\ Hammer
01E5: text_1number_highpriority "G_COST"  20?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01955D
0050: gosub Label01ABDE
0004:  3540?? =  20?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label019544
00D6: if  0?
010A:   player $PLAYER_CHAR money >  19?
004D: jump_if_false Label01953D
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  7?
004D: jump_if_false Label01952F
01B1: give_player $PLAYER_CHAR weapon  7? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  7?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20?
0528: unknown_add  20? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label019536

:Label01952F
0050: gosub Label01A8EC

:Label019536
0002: jump Label019544

:Label01953D
0050: gosub Label01A8EC

:Label019544
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01955D
0002: jump Label018FC3

:Label01955D
0002: jump Label019471

:Label019564
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0196E0
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label0196E0
015F: set_camera_position  364.1!  1074.719!  21.062!  0!  0!  0!
0160: point_camera  364.089!  1073.72!  21.084!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0195ED
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??

:Label0195ED
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label0196E0
0001: wait  0? ms
00BA: text_styled "CLEVER"  1000& ms  4? \\ Meat Cleaver
01E5: text_1number_highpriority "G_COST"  50?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0196D9
0050: gosub Label01ABDE
0004:  3540?? =  50?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0196C0
00D6: if  0?
010A:   player $PLAYER_CHAR money >  49?
004D: jump_if_false Label0196B9
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  8?
004D: jump_if_false Label0196AB
01B1: give_player $PLAYER_CHAR weapon  8? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  8?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50?
0528: unknown_add  50? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label0196B2

:Label0196AB
0050: gosub Label01A8EC

:Label0196B2
0002: jump Label0196C0

:Label0196B9
0050: gosub Label01A8EC

:Label0196C0
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label0196D9
0002: jump Label018FC3

:Label0196D9
0002: jump Label0195ED

:Label0196E0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01985C
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label01985C
015F: set_camera_position  363.1!  1074.719!  21.062!  0!  0!  0!
0160: point_camera  363.089!  1073.72!  21.084!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019769
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??

:Label019769
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label01985C
0001: wait  0? ms
00BA: text_styled "KNIFE"  1000& ms  4? \\ Knife
01E5: text_1number_highpriority "G_COST"  90?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019855
0050: gosub Label01ABDE
0004:  3540?? =  90?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01983C
00D6: if  0?
010A:   player $PLAYER_CHAR money >  89?
004D: jump_if_false Label019835
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  5?
004D: jump_if_false Label019827
01B1: give_player $PLAYER_CHAR weapon  5? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  5?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -90?
0528: unknown_add  90? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01982E

:Label019827
0050: gosub Label01A8EC

:Label01982E
0002: jump Label01983C

:Label019835
0050: gosub Label01A8EC

:Label01983C
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label019855
0002: jump Label018FC3

:Label019855
0002: jump Label019769

:Label01985C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019A37
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label019A37
015F: set_camera_position  362.1!  1074.719!  21.062!  0!  0!  0!
0160: point_camera  362.089!  1073.72!  21.084!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0198E5
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??

:Label0198E5
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label019A37
0001: wait  0? ms
00BA: text_styled "KATANA"  1000& ms  4? \\ Katana
00D6: if  0?
0038:    3496?? ==  0?  \\ integer values
004D: jump_if_false Label019932
00BC: text_highpriority "STOCK"  1000& ms  1? \\ ~r~out of stock
0002: jump Label019944

:Label019932
01E5: text_1number_highpriority "G_COST"  300&  1000& ms  1? \\ Cost: $~1~

:Label019944
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019A30
0050: gosub Label01ABDE
00D6: if  0?
0038:    3496?? ==  1?  \\ integer values
004D: jump_if_false Label01997C
0004:  3540?? =  300&  \\ integer values
0050: gosub Label01B0BD

:Label01997C
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label019A17
00D6: if  0?
0038:    3496?? ==  1?  \\ integer values
004D: jump_if_false Label019A10
00D6: if  0?
010A:   player $PLAYER_CHAR money >  299&
004D: jump_if_false Label019A02
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  10?
004D: jump_if_false Label0199F4
01B1: give_player $PLAYER_CHAR weapon  10? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  10?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -300&
0528: unknown_add  300& to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label0199FB

:Label0199F4
0050: gosub Label01A8EC

:Label0199FB
0002: jump Label019A09

:Label019A02
0050: gosub Label01A8EC

:Label019A09
0002: jump Label019A17

:Label019A10
0050: gosub Label01A8EC

:Label019A17
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label019A30
0002: jump Label018FC3

:Label019A30
0002: jump Label0198E5

:Label019A37
0002: jump Label0191FF

:Label019A3E
0002: jump Label019A98

:Label019A45
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  2172??  2176??  2180?? radius  1!  1!  2!
004D: jump_if_false Label019A98
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label019A98
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019A98
0050: gosub Label01AF5E

:Label019A98
0002: jump Label019AB8

:Label019A9F
00D6: if  0?
0038:    3372?? ==  1?  \\ integer values
004D: jump_if_false Label019AB8
0050: gosub Label01AF7E

:Label019AB8
0002: jump Label019AC6

:Label019ABF
0050: gosub Label01AF7E

:Label019AC6
0002: jump Label018FC3

:Label019ACD
03A4: name_thread "HARD3"

:Label019AD7
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A58D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01A586
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  2184??  2188??  2192?? radius  35!  35!  20!
004D: jump_if_false Label01A56D
00D6: if  0?
0038:    3372?? ==  0?  \\ integer values
004D: jump_if_false Label019C74
0050: gosub Label01B07F
0084:  3432?? =  3436??  \\ integer values and handles
0060:  3432?? -=  3444??  \\ integer values
0107:  3500?? = create_object #SCREWDRIVER at -961! -689.87!  14.08!
0392: object  3500?? toggle_in_moving_list  0?
0177: set_object  3500?? z_angle_to  270!
0107:  3504?? = create_object #HAMMER at -960.95! -690.88!  14.032!
0392: object  3504?? toggle_in_moving_list  0?
0453: object  3504?? set_rotation  0!  4!  270!
0107:  3508?? = create_object #CLEAVER at -960.95! -691.9!  14.08!
0392: object  3508?? toggle_in_moving_list  0?
0177: set_object  3508?? z_angle_to  270!
0107:  3512?? = create_object #MACHETE at -960.8! -693!  14.08!
0392: object  3512?? toggle_in_moving_list  0?
0177: set_object  3512?? z_angle_to  270!
0107:  3516?? = create_object #CHNSAW at -960.8! -694!  14.162!
0392: object  3516?? toggle_in_moving_list  0?
0177: set_object  3516?? z_angle_to  270!
00D6: if  0?
0018:    3432?? >  60000&&  \\ integer values
004D: jump_if_false Label019C66
009A:  3416?? = create_actor  4? #SPECIAL16 at -963.8! -692.3!  10.3!
0173: set_actor  3416?? z_angle_to  90!
0050: gosub Label01AF21

:Label019C66
0004:  3372?? =  1?  \\ integer values
0002: jump Label019CAB

:Label019C74
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -981! -688!  15.1! -959.8! -696!  10.1!
004D: jump_if_false Label019CAB
0050: gosub Label01A5F5

:Label019CAB
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01A566
00D6: if  0?
0038:    3380?? ==  0?  \\ integer values
004D: jump_if_false Label01A566
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label01A566
01FA:  3632?? = rampage_status
00D6: if  0?
8038:   NOT    3632?? ==  1?  \\ integer values
004D: jump_if_false Label01A566
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  2184??  2188??  2192?? radius  1!  1!  2!
004D: jump_if_false Label01A513
0050: gosub Label01AD76

:Label019D27
00D6: if  0?
0038:    3400?? ==  0?  \\ integer values
004D: jump_if_false Label01A50C
0004:  4720?? =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019F10
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label019F10
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label019D85
0210: player $PLAYER_CHAR look_at_actor  3416??

:Label019D85
015F: set_camera_position -962.483! -690.104!  14.47!  0!  0!  0!
0160: point_camera -961.485! -690.029!  14.481!  1?
00D6: if  0?
0038:    3448?? ==  0?  \\ integer values
004D: jump_if_false Label019DE2
0460: set_camera_pointing_time  0!  1200&
0004:  3448?? =  1?  \\ integer values
0002: jump Label019DEC

:Label019DE2
0460: set_camera_pointing_time  0!  800&

:Label019DEC
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019E1D
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?

:Label019E1D
00D6: if  0?
0038:    3404?? ==  0?  \\ integer values
004D: jump_if_false Label019F10
0001: wait  0? ms
00BA: text_styled "SCREWD"  1000& ms  4? \\ Screwdriver
01E5: text_1number_highpriority "G_COST"  10?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019F09
0050: gosub Label01ABDE
0004:  3540?? =  10?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label019EF0
00D6: if  0?
010A:   player $PLAYER_CHAR money >  9?
004D: jump_if_false Label019EE9
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  2?
004D: jump_if_false Label019EDB
01B1: give_player $PLAYER_CHAR weapon  2? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  2?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -10?
0528: unknown_add  10? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label019EE2

:Label019EDB
0050: gosub Label01A8EC

:Label019EE2
0002: jump Label019EF0

:Label019EE9
0050: gosub Label01A8EC

:Label019EF0
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label019F09
0002: jump Label019AD7

:Label019F09
0002: jump Label019E1D

:Label019F10
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A08C
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label01A08C
015F: set_camera_position -962.483! -691.104!  14.47!  0!  0!  0!
0160: point_camera -961.485! -691.029!  14.481!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label019F99
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??

:Label019F99
00D6: if  0?
0038:    3404?? ==  1?  \\ integer values
004D: jump_if_false Label01A08C
0001: wait  0? ms
00BA: text_styled "HAMMER"  1000& ms  4? \\ Hammer
01E5: text_1number_highpriority "G_COST"  20?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A085
0050: gosub Label01ABDE
0004:  3540?? =  20?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A06C
00D6: if  0?
010A:   player $PLAYER_CHAR money >  19?
004D: jump_if_false Label01A065
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  7?
004D: jump_if_false Label01A057
01B1: give_player $PLAYER_CHAR weapon  7? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  7?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -20?
0528: unknown_add  20? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01A05E

:Label01A057
0050: gosub Label01A8EC

:Label01A05E
0002: jump Label01A06C

:Label01A065
0050: gosub Label01A8EC

:Label01A06C
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01A085
0002: jump Label019AD7

:Label01A085
0002: jump Label019F99

:Label01A08C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A208
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label01A208
015F: set_camera_position -962.483! -692.104!  14.47!  0!  0!  0!
0160: point_camera -961.485! -692.029!  14.481!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A115
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??

:Label01A115
00D6: if  0?
0038:    3404?? ==  2?  \\ integer values
004D: jump_if_false Label01A208
0001: wait  0? ms
00BA: text_styled "CLEVER"  1000& ms  4? \\ Meat Cleaver
01E5: text_1number_highpriority "G_COST"  50?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A201
0050: gosub Label01ABDE
0004:  3540?? =  50?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A1E8
00D6: if  0?
010A:   player $PLAYER_CHAR money >  49?
004D: jump_if_false Label01A1E1
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  8?
004D: jump_if_false Label01A1D3
01B1: give_player $PLAYER_CHAR weapon  8? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  8?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -50?
0528: unknown_add  50? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01A1DA

:Label01A1D3
0050: gosub Label01A8EC

:Label01A1DA
0002: jump Label01A1E8

:Label01A1E1
0050: gosub Label01A8EC

:Label01A1E8
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01A201
0002: jump Label019AD7

:Label01A201
0002: jump Label01A115

:Label01A208
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A384
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label01A384
015F: set_camera_position -962.483! -693.204!  14.47!  0!  0!  0!
0160: point_camera -961.485! -693.129!  14.481!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A291
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??

:Label01A291
00D6: if  0?
0038:    3404?? ==  3?  \\ integer values
004D: jump_if_false Label01A384
0001: wait  0? ms
00BA: text_styled "MACHETE"  1000& ms  4? \\ Machete
01E5: text_1number_highpriority "G_COST"  100?  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A37D
0050: gosub Label01ABDE
0004:  3540?? =  100?  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A364
00D6: if  0?
010A:   player $PLAYER_CHAR money >  99?
004D: jump_if_false Label01A35D
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  9?
004D: jump_if_false Label01A34F
01B1: give_player $PLAYER_CHAR weapon  9? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  9?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -100?
0528: unknown_add  100? to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01A356

:Label01A34F
0050: gosub Label01A8EC

:Label01A356
0002: jump Label01A364

:Label01A35D
0050: gosub Label01A8EC

:Label01A364
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01A37D
0002: jump Label019AD7

:Label01A37D
0002: jump Label01A291

:Label01A384
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A505
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label01A505
015F: set_camera_position -962.483! -694.504!  14.47!  0!  0!  0!
0160: point_camera -961.485! -694.429!  14.481!  1?
0460: set_camera_pointing_time  0!  800&
0004:  3452?? =  0?  \\ integer values
0001: wait  800& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A40D
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??

:Label01A40D
00D6: if  0?
0038:    3404?? ==  4?  \\ integer values
004D: jump_if_false Label01A505
0001: wait  0? ms
00BA: text_styled "CHAINSA"  1000& ms  4? \\ Chainsaw
01E5: text_1number_highpriority "G_COST"  500&  1000& ms  1? \\ Cost: $~1~
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A4FE
0050: gosub Label01ABDE
0004:  3540?? =  500&  \\ integer values
0050: gosub Label01B0BD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A4E5
00D6: if  0?
010A:   player $PLAYER_CHAR money >  499&
004D: jump_if_false Label01A4DE
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  11?
004D: jump_if_false Label01A4D0
01B1: give_player $PLAYER_CHAR weapon  11? ammo  0?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  11?
0050: gosub Label01A935
0109: player $PLAYER_CHAR money += -500&
0528: unknown_add  500& to_money_spent_on_weapons_stats
0001: wait  300& ms
0002: jump Label01A4D7

:Label01A4D0
0050: gosub Label01A8EC

:Label01A4D7
0002: jump Label01A4E5

:Label01A4DE
0050: gosub Label01A8EC

:Label01A4E5
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01A4FE
0002: jump Label019AD7

:Label01A4FE
0002: jump Label01A40D

:Label01A505
0002: jump Label019D27

:Label01A50C
0002: jump Label01A566

:Label01A513
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  2184??  2188??  2192?? radius  1!  1!  2!
004D: jump_if_false Label01A566
00D6: if  0?
0038:    3400?? ==  1?  \\ integer values
004D: jump_if_false Label01A566
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A566
0050: gosub Label01AF5E

:Label01A566
0002: jump Label01A586

:Label01A56D
00D6: if  0?
0038:    3372?? ==  1?  \\ integer values
004D: jump_if_false Label01A586
0050: gosub Label01AF7E

:Label01A586
0002: jump Label01A594

:Label01A58D
0050: gosub Label01AF7E

:Label01A594
0002: jump Label019AD7

:Label01A59B
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label01A5F3
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
031D:   actor  3412?? hit_by_weapon  47?
004D: jump_if_false Label01A5F3
00D6: if  0?
0038:    3376?? ==  0?  \\ integer values
004D: jump_if_false Label01A5F3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A5EC
01CA: actor  3412?? kill_player $PLAYER_CHAR

:Label01A5EC
0004:  3376?? =  1?  \\ integer values

:Label01A5F3
0051: return

:Label01A5F5
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01A8EA
00D6: if  0?
0457:   unknown_player $PLAYER_CHAR unknown_actor  3416??
004D: jump_if_false Label01A84B
00D6: if  0?
0038:    3380?? ==  0?  \\ integer values
004D: jump_if_false Label01A692
022F: set_actor  3416?? stop_looking
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01A67D
04EB: unknown_actor  3416?? bank  0? account_number  9999999&&
0372: set_actor  3416?? anim  0? wait_state_time  0? ms
0372: set_actor  3416?? anim  17? wait_state_time  9999999&& ms
04C4: create_coordinate  3584??  3588??  3592?? from_actor  3416?? offset  0!  1.2!  0!

:Label01A67D
0006:  16@ =  0?  \\ integer values
0004:  3380?? =  1?  \\ integer values
0002: jump Label01A826

:Label01A692
00D6: if  1?
0019:    16@ >  2000&  \\ integer values
001B:    6000& >  16@  \\ integer values
004D: jump_if_false Label01A6EA
00D6: if  0?
0038:    6160?? ==  0?  \\ integer values
004D: jump_if_false Label01A6EA
02E1:  6144?? = create_cash_pickup  50? at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
0050: gosub Label01B117
0004:  6160?? =  1?  \\ integer values

:Label01A6EA
00D6: if  1?
0019:    16@ >  6000&  \\ integer values
001B:    10000& >  16@  \\ integer values
004D: jump_if_false Label01A756
00D6: if  0?
0038:    6164?? ==  0?  \\ integer values
004D: jump_if_false Label01A756
0009:  3588?? +=  .1!  \\ floating-point values
0009:  3584?? +=  .1!  \\ floating-point values
02E1:  6148?? = create_cash_pickup  100? at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?
0004:  6164?? =  1?  \\ integer values

:Label01A756
00D6: if  1?
0019:    16@ >  10000&  \\ integer values
001B:    14000& >  16@  \\ integer values
004D: jump_if_false Label01A7B9
00D6: if  0?
0038:    6168?? ==  0?  \\ integer values
004D: jump_if_false Label01A7B9
0009:  3588?? +=  .1!  \\ floating-point values
02E1:  6152?? = create_cash_pickup  250& at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  6168?? =  1?  \\ integer values

:Label01A7B9
00D6: if  1?
0019:    16@ >  14000&  \\ integer values
001B:    20000& >  16@  \\ integer values
004D: jump_if_false Label01A826
00D6: if  0?
0038:    6172?? ==  0?  \\ integer values
004D: jump_if_false Label01A826
0009:  3588?? +=  .1!  \\ floating-point values
0009:  3584?? +=  .1!  \\ floating-point values
02E1:  6156?? = create_cash_pickup  600& at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
0004:  6172?? =  1?  \\ integer values

:Label01A826
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
031D:   actor  3416?? hit_by_weapon  47?
004D: jump_if_false Label01A844
0002: jump Label01A84B

:Label01A844
0002: jump Label01A8EA

:Label01A84B
00D6: if  0?
0038:    3380?? ==  0?  \\ integer values
004D: jump_if_false Label01A882
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
031D:   actor  3416?? hit_by_weapon  47?
004D: jump_if_false Label01A87B
0004:  3380?? =  1?  \\ integer values

:Label01A87B
0002: jump Label01A8EA

:Label01A882
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01A8EA
0372: set_actor  3416?? anim  0? wait_state_time  0? ms
04EB: unknown_actor  3416?? bank  1? account_number  9999999&&
00D6: if  0?
0038:    3456?? ==  0?  \\ integer values
004D: jump_if_false Label01A8EA
022F: set_actor  3416?? stop_looking
00A0:  3584?? = actor  3416?? x_pos,  3588?? = actor  3416?? y_pos,  3592?? = actor  3416?? z_pos
018D:  3460?? = create_sound  0? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  3456?? =  1?  \\ integer values

:Label01A8EA
0051: return

:Label01A8EC
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A917
0054:  3596?? = player $PLAYER_CHAR x_pos,  3600?? = player $PLAYER_CHAR y_pos,  3604?? = player $PLAYER_CHAR z_pos
018C: play_sound  14? at  3596??  3600??  3604??

:Label01A917
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A933
0001: wait  0? ms
0002: jump Label01A917

:Label01A933
0051: return

:Label01A935
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01A960
0054:  3596?? = player $PLAYER_CHAR x_pos,  3600?? = player $PLAYER_CHAR y_pos,  3604?? = player $PLAYER_CHAR z_pos
018C: play_sound  13? at  3596??  3600??  3604??

:Label01A960
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label01A97C
0001: wait  0? ms
0002: jump Label01A960

:Label01A97C
0051: return

:Label01A97E
0512: "GUN_H1"
0494: unknown  0?  3520??  3524??  3528??  3532??
00D6: if  21?
00E1:   key_pressed  0?  10?
001A:   -100? >  3520??  \\ integer values
004D: jump_if_false Label01A9B7
000C:  3404?? -=  1?  \\ integer values

:Label01A9B7
00D6: if  21?
00E1:   key_pressed  0?  11?
0018:    3520?? >  100?  \\ integer values
004D: jump_if_false Label01A9D6
0008:  3404?? +=  1?  \\ integer values

:Label01A9D6
00D6: if  0?
001A:    0? >  3404??  \\ integer values
004D: jump_if_false Label01A9EF
0004:  3404?? =  4?  \\ integer values

:Label01A9EF
00D6: if  0?
0018:    3404?? >  4?  \\ integer values
004D: jump_if_false Label01AA08
0004:  3404?? =  0?  \\ integer values

:Label01AA08
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label01AA85

:Label01AA19
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label01AA35
0001: wait  0? ms
0002: jump Label01AA19

:Label01AA35
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AA85
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
0055: put_player $PLAYER_CHAR at  2124??  2128??  2132??
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AA77
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label01AA77
0004:  4720?? =  0?  \\ integer values
0004:  3396?? =  1?  \\ integer values

:Label01AA85
0051: return

:Label01AA87
0512: "GUN_H1"
0494: unknown  0?  3520??  3524??  3528??  3532??
00D6: if  21?
00E1:   key_pressed  0?  10?
001A:   -100? >  3520??  \\ integer values
004D: jump_if_false Label01AAC0
000C:  3404?? -=  1?  \\ integer values

:Label01AAC0
00D6: if  21?
00E1:   key_pressed  0?  11?
0018:    3520?? >  100?  \\ integer values
004D: jump_if_false Label01AADF
0008:  3404?? +=  1?  \\ integer values

:Label01AADF
00D6: if  0?
001A:    0? >  3404??  \\ integer values
004D: jump_if_false Label01AAF8
0004:  3404?? =  5?  \\ integer values

:Label01AAF8
00D6: if  0?
0018:    3404?? >  5?  \\ integer values
004D: jump_if_false Label01AB11
0004:  3404?? =  0?  \\ integer values

:Label01AB11
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label01ABDC

:Label01AB22
00D6: if  0?
80E1:   NOT   key_pressed  0?  15?
004D: jump_if_false Label01AB3E
0001: wait  0? ms
0002: jump Label01AB22

:Label01AB3E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01ABDC
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01ABB0
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AB8A
0055: put_player $PLAYER_CHAR at  2136??  2140??  2144??

:Label01AB8A
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01ABB0
0055: put_player $PLAYER_CHAR at  2148??  2152??  2156??

:Label01ABB0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01ABCE
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label01ABCE
0004:  4720?? =  0?  \\ integer values
0004:  3396?? =  1?  \\ integer values

:Label01ABDC
0051: return

:Label01ABDE
0512: "GUN_H1"
0494: unknown  0?  3520??  3524??  3528??  3532??
00D6: if  21?
00E1:   key_pressed  0?  10?
001A:   -100? >  3520??  \\ integer values
004D: jump_if_false Label01AC17
000C:  3404?? -=  1?  \\ integer values

:Label01AC17
00D6: if  21?
00E1:   key_pressed  0?  11?
0018:    3520?? >  100?  \\ integer values
004D: jump_if_false Label01AC36
0008:  3404?? +=  1?  \\ integer values

:Label01AC36
00D6: if  0?
001A:    0? >  3404??  \\ integer values
004D: jump_if_false Label01AC4F
0004:  3404?? =  4?  \\ integer values

:Label01AC4F
00D6: if  0?
0018:    3404?? >  4?  \\ integer values
004D: jump_if_false Label01AC68
0004:  3404?? =  0?  \\ integer values

:Label01AC68
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label01AD59

:Label01AC79
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label01AC95
0001: wait  0? ms
0002: jump Label01AC79

:Label01AC95
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AD59
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03E6: remove_text_box
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AD2D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01ACE1
0055: put_player $PLAYER_CHAR at  2160??  2164??  2168??

:Label01ACE1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AD07
0055: put_player $PLAYER_CHAR at  2172??  2176??  2180??

:Label01AD07
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label01AD2D
0055: put_player $PLAYER_CHAR at  2184??  2188??  2192??

:Label01AD2D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AD4B
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label01AD4B
0004:  4720?? =  0?  \\ integer values
0004:  3400?? =  1?  \\ integer values

:Label01AD59
0051: return

:Label01AD5B
00D6: if  0?
0038:    3384?? ==  0?  \\ integer values
004D: jump_if_false Label01AD74
0004:  3384?? =  1?  \\ integer values

:Label01AD74
0051: return

:Label01AD76
00D6: if  0?
0038:    3384?? ==  0?  \\ integer values
004D: jump_if_false Label01AD8F
0004:  3384?? =  1?  \\ integer values

:Label01AD8F
0051: return

:Label01AD91
0001: wait  1500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label01AE6B
0243: set_actor  3412?? ped_stats_to  16?
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label01ADEF
00D6: if  0?
0248:   model #INGRAMSL available
004D: jump_if_false Label01ADEF
01B2: give_actor  3412?? weapon  24? ammo  9999&  \\ Load the weapon model before using this

:Label01ADEF
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label01AE21
00D6: if  0?
0248:   model #UZI available
004D: jump_if_false Label01AE21
01B2: give_actor  3412?? weapon  23? ammo  9999&  \\ Load the weapon model before using this

:Label01AE21
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label01AE53
00D6: if  0?
0248:   model #PYTHON available
004D: jump_if_false Label01AE53
01B2: give_actor  3412?? weapon  18? ammo  9999&  \\ Load the weapon model before using this

:Label01AE53
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AE6B
022D: set_actor  3412?? to_look_at_player $PLAYER_CHAR

:Label01AE6B
0051: return

:Label01AE6D
0004:  3396?? =  0?  \\ integer values
0004:  3404?? =  0?  \\ integer values
0004:  3384?? =  0?  \\ integer values
0004:  3448?? =  0?  \\ integer values
03E6: remove_text_box
0051: return

:Label01AE8D
00D6: if  1?
0118:   actor  3412?? dead
0018:    3428?? >  30000&  \\ integer values
004D: jump_if_false Label01AEAA
01BD:  3440?? = current_time_in_ms

:Label01AEAA
009B: destroy_actor_instantly  3412??
0296: unload_special_actor  21?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AECA
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?

:Label01AECA
0108: destroy_object  3556??
0108: destroy_object  3560??
0108: destroy_object  3564??
0108: destroy_object  3568??
0108: destroy_object  3572??
0108: destroy_object  3576??
0108: destroy_object  3580??
0004:  3376?? =  0?  \\ integer values
0004:  3368?? =  0?  \\ integer values
0004:  3464?? =  0?  \\ integer values
018E: stop_sound  3460??
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label01AF1F
0004:  3440?? = -30000&  \\ integer values

:Label01AF1F
0051: return

:Label01AF21
00D6: if  0?
8118:   NOT   actor  3416?? dead
004D: jump_if_false Label01AF5C
0243: set_actor  3416?? ped_stats_to  16?
01ED: spawn_actor  3416??
0350: unknown_actor  3416?? not_scared_flag  1?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AF5C
022D: set_actor  3416?? to_look_at_player $PLAYER_CHAR

:Label01AF5C
0051: return

:Label01AF5E
0004:  3400?? =  0?  \\ integer values
0004:  3404?? =  0?  \\ integer values
0004:  3384?? =  0?  \\ integer values
0004:  3448?? =  0?  \\ integer values
03E6: remove_text_box
0051: return

:Label01AF7E
00D6: if  21?
0118:   actor  3416?? dead
0038:    3380?? ==  1?  \\ integer values
004D: jump_if_false Label01AFAF
00D6: if  0?
0018:    3432?? >  60000&&  \\ integer values
004D: jump_if_false Label01AFAF
01BD:  3444?? = current_time_in_ms

:Label01AFAF
009B: destroy_actor_instantly  3416??
0108: destroy_object  3500??
0108: destroy_object  3504??
0108: destroy_object  3508??
0108: destroy_object  3512??
0108: destroy_object  3516??
0296: unload_special_actor  16?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01AFE8
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?

:Label01AFE8
0004:  6160?? =  0?  \\ integer values
0004:  6164?? =  0?  \\ integer values
0004:  6168?? =  0?  \\ integer values
0004:  6172?? =  0?  \\ integer values
0004:  3380?? =  0?  \\ integer values
0004:  3372?? =  0?  \\ integer values
0004:  3464?? =  0?  \\ integer values
0004:  3456?? =  0?  \\ integer values
018E: stop_sound  3460??
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label01B03F
0004:  3444?? = -60000&&  \\ integer values

:Label01B03F
0051: return

:Label01B041
023C: load_special_actor  21? "SAM"

:Label01B04D
00D6: if  0?
823D:   NOT   special_actor  21? loaded
004D: jump_if_false Label01B073
0001: wait  0? ms
023C: load_special_actor  21? "SAM"
0002: jump Label01B04D

:Label01B073
01BD:  3436?? = current_time_in_ms
009B: destroy_actor_instantly  3412??
0051: return

:Label01B07F
023C: load_special_actor  16? "S_KEEP"

:Label01B08B
00D6: if  0?
823D:   NOT   special_actor  16? loaded
004D: jump_if_false Label01B0B1
0001: wait  0? ms
023C: load_special_actor  16? "S_KEEP"
0002: jump Label01B08B

:Label01B0B1
01BD:  3436?? = current_time_in_ms
009B: destroy_actor_instantly  3416??
0051: return

:Label01B0BD
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2? weapon  3476?? ammo  3408?? model  3480??
01B8: set_player $PLAYER_CHAR armed_weapon_to  3476??
00D6: if  0?
84A3:   NOT    3476??  0?
004D: jump_if_false Label01B0F9
01E5: text_1number_highpriority "HELP54"  3540??  1000& ms  1? \\ ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:Label01B0F9
0051: return

:Label01B0FB
00D6: if  0?
0018:    3408?? >  0?  \\ integer values
004D: jump_if_false Label01B115
01B8: set_player $PLAYER_CHAR armed_weapon_to  3476??

:Label01B115
0051: return

:Label01B117
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  2160??  2164??  2168?? radius  35!  35!  30!
0038:    3544?? ==  0?  \\ integer values
004D: jump_if_false Label01B15A
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  3544?? =  1?  \\ integer values

:Label01B15A
00D6: if  1?
0057:   player $PLAYER_CHAR  0? ()in_cube  357.7!  1016.6!  30.1!  410.4!  1110.4!  16!
0038:    3548?? ==  0?  \\ integer values
004D: jump_if_false Label01B1A3
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  3548?? =  1?  \\ integer values

:Label01B1A3
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  2184??  2188??  2192?? radius  35!  35!  20!
0038:    3552?? ==  0?  \\ integer values
004D: jump_if_false Label01B1E6
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  3552?? =  1?  \\ integer values

:Label01B1E6
0051: return

:Label01B1E8
0004:  3648?? =  0?  \\ integer values
0004:  3660?? =  0?  \\ integer values
0004:  3664?? =  0?  \\ integer values
0004:  3644?? =  0?  \\ integer values
0004:  3836?? =  0?  \\ integer values
0004:  3652?? =  0?  \\ integer values
0004:  3656?? =  0?  \\ integer values
0004:  3840?? =  0?  \\ integer values
0004:  3844?? =  0?  \\ integer values
0004:  3724?? =  0?  \\ integer values
0004:  3668?? =  0?  \\ integer values
0005:  3924?? =  0!  \\ floating-point values
0005:  3916?? = -1436!  \\ floating-point values
0005:  3920?? = -805!  \\ floating-point values
0004:  3932?? =  0?  \\ integer values
03A4: name_thread "SECURE"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label01B272 
004E: end_thread

:Label01B272
03A4: name_thread "SECURI"
01E8: create_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E8: create_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E8: create_forbidden_for_cars_cube -283!  372!  0! -137!  608!  35!
0002: jump Label01B3CD
032B:  3764?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3768?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3772?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3776?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3780?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3784?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3788?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3792?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
032B:  3796?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??
009A:  3636?? = create_actor  4? #GDA at  3812??  3816??  3820??
009A:  3640?? = create_actor  4? #GDA at  3812??  3816??  3820??

:Label01B3CD
0001: wait  0? ms
0008:  3932?? +=  1?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01B919
01FA:  3848?? = rampage_status
00D6: if  0?
8038:   NOT    3848?? ==  1?  \\ integer values
004D: jump_if_false Label01B912
00D6: if  0?
0038:    3932?? ==  1?  \\ integer values
004D: jump_if_false Label01B912
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label01B89A
0004:  3660?? =  1?  \\ integer values
0005:  3800?? =  95!  \\ floating-point values
0005:  3804?? =  267.7!  \\ floating-point values
0005:  3808?? =  21!  \\ floating-point values
0086:  3876?? =  3800??  \\ floating-point values only
0086:  3880?? =  3804??  \\ floating-point values only
0086:  3884?? =  3808??  \\ floating-point values only
0086:  3888?? =  3800??  \\ floating-point values only
0086:  3892?? =  3804??  \\ floating-point values only
0086:  3896?? =  3808??  \\ floating-point values only
0009:  3896?? +=  1!  \\ floating-point values
0005:  3852?? =  99!  \\ floating-point values
0005:  3856?? =  257!  \\ floating-point values
0005:  3860?? =  24.4!  \\ floating-point values
0005:  3864?? =  90.3!  \\ floating-point values
0005:  3868?? =  277.6!  \\ floating-point values
0005:  3872?? =  24.5!  \\ floating-point values
0005:  3812?? =  91.1!  \\ floating-point values
0005:  3816?? =  270!  \\ floating-point values
0005:  3820?? =  21.8!  \\ floating-point values
0005:  3824?? =  95.8!  \\ floating-point values
0005:  3828?? =  271.5!  \\ floating-point values
0005:  3832?? =  21.8!  \\ floating-point values
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  3800??  3804??  3808?? radius  8!  8!  3!
004D: jump_if_false Label01B62C
0054:  3904?? = player $PLAYER_CHAR x_pos,  3908?? = player $PLAYER_CHAR y_pos,  3912?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0024:    3804?? >  3908??  \\ floating-point values only
004D: jump_if_false Label01B58F
00D6: if  0?
0038:    3836?? ==  0?  \\ integer values
004D: jump_if_false Label01B58F
015F: set_camera_position  3852??  3856??  3860??  0!  0!  0!
0160: point_camera  3876??  3880??  3884??  2?
04C7:  1?
0004:  3836?? =  1?  \\ integer values

:Label01B58F
00D6: if  0?
0024:    3908?? >  3804??  \\ floating-point values only
004D: jump_if_false Label01B5E6
00D6: if  0?
0038:    3836?? ==  0?  \\ integer values
004D: jump_if_false Label01B5E6
015F: set_camera_position  3864??  3868??  3872??  0!  0!  0!
0160: point_camera  3876??  3880??  3884??  2?
04C7:  1?
0004:  3836?? =  2?  \\ integer values

:Label01B5E6
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  3800??  3804??  3808?? radius  1!  1!  1.5!
004D: jump_if_false Label01B625
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6

:Label01B625
0002: jump Label01B6D9

:Label01B62C
00D6: if  0?
8038:   NOT    3836?? ==  0?  \\ integer values
004D: jump_if_false Label01B6D9
0170:  3900?? = player $PLAYER_CHAR z_angle
00D6: if  0?
0038:    3836?? ==  1?  \\ integer values
004D: jump_if_false Label01B68C
00D6: if  1?
0020:    3900?? >  155!  \\ floating-point values
0022:    245! >  3900??  \\ floating-point values
004D: jump_if_false Label01B686
02EB: restore_camera_with_jumpcut
04C7:  0?
03C8: rotate_player_180_degrees
0002: jump Label01B68C

:Label01B686
02EB: restore_camera_with_jumpcut
04C7:  0?

:Label01B68C
00D6: if  0?
0038:    3836?? ==  2?  \\ integer values
004D: jump_if_false Label01B6D2
00D6: if  21?
0020:    3900?? >  290!  \\ floating-point values
0022:    110! >  3900??  \\ floating-point values
004D: jump_if_false Label01B6CC
02EB: restore_camera_with_jumpcut
04C7:  0?
03C8: rotate_player_180_degrees
0002: jump Label01B6D2

:Label01B6CC
02EB: restore_camera_with_jumpcut
04C7:  0?

:Label01B6D2
0004:  3836?? =  0?  \\ integer values

:Label01B6D9
00D6: if  0?
0038:    3644?? ==  1?  \\ integer values
004D: jump_if_false Label01B791
00D6: if  0?
8118:   NOT   actor  3636?? dead
004D: jump_if_false Label01B722
00D6: if  0?
8184:   NOT   actor  3636?? health >=  90?
004D: jump_if_false Label01B71B
0050: gosub Label01C2DF
0050: gosub Label01C330

:Label01B71B
0002: jump Label01B72E

:Label01B722
01C2: remove_references_to_actor  3636??  \\ Like turning an actor into a random pedestrian
0050: gosub Label01C330

:Label01B72E
00D6: if  0?
8118:   NOT   actor  3640?? dead
004D: jump_if_false Label01B765
00D6: if  0?
8184:   NOT   actor  3640?? health >=  90?
004D: jump_if_false Label01B75E
0050: gosub Label01C2DF
0050: gosub Label01C330

:Label01B75E
0002: jump Label01B771

:Label01B765
01C2: remove_references_to_actor  3640??  \\ Like turning an actor into a random pedestrian
0050: gosub Label01C2DF

:Label01B771
00D6: if  0?
0038:    3844?? ==  1?  \\ integer values
004D: jump_if_false Label01B791
0050: gosub Label01C2DF
0050: gosub Label01C330

:Label01B791
00D6: if  0?
0038:    3644?? ==  0?  \\ integer values
004D: jump_if_false Label01B893
0005:  392?? =  0!  \\ floating-point values
0004:  3840?? =  0?  \\ integer values
02CE:  392?? = ground_z  3812??  3816??  50!
00D6: if  0?
8042:   NOT    392?? ==  0!  \\ floating-point values
004D: jump_if_false Label01B893
00D6: if  0?
0248:   model #GDA available
004D: jump_if_false Label01B7EF
0004:  3840?? =  1?  \\ integer values

:Label01B7EF
00D6: if  0?
0038:    3840?? ==  0?  \\ integer values
004D: jump_if_false Label01B81F
0247: request_model #GDA

:Label01B805
00D6: if  0?
8248:   NOT   model #GDA available
004D: jump_if_false Label01B81F
0001: wait  0? ms
0002: jump Label01B805

:Label01B81F
009A:  3636?? = create_actor  4? #GDA at  3812??  3816??  3820??
0243: set_actor  3636?? ped_stats_to  16?
0173: set_actor  3636?? z_angle_to  300!
009F: set_actor  3636?? objective_to 1
009A:  3640?? = create_actor  4? #GDA at  3824??  3828??  3832??
0243: set_actor  3640?? ped_stats_to  16?
0173: set_actor  3640?? z_angle_to  130!
009F: set_actor  3640?? objective_to 1
00D6: if  0?
0038:    3840?? ==  0?  \\ integer values
004D: jump_if_false Label01B885
0249: release_model #GDA

:Label01B885
0004:  3840?? =  0?  \\ integer values
0004:  3644?? =  1?  \\ integer values

:Label01B893
0002: jump Label01B912

:Label01B89A
00D6: if  0?
0038:    3660?? ==  1?  \\ integer values
004D: jump_if_false Label01B90B
00D6: if  0?
0038:    3644?? ==  1?  \\ integer values
004D: jump_if_false Label01B8FD
00D6: if  0?
8118:   NOT   actor  3636?? dead
004D: jump_if_false Label01B8D3
01C2: remove_references_to_actor  3636??  \\ Like turning an actor into a random pedestrian

:Label01B8D3
00D6: if  0?
8118:   NOT   actor  3640?? dead
004D: jump_if_false Label01B8E8
01C2: remove_references_to_actor  3640??  \\ Like turning an actor into a random pedestrian

:Label01B8E8
0004:  3644?? =  0?  \\ integer values
0004:  3652?? =  0?  \\ integer values
0004:  3656?? =  0?  \\ integer values

:Label01B8FD
0050: gosub Label01C28E
0004:  3660?? =  0?  \\ integer values

:Label01B90B
0004:  3668?? =  0?  \\ integer values

:Label01B912
0002: jump Label01B920

:Label01B919
0050: gosub Label01C28E

:Label01B920
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01BB01
01FA:  3848?? = rampage_status
00D6: if  0?
8038:   NOT    3848?? ==  1?  \\ integer values
004D: jump_if_false Label01BAFA
00D6: if  0?
0038:    3932?? ==  2?  \\ integer values
004D: jump_if_false Label01BAFA
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label01BAB5
0004:  3660?? =  2?  \\ integer values
0005:  3800?? = -1464.1!  \\ floating-point values
0005:  3804?? = -830.6!  \\ floating-point values
0005:  3808?? =  13.9!  \\ floating-point values
0086:  3896?? =  3808??  \\ floating-point values only
0009:  3896?? +=  1!  \\ floating-point values
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  3800??  3804??  3808?? radius  1!  1!  1.5!
004D: jump_if_false Label01BA07
00D6: if  0?
0038:    3664?? ==  2?  \\ integer values
004D: jump_if_false Label01B9EB
0004:  3668?? =  0?  \\ integer values

:Label01B9EB
0004:  3664?? =  1?  \\ integer values
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6

:Label01BA07
0005:  3800?? = -1408.3!  \\ floating-point values
0005:  3804?? = -831.5!  \\ floating-point values
0005:  3808?? =  13.9!  \\ floating-point values
0086:  3896?? =  3808??  \\ floating-point values only
0009:  3896?? +=  1!  \\ floating-point values
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  3800??  3804??  3808?? radius  1!  1!  1.5!
004D: jump_if_false Label01BA96
00D6: if  0?
0038:    3664?? ==  1?  \\ integer values
004D: jump_if_false Label01BA7A
0004:  3668?? =  0?  \\ integer values

:Label01BA7A
0004:  3664?? =  2?  \\ integer values
0050: gosub Label01BD38
0050: gosub Label01BE29
0050: gosub Label01C2B6

:Label01BA96
00D6: if  0?
0038:    3844?? ==  1?  \\ integer values
004D: jump_if_false Label01BAAE
03F1: pedtype  11? add_threat  1?

:Label01BAAE
0002: jump Label01BAFA

:Label01BAB5
00D6: if  0?
0038:    3660?? ==  2?  \\ integer values
004D: jump_if_false Label01BAF3
0050: gosub Label01C28E
03F2: pedgroup  11? remove_threat  1?
0004:  3844?? =  0?  \\ integer values
0005:  3924?? =  0!  \\ floating-point values
0004:  3664?? =  0?  \\ integer values
0004:  3660?? =  0?  \\ integer values

:Label01BAF3
0004:  3668?? =  0?  \\ integer values

:Label01BAFA
0002: jump Label01BB08

:Label01BB01
0050: gosub Label01C28E

:Label01BB08
00D6: if  1?
0256:   player $PLAYER_CHAR defined
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01BB98
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label01BB98
00D6: if  0?
0038:    3948?? ==  1?  \\ integer values
004D: jump_if_false Label01BB98
00D6: if  0?
8500:   NOT   unknown_player $PLAYER_CHAR skin == "PLAYER6"
004D: jump_if_false Label01BB98
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  392! -478.5!  12.4! radius  5!  5!  5!
004D: jump_if_false Label01BB98
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?

:Label01BB98
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01BD18
00D6: if  21?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GOLF1"
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GOLF2"
004D: jump_if_false Label01BC9F
00D6: if  0?
0038:    3724?? ==  0?  \\ integer values
004D: jump_if_false Label01BC98
01E7: remove_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E7: remove_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E7: remove_forbidden_for_cars_cube -283!  372!  0! -137!  608!  35!
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label01BC91
01E8: create_forbidden_for_cars_cube  189.8!  230.3!  0!  248!  258.5!  30!
01E8: create_forbidden_for_cars_cube -38!  84.3!  0! -102.3!  95.1!  30!

:Label01BC91
0004:  3724?? =  1?  \\ integer values

:Label01BC98
0002: jump Label01BD18

:Label01BC9F
00D6: if  0?
0038:    3724?? ==  1?  \\ integer values
004D: jump_if_false Label01BD18
01E8: create_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E8: create_forbidden_for_cars_cube -291! -287!  0!  208!  648!  35!
01E8: create_forbidden_for_cars_cube -283!  372!  0! -137!  608!  35!
0004:  3724?? =  0?  \\ integer values

:Label01BD18
00D6: if  0?
0018:    3932?? >  1?  \\ integer values
004D: jump_if_false Label01BD31
0004:  3932?? =  0?  \\ integer values

:Label01BD31
0002: jump Label01B3CD

:Label01BD38
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  1? weapon  3712?? ammo  3728?? model  3676??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2? weapon  3716?? ammo  3732?? model  3680??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3? weapon  3720?? ammo  3736?? model  3684??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  3720?? ammo  3740?? model  3688??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  3720?? ammo  3744?? model  3692??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  3720?? ammo  3748?? model  3696??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  3720?? ammo  3752?? model  3700??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8? weapon  3720?? ammo  3756?? model  3704??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9? weapon  3720?? ammo  3760?? model  3708??
03B8: clear_weapons_from_player $PLAYER_CHAR
00D6: if  0?
0038:    3660?? ==  1?  \\ integer values
004D: jump_if_false Label01BE19
00D6: if  0?
0018:    3676?? >  0?  \\ integer values
004D: jump_if_false Label01BDFC
01B1: give_player $PLAYER_CHAR weapon  3712?? ammo  3728??  \\ Load the weapon model before using this

:Label01BDFC
00D6: if  0?
0018:    3680?? >  0?  \\ integer values
004D: jump_if_false Label01BE19
01B1: give_player $PLAYER_CHAR weapon  3716?? ammo  3732??  \\ Load the weapon model before using this

:Label01BE19
0004:  3668?? =  0?  \\ integer values
0004:  3672?? =  0?  \\ integer values
0051: return

:Label01BE29
00D6: if  0?
0038:    3660?? ==  2?  \\ integer values
004D: jump_if_false Label01BEA3
00D6: if  0?
0018:    3676?? >  0?  \\ integer values
004D: jump_if_false Label01BE6F
0215: destroy_pickup  3764??
0050: gosub Label01C011
032B:  3764?? = create_weapon_pickup  3676??  3? ammo  3728?? at  3888??  3892??  3896??

:Label01BE6F
00D6: if  0?
0018:    3680?? >  0?  \\ integer values
004D: jump_if_false Label01BEA3
0215: destroy_pickup  3768??
0050: gosub Label01C011
032B:  3768?? = create_weapon_pickup  3680??  3? ammo  3732?? at  3888??  3892??  3896??

:Label01BEA3
00D6: if  0?
0018:    3684?? >  0?  \\ integer values
004D: jump_if_false Label01BED7
0215: destroy_pickup  3772??
0050: gosub Label01C011
032B:  3772?? = create_weapon_pickup  3684??  3? ammo  3736?? at  3888??  3892??  3896??

:Label01BED7
00D6: if  0?
0018:    3688?? >  0?  \\ integer values
004D: jump_if_false Label01BF0B
0215: destroy_pickup  3776??
0050: gosub Label01C011
032B:  3776?? = create_weapon_pickup  3688??  3? ammo  3740?? at  3888??  3892??  3896??

:Label01BF0B
00D6: if  0?
0018:    3692?? >  0?  \\ integer values
004D: jump_if_false Label01BF3F
0215: destroy_pickup  3780??
0050: gosub Label01C011
032B:  3780?? = create_weapon_pickup  3692??  3? ammo  3744?? at  3888??  3892??  3896??

:Label01BF3F
00D6: if  0?
0018:    3696?? >  0?  \\ integer values
004D: jump_if_false Label01BF73
0215: destroy_pickup  3784??
0050: gosub Label01C011
032B:  3784?? = create_weapon_pickup  3696??  3? ammo  3748?? at  3888??  3892??  3896??

:Label01BF73
00D6: if  0?
0018:    3700?? >  0?  \\ integer values
004D: jump_if_false Label01BFA7
0215: destroy_pickup  3788??
0050: gosub Label01C011
032B:  3788?? = create_weapon_pickup  3700??  3? ammo  3752?? at  3888??  3892??  3896??

:Label01BFA7
00D6: if  0?
0018:    3704?? >  0?  \\ integer values
004D: jump_if_false Label01BFDB
0215: destroy_pickup  3792??
0050: gosub Label01C011
032B:  3792?? = create_weapon_pickup  3704??  3? ammo  3756?? at  3888??  3892??  3896??

:Label01BFDB
00D6: if  0?
0018:    3708?? >  0?  \\ integer values
004D: jump_if_false Label01C00F
0215: destroy_pickup  3796??
0050: gosub Label01C011
032B:  3796?? = create_weapon_pickup  3708??  3? ammo  3760?? at  3888??  3892??  3896??

:Label01C00F
0051: return

:Label01C011
0001: wait  0? ms
0008:  3668?? +=  1?  \\ integer values
00D6: if  0?
0038:    3660?? ==  1?  \\ integer values
004D: jump_if_false Label01C165
00D6: if  0?
0018:    3668?? >  1?  \\ integer values
004D: jump_if_false Label01C141
00D6: if  0?
0038:    3672?? ==  4?  \\ integer values
004D: jump_if_false Label01C06D
0009:  3888?? +=  3.7!  \\ floating-point values
0009:  3892?? +=  1.5!  \\ floating-point values
0008:  3672?? +=  1?  \\ integer values

:Label01C06D
00D6: if  0?
0038:    3672?? ==  3?  \\ integer values
004D: jump_if_false Label01C09A
000D:  3892?? -=  1.85!  \\ floating-point values
0009:  3888?? +=  .75!  \\ floating-point values
0008:  3672?? +=  1?  \\ integer values

:Label01C09A
00D6: if  0?
0038:    3672?? ==  2?  \\ integer values
004D: jump_if_false Label01C0C7
000D:  3888?? -=  3.7!  \\ floating-point values
000D:  3892?? -=  1.5!  \\ floating-point values
0008:  3672?? +=  1?  \\ integer values

:Label01C0C7
00D6: if  0?
0038:    3672?? ==  1?  \\ integer values
004D: jump_if_false Label01C0F4
000D:  3892?? -=  1.85!  \\ floating-point values
0009:  3888?? +=  .75!  \\ floating-point values
0008:  3672?? +=  1?  \\ integer values

:Label01C0F4
00D6: if  0?
0038:    3672?? ==  0?  \\ integer values
004D: jump_if_false Label01C121
0009:  3888?? +=  3.7!  \\ floating-point values
0009:  3892?? +=  1.5!  \\ floating-point values
0008:  3672?? +=  1?  \\ integer values

:Label01C121
00D6: if  0?
0018:    3672?? >  4?  \\ integer values
004D: jump_if_false Label01C13A
0004:  3672?? =  0?  \\ integer values

:Label01C13A
0002: jump Label01C165

:Label01C141
0086:  3888?? =  3800??  \\ floating-point values only
000D:  3888?? -=  1.4!  \\ floating-point values
0086:  3892?? =  3804??  \\ floating-point values only
000D:  3892?? -=  2.6!  \\ floating-point values

:Label01C165
00D6: if  0?
0038:    3660?? ==  2?  \\ integer values
004D: jump_if_false Label01C239
00D6: if  0?
0038:    3664?? ==  1?  \\ integer values
004D: jump_if_false Label01C19A
0005:  3928?? = -5!  \\ floating-point values
0002: jump Label01C1A4

:Label01C19A
0005:  3928?? =  5!  \\ floating-point values

:Label01C1A4
00D6: if  0?
0018:    3668?? >  1?  \\ integer values
004D: jump_if_false Label01C1F3
00D6: if  0?
001A:    10? >  3672??  \\ integer values
004D: jump_if_false Label01C1E5
0059:  3924?? +=  3928??  \\ floating-point values
0050: gosub Label01C258
0008:  3672?? +=  1?  \\ integer values
0002: jump Label01C1EC

:Label01C1E5
0004:  3672?? =  0?  \\ integer values

:Label01C1EC
0002: jump Label01C239

:Label01C1F3
00D6: if  0?
0038:    3664?? ==  1?  \\ integer values
004D: jump_if_false Label01C216
0005:  3924?? =  220!  \\ floating-point values
0050: gosub Label01C258

:Label01C216
00D6: if  0?
0038:    3664?? ==  2?  \\ integer values
004D: jump_if_false Label01C239
0005:  3924?? =  140!  \\ floating-point values
0050: gosub Label01C258

:Label01C239
00D6: if  0?
048C:   unknown_pickup_exists_at  3888??  3892??  3896??
004D: jump_if_false Label01C256
0002: jump Label01C011

:Label01C256
0051: return

:Label01C258
02F6:  3888?? = cosine  3924??  \\ sinus swapped with cosine
0011:  3888?? *=  34.5!  \\ floating-point values
0059:  3888?? +=  3916??  \\ floating-point values
02F7:  3892?? = sinus  3924?? \\ cosine swapped with sinus
0011:  3892?? *=  34.5!  \\ floating-point values
0059:  3892?? +=  3920??  \\ floating-point values
0051: return

:Label01C28E
00D6: if  0?
0018:    3836?? >  0?  \\ integer values
004D: jump_if_false Label01C2A2
02EB: restore_camera_with_jumpcut

:Label01C2A2
04C7:  0?
0004:  3844?? =  0?  \\ integer values
0004:  3648?? =  0?  \\ integer values
0051: return

:Label01C2B6
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01C2DD
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01C2DD
0004:  3844?? =  1?  \\ integer values

:Label01C2DD
0051: return

:Label01C2DF
00D6: if  0?
8118:   NOT   actor  3636?? dead
004D: jump_if_false Label01C32E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01C32E
01CC: actor  3636?? kill_player $PLAYER_CHAR
00D6: if  1?
0038:    3652?? ==  0?  \\ integer values
0248:   model #NITESTICK available
004D: jump_if_false Label01C32E
01B2: give_actor  3636?? weapon  4? ammo  0?  \\ Load the weapon model before using this
0004:  3652?? =  1?  \\ integer values

:Label01C32E
0051: return

:Label01C330
00D6: if  0?
8118:   NOT   actor  3640?? dead
004D: jump_if_false Label01C37A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01C37A
01CC: actor  3640?? kill_player $PLAYER_CHAR
00D6: if  0?
0038:    3656?? ==  0?  \\ integer values
004D: jump_if_false Label01C37A
01B2: give_actor  3640?? weapon  4? ammo  0?  \\ Load the weapon model before using this
0004:  3656?? =  1?  \\ integer values

:Label01C37A
0051: return

:Label01C37C
0004:  3936?? =  0?  \\ integer values
0004:  3980?? =  0?  \\ integer values
0004:  3988?? =  0?  \\ integer values
0004:  4000?? =  0?  \\ integer values
0004:  3972?? =  0?  \\ integer values
0004:  3976?? =  0?  \\ integer values
0004:  3984?? =  0?  \\ integer values
0004:  4008?? =  0?  \\ integer values
0004:  4012?? =  0?  \\ integer values
0004:  4352?? =  0?  \\ integer values
0004:  3952?? =  0?  \\ integer values
0004:  3948?? =  0?  \\ integer values
0004:  3956?? =  0?  \\ integer values
0004:  3964?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0004:  3940?? =  0?  \\ integer values
0004:  3960?? =  0?  \\ integer values
0004:  4004?? =  0?  \\ integer values
0004:  4024?? =  0?  \\ integer values
0004:  4020?? =  0?  \\ integer values
0004:  4036?? =  0?  \\ integer values
0004:  4032?? =  0?  \\ integer values
0004:  4044?? =  0?  \\ integer values
0004:  4048?? =  0?  \\ integer values
0004:  4056?? =  0?  \\ integer values
0004:  4132?? =  0?  \\ integer values
0004:  4112?? =  0?  \\ integer values
0004:  4288?? =  0?  \\ integer values
0004:  3996?? =  0?  \\ integer values
0004:  4136?? =  0?  \\ integer values
0004:  4156?? =  0?  \\ integer values
0004:  4160?? =  0?  \\ integer values
0004:  4344?? =  0?  \\ integer values
0004:  4348?? =  0?  \\ integer values
0004:  4356?? =  0?  \\ integer values
0005:  4404?? =  9!  \\ floating-point values
0005:  4408?? =  0!  \\ floating-point values
0005:  4412?? =  0!  \\ floating-point values
0004:  4360?? =  0?  \\ integer values
0004:  4368?? =  0?  \\ integer values
0004:  4372?? =  0?  \\ integer values
0004:  4376?? =  0?  \\ integer values
0004:  4384?? =  0?  \\ integer values
0004:  4380?? =  0?  \\ integer values
0004:  4392?? =  0?  \\ integer values
0004:  4336?? =  0?  \\ integer values
03A4: name_thread "INTERIO"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label01C4DF 
004E: end_thread

:Label01C4DF
0004:  3968?? =  0?  \\ integer values
03A4: name_thread "SHIT"
0002: jump Label01C54F
029B:  4028?? = init_object -19? (STRIPCLBDROPEN) at  97.203! -1469.731!  10.578!
029B:  4052?? = init_object -20? (OD_CLBDR_OPEN) at  490.34! -77.017!  11.598!
029B:  4040?? = init_object -21? (COP_DR_CLOSED) at  396.545! -472.883!  12.6!
029B:  7160?? = init_object -22? (STRPBCKDRCLSD) at  68.988! -1444.242!  10.727!

:Label01C54F
0001: wait  0? ms
0008:  4380?? +=  1?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CC8A
0004:  4376?? =  0?  \\ integer values
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01CC83
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01CC83
00D6: if  0?
0038:    3996?? ==  1?  \\ integer values
004D: jump_if_false Label01CC83
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01C60D
00D6: if  0?
0038:    4024?? ==  0?  \\ integer values
004D: jump_if_false Label01C606
0108: destroy_object  4028??
029B:  4028?? = init_object -19? (STRIPCLBDROPEN) at  97.203! -1469.731!  10.578!
01C7: spawn_object  4028??
0004:  4024?? =  1?  \\ integer values
0004:  4020?? =  0?  \\ integer values

:Label01C606
0002: jump Label01C64D

:Label01C60D
00D6: if  0?
0038:    4020?? ==  0?  \\ integer values
004D: jump_if_false Label01C64D
0108: destroy_object  4028??
029B:  4028?? = init_object -23? (STRIPCLBDRCLSD) at  97.203! -1469.731!  10.578!
01C7: spawn_object  4028??
0004:  4020?? =  1?  \\ integer values
0004:  4024?? =  0?  \\ integer values

:Label01C64D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CC83
00D6: if  1?
0038:    4008?? ==  0?  \\ integer values
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01C89E
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01C6D7
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01C6D0
00D6: if  0?
01AF:   car  4016??  0? ()near_point  95.3! -1468.3!  9.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01C6D0
0409: blow_up_rc_buggy

:Label01C6D0
0002: jump Label01C89E

:Label01C6D7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  95.3! -1468.3!  9.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01C89E
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C72B
0002: jump Label01C54F

:Label01C72B
0004:  4008?? =  1?  \\ integer values
00BA: text_styled "STRIP"  3000& ms  2? \\ The 'Pole Position Club'
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01C791
00D6: if  21?
047E:   player $PLAYER_CHAR driving_a_motorbike
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01C791
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  91.2! -1460.9!  10! and_remove_from_car
00A6: destroy_car  4016??

:Label01C791
00D6: if  0?
059A: (unknown)
004D: jump_if_false Label01C833
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  1? weapon  4292?? ammo  3728?? model  3676??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2? weapon  4296?? ammo  3732?? model  3680??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3? weapon  4300?? ammo  3736?? model  3684??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  4304?? ammo  3740?? model  3688??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  4308?? ammo  3744?? model  3692??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  4312?? ammo  3748?? model  3696??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  4316?? ammo  3752?? model  3700??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8? weapon  4320?? ammo  3756?? model  3704??
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9? weapon  4324?? ammo  3760?? model  3708??
03B8: clear_weapons_from_player $PLAYER_CHAR

:Label01C833
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01C890
04BB: select_interiour  5?  \\ select render area
03CB: set_camera  91.2! -1460.9!  10.6!
0055: put_player $PLAYER_CHAR at  91.2! -1460.9!  10!
0171: set_player $PLAYER_CHAR z_angle_to  40!
04F9: interiour_colors  2?  0?
01EB: set_car_density_to  .1!
03AD: set_rubbish  0? (invisible)
0002: jump Label01C897

:Label01C890
0002: jump Label01C54F

:Label01C897
0050: gosub Label0203F3

:Label01C89E
00D6: if  0?
0038:    4008?? ==  1?  \\ integer values
004D: jump_if_false Label01CC83
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  92.23! -1463.1!  9.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01CC83
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label01C8F7
0002: jump Label01C54F

:Label01C8F7
00BA: text_styled "BEACH1"  3000& ms  2? \\ Ocean Beach
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01CC75
0004:  4008?? =  0?  \\ integer values
0050: gosub Label0204B5
0395: clear_area  0? at  97.7! -1472.2! range  10.5!  1!
03CB: set_camera  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!
03C8: rotate_player_180_degrees
00D6: if  0?
059A: (unknown)
004D: jump_if_false Label01CC6E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  1? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01C9D6
0084:  4332?? =  3676??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01C9CF
01B1: give_player $PLAYER_CHAR weapon  4292?? ammo  3728??  \\ Load the weapon model before using this

:Label01C9CF
0050: gosub Label022878

:Label01C9D6
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CA29
0084:  4332?? =  3680??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CA22
01B1: give_player $PLAYER_CHAR weapon  4296?? ammo  3732??  \\ Load the weapon model before using this

:Label01CA22
0050: gosub Label022878

:Label01CA29
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CA7C
0084:  4332?? =  3684??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CA75
01B1: give_player $PLAYER_CHAR weapon  4300?? ammo  3736??  \\ Load the weapon model before using this

:Label01CA75
0050: gosub Label022878

:Label01CA7C
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CACF
0084:  4332?? =  3688??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CAC8
01B1: give_player $PLAYER_CHAR weapon  4304?? ammo  3740??  \\ Load the weapon model before using this

:Label01CAC8
0050: gosub Label022878

:Label01CACF
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CB22
0084:  4332?? =  3692??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CB1B
01B1: give_player $PLAYER_CHAR weapon  4308?? ammo  3744??  \\ Load the weapon model before using this

:Label01CB1B
0050: gosub Label022878

:Label01CB22
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CB75
0084:  4332?? =  3696??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CB6E
01B1: give_player $PLAYER_CHAR weapon  4312?? ammo  3748??  \\ Load the weapon model before using this

:Label01CB6E
0050: gosub Label022878

:Label01CB75
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CBC8
0084:  4332?? =  3700??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CBC1
01B1: give_player $PLAYER_CHAR weapon  4316?? ammo  3752??  \\ Load the weapon model before using this

:Label01CBC1
0050: gosub Label022878

:Label01CBC8
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  8? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CC1B
0084:  4332?? =  3704??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CC14
01B1: give_player $PLAYER_CHAR weapon  4320?? ammo  3756??  \\ Load the weapon model before using this

:Label01CC14
0050: gosub Label022878

:Label01CC1B
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  9? weapon  4328?? ammo  4328?? model  4332??
00D6: if  0?
84A3:   NOT    4332??  0?
004D: jump_if_false Label01CC6E
0084:  4332?? =  3708??  \\ integer values and handles
0050: gosub Label022856
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CC67
01B1: give_player $PLAYER_CHAR weapon  4324?? ammo  3760??  \\ Load the weapon model before using this

:Label01CC67
0050: gosub Label022878

:Label01CC6E
0002: jump Label01CC7C

:Label01CC75
0002: jump Label01C54F

:Label01CC7C
0050: gosub Label0203F3

:Label01CC83
0002: jump Label01CC91

:Label01CC8A
0050: gosub Label0204CA

:Label01CC91
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CF51
0004:  4376?? =  0?  \\ integer values
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01CF4A
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01CF4A
00D6: if  0?
0038:    4352?? ==  0?  \\ integer values
004D: jump_if_false Label01CE5A
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01CD4C
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01CD45
00D6: if  0?
01AF:   car  4016??  0? ()near_point  229.5! -1277.7!  11.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01CD45
0409: blow_up_rc_buggy

:Label01CD45
0002: jump Label01CE5A

:Label01CD4C
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  222! -1274!  11!  229! -1280.7!  14!
004D: jump_if_false Label01CE5A
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CD98
0002: jump Label01C54F

:Label01CD98
00BA: text_styled "HOTEL"  3000& ms  2? \\ Ocean View
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01CDEF
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CDEF
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  225! -1277.3!  11.5! and_remove_from_car
00A6: destroy_car  4016??

:Label01CDEF
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01CE4C
0004:  4352?? =  1?  \\ integer values
04BB: select_interiour  1?  \\ select render area
03AD: set_rubbish  0? (invisible)
03CB: set_camera  225! -1277.3!  12!
0055: put_player $PLAYER_CHAR at  225! -1277.3!  11.5!
0171: set_player $PLAYER_CHAR z_angle_to  80!
04F9: interiour_colors  3?  0?
0002: jump Label01CE53

:Label01CE4C
0002: jump Label01C54F

:Label01CE53
0050: gosub Label0203F3

:Label01CE5A
00D6: if  0?
0038:    4352?? ==  1?  \\ integer values
004D: jump_if_false Label01CF4A
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  235! -1274!  11!  227.5! -1280.7!  16!
004D: jump_if_false Label01CF4A
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01CEB8
0002: jump Label01C54F

:Label01CEB8
00BA: text_styled "BEACH1"  3000& ms  2? \\ Ocean Beach
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01CF3C
0050: gosub Label0204B5
0004:  4352?? =  0?  \\ integer values
0395: clear_area  0? at  233.5! -1278.45! range  11!  1!
03CB: set_camera  233.5! -1278.45!  11!
0055: put_player $PLAYER_CHAR at  233.5! -1278.45!  11!
0171: set_player $PLAYER_CHAR z_angle_to  270!
0002: jump Label01CF43

:Label01CF3C
0002: jump Label01C54F

:Label01CF43
0050: gosub Label0203F3

:Label01CF4A
0002: jump Label01CF58

:Label01CF51
0050: gosub Label0204CA

:Label01CF58
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01D215
0004:  4376?? =  0?  \\ integer values
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01D20E
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01D20E
00D6: if  0?
0038:    3960?? ==  0?  \\ integer values
004D: jump_if_false Label01D11C
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D013
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01D00C
00D6: if  0?
01AF:   car  4016??  0? ()near_point  26.73! -1329.8!  13! radius  1.5!  1.5!  3!
004D: jump_if_false Label01D00C
0409: blow_up_rc_buggy

:Label01D00C
0002: jump Label01D11C

:Label01D013
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  26.95! -1328.3!  13! radius  1!  1!  2!
004D: jump_if_false Label01D11C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01D084
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D084
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  27.19! -1327!  12! and_remove_from_car
00A6: destroy_car  4016??

:Label01D084
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label01D09B
0002: jump Label01C54F

:Label01D09B
00BA: text_styled "SCARF"  3000& ms  2? \\ Apartment 3c
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01D10E
0004:  3960?? =  1?  \\ integer values
04BB: select_interiour  11?  \\ select render area
03AD: set_rubbish  0? (invisible)
03CB: set_camera  27.19! -1327!  12!
0055: put_player $PLAYER_CHAR at  27.19! -1327!  12!
0171: set_player $PLAYER_CHAR z_angle_to  23!
04F9: interiour_colors  3?  0?
0002: jump Label01D115

:Label01D10E
0002: jump Label01C54F

:Label01D115
0050: gosub Label0203F3

:Label01D11C
00D6: if  0?
0038:    3960?? ==  1?  \\ integer values
004D: jump_if_false Label01D20E
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  26.73! -1329.8!  13! radius  1!  1!  2!
004D: jump_if_false Label01D20E
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D17A
0002: jump Label01C54F

:Label01D17A
00BA: text_styled "BEACH1"  3000& ms  2? \\ Ocean Beach
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01D200
0050: gosub Label0204B5
0004:  3960?? =  0?  \\ integer values
0395: clear_area  0? at  27.33! -1331.1! range  11.8!  1!
03CB: set_camera  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!
03C8: rotate_player_180_degrees
0002: jump Label01D207

:Label01D200
0002: jump Label01C54F

:Label01D207
0050: gosub Label0203F3

:Label01D20E
0002: jump Label01D21C

:Label01D215
0050: gosub Label0204CA

:Label01D21C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01D723
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01D71C
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01D71C
00D6: if  22?
0038:   $ONMISSION ==  0?  \\ integer values
0038:    3988?? ==  1?  \\ integer values
0038:    4000?? ==  1?  \\ integer values
004D: jump_if_false Label01D2CB
00D6: if  0?
0038:    4036?? ==  0?  \\ integer values
004D: jump_if_false Label01D2C4
0108: destroy_object  4040??
029B:  4040?? = init_object -24? (COP_DR_OPEN) at  396.458! -473.047!  12.6!
01C7: spawn_object  4040??
0004:  4036?? =  1?  \\ integer values
0004:  4032?? =  0?  \\ integer values

:Label01D2C4
0002: jump Label01D30B

:Label01D2CB
00D6: if  0?
0038:    4032?? ==  0?  \\ integer values
004D: jump_if_false Label01D30B
0108: destroy_object  4040??
029B:  4040?? = init_object -21? (COP_DR_CLOSED) at  396.545! -472.883!  12.6!
01C7: spawn_object  4040??
0004:  4032?? =  1?  \\ integer values
0004:  4036?? =  0?  \\ integer values

:Label01D30B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01D71C
00D6: if  22?
0038:   $ONMISSION ==  0?  \\ integer values
0038:    3988?? ==  1?  \\ integer values
0038:    4000?? ==  1?  \\ integer values
004D: jump_if_false Label01D571
00D6: if  0?
0038:    3948?? ==  0?  \\ integer values
004D: jump_if_false Label01D571
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01D3AE
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01D3A7
00D6: if  0?
01AF:   car  4016??  0? ()near_point  397! -472!  12! radius  1.5!  1.5!  3!
004D: jump_if_false Label01D3A7
0409: blow_up_rc_buggy

:Label01D3A7
0002: jump Label01D571

:Label01D3AE
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube  399! -474.5!  11!  394.3! -470.8!  14.5! radius  2.5! sphere  0?
004D: jump_if_false Label01D571
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D3FF
0002: jump Label01C54F

:Label01D3FF
00BA: text_styled "POL_HQ"  3000& ms  2? \\ VCPD HQ
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01D456
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D456
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  393.8! -475.8!  11.4! and_remove_from_car
00A6: destroy_car  4016??

:Label01D456
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01D563
04BB: select_interiour  12?  \\ select render area
0004:  3948?? =  1?  \\ integer values
00D6: if  0?
0038:    3988?? ==  0?  \\ integer values
004D: jump_if_false Label01D523
015C: set_zone_gang_info "STREET2"  1? (day)  14?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
015C: set_zone_gang_info "STREET2"  0? (night)  16?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
022A: remove_forbidden_for_peds_cube  354.9! -483.1!  21!  406! -490!  0!
022A: remove_forbidden_for_peds_cube  376.66! -453.85! -10!  328.91! -504.02!  30!
0395: clear_area  1? at  400! -486.5! range  10!  5!

:Label01D523
03AD: set_rubbish  0? (invisible)
03CB: set_camera  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!
04F9: interiour_colors  5?  0?
0002: jump Label01D56A

:Label01D563
0002: jump Label01C54F

:Label01D56A
0050: gosub Label0203F3

:Label01D571
00D6: if  0?
0038:    3948?? ==  1?  \\ integer values
004D: jump_if_false Label01D71C
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube  399.3! -472.9!  11!  394.8! -469.3!  14.5! radius  1.5! sphere  0?
004D: jump_if_false Label01D71C
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01D5D4
0002: jump Label01C54F

:Label01D5D4
00BA: text_styled "BEACH2"  3000& ms  2? \\ Washington Beach
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01D70E
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  354.9! -483.1!  21!  406! -490!  10!
0395: clear_area  0? at  399.38! -468.6! range  10.7!  1!
0004:  3948?? =  0?  \\ integer values
00D6: if  0?
0038:    3988?? ==  0?  \\ integer values
004D: jump_if_false Label01D6D8
015C: set_zone_gang_info "STREET2"  1? (day)  14?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "STREET2"  0? (night)  16?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
022B: create_forbidden_for_peds_cube  354.9! -483.1!  21!  406! -490!  0!
022B: create_forbidden_for_peds_cube  376.66! -453.85! -10!  328.91! -504.02!  30!

:Label01D6D8
03CB: set_camera  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!
0002: jump Label01D715

:Label01D70E
0002: jump Label01C54F

:Label01D715
0050: gosub Label0203F3

:Label01D71C
0002: jump Label01D72A

:Label01D723
0050: gosub Label0204CA

:Label01D72A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01DD72
0004:  4376?? =  0?  \\ integer values
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01DD6B
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01DD64
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01D9DC
00D6: if  0?
0038:    3944?? ==  0?  \\ integer values
004D: jump_if_false Label01D98E
0005:  392?? =  0!  \\ floating-point values
02CE:  392?? = ground_z  492.5! -76.17!  10.5!
00D6: if  0?
0020:    392?? >  0!  \\ floating-point values
004D: jump_if_false Label01D8E5
00D6: if  0?
0038:    4156?? ==  0?  \\ integer values
004D: jump_if_false Label01D8DE
00D6: if  0?
80C2:   NOT   sphere_onscreen  489.6! -79.8!  10.5!  2!
004D: jump_if_false Label01D8DE
00D6: if  0?
80C2:   NOT   sphere_onscreen  492.5! -76.17!  10.5!  2!
004D: jump_if_false Label01D8DE
023C: load_special_actor  15? "BGB"

:Label01D829
00D6: if  0?
823D:   NOT   special_actor  15? loaded
004D: jump_if_false Label01D84F
0001: wait  0? ms
023C: load_special_actor  15? "BGB"
0002: jump Label01D829

:Label01D84F
009A:  4148?? = create_actor  4? #SPECIAL15 at  489.6! -79.8!  10.5!
0173: set_actor  4148?? z_angle_to  225!
0243: set_actor  4148?? ped_stats_to  30?
0223: set_actor  4148?? health_to  200&
01ED: spawn_actor  4148??
0291: unknown_actor  4148?? unknown_behavior_flag  1?
0243: set_actor  4148?? ped_stats_to  11?
009A:  4152?? = create_actor  4? #SPECIAL15 at  492.5! -76.17!  10.5!
0173: set_actor  4152?? z_angle_to  225!
0243: set_actor  4152?? ped_stats_to  30?
0223: set_actor  4152?? health_to  200&
01ED: spawn_actor  4152??
0291: unknown_actor  4152?? unknown_behavior_flag  1?
0243: set_actor  4152?? ped_stats_to  11?
0004:  4156?? =  1?  \\ integer values

:Label01D8DE
0002: jump Label01D8EC

:Label01D8E5
0050: gosub Label0227B4

:Label01D8EC
00D6: if  1?
0038:    4156?? ==  1?  \\ integer values
0038:    4160?? ==  0?  \\ integer values
004D: jump_if_false Label01D987
00D6: if  0?
8118:   NOT   actor  4148?? dead
004D: jump_if_false Label01D946
00D6: if  0?
8184:   NOT   actor  4148?? health >=  199&
004D: jump_if_false Label01D946
00D6: if  0?
8118:   NOT   actor  4152?? dead
004D: jump_if_false Label01D946
011A: set_actor  4152?? flags  1?
0004:  4160?? =  1?  \\ integer values

:Label01D946
00D6: if  0?
8118:   NOT   actor  4152?? dead
004D: jump_if_false Label01D987
00D6: if  0?
8184:   NOT   actor  4152?? health >=  199&
004D: jump_if_false Label01D987
00D6: if  0?
8118:   NOT   actor  4148?? dead
004D: jump_if_false Label01D987
011A: set_actor  4148?? flags  1?
0004:  4160?? =  1?  \\ integer values

:Label01D987
0002: jump Label01D995

:Label01D98E
0050: gosub Label0227B4

:Label01D995
00D6: if  0?
0038:    4048?? ==  0?  \\ integer values
004D: jump_if_false Label01D9D5
0108: destroy_object  4052??
029B:  4052?? = init_object -20? (OD_CLBDR_OPEN) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4048?? =  1?  \\ integer values
0004:  4044?? =  0?  \\ integer values

:Label01D9D5
0002: jump Label01DA31

:Label01D9DC
00D6: if  2?
0038:    4044?? ==  0?  \\ integer values
0038:    3972?? ==  0?  \\ integer values
0038:    3976?? ==  0?  \\ integer values
004D: jump_if_false Label01DA2A
0108: destroy_object  4052??
029B:  4052?? = init_object -25? (OD_CLBDR_CLOSE) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4044?? =  1?  \\ integer values
0004:  4048?? =  0?  \\ integer values

:Label01DA2A
0050: gosub Label0227B4

:Label01DA31
00D6: if  0?
0038:    3984?? ==  0?  \\ integer values
004D: jump_if_false Label01DD5D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01DD5D
00D6: if  1?
0038:    3944?? ==  0?  \\ integer values
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label01DC34
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01DACD
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01DAC6
00D6: if  0?
01AF:   car  4016??  0? ()near_point  491! -77.7!  10.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01DAC6
0409: blow_up_rc_buggy

:Label01DAC6
0002: jump Label01DC34

:Label01DACD
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  491! -77.7!  10.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01DC34
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DB19
0002: jump Label01C54F

:Label01DB19
0004:  3944?? =  1?  \\ integer values
00BA: text_styled "MALIBU"  3000& ms  2? \\ The Malibu Club
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01DB7F
00D6: if  21?
047E:   player $PLAYER_CHAR driving_a_motorbike
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01DB7F
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at  484.2! -72.5!  9.5! and_remove_from_car
00A6: destroy_car  4016??

:Label01DB7F
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01DC0D
04BB: select_interiour  17?  \\ select render area
022A: remove_forbidden_for_peds_cube  468! -77!  0!  490! -54!  30!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  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!
04F9: interiour_colors  1?  0?
0395: clear_area  1? at  491! -77.7! range  10.4!  1!
0002: jump Label01DC14

:Label01DC0D
0002: jump Label01C54F

:Label01DC14
00D6: if  1?
0038:    3976?? ==  0?  \\ integer values
0038:    3972?? ==  0?  \\ integer values
004D: jump_if_false Label01DC34
0050: gosub Label0203F3

:Label01DC34
00D6: if  0?
0038:    3944?? ==  1?  \\ integer values
004D: jump_if_false Label01DD5D
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  488.6! -75.4!  10.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01DD5D
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DC92
0002: jump Label01C54F

:Label01DC92
00D6: if  1?
0038:    3976?? ==  0?  \\ integer values
0038:    3972?? ==  0?  \\ integer values
004D: jump_if_false Label01DCC1
0050: gosub Label0202F8
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point

:Label01DCC1
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01DD4F
0004:  3944?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  468! -77!  0!  490! -54!  30!
0395: clear_area  0? at  493.1! -82.4! range  10.8!  1!
03CB: set_camera  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!
0002: jump Label01DD56

:Label01DD4F
0002: jump Label01C54F

:Label01DD56
0050: gosub Label0203F3

:Label01DD5D
0002: jump Label01DD6B

:Label01DD64
0050: gosub Label0227B4

:Label01DD6B
0002: jump Label01DD79

:Label01DD72
0050: gosub Label0204CA

:Label01DD79
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01E04D
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01E046
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01E046
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01DE22
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01DE1B
00D6: if  0?
01AF:   car  4016??  0? ()near_point -1170! -609!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01DE1B
0409: blow_up_rc_buggy

:Label01DE1B
0002: jump Label01DF54

:Label01DE22
00D6: if  0?
0038:    3956?? ==  0?  \\ integer values
004D: jump_if_false Label01DF54
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1170! -609!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01DF54
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DE80
0002: jump Label01C54F

:Label01DE80
00BA: text_styled "UMBERTO"  3000& ms  2? \\ Cafe Robina
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01DED7
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DED7
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -1170! -611!  11! and_remove_from_car
00A6: destroy_car  4016??

:Label01DED7
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01DF46
0004:  3956?? =  1?  \\ integer values
04BB: select_interiour  7?  \\ select render area
03CB: set_camera -1170! -611!  11!
0395: clear_area  0? at -1170! -611! range  11!  1!
03AD: set_rubbish  0? (invisible)
0055: put_player $PLAYER_CHAR at -1170! -611.5!  11!
0171: set_player $PLAYER_CHAR z_angle_to  180!
0002: jump Label01DF4D

:Label01DF46
0002: jump Label01C54F

:Label01DF4D
0050: gosub Label0203F3

:Label01DF54
00D6: if  0?
0038:    3956?? ==  1?  \\ integer values
004D: jump_if_false Label01E046
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1170! -606.5!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01E046
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01DFB2
0002: jump Label01C54F

:Label01DFB2
00BA: text_styled "HAVANA"  3000& ms  2? \\ Little Havana
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E038
0004:  3956?? =  0?  \\ integer values
0050: gosub Label0204B5
0395: clear_area  0? at -1170! -605! range  11!  1!
03CB: set_camera -1170! -605!  11!
0055: put_player $PLAYER_CHAR at -1170! -605!  11!
0171: set_player $PLAYER_CHAR z_angle_to  0!
03C8: rotate_player_180_degrees
0002: jump Label01E03F

:Label01E038
0002: jump Label01C54F

:Label01E03F
0050: gosub Label0203F3

:Label01E046
0002: jump Label01E054

:Label01E04D
0050: gosub Label0204CA

:Label01E054
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01E338
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01E331
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01E331
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01E212
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E10F
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01E108
00D6: if  0?
01AF:   car  4016??  0? ()near_point  449.76!  996.22!  18.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01E108
0409: blow_up_rc_buggy

:Label01E108
0002: jump Label01E212

:Label01E10F
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448.8!  999.9!  18.4! radius  3.5!  3.5!  3!
004D: jump_if_false Label01E212
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E163
0002: jump Label01C54F

:Label01E163
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E204
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  448.3!  1030!  18!
0055: put_player $PLAYER_CHAR at  448.3!  1006!  18!
0005:  4416?? =  0!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01E20B

:Label01E204
0002: jump Label01C54F

:Label01E20B
0050: gosub Label0203F3

:Label01E212
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01E331
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448.8!  999.9!  18.4! radius  3.5!  3.5!  3!
004D: jump_if_false Label01E331
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E278
0002: jump Label01C54F

:Label01E278
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E323
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  449.7!  992.2! range  17!  1!
03CB: set_camera  449.7!  992.2!  17!
0055: put_player $PLAYER_CHAR at  449.7!  992.2!  17!
0005:  4416?? =  180!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01E32A

:Label01E323
0002: jump Label01C54F

:Label01E32A
0050: gosub Label0203F3

:Label01E331
0002: jump Label01E33F

:Label01E338
0050: gosub Label0204CA

:Label01E33F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01E623
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01E61C
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01E61C
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01E4FD
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E3FA
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01E3F3
00D6: if  0?
01AF:   car  4016??  0? ()near_point  379.1!  995.16!  17.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01E3F3
0409: blow_up_rc_buggy

:Label01E3F3
0002: jump Label01E4FD

:Label01E3FA
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  380.1!  999!  19.4! radius  3.5!  3.5!  3!
004D: jump_if_false Label01E4FD
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E44E
0002: jump Label01C54F

:Label01E44E
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E4EF
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  380!  1026.4!  18.2!
0055: put_player $PLAYER_CHAR at  380!  1006.4!  18.2!
0005:  4416?? =  0!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01E4F6

:Label01E4EF
0002: jump Label01C54F

:Label01E4F6
0050: gosub Label0203F3

:Label01E4FD
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01E61C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  380.1!  999!  19.4! radius  3.5!  3.5!  3!
004D: jump_if_false Label01E61C
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E563
0002: jump Label01C54F

:Label01E563
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E60E
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  379.3!  991.4! range  17.2!  1!
03CB: set_camera  379.3!  991.4!  17.2!
0055: put_player $PLAYER_CHAR at  379.3!  991.4!  17!
0005:  4416?? =  180!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01E615

:Label01E60E
0002: jump Label01C54F

:Label01E615
0050: gosub Label0203F3

:Label01E61C
0002: jump Label01E62A

:Label01E623
0050: gosub Label0204CA

:Label01E62A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01E90E
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01E907
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01E907
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01E7E8
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E6E5
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01E6DE
00D6: if  0?
01AF:   car  4016??  0? ()near_point  350.3!  1124!  17.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label01E6DE
0409: blow_up_rc_buggy

:Label01E6DE
0002: jump Label01E7E8

:Label01E6E5
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  353.3!  1124.5!  19.4! radius  3.2!  3.2!  3!
004D: jump_if_false Label01E7E8
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E739
0002: jump Label01C54F

:Label01E739
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E7DA
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  390!  1124.4!  17.5!
0055: put_player $PLAYER_CHAR at  363!  1124.4!  17.5!
0005:  4416?? =  270!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01E7E1

:Label01E7DA
0002: jump Label01C54F

:Label01E7E1
0050: gosub Label0203F3

:Label01E7E8
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01E907
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  353.3!  1124.5!  19.4! radius  3.2!  3.2!  3!
004D: jump_if_false Label01E907
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01E84E
0002: jump Label01C54F

:Label01E84E
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01E8F9
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  344.5!  1123.5! range  17!  1!
03CB: set_camera  344.5!  1123.5!  17!
0055: put_player $PLAYER_CHAR at  344.5!  1123.5!  17!
0005:  4416?? =  90!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01E900

:Label01E8F9
0002: jump Label01C54F

:Label01E900
0050: gosub Label0203F3

:Label01E907
0002: jump Label01E915

:Label01E90E
0050: gosub Label0204CA

:Label01E915
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01EBF9
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01EBF2
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01EBF2
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01EAD3
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01E9D0
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01E9C9
00D6: if  0?
01AF:   car  4016??  0? ()near_point  364!  1210!  24! radius  1.5!  1.5!  3!
004D: jump_if_false Label01E9C9
0409: blow_up_rc_buggy

:Label01E9C9
0002: jump Label01EAD3

:Label01E9D0
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  367.8!  1210.3!  26! radius  2.7!  2.7!  3!
004D: jump_if_false Label01EAD3
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EA24
0002: jump Label01C54F

:Label01EA24
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01EAC5
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  395!  1212!  24.4!
0055: put_player $PLAYER_CHAR at  372!  1210!  24.4!
0005:  4416?? =  270!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01EACC

:Label01EAC5
0002: jump Label01C54F

:Label01EACC
0050: gosub Label0203F3

:Label01EAD3
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01EBF2
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  367.8!  1210.3!  26! radius  2.7!  2.7!  3!
004D: jump_if_false Label01EBF2
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EB39
0002: jump Label01C54F

:Label01EB39
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01EBE4
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  366!  1210! range  24!  1!
03CB: set_camera  343!  1210!  24!
0055: put_player $PLAYER_CHAR at  364!  1210!  24!
0005:  4416?? =  90!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01EBEB

:Label01EBE4
0002: jump Label01C54F

:Label01EBEB
0050: gosub Label0203F3

:Label01EBF2
0002: jump Label01EC00

:Label01EBF9
0050: gosub Label0204CA

:Label01EC00
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01EEE4
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01EEDD
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01EEDD
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01EDBE
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01ECBB
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01ECB4
00D6: if  0?
01AF:   car  4016??  0? ()near_point  378.6!  1256.9!  17.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01ECB4
0409: blow_up_rc_buggy

:Label01ECB4
0002: jump Label01EDBE

:Label01ECBB
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  380.6!  1253.5!  17.5! radius  3.5!  3.5!  3!
004D: jump_if_false Label01EDBE
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01ED0F
0002: jump Label01C54F

:Label01ED0F
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01EDB0
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  385!  1230.7!  18!
0055: put_player $PLAYER_CHAR at  380!  1246.7!  18!
0005:  4416?? =  180!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01EDB7

:Label01EDB0
0002: jump Label01C54F

:Label01EDB7
0050: gosub Label0203F3

:Label01EDBE
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01EEDD
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  380.6!  1253.5!  17.5! radius  3.5!  3.5!  3!
004D: jump_if_false Label01EEDD
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EE24
0002: jump Label01C54F

:Label01EE24
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01EECF
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  378!  1263.6! range  16.5!  1!
03CB: set_camera  378!  1263.6!  16.5!
0055: put_player $PLAYER_CHAR at  378!  1263.6!  16.5!
0005:  4416?? =  0!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01EED6

:Label01EECF
0002: jump Label01C54F

:Label01EED6
0050: gosub Label0203F3

:Label01EEDD
0002: jump Label01EEEB

:Label01EEE4
0050: gosub Label0204CA

:Label01EEEB
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01F1CF
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01F1C8
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01F1C8
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01F0A9
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01EFA6
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01EF9F
00D6: if  0?
01AF:   car  4016??  0? ()near_point  449.37!  1256.2!  17.2! radius  1.5!  1.5!  3!
004D: jump_if_false Label01EF9F
0409: blow_up_rc_buggy

:Label01EF9F
0002: jump Label01F0A9

:Label01EFA6
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448!  1253!  19.2! radius  3!  3!  3!
004D: jump_if_false Label01F0A9
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01EFFA
0002: jump Label01C54F

:Label01EFFA
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F09B
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  448.5!  1230!  18!
0055: put_player $PLAYER_CHAR at  448.5!  1245!  18!
0005:  4416?? =  180!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01F0A2

:Label01F09B
0002: jump Label01C54F

:Label01F0A2
0050: gosub Label0203F3

:Label01F0A9
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01F1C8
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448!  1253!  19.2! radius  3!  3!  3!
004D: jump_if_false Label01F1C8
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F10F
0002: jump Label01C54F

:Label01F10F
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F1BA
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  449!  1263! range  16.5!  1!
03CB: set_camera  449!  1263!  16.5!
0055: put_player $PLAYER_CHAR at  449!  1263!  16.5!
0005:  4416?? =  0!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01F1C1

:Label01F1BA
0002: jump Label01C54F

:Label01F1C1
0050: gosub Label0203F3

:Label01F1C8
0002: jump Label01F1D6

:Label01F1CF
0050: gosub Label0204CA

:Label01F1D6
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01F4BA
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01F4B3
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01F4B3
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label01F394
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F291
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01F28A
00D6: if  0?
01AF:   car  4016??  0? ()near_point  477.6!  1124.4!  16.3! radius  1.5!  1.5!  3!
004D: jump_if_false Label01F28A
0409: blow_up_rc_buggy

:Label01F28A
0002: jump Label01F394

:Label01F291
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  474.5!  1124!  19.3! radius  3.5!  3.5!  3!
004D: jump_if_false Label01F394
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F2E5
0002: jump Label01C54F

:Label01F2E5
00BA: text_styled "MALL1"  3000& ms  2? \\ North Point Mall
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F386
0004:  4012?? =  1?  \\ integer values
04BB: select_interiour  4?  \\ select render area
022A: remove_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
03AD: set_rubbish  0? (invisible)
03CB: set_camera  444.4!  1123.7!  17!
0055: put_player $PLAYER_CHAR at  467.4!  1123.7!  17!
0005:  4416?? =  90!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  6?  0?
01EB: set_car_density_to  .1!
0002: jump Label01F38D

:Label01F386
0002: jump Label01C54F

:Label01F38D
0050: gosub Label0203F3

:Label01F394
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label01F4B3
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  474.5!  1124!  19.3! radius  3.5!  3.5!  3!
004D: jump_if_false Label01F4B3
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01F3FA
0002: jump Label01C54F

:Label01F3FA
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F4A5
0004:  4012?? =  0?  \\ integer values
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
0395: clear_area  0? at  482!  1124.5! range  15.3!  1!
03CB: set_camera  482!  1124.5!  15.3!
0055: put_player $PLAYER_CHAR at  482!  1124.5!  15.3!
0005:  4416?? =  0!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01F4AC

:Label01F4A5
0002: jump Label01C54F

:Label01F4AC
0050: gosub Label0203F3

:Label01F4B3
0002: jump Label01F4C1

:Label01F4BA
0050: gosub Label0204CA

:Label01F4C1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01F75D
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01F756
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01F756
00D6: if  0?
0038:    3952?? ==  0?  \\ integer values
004D: jump_if_false Label01F680
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F57C
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01F575
00D6: if  0?
01AF:   car  4016??  0? ()near_point -667.85!  1211.9!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01F575
0409: blow_up_rc_buggy

:Label01F575
0002: jump Label01F680

:Label01F57C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.85!  1211.9!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01F680
00BA: text_styled "RANGE"  3000& ms  2? \\ Rifle Range
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01F603
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01F603
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -667.8!  1221!  10.5! and_remove_from_car
00A6: destroy_car  4016??

:Label01F603
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F660
04BB: select_interiour  10?  \\ select render area
0004:  3952?? =  1?  \\ integer values
03AD: set_rubbish  0? (invisible)
03CB: set_camera -667.8!  1221!  11!
0055: put_player $PLAYER_CHAR at -667.8!  1221!  10.3!
0171: set_player $PLAYER_CHAR z_angle_to  0!
04F9: interiour_colors  7?  0?
0002: jump Label01F667

:Label01F660
0002: jump Label01C54F

:Label01F667
00D6: if  0?
0038:    3980?? ==  0?  \\ integer values
004D: jump_if_false Label01F680
0050: gosub Label0203F3

:Label01F680
00D6: if  0?
0038:    3952?? ==  1?  \\ integer values
004D: jump_if_false Label01F756
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1217.8!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01F756
00BA: text_styled "DTOWN"  3000& ms  2? \\ Downtown
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F748
0004:  3952?? =  0?  \\ integer values
0050: gosub Label0204B5
0395: clear_area  0? at -667.8!  1210! range  11!  1!
03CB: set_camera -667.8!  1210!  11!
0055: put_player $PLAYER_CHAR at -667.8!  1210!  10.3!
0171: set_player $PLAYER_CHAR z_angle_to  140!
03C8: rotate_player_180_degrees
0002: jump Label01F74F

:Label01F748
0002: jump Label01C54F

:Label01F74F
0050: gosub Label0203F3

:Label01F756
0002: jump Label01F764

:Label01F75D
0050: gosub Label0204CA

:Label01F764
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01FFB1
0004:  4376?? =  0?  \\ integer values
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "STARI"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label01FFAA
00D6: if  0?
0018:    4004?? >  0?  \\ integer values
004D: jump_if_false Label01FFAA
00D6: if  0?
0018:    4004?? >  1?  \\ integer values
004D: jump_if_false Label01FA37
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01FA37
00D6: if  0?
0038:    3964?? ==  0?  \\ integer values
004D: jump_if_false Label01F943
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01F843
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01F83C
00D6: if  0?
01AF:   car  4016??  0? ()near_point -378.5! -554.382!  18.3! radius  1.5!  1.5!  3!
004D: jump_if_false Label01F83C
0409: blow_up_rc_buggy

:Label01F83C
0002: jump Label01F943

:Label01F843
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -382! -558.5!  18.537! -375! -554.5!  24.537!
004D: jump_if_false Label01F943
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  0?  \\ integer values
004D: jump_if_false Label01F89B
00BA: text_styled "MANSION"  3000& ms  2? \\ Diaz's Mansion
0002: jump Label01F8AA

:Label01F89B
00BA: text_styled "TMANS"  3000& ms  2? \\ Vercetti Estate

:Label01F8AA
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01F935
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
022A: remove_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
03AD: set_rubbish  0? (invisible)
03CB: set_camera -378.5! -560.03!  19!
0055: put_player $PLAYER_CHAR at -378.5! -560!  19!
0005:  4416?? =  190!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  8?  0?
0002: jump Label01F93C

:Label01F935
0002: jump Label01C54F

:Label01F93C
0050: gosub Label0203F3

:Label01F943
00D6: if  0?
0038:    3964?? ==  1?  \\ integer values
004D: jump_if_false Label01FA37
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -382! -554.5!  18.537! -375! -550.5!  24.537!
004D: jump_if_false Label01FA37
00BA: text_styled "STARI"  3000& ms  2? \\ Starfish Island
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01FA29
0050: gosub Label0204B5
0004:  3964?? =  0?  \\ integer values
022B: create_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
0395: clear_area  0? at -377.06! -545.43! range  17!  1!
03CB: set_camera -377.06! -545.43!  17!
0055: put_player $PLAYER_CHAR at -377.06! -545.43!  16!
0171: set_player $PLAYER_CHAR z_angle_to  345!
0002: jump Label01FA30

:Label01FA29
0002: jump Label01C54F

:Label01FA30
0050: gosub Label0203F3

:Label01FA37
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label01FD06
00D6: if  0?
0038:    3964?? ==  0?  \\ integer values
004D: jump_if_false Label01FC12
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FABC
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01FAB5
00D6: if  0?
01AF:   car  4016??  0? ()near_point -331! -576.6!  36.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label01FAB5
0409: blow_up_rc_buggy

:Label01FAB5
0002: jump Label01FC12

:Label01FABC
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -340.402! -579.221!  34.52! -331.269! -568.389!  38.113!
004D: jump_if_false Label01FC12
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01FB08
0002: jump Label01C54F

:Label01FB08
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  0?  \\ integer values
004D: jump_if_false Label01FB30
00BA: text_styled "MANSION"  3000& ms  2? \\ Diaz's Mansion
0002: jump Label01FB3F

:Label01FB30
00BA: text_styled "TMANS"  3000& ms  2? \\ Vercetti Estate

:Label01FB3F
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label01FB87
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label01FB87
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -329.24! -582.5!  34.5! and_remove_from_car
00A6: destroy_car  4016??

:Label01FB87
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01FC04
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
022A: remove_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
03AD: set_rubbish  0? (invisible)
03CB: set_camera -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!
04F9: interiour_colors  8?  0?
0002: jump Label01FC0B

:Label01FC04
0002: jump Label01C54F

:Label01FC0B
0050: gosub Label0203F3

:Label01FC12
00D6: if  0?
0038:    3964?? ==  1?  \\ integer values
004D: jump_if_false Label01FD06
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.1! -578.9!  34.5! radius  2!  2!  3!
004D: jump_if_false Label01FD06
00BA: text_styled "STARI"  3000& ms  2? \\ Starfish Island
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01FCF8
0050: gosub Label0204B5
0004:  3964?? =  0?  \\ integer values
022B: create_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
0395: clear_area  0? at -343.3! -572.8! range  36!  1!
03CB: set_camera -343.3! -572.8!  36!
0055: put_player $PLAYER_CHAR at -341.738! -573.984!  35.305!
0171: set_player $PLAYER_CHAR z_angle_to  90!
0002: jump Label01FCFF

:Label01FCF8
0002: jump Label01C54F

:Label01FCFF
0050: gosub Label0203F3

:Label01FD06
00D6: if  0?
0038:    4380?? ==  1?  \\ integer values
004D: jump_if_false Label01FFAA
00D6: if  0?
0038:    3964?? ==  0?  \\ integer values
004D: jump_if_false Label01FEAF
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label01FD8B
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label01FD84
00D6: if  0?
01AF:   car  4016??  0? ()near_point -354! -580.6!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01FD84
0409: blow_up_rc_buggy

:Label01FD84
0002: jump Label01FEAF

:Label01FD8B
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -354! -580.6!  11! radius  1.5!  1.5!  3!
004D: jump_if_false Label01FEAF
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label01FDDF
0002: jump Label01C54F

:Label01FDDF
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  0?  \\ integer values
004D: jump_if_false Label01FE07
00BA: text_styled "MANSION"  3000& ms  2? \\ Diaz's Mansion
0002: jump Label01FE16

:Label01FE07
00BA: text_styled "TMANS"  3000& ms  2? \\ Vercetti Estate

:Label01FE16
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01FEA1
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
022A: remove_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
03AD: set_rubbish  0? (invisible)
03CB: set_camera -338.5! -578.8!  10.6!
0055: put_player $PLAYER_CHAR at -338.5! -578.8!  10.6!
0005:  4416?? =  270!  \\ floating-point values
0050: gosub Label02287F
04F9: interiour_colors  8?  0?
0002: jump Label01FEA8

:Label01FEA1
0002: jump Label01C54F

:Label01FEA8
0050: gosub Label0203F3

:Label01FEAF
00D6: if  0?
0038:    3964?? ==  1?  \\ integer values
004D: jump_if_false Label01FFAA
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -346.3! -578.8!  10.6! radius  1.5!  1.5!  3!
004D: jump_if_false Label01FFAA
00BA: text_styled "STARI"  3000& ms  2? \\ Starfish Island
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label01FF9C
0050: gosub Label0204B5
0004:  3964?? =  0?  \\ integer values
022B: create_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
0395: clear_area  0? at -354! -586! range  10.6!  1!
03CB: set_camera -354! -586!  10.6!
0055: put_player $PLAYER_CHAR at -354! -586!  10.6!
0005:  4416?? =  180!  \\ floating-point values
0050: gosub Label02287F
0002: jump Label01FFA3

:Label01FF9C
0002: jump Label01C54F

:Label01FFA3
0050: gosub Label0203F3

:Label01FFAA
0002: jump Label01FFB8

:Label01FFB1
0050: gosub Label0204CA

:Label01FFB8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0202C3
00D6: if  0?
0038:    1004?? ==  1?  \\ integer values
004D: jump_if_false Label0202BC
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0038:    4336?? ==  1?  \\ integer values
004D: jump_if_false Label0202BC
00D6: if  0?
0038:    4380?? ==  2?  \\ integer values
004D: jump_if_false Label0202BC
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label02006C
0484:  4016?? = player $PLAYER_CHAR rc_car
00D6: if  0?
8119:   NOT   car  4016?? wrecked
004D: jump_if_false Label020065
00D6: if  0?
01AF:   car  4016??  0? ()near_point -896.5! -341!  13.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label020065
0409: blow_up_rc_buggy

:Label020065
0002: jump Label0201BC

:Label02006C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -896.5! -341!  13.4! radius  1.4!  1.4!  3!
004D: jump_if_false Label0201BC
00D6: if  2?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0200C0
0002: jump Label01C54F

:Label0200C0
00BA: text_styled "BANKINT"  3000& ms  2? \\ El Banco Corrupto Grande
0050: gosub Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02011F
00D6: if  21?
047E:   player $PLAYER_CHAR driving_a_motorbike
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label02011F
03C1:  4016?? = player $PLAYER_CHAR car
012A: put_player $PLAYER_CHAR at -903! -341!  12.5! and_remove_from_car
00A6: destroy_car  4016??

:Label02011F
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label0201AE
04BB: select_interiour  3?  \\ select render area
03AD: set_rubbish  0? (invisible)
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label02016B
022A: remove_forbidden_for_peds_cube -918.5! -355!  5! -898! -328!  16!

:Label02016B
03CB: set_camera -903! -341!  13.4!
0055: put_player $PLAYER_CHAR at -903! -341!  12.5!
0004:  3940?? =  1?  \\ integer values
0171: set_player $PLAYER_CHAR z_angle_to  90!
04F9: interiour_colors  4?  0?
0002: jump Label0201B5

:Label0201AE
0002: jump Label01C54F

:Label0201B5
0050: gosub Label0203F3

:Label0201BC
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -900! -340.9!  13.4! radius  1.5!  1.5!  3!
004D: jump_if_false Label0202BC
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label020208
0002: jump Label01C54F

:Label020208
00BA: text_styled "HAVANA"  3000& ms  2? \\ Little Havana
0050: gosub Label0202F8
00D6: if  0?
0038:    3968?? ==  0?  \\ integer values
004D: jump_if_false Label0202AE
0050: gosub Label0204B5
022B: create_forbidden_for_peds_cube -956! -355!  5! -898! -328!  25!
0395: clear_area  0? at -893! -341! range  13.5!  1!
03CB: set_camera -893! -341!  13.5!
0055: put_player $PLAYER_CHAR at -893! -341!  12!
0004:  3940?? =  0?  \\ integer values
0171: set_player $PLAYER_CHAR z_angle_to  270!
03C8: rotate_player_180_degrees
0002: jump Label0202B5

:Label0202AE
0002: jump Label01C54F

:Label0202B5
0050: gosub Label0203F3

:Label0202BC
0002: jump Label0202CA

:Label0202C3
0050: gosub Label0204CA

:Label0202CA
0050: gosub Label020617
0050: gosub Label021A18
00D6: if  0?
0018:    4380?? >  1?  \\ integer values
004D: jump_if_false Label0202F1
0004:  4380?? =  0?  \\ integer values

:Label0202F1
0002: jump Label01C54F

:Label0202F8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0203F1
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0169: set_fade_color  0?  0?  1?
00D6: if  2?
0038:    3980?? ==  0?  \\ integer values
0038:    3972?? ==  0?  \\ integer values
0038:    3976?? ==  0?  \\ integer values
004D: jump_if_false Label02034C
016A: fade  0? ()  500& ms
0002: jump Label02037B

:Label02034C
00D6: if  0?
0038:    3944?? ==  1?  \\ integer values
004D: jump_if_false Label020374
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms
0002: jump Label02037B

:Label020374
016A: fade  0? ()  500& ms

:Label02037B
00D6: if  0?
016B:   fading
004D: jump_if_false Label0203EA
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0203AA
0004:  3968?? =  1?  \\ integer values
0002: jump Label0203B1

:Label0203AA
0004:  3968?? =  0?  \\ integer values

:Label0203B1
00D6: if  0?
0038:    4008?? ==  1?  \\ integer values
004D: jump_if_false Label0203CA
0050: gosub Label020617

:Label0203CA
00D6: if  0?
0038:    3944?? ==  1?  \\ integer values
004D: jump_if_false Label0203E3
0050: gosub Label021A18

:Label0203E3
0002: jump Label02037B

:Label0203EA
01EB: set_car_density_to  0!

:Label0203F1
0051: return

:Label0203F3
0169: set_fade_color  0?  0?  1?
00D6: if  2?
0038:    3980?? ==  0?  \\ integer values
0038:    3972?? ==  0?  \\ integer values
0038:    3976?? ==  0?  \\ integer values
004D: jump_if_false Label020429
016A: fade  1? (back)  500& ms
0002: jump Label020458

:Label020429
00D6: if  0?
0038:    3944?? ==  1?  \\ integer values
004D: jump_if_false Label020451
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  1500& ms
0002: jump Label020458

:Label020451
016A: fade  1? (back)  500& ms

:Label020458
00D6: if  0?
016B:   fading
004D: jump_if_false Label020495
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label020487
0004:  3968?? =  1?  \\ integer values
0002: jump Label02048E

:Label020487
0004:  3968?? =  0?  \\ integer values

:Label02048E
0002: jump Label020458

:Label020495
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0204B3
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)

:Label0204B3
0051: return

:Label0204B5
04FA: reset_interior_colors  0?
01EB: set_car_density_to  1!
03AD: set_rubbish  1? (visible)
04BB: select_interiour  0?  \\ select render area
0051: return

:Label0204CA
00D6: if  0?
0038:    4376?? ==  0?  \\ integer values
004D: jump_if_false Label020615
03AD: set_rubbish  1? (visible)
04FA: reset_interior_colors  0?
022B: create_forbidden_for_peds_cube -956! -355!  5! -898! -328!  25!
022B: create_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
022B: create_forbidden_for_peds_cube  354.9! -483.1!  21!  406! -490!  0!
022B: create_forbidden_for_peds_cube  468! -77!  0!  490! -54!  30!
015C: set_zone_gang_info "STREET2"  1? (day)  14?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "STREET2"  0? (night)  16?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0004:  3956?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0004:  4008?? =  0?  \\ integer values
0004:  4012?? =  0?  \\ integer values
0004:  4352?? =  0?  \\ integer values
0004:  3948?? =  0?  \\ integer values
0004:  3952?? =  0?  \\ integer values
0004:  3960?? =  0?  \\ integer values
0004:  3964?? =  0?  \\ integer values
01EB: set_car_density_to  1!
0004:  4376?? =  1?  \\ integer values

:Label020615
0051: return

:Label020617
00D6: if  0?
0038:    4008?? ==  1?  \\ integer values
004D: jump_if_false Label020B03
00D6: if  0?
0038:    4056?? ==  1?  \\ integer values
004D: jump_if_false Label0206E7
0050: gosub Label020BF6
00D6: if  2?
0256:   player $PLAYER_CHAR defined
010A:   player $PLAYER_CHAR money >  5?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label020692
00D6: if  1?
00E4:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  69.3! -1455.9! radius  1!  1!
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label020692
0050: gosub Label0210E8

:Label020692
00D6: if  2?
0256:   player $PLAYER_CHAR defined
0038:    4384?? ==  1?  \\ integer values
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0206E7
00D6: if  1?
00E4:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  70! -1443.64! radius  1!  1!
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label0206E7
03EF: player $PLAYER_CHAR make_safe
0050: gosub Label0217C4

:Label0206E7
00D6: if  0?
0038:    4056?? ==  0?  \\ integer values
004D: jump_if_false Label020AFC
0004:  4060?? =  24?  \\ integer values
0004:  4064?? =  24?  \\ integer values
0004:  4068?? =  25?  \\ integer values
0004:  4072?? =  29?  \\ integer values
0004:  4076?? =  19?  \\ integer values
0247: request_model #WFYG1
0247: request_model #WFYBE
0247: request_model #BFYPR
0247: request_model #WFOBE

:Label02072C
00D6: if  23?
8248:   NOT   model #WFYG1 available
8248:   NOT   model #WFYBE available
8248:   NOT   model #BFYPR available
8248:   NOT   model #WFOBE available
004D: jump_if_false Label020762
0247: request_model #WFYG1
0247: request_model #WFYBE
0247: request_model #BFYPR
0247: request_model #WFOBE
0001: wait  0? ms
0002: jump Label02072C

:Label020762
0247: request_model #BFYRI
0247: request_model #HFYMD
0247: request_model #WMOCA
0247: request_model #BKA

:Label020772
00D6: if  23?
8248:   NOT   model #BFYRI available
8248:   NOT   model #HFYMD available
8248:   NOT   model #WMOCA available
8248:   NOT   model #BKA available
004D: jump_if_false Label0207A8
0247: request_model #BFYRI
0247: request_model #HFYMD
0247: request_model #WMOCA
0247: request_model #BKA
0001: wait  0? ms
0002: jump Label020772

:Label0207A8
0247: request_model #BKB
0247: request_model #WMOST
0247: request_model #WMOBE
0247: request_model #BMYBB

:Label0207B8
00D6: if  23?
8248:   NOT   model #BKB available
8248:   NOT   model #WMOST available
8248:   NOT   model #WMOBE available
8248:   NOT   model #BMYBB available
004D: jump_if_false Label0207EE
0247: request_model #BKB
0247: request_model #WMOST
0247: request_model #WMOBE
0247: request_model #BMYBB
0001: wait  0? ms
0002: jump Label0207B8

:Label0207EE
0247: request_model #HMOST
0247: request_model #WMYBU

:Label0207F6
00D6: if  21?
8248:   NOT   model #HMOST available
8248:   NOT   model #WMYBU available
004D: jump_if_false Label02081C
0247: request_model #HMOST
0247: request_model #WMYBU
0001: wait  0? ms
0002: jump Label0207F6

:Label02081C
04ED: unknown_load_skin "RIOT"
04ED: unknown_load_skin "STRIP"

:Label020830
00D6: if  21?
84EE:   NOT   unknown_skin "RIOT" loaded
84EE:   NOT   unknown_skin "STRIP" loaded
004D: jump_if_false Label02086E
04ED: unknown_load_skin "RIOT"
04ED: unknown_load_skin "STRIP"
0001: wait  0? ms
0002: jump Label020830

:Label02086E
009A:  4116?? = create_actor  4? #HMOST at  89.8! -1456.2!  9.4!
0173: set_actor  4116?? z_angle_to  287!
01ED: spawn_actor  4116??
009A:  4120?? = create_actor  4? #WMYBU at  89.15! -1461.3!  9.6!
0173: set_actor  4120?? z_angle_to  48.7!
01ED: spawn_actor  4120??
009A:  4168?? = create_actor  5? #BFYPR at  79.67! -1461.34!  10.6!
0173: set_actor  4168?? z_angle_to  168!
01ED: spawn_actor  4168??
0372: set_actor  4168?? anim  32? wait_state_time  999999&& ms
009A:  4100?? = create_actor  4? #WMOST at  79.5! -1463.1!  9.6!
0173: set_actor  4100?? z_angle_to  5!
01ED: spawn_actor  4100??
0372: set_actor  4100?? anim  29? wait_state_time  999999&& ms
009A:  4080?? = create_actor  4? #WMOCA at  87.3! -1462.85!  9.6!
0173: set_actor  4080?? z_angle_to  117!
01ED: spawn_actor  4080??
009A:  4172?? = create_actor  5? #WFYBE at  86.06! -1463.6!  10.4!
0173: set_actor  4172?? z_angle_to  295!
01ED: spawn_actor  4172??
0372: set_actor  4172?? anim  32? wait_state_time  999999&& ms
009A:  4084?? = create_actor  4? #BKB at  79! -1466.31!  9.6!
0173: set_actor  4084?? z_angle_to  58!
01ED: spawn_actor  4084??
009A:  4088?? = create_actor  4? #BKA at  77.46! -1466.06!  9.6!
0173: set_actor  4088?? z_angle_to  265!
01ED: spawn_actor  4088??
009A:  4180?? = create_actor  5? #WFOBE at  78.07! -1465.7!  10.4!
0173: set_actor  4180?? z_angle_to  168!
01ED: spawn_actor  4180??
0372: set_actor  4180?? anim  32? wait_state_time  999999&& ms
009A:  4092?? = create_actor  4? #BMYBB at  81.35! -1459.9!  9.6!
0173: set_actor  4092?? z_angle_to  5!
01ED: spawn_actor  4092??
0372: set_actor  4092?? anim  29? wait_state_time  999999&& ms
009A:  4096?? = create_actor  4? #WMOBE at  83.4! -1458.9!  9.6!
0173: set_actor  4096?? z_angle_to  60!
01ED: spawn_actor  4096??
0372: set_actor  4096?? anim  29? wait_state_time  999999&& ms
009A:  4164?? = create_actor  5? #WFYG1 at  81.45! -1457.44!  10.6!
0173: set_actor  4164?? z_angle_to  210!
01ED: spawn_actor  4164??
0372: set_actor  4164?? anim  32? wait_state_time  999999&& ms
009A:  4104?? = create_actor  5? #BFYRI at  88.6! -1450!  9.6!
0173: set_actor  4104?? z_angle_to  325!
01ED: spawn_actor  4104??
009F: set_actor  4104?? objective_to 1
009A:  4108?? = create_actor  5? #HFYMD at  91.44! -1455.3!  9.6!
0173: set_actor  4108?? z_angle_to  128!
01ED: spawn_actor  4108??
009F: set_actor  4108?? objective_to 1
0050: gosub Label020BF6
0004:  4056?? =  1?  \\ integer values

:Label020AFC
0002: jump Label020BF4

:Label020B03
00D6: if  0?
0018:    4056?? >  0?  \\ integer values
004D: jump_if_false Label020BF4

:Label020B15
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label020B30
0001: wait  0? ms
0002: jump Label020B15

:Label020B30
009B: destroy_actor_instantly  4164??
009B: destroy_actor_instantly  4168??
009B: destroy_actor_instantly  4172??
009B: destroy_actor_instantly  4180??
009B: destroy_actor_instantly  4080??
009B: destroy_actor_instantly  4084??
009B: destroy_actor_instantly  4088??
009B: destroy_actor_instantly  4092??
009B: destroy_actor_instantly  4096??
009B: destroy_actor_instantly  4100??
009B: destroy_actor_instantly  4104??
009B: destroy_actor_instantly  4108??
009B: destroy_actor_instantly  4116??
009B: destroy_actor_instantly  4120??
0249: release_model #WFYG1
0249: release_model #WFYBE
0249: release_model #BFYPR
0249: release_model #WFOBE
0249: release_model #BFYRI
0249: release_model #HFYMD
0249: release_model #WMOCA
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #WMOST
0249: release_model #WMOBE
0249: release_model #BMYBB
0249: release_model #HMOST
0249: release_model #WMYBU
0249: release_model #MACHETE
0249: release_model #KNIFECUR
0296: unload_special_actor  19?
0296: unload_special_actor  18?
0296: unload_special_actor  17?
04EF: unknown_unload_skin "RIOT"
04EF: unknown_unload_skin "STRIP"
0004:  4136?? =  0?  \\ integer values
0004:  4132?? =  0?  \\ integer values
0004:  4112?? =  0?  \\ integer values
0004:  4056?? =  0?  \\ integer values

:Label020BF4
0051: return

:Label020BF6
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label020E06
00D6: if  1?
8118:   NOT   actor  4116?? dead
8118:   NOT   actor  4120?? dead
004D: jump_if_false Label020C42
00D6: if  21?
8184:   NOT   actor  4116?? health >=  95?
8184:   NOT   actor  4120?? health >=  95?
004D: jump_if_false Label020C3B
0050: gosub Label020E0D

:Label020C3B
0002: jump Label020C49

:Label020C42
0050: gosub Label020E0D

:Label020C49
00D6: if  1?
8118:   NOT   actor  4168?? dead
8118:   NOT   actor  4100?? dead
004D: jump_if_false Label020C85
00D6: if  21?
8184:   NOT   actor  4168?? health >=  95?
8184:   NOT   actor  4100?? health >=  95?
004D: jump_if_false Label020C7E
0050: gosub Label020EAE

:Label020C7E
0002: jump Label020C8C

:Label020C85
0050: gosub Label020EAE

:Label020C8C
00D6: if  1?
8118:   NOT   actor  4080?? dead
8118:   NOT   actor  4172?? dead
004D: jump_if_false Label020CDC
00D6: if  1?
0184:   actor  4080?? health >=  95?
0184:   actor  4172?? health >=  95?
004D: jump_if_false Label020CCE
0372: set_actor  4080?? anim  4064?? wait_state_time  999999&& ms
0002: jump Label020CD5

:Label020CCE
0050: gosub Label020F5B

:Label020CD5
0002: jump Label020CE3

:Label020CDC
0050: gosub Label020F5B

:Label020CE3
00D6: if  2?
8118:   NOT   actor  4084?? dead
8118:   NOT   actor  4088?? dead
8118:   NOT   actor  4180?? dead
004D: jump_if_false Label020D4C
00D6: if  2?
0184:   actor  4084?? health >=  95?
0184:   actor  4088?? health >=  95?
0184:   actor  4180?? health >=  95?
004D: jump_if_false Label020D3E
0372: set_actor  4084?? anim  4064?? wait_state_time  999999&& ms
0372: set_actor  4088?? anim  4064?? wait_state_time  999999&& ms
0002: jump Label020D45

:Label020D3E
0050: gosub Label020FB8

:Label020D45
0002: jump Label020D53

:Label020D4C
0050: gosub Label020FB8

:Label020D53
00D6: if  2?
8118:   NOT   actor  4092?? dead
8118:   NOT   actor  4096?? dead
8118:   NOT   actor  4164?? dead
004D: jump_if_false Label020D9B
00D6: if  22?
8184:   NOT   actor  4092?? health >=  95?
8184:   NOT   actor  4096?? health >=  95?
8184:   NOT   actor  4164?? health >=  95?
004D: jump_if_false Label020D94
0050: gosub Label020F82

:Label020D94
0002: jump Label020DA2

:Label020D9B
0050: gosub Label020F82

:Label020DA2
00D6: if  1?
8118:   NOT   actor  4104?? dead
8118:   NOT   actor  4108?? dead
004D: jump_if_false Label020DFF
00D6: if  1?
0184:   actor  4104?? health >=  95?
0184:   actor  4108?? health >=  95?
004D: jump_if_false Label020DF1
0372: set_actor  4104?? anim  4068?? wait_state_time  999999&& ms
0372: set_actor  4108?? anim  4076?? wait_state_time  999999&& ms
0002: jump Label020DF8

:Label020DF1
0050: gosub Label020FEE

:Label020DF8
0002: jump Label020E06

:Label020DFF
0050: gosub Label020FEE

:Label020E06
01BD:  4340?? = current_time_in_ms
0051: return

:Label020E0D
00D6: if  0?
0038:    4136?? ==  0?  \\ integer values
004D: jump_if_false Label020E4B
0247: request_model #BAT

:Label020E24
00D6: if  0?
8248:   NOT   model #BAT available
004D: jump_if_false Label020E44
0247: request_model #BAT
0001: wait  0? ms
0002: jump Label020E24

:Label020E44
0004:  4136?? =  1?  \\ integer values

:Label020E4B
0084:  4140?? =  4116??  \\ integer values and handles
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label020E67
0050: gosub Label020E93

:Label020E67
0050: gosub Label021086
0084:  4140?? =  4120??  \\ integer values and handles
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label020E8A
0050: gosub Label020E93

:Label020E8A
0050: gosub Label021086
0051: return

:Label020E93
00D6: if  0?
8118:   NOT   actor  4140?? dead
004D: jump_if_false Label020EAC
01B2: give_actor  4140?? weapon  6? ammo  0?  \\ Load the weapon model before using this

:Label020EAC
0051: return

:Label020EAE
00D6: if  0?
8118:   NOT   actor  4100?? dead
004D: jump_if_false Label020EC3
022F: set_actor  4100?? stop_looking

:Label020EC3
0084:  4144?? =  4100??  \\ integer values and handles
0050: gosub Label0210B9
00D6: if  0?
0038:    4288?? ==  0?  \\ integer values
004D: jump_if_false Label020F52
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR

:Label020EF6
00D6: if  0?
8248:   NOT   model #KNIFECUR available
004D: jump_if_false Label020F16
0247: request_model #KNIFECUR
0001: wait  0? ms
0002: jump Label020EF6

:Label020F16
00D6: if  0?
8118:   NOT   actor  4168?? dead
004D: jump_if_false Label020F4B
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label020F3C
01B2: give_actor  4168?? weapon  5? ammo  0?  \\ Load the weapon model before using this

:Label020F3C
0084:  4140?? =  4168??  \\ integer values and handles
0050: gosub Label021086

:Label020F4B
0004:  4288?? =  1?  \\ integer values

:Label020F52
0050: gosub Label020E0D
0051: return

:Label020F5B
0084:  4144?? =  4080??  \\ integer values and handles
0050: gosub Label0210B9
0084:  4140?? =  4172??  \\ integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return

:Label020F82
0084:  4140?? =  4092??  \\ integer values and handles
0050: gosub Label021086
0084:  4140?? =  4096??  \\ integer values and handles
0050: gosub Label021086
0084:  4144?? =  4164??  \\ integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return

:Label020FB8
0084:  4140?? =  4084??  \\ integer values and handles
0050: gosub Label021086
0084:  4140?? =  4088??  \\ integer values and handles
0050: gosub Label021086
0084:  4144?? =  4180??  \\ integer values and handles
0050: gosub Label0210B9
0050: gosub Label020E0D
0051: return

:Label020FEE
00D6: if  0?
0038:    4112?? ==  0?  \\ integer values
004D: jump_if_false Label02106E
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label021032
0247: request_model #MACHETE

:Label021012
00D6: if  0?
8248:   NOT   model #MACHETE available
004D: jump_if_false Label021032
0247: request_model #MACHETE
0001: wait  0? ms
0002: jump Label021012

:Label021032
00D6: if  0?
8118:   NOT   actor  4104?? dead
004D: jump_if_false Label021067
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label021058
01B2: give_actor  4104?? weapon  9? ammo  0?  \\ Load the weapon model before using this

:Label021058
0084:  4140?? =  4104??  \\ integer values and handles
0050: gosub Label021086

:Label021067
0004:  4112?? =  1?  \\ integer values

:Label02106E
0084:  4140?? =  4108??  \\ integer values and handles
0050: gosub Label021086
0050: gosub Label020E0D
0051: return

:Label021086
00D6: if  0?
8118:   NOT   actor  4140?? dead
004D: jump_if_false Label0210B7
0372: set_actor  4140?? anim  0? wait_state_time  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0210B7
01CA: actor  4140?? kill_player $PLAYER_CHAR

:Label0210B7
0051: return

:Label0210B9
00D6: if  0?
8118:   NOT   actor  4144?? dead
004D: jump_if_false Label0210E6
0372: set_actor  4144?? anim  0? wait_state_time  0? ms
0239: actor  4144?? run_to  65.8! -1444!
01C2: remove_references_to_actor  4144??  \\ Like turning an actor into a random pedestrian

:Label0210E6
0051: return

:Label0210E8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0217C2
0004: $ONMISSION =  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
041D: set_camera_near_clip  .1!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label021123
00D6: if  0?
016B:   fading
004D: jump_if_false Label02114D
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label021146
0051: return

:Label021146
0002: jump Label021123

:Label02114D
00D6: if  0?
001A:    100? >  4344??  \\ integer values
004D: jump_if_false Label0211A9
023C: load_special_actor  19? "STRIPC"

:Label02116B
00D6: if  0?
823D:   NOT   special_actor  19? loaded
004D: jump_if_false Label021191
023C: load_special_actor  19? "STRIPC"
0001: wait  0? ms
0002: jump Label02116B

:Label021191
009A:  4176?? = create_actor  4? #SPECIAL19 at  66.6! -1455.46!  9.56!

:Label0211A9
00D6: if  1?
0018:    4344?? >  99?  \\ integer values
001A:    200& >  4344??  \\ integer values
004D: jump_if_false Label02120D
023C: load_special_actor  19? "STRIPA"

:Label0211CF
00D6: if  0?
823D:   NOT   special_actor  19? loaded
004D: jump_if_false Label0211F5
023C: load_special_actor  19? "STRIPA"
0001: wait  0? ms
0002: jump Label0211CF

:Label0211F5
009A:  4176?? = create_actor  4? #SPECIAL19 at  66.6! -1455.46!  9.56!

:Label02120D
00D6: if  0?
0018:    4344?? >  199&  \\ integer values
004D: jump_if_false Label02126A
023C: load_special_actor  19? "STRIPB"

:Label02122C
00D6: if  0?
823D:   NOT   special_actor  19? loaded
004D: jump_if_false Label021252
023C: load_special_actor  19? "STRIPB"
0001: wait  0? ms
0002: jump Label02122C

:Label021252
009A:  4176?? = create_actor  4? #SPECIAL19 at  66.6! -1455.46!  9.56!

:Label02126A
0173: set_actor  4176?? z_angle_to  33!
01ED: spawn_actor  4176??
0372: set_actor  4176?? anim  32? wait_state_time  999999&& ms
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0212C0
00A1: put_actor $PLAYER_ACTOR at  65.5! -1453.7!  9.6!
0372: set_actor $PLAYER_ACTOR anim  4064?? wait_state_time  999999&& ms
0173: set_actor $PLAYER_ACTOR z_angle_to  210!

:Label0212C0
0004:  4348?? =  0?  \\ integer values
015F: set_camera_position  68.45! -1456.37!  12!  0!  0!  0!
0160: point_camera  66! -1454.5!  10.5!  2?
016A: fade  1? (back)  500& ms

:Label021301
00D6: if  0?
016B:   fading
004D: jump_if_false Label02132B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label021324
0051: return

:Label021324
0002: jump Label021301

:Label02132B
03E5: text_box "EXIT_1" \\ Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
0006:  16@ =  5000&  \\ integer values

:Label02133D
00D6: if  0?
010A:   player $PLAYER_CHAR money >  5?
004D: jump_if_false Label021539
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label02136C
0051: return
0002: jump Label021379

:Label02136C
0372: set_actor $PLAYER_ACTOR anim  4064?? wait_state_time  999999&& ms

:Label021379
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label02151A
0109: player $PLAYER_CHAR money += -5?
0006:  16@ =  0?  \\ integer values
0008:  4344?? +=  5?  \\ integer values
0008:  4348?? +=  1?  \\ integer values
00D6: if  0?
0038:    4348?? ==  6?  \\ integer values
004D: jump_if_false Label0213C1
0004:  4348?? =  0?  \\ integer values

:Label0213C1
00D6: if  0?
0038:    4348?? ==  1?  \\ integer values
004D: jump_if_false Label021406
015F: set_camera_position  68.45! -1456.37!  12!  0!  0!  0!
0160: point_camera  66! -1454.5!  10.5!  2?

:Label021406
00D6: if  0?
0038:    4348?? ==  2?  \\ integer values
004D: jump_if_false Label02144B
015F: set_camera_position  65.21! -1454.1!  9.56!  0!  0!  0!
0160: point_camera  67.36! -1456.33!  11.58!  2?

:Label02144B
00D6: if  0?
0038:    4348?? ==  3?  \\ integer values
004D: jump_if_false Label021490
015F: set_camera_position  68! -1455.6!  10!  0!  0!  0!
0160: point_camera  64.9! -1454.5!  10.89!  2?

:Label021490
00D6: if  0?
0038:    4348?? ==  4?  \\ integer values
004D: jump_if_false Label0214D5
015F: set_camera_position  67.47! -1456.14!  10!  0!  0!  0!
0160: point_camera  65.4! -1454.25!  11.37!  2?

:Label0214D5
00D6: if  0?
0038:    4348?? ==  5?  \\ integer values
004D: jump_if_false Label02151A
015F: set_camera_position  65.93! -1454.6!  11.65!  0!  0!  0!
0160: point_camera  68.42! -1458.24!  8.36!  2?

:Label02151A
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label021532
0002: jump Label02154F

:Label021532
0002: jump Label02133D

:Label021539
00BC: text_highpriority "STRIP_1"  5000& ms  1? \\ ~r~Not enough cash, you cheap sleazebag.
0002: jump Label02157D

:Label02154F
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label02157D
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label021576
0051: return

:Label021576
0002: jump Label02154F

:Label02157D
016A: fade  0? ()  500& ms

:Label021584
00D6: if  0?
016B:   fading
004D: jump_if_false Label0215AE
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0215A7
0051: return

:Label0215A7
0002: jump Label021584

:Label0215AE
009B: destroy_actor_instantly  4176??
0296: unload_special_actor  19?
03E6: remove_text_box
00D6: if  1?
0018:    4344?? >  299&  \\ integer values
0038:    4384?? ==  0?  \\ integer values
004D: jump_if_false Label02172F
0050: gosub Label0204B5
03CB: set_camera  93.3! -1472.14!  2288??
015F: set_camera_position  103! -1488!  15.7!  0!  0!  0!
0160: point_camera  99.5! -1476.6!  16.75!  2?
04A6:  2464?? = create_asset_money_pickup_at  93.3! -1472.14!  2288?? money  2468??  2468??
016A: fade  1? (back)  1000& ms

:Label02163B
00D6: if  0?
016B:   fading
004D: jump_if_false Label021653
0001: wait  0? ms
0002: jump Label02163B

:Label021653
0006:  16@ =  0?  \\ integer values

:Label02165A
00D6: if  0?
001B:    2000& >  16@  \\ integer values
004D: jump_if_false Label021678
0001: wait  0? ms
0002: jump Label02165A

:Label021678
00BA: text_styled "ASSET_C"  10000& ms  6? \\ POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_D"  2468??  10000& ms  1? \\ ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
0160: point_camera  93.3! -1472.14!  2288??  1?
0394: play_music  1?
0006:  16@ =  0?  \\ integer values

:Label0216B5
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0216D3
0001: wait  0? ms
0002: jump Label0216B5

:Label0216D3
016A: fade  0? ()  500& ms

:Label0216DA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0216F2
0001: wait  0? ms
0002: jump Label0216DA

:Label0216F2
03CB: set_camera  72! -1454.7!  9.45!
0108: destroy_object  7160??
04BB: select_interiour  5?  \\ select render area
04F9: interiour_colors  2?  0?
01EB: set_car_density_to  .1!
03AD: set_rubbish  0? (invisible)
0004:  4384?? =  1?  \\ integer values
0008:  4700?? +=  1?  \\ integer values
030C: set_mission_points +=  1?

:Label02172F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label021766
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  0? ms
0055: put_player $PLAYER_CHAR at  72! -1454.7!  9.45!
0171: set_player $PLAYER_CHAR z_angle_to  208!

:Label021766
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1? (back)  500& ms

:Label021773
00D6: if  0?
016B:   fading
004D: jump_if_false Label02179D
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label021796
0051: return

:Label021796
0002: jump Label021773

:Label02179D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0217C2
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0004: $ONMISSION =  0?  \\ integer values

:Label0217C2
0051: return

:Label0217C4
0004: $ONMISSION =  1?  \\ integer values
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
041D: set_camera_near_clip  .1!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0217F3
00D6: if  0?
016B:   fading
004D: jump_if_false Label02181D
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label021816
0051: return

:Label021816
0002: jump Label0217F3

:Label02181D
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
00D6: if  0?
0038:    4392?? ==  0?  \\ integer values
004D: jump_if_false Label02184B
023C: load_special_actor  19? "STRIPA"

:Label02184B
00D6: if  0?
0038:    4392?? ==  1?  \\ integer values
004D: jump_if_false Label021869
023C: load_special_actor  19? "STRIPA"

:Label021869
00D6: if  0?
0038:    4392?? ==  2?  \\ integer values
004D: jump_if_false Label021887
023C: load_special_actor  19? "STRIPA"

:Label021887
038B: load_requested_models

:Label021889
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  19? loaded
004D: jump_if_false Label0218BF
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  19? "STRIPA"
0001: wait  0? ms
0002: jump Label021889

:Label0218BF
02E4: load_cutscene_data "STRIPA"
0244: set_cutscene_pos  69.5133! -1444.698!  9.5255!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  4388?? = create_cutscene_object #SPECIAL19
02E6: set_cutscene_anim  4388?? "STRIPA"
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label021930
0055: put_player $PLAYER_CHAR at  66.5! -1445.5!  9.6!
0171: set_player $PLAYER_CHAR z_angle_to  220!

:Label021930
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label021946
00D6: if  0?
001A:    25000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label021969
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label021946

:Label021969
016A: fade  0? ()  1500& ms

:Label021970
00D6: if  0?
016B:   fading
004D: jump_if_false Label021988
0001: wait  0? ms
0002: jump Label021970

:Label021988
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0219A0
0001: wait  0? ms
0002: jump Label021988

:Label0219A0
02EA: end_cutscene
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
0296: unload_special_actor  1?
0296: unload_special_actor  19?
016A: fade  1? (back)  1500& ms
0008:  4392?? +=  1?  \\ integer values
00D6: if  0?
0018:    4392?? >  2?  \\ integer values
004D: jump_if_false Label0219D9
0004:  4392?? =  0?  \\ integer values

:Label0219D9
00D6: if  0?
016B:   fading
004D: jump_if_false Label0219F1
0001: wait  0? ms
0002: jump Label0219D9

:Label0219F1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label021A16
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0004: $ONMISSION =  0?  \\ integer values

:Label021A16
0051: return

:Label021A18
00D6: if  0?
0038:    3944?? ==  1?  \\ integer values
004D: jump_if_false Label0225A0
00D6: if  0?
0038:    4356?? ==  0?  \\ integer values
004D: jump_if_false Label0223A1
0004:  4060?? =  24?  \\ integer values
0004:  4064?? =  24?  \\ integer values
0004:  4068?? =  25?  \\ integer values
0004:  4072?? =  29?  \\ integer values
0004:  4076?? =  19?  \\ integer values
0247: request_model #WFYG1
0247: request_model #HFYRI
0247: request_model #BFYRI

:Label021A6B
00D6: if  22?
8248:   NOT   model #WFYG1 available
8248:   NOT   model #HFYRI available
8248:   NOT   model #BFYRI available
004D: jump_if_false Label021A99
0247: request_model #WFYG1
0247: request_model #HFYRI
0247: request_model #BFYRI
0001: wait  0? ms
0002: jump Label021A6B

:Label021A99
0247: request_model #CBA
0247: request_model #BMYRI
0247: request_model #BMYBB

:Label021AA5
00D6: if  22?
8248:   NOT   model #CBA available
8248:   NOT   model #BMYRI available
8248:   NOT   model #BMYBB available
004D: jump_if_false Label021AD3
0247: request_model #CBA
0247: request_model #BMYRI
0247: request_model #BMYBB
0001: wait  0? ms
0002: jump Label021AA5

:Label021AD3
0247: request_model #FIREMAN
0247: request_model #WMYCW
0247: request_model #ARMY
0247: request_model #BKA

:Label021AE3
00D6: if  23?
8248:   NOT   model #FIREMAN available
8248:   NOT   model #WMYCW available
8248:   NOT   model #ARMY available
8248:   NOT   model #BKA available
004D: jump_if_false Label021B19
0247: request_model #FIREMAN
0247: request_model #WMYCW
0247: request_model #ARMY
0247: request_model #BKA
0001: wait  0? ms
0002: jump Label021AE3

:Label021B19
023C: load_special_actor  19? "BGA"

:Label021B25
00D6: if  0?
823D:   NOT   special_actor  19? loaded
004D: jump_if_false Label021B4B
023C: load_special_actor  19? "BGA"
0001: wait  0? ms
0002: jump Label021B25

:Label021B4B
04ED: unknown_load_skin "STRIP"

:Label021B55
00D6: if  0?
84EE:   NOT   unknown_skin "STRIP" loaded
004D: jump_if_false Label021B7F
04ED: unknown_load_skin "STRIP"
0001: wait  0? ms
0002: jump Label021B55

:Label021B7F
0247: request_model #BRASSKNUCKLE

:Label021B84
00D6: if  0?
8248:   NOT   model #BRASSKNUCKLE available
004D: jump_if_false Label021BA4
0247: request_model #BRASSKNUCKLE
0001: wait  0? ms
0002: jump Label021B84

:Label021BA4
00D6: if  0?
001A:    26? >  4360??  \\ integer values
004D: jump_if_false Label0220C3
0001: wait  0? ms
0050: gosub Label022731
00D6: if  0?
0038:    4360?? ==  1?  \\ integer values
004D: jump_if_false Label021BF4
009A:  4164?? = create_actor  4? #CBA at  4396??  4400??  4404??
0084:  4364?? =  4164??  \\ integer values and handles
0050: gosub Label022767

:Label021BF4
00D6: if  0?
0038:    4360?? ==  2?  \\ integer values
004D: jump_if_false Label021C27
009A:  4168?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4168??  \\ integer values and handles
0050: gosub Label022767

:Label021C27
00D6: if  0?
0038:    4360?? ==  3?  \\ integer values
004D: jump_if_false Label021C5A
009A:  4172?? = create_actor  5? #HFYRI at  4396??  4400??  4404??
0084:  4364?? =  4172??  \\ integer values and handles
0050: gosub Label022767

:Label021C5A
00D6: if  0?
0038:    4360?? ==  4?  \\ integer values
004D: jump_if_false Label021C8D
009A:  4176?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4176??  \\ integer values and handles
0050: gosub Label022767

:Label021C8D
00D6: if  0?
0038:    4360?? ==  5?  \\ integer values
004D: jump_if_false Label021CC0
009A:  4180?? = create_actor  4? #CBA at  4396??  4400??  4404??
0084:  4364?? =  4180??  \\ integer values and handles
0050: gosub Label022767

:Label021CC0
00D6: if  0?
0038:    4360?? ==  6?  \\ integer values
004D: jump_if_false Label021CF3
009A:  4184?? = create_actor  4? #BMYRI at  4396??  4400??  4404??
0084:  4364?? =  4184??  \\ integer values and handles
0050: gosub Label022767

:Label021CF3
00D6: if  0?
0038:    4360?? ==  7?  \\ integer values
004D: jump_if_false Label021D26
009A:  4188?? = create_actor  4? #BMYBB at  4396??  4400??  4404??
0084:  4364?? =  4188??  \\ integer values and handles
0050: gosub Label022767

:Label021D26
00D6: if  0?
0038:    4360?? ==  8?  \\ integer values
004D: jump_if_false Label021D59
009A:  4192?? = create_actor  5? #WFYG1 at  4396??  4400??  4404??
0084:  4364?? =  4192??  \\ integer values and handles
0050: gosub Label022767

:Label021D59
00D6: if  0?
0038:    4360?? ==  9?  \\ integer values
004D: jump_if_false Label021D8C
009A:  4196?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4196??  \\ integer values and handles
0050: gosub Label022767

:Label021D8C
00D6: if  0?
0038:    4360?? ==  10?  \\ integer values
004D: jump_if_false Label021DBF
009A:  4200?? = create_actor  5? #HFYRI at  4396??  4400??  4404??
0084:  4364?? =  4200??  \\ integer values and handles
0050: gosub Label022767

:Label021DBF
00D6: if  0?
0038:    4360?? ==  11?  \\ integer values
004D: jump_if_false Label021DF2
009A:  4204?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4204??  \\ integer values and handles
0050: gosub Label022767

:Label021DF2
00D6: if  0?
0038:    4360?? ==  12?  \\ integer values
004D: jump_if_false Label021E25
009A:  4208?? = create_actor  5? #WFYG1 at  4396??  4400??  4404??
0084:  4364?? =  4208??  \\ integer values and handles
0050: gosub Label022767

:Label021E25
00D6: if  0?
0038:    4360?? ==  13?  \\ integer values
004D: jump_if_false Label021E58
009A:  4212?? = create_actor  4? #BMYRI at  4396??  4400??  4404??
0084:  4364?? =  4212??  \\ integer values and handles
0050: gosub Label022767

:Label021E58
00D6: if  0?
0038:    4360?? ==  14?  \\ integer values
004D: jump_if_false Label021E8B
009A:  4216?? = create_actor  4? #BMYBB at  4396??  4400??  4404??
0084:  4364?? =  4216??  \\ integer values and handles
0050: gosub Label022767

:Label021E8B
00D6: if  0?
0038:    4360?? ==  15?  \\ integer values
004D: jump_if_false Label021EBE
009A:  4220?? = create_actor  5? #HFYRI at  4396??  4400??  4404??
0084:  4364?? =  4220??  \\ integer values and handles
0050: gosub Label022767

:Label021EBE
00D6: if  0?
0038:    4360?? ==  16?  \\ integer values
004D: jump_if_false Label021EF1
009A:  4224?? = create_actor  4? #BMYBB at  4396??  4400??  4404??
0084:  4364?? =  4224??  \\ integer values and handles
0050: gosub Label022767

:Label021EF1
00D6: if  0?
0038:    4360?? ==  17?  \\ integer values
004D: jump_if_false Label021F24
009A:  4228?? = create_actor  5? #WFYG1 at  4396??  4400??  4404??
0084:  4364?? =  4228??  \\ integer values and handles
0050: gosub Label022767

:Label021F24
00D6: if  0?
0038:    4360?? ==  18?  \\ integer values
004D: jump_if_false Label021F57
009A:  4232?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4232??  \\ integer values and handles
0050: gosub Label022767

:Label021F57
00D6: if  0?
0038:    4360?? ==  19?  \\ integer values
004D: jump_if_false Label021F8A
009A:  4236?? = create_actor  5? #HFYRI at  4396??  4400??  4404??
0084:  4364?? =  4236??  \\ integer values and handles
0050: gosub Label022767

:Label021F8A
00D6: if  0?
0038:    4360?? ==  20?  \\ integer values
004D: jump_if_false Label021FBD
009A:  4240?? = create_actor  4? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4240??  \\ integer values and handles
0050: gosub Label022767

:Label021FBD
00D6: if  0?
0038:    4360?? ==  21?  \\ integer values
004D: jump_if_false Label021FF0
009A:  4244?? = create_actor  4? #BMYRI at  4396??  4400??  4404??
0084:  4364?? =  4244??  \\ integer values and handles
0050: gosub Label022767

:Label021FF0
00D6: if  0?
0038:    4360?? ==  22?  \\ integer values
004D: jump_if_false Label022023
009A:  4248?? = create_actor  5? #WFYG1 at  4396??  4400??  4404??
0084:  4364?? =  4248??  \\ integer values and handles
0050: gosub Label022767

:Label022023
00D6: if  0?
0038:    4360?? ==  23?  \\ integer values
004D: jump_if_false Label022056
009A:  4252?? = create_actor  5? #HFYRI at  4396??  4400??  4404??
0084:  4364?? =  4252??  \\ integer values and handles
0050: gosub Label022767

:Label022056
00D6: if  0?
0038:    4360?? ==  24?  \\ integer values
004D: jump_if_false Label022089
009A:  4256?? = create_actor  5? #WFYG1 at  4396??  4400??  4404??
0084:  4364?? =  4256??  \\ integer values and handles
0050: gosub Label022767

:Label022089
00D6: if  0?
0038:    4360?? ==  25?  \\ integer values
004D: jump_if_false Label0220BC
009A:  4260?? = create_actor  5? #BFYRI at  4396??  4400??  4404??
0084:  4364?? =  4260??  \\ integer values and handles
0050: gosub Label022767

:Label0220BC
0002: jump Label021BA4

:Label0220C3
009A:  4264?? = create_actor  4? #FIREMAN at  474! -72.14!  9.5!
0173: set_actor  4264?? z_angle_to  310!
0084:  4364?? =  4264??  \\ integer values and handles
0050: gosub Label022767
009A:  4268?? = create_actor  4? #WMYCW at  473.2! -70.9!  9.5!
0173: set_actor  4268?? z_angle_to  310!
0084:  4364?? =  4268??  \\ integer values and handles
0050: gosub Label022767
009A:  4272?? = create_actor  4? #BKA at  472.4! -69.65!  9.5!
0173: set_actor  4272?? z_angle_to  310!
0084:  4364?? =  4272??  \\ integer values and handles
0050: gosub Label022767
009A:  4276?? = create_actor  4? #ARMY at  471.6! -68.4!  9.5!
0173: set_actor  4276?? z_angle_to  310!
0084:  4364?? =  4276??  \\ integer values and handles
0050: gosub Label022767
009A:  4280?? = create_actor  4? #COP at  470.8! -67.15!  9.5!
0173: set_actor  4280?? z_angle_to  310!
0084:  4364?? =  4280??  \\ integer values and handles
0050: gosub Label022767
009A:  4116?? = create_actor  4? #SPECIAL19 at  487.8! -77.3!  10.5!
0173: set_actor  4116?? z_angle_to  55!
0243: set_actor  4116?? ped_stats_to  30?
01B2: give_actor  4116?? weapon  1? ammo  0?  \\ Load the weapon model before using this
009A:  4120?? = create_actor  4? #SPECIAL19 at  490.9! -74.4!  10.5!
0173: set_actor  4120?? z_angle_to  55!
0243: set_actor  4120?? ped_stats_to  30?
01B2: give_actor  4120?? weapon  1? ammo  0?  \\ Load the weapon model before using this
00D6: if  0?
0038:    4368?? ==  0?  \\ integer values
004D: jump_if_false Label0222CA
009A:  4124?? = create_actor  4? #SPECIAL19 at  463.2! -58.16!  10.5!
0173: set_actor  4124?? z_angle_to  250!
0243: set_actor  4124?? ped_stats_to  30?
0223: set_actor  4124?? health_to  200&
01B2: give_actor  4124?? weapon  1? ammo  0?  \\ Load the weapon model before using this
009A:  4128?? = create_actor  4? #SPECIAL19 at  465.5! -51.7!  14.7!
0173: set_actor  4128?? z_angle_to  134!
0243: set_actor  4128?? ped_stats_to  30?
01B2: give_actor  4128?? weapon  1? ammo  0?  \\ Load the weapon model before using this
009A:  4104?? = create_actor  5? #BFYRI at  465.25! -54.66!  10.5!
0173: set_actor  4104?? z_angle_to  50!
0243: set_actor  4104?? ped_stats_to  30?
0002: jump Label022393

:Label0222CA
009A:  4124?? = create_actor  4? #SPECIAL19 at  467.65! -60.36!  9.5!
0173: set_actor  4124?? z_angle_to  250!
0243: set_actor  4124?? ped_stats_to  30?
01B2: give_actor  4124?? weapon  1? ammo  0?  \\ Load the weapon model before using this
009A:  4128?? = create_actor  4? #SPECIAL19 at  468! -55.6!  10.5!
0173: set_actor  4128?? z_angle_to  60!
0243: set_actor  4128?? ped_stats_to  30?
01B2: give_actor  4128?? weapon  1? ammo  0?  \\ Load the weapon model before using this
023C: load_special_actor  18? "STRIPA"

:Label02233A
00D6: if  0?
823D:   NOT   special_actor  18? loaded
004D: jump_if_false Label022360
023C: load_special_actor  18? "STRIPA"
0001: wait  0? ms
0002: jump Label02233A

:Label022360
009A:  4104?? = create_actor  5? #SPECIAL18 at  466.6! -54.56!  10.5!
0173: set_actor  4104?? z_angle_to  245!
0243: set_actor  4104?? ped_stats_to  30?
0372: set_actor  4104?? anim  25? wait_state_time  8000& ms

:Label022393
0006:  16@ =  0?  \\ integer values
0004:  4356?? =  1?  \\ integer values

:Label0223A1
00D6: if  0?
0038:    4356?? ==  1?  \\ integer values
004D: jump_if_false Label022599
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022599
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label0223F3
00D6: if  0?
0038:    4368?? ==  0?  \\ integer values
004D: jump_if_false Label0223F3
0050: gosub Label0227E4

:Label0223F3
00D6: if  1?
0019:    16@ >  10000&  \\ integer values
0038:    4132?? ==  0?  \\ integer values
004D: jump_if_false Label022427
00D6: if  0?
8118:   NOT   actor  4104?? dead
004D: jump_if_false Label022427
0372: set_actor  4104?? anim  25? wait_state_time  8000& ms

:Label022427
00D6: if  2?
0038:    4368?? ==  0?  \\ integer values
0038:    4132?? ==  0?  \\ integer values
8118:   NOT   actor  4104?? dead
004D: jump_if_false Label0224CE
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  462.7! -57.3!  11.5! radius  1.5!  1.5!  2!
004D: jump_if_false Label0224CE
0247: request_model #BUDDYSHOT

:Label02247A
00D6: if  0?
8248:   NOT   model #BUDDYSHOT available
004D: jump_if_false Label02249A
0247: request_model #BUDDYSHOT
0001: wait  0? ms
0002: jump Label02247A

:Label02249A
00D6: if  1?
8118:   NOT   actor  4104?? dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0224C0
01B2: give_actor  4104?? weapon  21? ammo  20?  \\ Load the weapon model before using this
01CA: actor  4104?? kill_player $PLAYER_CHAR

:Label0224C0
0050: gosub Label0227E4
0004:  4132?? =  1?  \\ integer values

:Label0224CE
00D6: if  0?
0019:    16@ >  10000&  \\ integer values
004D: jump_if_false Label022599
0004:  4372?? =  1?  \\ integer values
0208:  4408?? = random_float  0!  360!
00D6: if  0?
8118:   NOT   actor  4264?? dead
004D: jump_if_false Label022516
0084:  4364?? =  4264??  \\ integer values and handles
0050: gosub Label022767

:Label022516
00D6: if  0?
8118:   NOT   actor  4268?? dead
004D: jump_if_false Label022535
0084:  4364?? =  4268??  \\ integer values and handles
0050: gosub Label022767

:Label022535
00D6: if  0?
8118:   NOT   actor  4272?? dead
004D: jump_if_false Label022554
0084:  4364?? =  4272??  \\ integer values and handles
0050: gosub Label022767

:Label022554
00D6: if  0?
8118:   NOT   actor  4276?? dead
004D: jump_if_false Label022573
0084:  4364?? =  4276??  \\ integer values and handles
0050: gosub Label022767

:Label022573
00D6: if  0?
8118:   NOT   actor  4280?? dead
004D: jump_if_false Label022592
0084:  4364?? =  4280??  \\ integer values and handles
0050: gosub Label022767

:Label022592
0006:  16@ =  0?  \\ integer values

:Label022599
0002: jump Label02272F

:Label0225A0
00D6: if  0?
0018:    4356?? >  0?  \\ integer values
004D: jump_if_false Label02272F

:Label0225B2
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0225CD
0001: wait  0? ms
0002: jump Label0225B2

:Label0225CD
009B: destroy_actor_instantly  4164??
009B: destroy_actor_instantly  4168??
009B: destroy_actor_instantly  4172??
009B: destroy_actor_instantly  4176??
009B: destroy_actor_instantly  4180??
009B: destroy_actor_instantly  4184??
009B: destroy_actor_instantly  4188??
009B: destroy_actor_instantly  4192??
009B: destroy_actor_instantly  4196??
009B: destroy_actor_instantly  4200??
009B: destroy_actor_instantly  4204??
009B: destroy_actor_instantly  4208??
009B: destroy_actor_instantly  4212??
009B: destroy_actor_instantly  4216??
009B: destroy_actor_instantly  4220??
009B: destroy_actor_instantly  4224??
009B: destroy_actor_instantly  4228??
009B: destroy_actor_instantly  4232??
009B: destroy_actor_instantly  4236??
009B: destroy_actor_instantly  4240??
009B: destroy_actor_instantly  4244??
009B: destroy_actor_instantly  4248??
009B: destroy_actor_instantly  4252??
009B: destroy_actor_instantly  4256??
009B: destroy_actor_instantly  4260??
009B: destroy_actor_instantly  4264??
009B: destroy_actor_instantly  4268??
009B: destroy_actor_instantly  4272??
009B: destroy_actor_instantly  4276??
009B: destroy_actor_instantly  4280??
009B: destroy_actor_instantly  4104??
009B: destroy_actor_instantly  4116??
009B: destroy_actor_instantly  4120??
009B: destroy_actor_instantly  4124??
009B: destroy_actor_instantly  4128??
0249: release_model #FIREMAN
0249: release_model #WMYCW
0249: release_model #ARMY
0249: release_model #BKA
0249: release_model #WFYG1
0249: release_model #HFYRI
0249: release_model #BFYRI
0249: release_model #CBA
0249: release_model #BMYRI
0249: release_model #BMYBB
0249: release_model #BRASSKNUCKLE
0296: unload_special_actor  19?
00D6: if  0?
0038:    4368?? ==  0?  \\ integer values
004D: jump_if_false Label0226DD
00D6: if  0?
0038:    4132?? ==  1?  \\ integer values
004D: jump_if_false Label0226D6
0249: release_model #BUDDYSHOT

:Label0226D6
0002: jump Label0226E1

:Label0226DD
0296: unload_special_actor  18?

:Label0226E1
04EF: unknown_unload_skin "STRIP"
0004:  4356?? =  0?  \\ integer values
0004:  4360?? =  0?  \\ integer values
0005:  4396?? =  0!  \\ floating-point values
0005:  4400?? =  0!  \\ floating-point values
0005:  4412?? =  0!  \\ floating-point values
0005:  4408?? =  0!  \\ floating-point values
0004:  4132?? =  0?  \\ integer values
0004:  4372?? =  0?  \\ integer values

:Label02272F
0051: return

:Label022731
0208:  4396?? = random_float  474!  481!
0208:  4400?? = random_float -69! -61!
0208:  4408?? = random_float  0!  360!
0008:  4360?? +=  1?  \\ integer values
0051: return

:Label022767
00D6: if  0?
001A:    1? >  4372??  \\ integer values
004D: jump_if_false Label022798
01ED: spawn_actor  4364??
0291: unknown_actor  4364?? unknown_behavior_flag  1?
0243: set_actor  4364?? ped_stats_to  11?
0372: set_actor  4364?? anim  32? wait_state_time  999999&& ms

:Label022798
00D6: if  0?
001A:    2? >  4372??  \\ integer values
004D: jump_if_false Label0227B2
0173: set_actor  4364?? z_angle_to  4408??

:Label0227B2
0051: return

:Label0227B4
00D6: if  0?
0038:    4156?? ==  1?  \\ integer values
004D: jump_if_false Label0227E2
0296: unload_special_actor  15?
034F: destroy_actor_with_fade  4148??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  4152??  \\ The actor fades away like a ghost
0004:  4156?? =  0?  \\ integer values
0004:  4160?? =  0?  \\ integer values

:Label0227E2
0051: return

:Label0227E4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022854
00D6: if  0?
8118:   NOT   actor  4116?? dead
004D: jump_if_false Label02280C
01CA: actor  4116?? kill_player $PLAYER_CHAR

:Label02280C
00D6: if  0?
8118:   NOT   actor  4120?? dead
004D: jump_if_false Label022824
01CA: actor  4120?? kill_player $PLAYER_CHAR

:Label022824
00D6: if  0?
8118:   NOT   actor  4124?? dead
004D: jump_if_false Label02283C
01CA: actor  4124?? kill_player $PLAYER_CHAR

:Label02283C
00D6: if  0?
8118:   NOT   actor  4128?? dead
004D: jump_if_false Label022854
01CA: actor  4128?? kill_player $PLAYER_CHAR

:Label022854
0051: return

:Label022856
0247: request_model  4332??

:Label02285B
00D6: if  0?
8248:   NOT   model  4332?? available
004D: jump_if_false Label022876
0001: wait  0? ms
0002: jump Label02285B

:Label022876
0051: return

:Label022878
0249: release_model  4332??
0051: return

:Label02287F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0228C6
00D6: if  21?
047E:   player $PLAYER_CHAR driving_a_motorbike
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label0228BE
03C1:  4016?? = player $PLAYER_CHAR car
0175: set_car  4016?? z_angle_to  4416??
0002: jump Label0228C6

:Label0228BE
0171: set_player $PLAYER_CHAR z_angle_to  4416??

:Label0228C6
0051: return

:Label0228C8
0004:  4420?? =  0?  \\ integer values
0004:  4428?? =  0?  \\ integer values
0004:  4500?? =  0?  \\ integer values
0004:  4504?? =  0?  \\ integer values
0004:  4508?? =  0?  \\ integer values
0004:  4512?? =  0?  \\ integer values
03A4: name_thread "IMPORT"
0111: set_wasted_busted_check_to  0? (disabled)
0002: jump Label022922
029B:  4456?? = init_object -26? (LH_IMP_EXP01) at -981.754! -841.278!  8.586!
01C7: spawn_object  4456??

:Label022922
004E: end_thread

:Label022924
03A4: name_thread "IMPORT1"

:Label02292E
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022C5A
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label022C5A
00D6: if  0?
8038:   NOT    4420?? ==  6?  \\ integer values
004D: jump_if_false Label02297B
0050: gosub Label02359E
0002: jump Label022C5A

:Label02297B
00D6: if  0?
0038:    4428?? ==  0?  \\ integer values
004D: jump_if_false Label022C5A
0050: gosub Label023766
02FA: garage  2748?? change_to_type  9?
029B:  4456?? = init_object -27? (LH_IMP_EXP02) at -981.754! -841.278!  8.586!
01C7: spawn_object  4456??
0008:  4700?? +=  1?  \\ integer values
0004:  2512?? =  1?  \\ integer values
04A6:  2508?? = create_asset_money_pickup_at  2208??  2212??  2216?? money  2504??  2504??
0317: increment_mission_attempts
0595: (unknown)
0004:  4428?? =  1?  \\ integer values
0001: wait  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
016A: fade  0? ()  500& ms

:Label022A06
00D6: if  0?
016B:   fading
004D: jump_if_false Label022A1E
0001: wait  0? ms
0002: jump Label022A06

:Label022A1E
02A3: toggle_widescreen  1? (on)
0247: request_model #DELUXO
038B: load_requested_models

:Label022A29
00D6: if  0?
8248:   NOT   model #DELUXO available
004D: jump_if_false Label022A44
0001: wait  0? ms
0002: jump Label022A29

:Label022A44
00A5:  4484?? = create_car #DELUXO at -1022.3! -868.2!  12!
0175: set_car  4484?? z_angle_to  175!
0004:  4500?? =  1?  \\ integer values
03CB: set_camera -1027.755! -870.693!  13.398!
015F: set_camera_position -1028.692! -871.013!  13.541!  0!  0!  0!
0160: point_camera -1027.755! -870.693!  13.398!  2?
016A: fade  1? (back)  500& ms
0001: wait  4000& ms
03CB: set_camera -1019.562! -865.229!  13.506!
015F: set_camera_position -1018.839! -864.582!  13.748!  0!  0!  0!
0160: point_camera -1019.562! -865.229!  13.506!  2?
0001: wait  4000& ms
016A: fade  0? ()  500& ms

:Label022B0C
00D6: if  0?
016B:   fading
004D: jump_if_false Label022B24
0001: wait  0? ms
0002: jump Label022B0C

:Label022B24
03CB: set_camera -1033.841! -904.032!  17.364!
015F: set_camera_position -1034.135! -904.978!  17.5!  0!  0!  0!
0160: point_camera -1033.841! -904.032!  17.364!  2?
016A: fade  1? (back)  500& ms

:Label022B6F
00D6: if  0?
016B:   fading
004D: jump_if_false Label022B87
0001: wait  0? ms
0002: jump Label022B6F

:Label022B87
0394: play_music  1?
00BA: text_styled "CAR_AS1"  5000& ms  6? \\ CAR SHOWROOM ASSET COMPLETED
0001: wait  5000& ms
03CB: set_camera -1008.388! -873.565!  13.218!
015F: set_camera_position -1007.333! -874.26!  13.824!  0!  0!  0!
0160: point_camera -1007.34! -873.279!  13.63!  2?
01E5: text_1number_highpriority "CAR_AS2"  2504??  6000& ms  1? \\ ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
016A: fade  0? ()  500& ms

:Label022C01
00D6: if  0?
016B:   fading
004D: jump_if_false Label022C19
0001: wait  0? ms
0002: jump Label022C01

:Label022C19
016A: fade  1? (back)  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022C3D
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut

:Label022C3D
0050: gosub Label02372C
030C: set_mission_points +=  1?
004F: create_thread Label022C61 
004F: create_thread Label0232C2 
004E: end_thread

:Label022C5A
0002: jump Label02292E

:Label022C61
03A4: name_thread "IMPORT2"

:Label022C6B
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022E8D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label022E8D
00D6: if  0?
8038:   NOT    4420?? ==  6?  \\ integer values
004D: jump_if_false Label022CB8
0050: gosub Label02359E
0002: jump Label022E8D

:Label022CB8
00D6: if  0?
0038:    4428?? ==  0?  \\ integer values
004D: jump_if_false Label022E8D
0050: gosub Label023766
02FA: garage  2748?? change_to_type  10?
029B:  4456?? = init_object -28? (LH_IMP_EXP03) at -981.754! -841.278!  8.586!
01C7: spawn_object  4456??
0008:  2504?? +=  2500&  \\ integer values
0215: destroy_pickup  2508??
04A6:  2508?? = create_asset_money_pickup_at  2208??  2212??  2216?? money  2504??  2504??
0317: increment_mission_attempts
0595: (unknown)
0004:  4428?? =  1?  \\ integer values
0001: wait  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022E70
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
016A: fade  0? ()  500& ms

:Label022D42
00D6: if  0?
016B:   fading
004D: jump_if_false Label022D5A
0001: wait  0? ms
0002: jump Label022D42

:Label022D5A
02A3: toggle_widescreen  1? (on)
0247: request_model #SABRETUR
038B: load_requested_models

:Label022D65
00D6: if  0?
8248:   NOT   model #SABRETUR available
004D: jump_if_false Label022D80
0001: wait  0? ms
0002: jump Label022D65

:Label022D80
00A5:  4488?? = create_car #SABRETUR at -1014.1! -869.4!  12!
0175: set_car  4488?? z_angle_to  188!
0004:  4504?? =  1?  \\ integer values
03CB: set_camera -1012.449! -874.397!  13.795!
015F: set_camera_position -1012.101! -875.321!  13.952!  0!  0!  0!
0160: point_camera -1012.449! -874.397!  13.795!  2?
016A: fade  1? (back)  500& ms
0001: wait  4000& ms
03CB: set_camera -1016.831! -866.517!  13.734!
015F: set_camera_position -1017.595! -865.969!  14.074!  0!  0!  0!
0160: point_camera -1016.831! -866.517!  13.734!  2?
0001: wait  4000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label022E70
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2"  2504??  6000& ms  1? \\ ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label022E70
0050: gosub Label02372C
030C: set_mission_points +=  1?
004F: create_thread Label022E94 
004F: create_thread Label023379 
004E: end_thread

:Label022E8D
0002: jump Label022C6B

:Label022E94
03A4: name_thread "IMPORT3"

:Label022E9E
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0230C0
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0230C0
00D6: if  0?
8038:   NOT    4420?? ==  6?  \\ integer values
004D: jump_if_false Label022EEB
0050: gosub Label02359E
0002: jump Label0230C0

:Label022EEB
00D6: if  0?
0038:    4428?? ==  0?  \\ integer values
004D: jump_if_false Label0230C0
0050: gosub Label023766
02FA: garage  2748?? change_to_type  22?
029B:  4456?? = init_object -29? (LH_IMP_EXP04) at -981.754! -841.278!  8.586!
01C7: spawn_object  4456??
0008:  2504?? +=  2500&  \\ integer values
0215: destroy_pickup  2508??
04A6:  2508?? = create_asset_money_pickup_at  2208??  2212??  2216?? money  2504??  2504??
0317: increment_mission_attempts
0595: (unknown)
0004:  4428?? =  1?  \\ integer values
0001: wait  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
016A: fade  0? ()  500& ms

:Label022F75
00D6: if  0?
016B:   fading
004D: jump_if_false Label022F8D
0001: wait  0? ms
0002: jump Label022F75

:Label022F8D
02A3: toggle_widescreen  1? (on)
0247: request_model #SANDKING
038B: load_requested_models

:Label022F98
00D6: if  0?
8248:   NOT   model #SANDKING available
004D: jump_if_false Label022FB3
0001: wait  0? ms
0002: jump Label022F98

:Label022FB3
00A5:  4492?? = create_car #SANDKING at -1014.3! -868.8!  17.7!
0175: set_car  4492?? z_angle_to  195!
0004:  4508?? =  1?  \\ integer values
03CB: set_camera -1009.532! -871.888!  19.307!
015F: set_camera_position -1008.656! -872.307!  19.548!  0!  0!  0!
0160: point_camera -1009.532! -871.888!  19.307!  2?
016A: fade  1? (back)  500& ms
0001: wait  4000& ms
03CB: set_camera -1018.04! -871.539!  20.058!
015F: set_camera_position -1018.791! -872.077!  20.442!  0!  0!  0!
0160: point_camera -1018.04! -871.539!  20.058!  2?
0001: wait  4000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0230A3
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2"  2504??  6000& ms  1? \\ ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label0230A3
0050: gosub Label02372C
030C: set_mission_points +=  1?
004F: create_thread Label0230C7 
004F: create_thread Label023430 
004E: end_thread

:Label0230C0
0002: jump Label022E9E

:Label0230C7
03A4: name_thread "IMPORT4"

:Label0230D1
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0232BB
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label0232BB
00D6: if  0?
8038:   NOT    4420?? ==  6?  \\ integer values
004D: jump_if_false Label02311E
0050: gosub Label02359E
0002: jump Label0232BB

:Label02311E
00D6: if  0?
0038:    4428?? ==  0?  \\ integer values
004D: jump_if_false Label0232BB
0008:  2504?? +=  2500&  \\ integer values
0215: destroy_pickup  2508??
04A6:  2508?? = create_asset_money_pickup_at  2208??  2212??  2216?? money  2504??  2504??
0317: increment_mission_attempts
0595: (unknown)
0004:  4428?? =  1?  \\ integer values
0001: wait  1000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
016A: fade  0? ()  500& ms

:Label02317F
00D6: if  0?
016B:   fading
004D: jump_if_false Label023197
0001: wait  0? ms
0002: jump Label02317F

:Label023197
02A3: toggle_widescreen  1? (on)
0247: request_model #HOTRING
038B: load_requested_models

:Label0231A2
00D6: if  0?
8248:   NOT   model #HOTRING available
004D: jump_if_false Label0231BD
0001: wait  0? ms
0002: jump Label0231A2

:Label0231BD
00A5:  4496?? = create_car #HOTRING at -1023.2! -868.1!  17!
0175: set_car  4496?? z_angle_to  172!
0004:  4512?? =  1?  \\ integer values
03CB: set_camera -1026.903! -871.942!  19.008!
015F: set_camera_position -1027.585! -872.634!  19.244!  0!  0!  0!
0160: point_camera -1026.903! -871.942!  19.008!  2?
016A: fade  1? (back)  500& ms
0001: wait  4000& ms
03CB: set_camera -1019.624! -869.584!  18.612!
015F: set_camera_position -1018.721! -869.948!  18.844!  0!  0!  0!
0160: point_camera -1019.624! -869.584!  18.612!  2?
0001: wait  4000& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0232AD
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
01E5: text_1number_highpriority "CAR_AS2"  2504??  6000& ms  1? \\ ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.

:Label0232AD
030C: set_mission_points +=  1?
004F: create_thread Label0234E7 
004E: end_thread

:Label0232BB
0002: jump Label0230D1

:Label0232C2
03A4: name_thread "IMPGEN1"

:Label0232CC
0001: wait  1000& ms
00D6: if  0?
0038:    204?? ==  0?  \\ integer values
004D: jump_if_false Label023372
00D6: if  0?
0038:    4500?? ==  1?  \\ integer values
004D: jump_if_false Label023372
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label023372
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -1023! -860.4!  15! radius  100!  100!  40!
004D: jump_if_false Label023372
00D6: if  0?
8119:   NOT   car  4484?? wrecked
004D: jump_if_false Label02335D
01C3: remove_references_to_car  4484??  \\ Like turning a car into any random car
0249: release_model #DELUXO
014C: set_parked_car_generator  348?? cars_to_generate_to  101?
0002: jump Label023369

:Label02335D
0249: release_model #DELUXO
014C: set_parked_car_generator  348?? cars_to_generate_to  101?

:Label023369
0004:  204?? =  1?  \\ integer values
004E: end_thread

:Label023372
0002: jump Label0232CC

:Label023379
03A4: name_thread "IMPGEN2"

:Label023383
0001: wait  1000& ms
00D6: if  0?
0038:    208?? ==  0?  \\ integer values
004D: jump_if_false Label023429
00D6: if  0?
0038:    4504?? ==  1?  \\ integer values
004D: jump_if_false Label023429
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label023429
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -1023! -860.4!  15! radius  100!  100!  40!
004D: jump_if_false Label023429
00D6: if  0?
8119:   NOT   car  4488?? wrecked
004D: jump_if_false Label023414
0249: release_model #SABRETUR
01C3: remove_references_to_car  4488??  \\ Like turning a car into any random car
014C: set_parked_car_generator  352?? cars_to_generate_to  101?
0002: jump Label023420

:Label023414
0249: release_model #SABRETUR
014C: set_parked_car_generator  352?? cars_to_generate_to  101?

:Label023420
0004:  208?? =  1?  \\ integer values
004E: end_thread

:Label023429
0002: jump Label023383

:Label023430
03A4: name_thread "IMPGEN3"

:Label02343A
0001: wait  1000& ms
00D6: if  0?
0038:    212?? ==  0?  \\ integer values
004D: jump_if_false Label0234E0
00D6: if  0?
0038:    4508?? ==  1?  \\ integer values
004D: jump_if_false Label0234E0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0234E0
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -1023! -860.4!  15! radius  100!  100!  40!
004D: jump_if_false Label0234E0
00D6: if  0?
8119:   NOT   car  4492?? wrecked
004D: jump_if_false Label0234CB
0249: release_model #SANDKING
01C3: remove_references_to_car  4492??  \\ Like turning a car into any random car
014C: set_parked_car_generator  356?? cars_to_generate_to  101?
0002: jump Label0234D7

:Label0234CB
0249: release_model #SANDKING
014C: set_parked_car_generator  356?? cars_to_generate_to  101?

:Label0234D7
0004:  212?? =  1?  \\ integer values
004E: end_thread

:Label0234E0
0002: jump Label02343A

:Label0234E7
03A4: name_thread "IMPGEN4"

:Label0234F1
0001: wait  1000& ms
00D6: if  0?
0038:    216?? ==  0?  \\ integer values
004D: jump_if_false Label023597
00D6: if  0?
0038:    4512?? ==  1?  \\ integer values
004D: jump_if_false Label023597
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label023597
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -1023! -860.4!  15! radius  100!  100!  40!
004D: jump_if_false Label023597
00D6: if  0?
8119:   NOT   car  4496?? wrecked
004D: jump_if_false Label023582
0249: release_model #HOTRING
01C3: remove_references_to_car  4496??  \\ Like turning a car into any random car
014C: set_parked_car_generator  360?? cars_to_generate_to  101?
0002: jump Label02358E

:Label023582
0249: release_model #HOTRING
014C: set_parked_car_generator  360?? cars_to_generate_to  101?

:Label02358E
0004:  216?? =  1?  \\ integer values
004E: end_thread

:Label023597
0002: jump Label0234F1

:Label02359E
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  1?
0038:    4432?? ==  0?  \\ integer values
004D: jump_if_false Label0235E0
0008:  4420?? +=  1?  \\ integer values
029B:  4460?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  8.378!
01C7: spawn_object  4460??
0004:  4432?? =  1?  \\ integer values

:Label0235E0
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  2?
0038:    4436?? ==  0?  \\ integer values
004D: jump_if_false Label023622
0008:  4420?? +=  1?  \\ integer values
029B:  4464?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  8.216!
01C7: spawn_object  4464??
0004:  4436?? =  1?  \\ integer values

:Label023622
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  3?
0038:    4440?? ==  0?  \\ integer values
004D: jump_if_false Label023664
0008:  4420?? +=  1?  \\ integer values
029B:  4468?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  8.062!
01C7: spawn_object  4468??
0004:  4440?? =  1?  \\ integer values

:Label023664
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  4?
0038:    4444?? ==  0?  \\ integer values
004D: jump_if_false Label0236A6
0008:  4420?? +=  1?  \\ integer values
029B:  4472?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  7.901!
01C7: spawn_object  4472??
0004:  4444?? =  1?  \\ integer values

:Label0236A6
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  5?
0038:    4448?? ==  0?  \\ integer values
004D: jump_if_false Label0236E8
0008:  4420?? +=  1?  \\ integer values
029B:  4476?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  7.74!
01C7: spawn_object  4476??
0004:  4448?? =  1?  \\ integer values

:Label0236E8
00D6: if  1?
03D4:   garage  2748?? contains_neededcar  6?
0038:    4452?? ==  0?  \\ integer values
004D: jump_if_false Label02372A
0008:  4420?? +=  1?  \\ integer values
029B:  4480?? = init_object -30? (LH_STRIKETHROUGH) at -981.519! -841.222!  7.585!
01C7: spawn_object  4480??
0004:  4452?? =  1?  \\ integer values

:Label02372A
0051: return

:Label02372C
0004:  4432?? =  0?  \\ integer values
0004:  4436?? =  0?  \\ integer values
0004:  4440?? =  0?  \\ integer values
0004:  4444?? =  0?  \\ integer values
0004:  4448?? =  0?  \\ integer values
0004:  4452?? =  0?  \\ integer values
0004:  4420?? =  0?  \\ integer values
0004:  4428?? =  0?  \\ integer values
0051: return

:Label023766
0108: destroy_object  4460??
0108: destroy_object  4464??
0108: destroy_object  4472??
0108: destroy_object  4468??
0108: destroy_object  4476??
0108: destroy_object  4480??
0108: destroy_object  4456??
0051: return

:Label02378B
0004:  4516?? =  0?  \\ integer values
0004:  4520?? =  0?  \\ integer values
0004:  4524?? =  0?  \\ integer values
0004:  4528?? =  0?  \\ integer values
0004:  4532?? =  0?  \\ integer values
0004:  4536?? =  0?  \\ integer values
0004:  4540?? =  0?  \\ integer values
0004:  4544?? =  0?  \\ integer values
0004:  4548?? =  0?  \\ integer values
0004:  4552?? =  0?  \\ integer values
0004:  4556?? =  0?  \\ integer values
0004:  4560?? =  0?  \\ integer values
0004:  4564?? =  0?  \\ integer values
0004:  4568?? =  0?  \\ integer values
0004:  4572?? =  0?  \\ integer values
0004:  4576?? =  0?  \\ integer values
0004:  4580?? =  0?  \\ integer values
0004:  4584?? =  0?  \\ integer values
0004:  4588?? =  0?  \\ integer values
0004:  4592?? =  0?  \\ integer values
0004:  4596?? =  0?  \\ integer values
0004:  4600?? =  0?  \\ integer values
0004:  4604?? =  0?  \\ integer values
0004:  4608?? =  0?  \\ integer values
0004:  4612?? =  0?  \\ integer values
0004:  4616?? =  0?  \\ integer values
0004:  4620?? =  0?  \\ integer values
0004:  4624?? =  0?  \\ integer values
0004:  4628?? =  0?  \\ integer values
0004:  4632?? =  0?  \\ integer values
0004:  4636?? =  0?  \\ integer values
0004:  4640?? =  0?  \\ integer values
0004:  4644?? =  0?  \\ integer values
0004:  4648?? =  0?  \\ integer values
0004:  4652?? =  0?  \\ integer values
0004:  4656?? =  0?  \\ integer values
0004:  4660?? =  0?  \\ integer values
0004:  4664?? =  0?  \\ integer values
0004:  4668?? =  0?  \\ integer values
0004:  4672?? =  0?  \\ integer values
0004:  4676?? =  0?  \\ integer values
0004:  4724?? =  0?  \\ integer values
0004:  4700?? =  0?  \\ integer values
0004:  4704?? =  0?  \\ integer values
0004:  1572?? =  0?  \\ integer values
0004:  4712?? =  0?  \\ integer values
0004:  4716?? =  0?  \\ integer values
0004:  4680?? =  0?  \\ integer values
0004:  4684?? =  0?  \\ integer values
0004:  4688?? =  0?  \\ integer values
0004:  4720?? =  0?  \\ integer values
0004:  4728?? =  20000&  \\ integer values
03A4: name_thread "CELLFON"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label023910 
004E: end_thread

:Label023910
0111: set_wasted_busted_check_to  0? (disabled)
03A4: name_thread "CELL"
0002: jump Label023967
029B:  7116?? = init_object -31? (COMGATE1OPEN) at -712.524! -489.428!  12.549!
029B:  7120?? = init_object -32? (COMGATE2OPEN) at -712.524! -489.428!  12.549!
032B:  2548?? = create_weapon_pickup  3696??  3? ammo  3748?? at  3888??  3892??  3896??

:Label023967
0001: wait  0? ms
00D6: if  1?
0038:   $ONMISSION ==  0?  \\ integer values
0038:    4712?? ==  0?  \\ integer values
004D: jump_if_false Label023990
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004:  4712?? =  1?  \\ integer values

:Label023990
00D6: if  0?
0038:   $PASSED_LAW2_BACK_ALLEY_BRAWL ==  1?  \\ integer values
004D: jump_if_false Label0273F9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0273F2
00D6: if  2?
044B: (unknown) $PLAYER_ACTOR 
0038:   $ONMISSION ==  0?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label0273EB
0050: gosub Label027400
00D6: if  1?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
001C:    1584?? >  4728??  \\ integer values
004D: jump_if_false Label0273EB
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2196??  2200??  2204?? radius  4!  4!  4!
004D: jump_if_false Label023A22
0002: jump Label023967

:Label023A22
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2208??  2212??  2216?? radius  4!  4!  4!
004D: jump_if_false Label023A53
0002: jump Label023967

:Label023A53
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2220??  2224??  2228?? radius  4!  4!  4!
004D: jump_if_false Label023A84
0002: jump Label023967

:Label023A84
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2232??  2236??  2240?? radius  4!  4!  4!
004D: jump_if_false Label023AB5
0002: jump Label023967

:Label023AB5
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2244??  2248??  2252?? radius  4!  4!  4!
004D: jump_if_false Label023AE6
0002: jump Label023967

:Label023AE6
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2256??  2260??  2264?? radius  4!  4!  4!
004D: jump_if_false Label023B17
0002: jump Label023967

:Label023B17
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  2268??  2272??  2276?? radius  4!  4!  4!
004D: jump_if_false Label023B48
0002: jump Label023967

:Label023B48
00D6: if  0?
0038:    4624?? ==  0?  \\ integer values
004D: jump_if_false Label023CFD
03E5: text_box "ANSWER" \\ Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone.
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023CD6
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_52A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_A"  10000& ms  1? \\ Hey Leo, I think we got a buyer for Diaz's merchandise.
0050: gosub Label027693
03CF: load_wav "MOB_52B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_B"  10000& ms  1? \\ You gotta give him a ring, man, set up the deal, you know?
0050: gosub Label027693
03CF: load_wav "MOB_52C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_C"  10000& ms  1? \\ Where are you now?
0050: gosub Label027693
03CF: load_wav "MOB_52D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_D"  10000& ms  1? \\ You ok Leo? You sound kinda different.
0050: gosub Label027693
03CF: load_wav "MOB_52E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_E"  10000& ms  1? \\ Just tell me where you are.
0050: gosub Label027693
03CF: load_wav "MOB_52F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_F"  10000& ms  1? \\ Who the hell is this? Put Leo on, man!
0050: gosub Label027693
03CF: load_wav "MOB_52G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_G"  10000& ms  1? \\ Leo's gone away for a while, he left me in charge.
0050: gosub Label027693
03CF: load_wav "MOB_52H" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB52_H"  10000& ms  1? \\ Screw you, man!
0050: gosub Label027693
00BE: text_clear_all

:Label023CD6
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023CEF
0004:  4624?? =  1?  \\ integer values

:Label023CEF
0050: gosub Label02779E
0002: jump Label023967

:Label023CFD
00D6: if  0?
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1?  \\ integer values
004D: jump_if_false Label023D16
0004:  4688?? =  1?  \\ integer values

:Label023D16
00D6: if  0?
0038:    4688?? ==  0?  \\ integer values
004D: jump_if_false Label024117
00D6: if  1?
0038:    4568?? ==  0?  \\ integer values
0038:   $PASSED_LAW4_RIOT ==  1?  \\ integer values
004D: jump_if_false Label023F08
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023EB3
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_24A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24A"  10000& ms  1? \\ Hola, is this Mr. Vercetti?
0050: gosub Label027693
03CF: load_wav "MOB_24B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24B"  10000& ms  1? \\ Yeah.
0050: gosub Label027693
03CF: load_wav "MOB_24C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24C"  10000& ms  1? \\ This is Cortez. You were at my party.
0050: gosub Label027693
03CF: load_wav "MOB_24D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24D"  10000& ms  1? \\ Yeah. I remember.
0050: gosub Label027693
03CF: load_wav "MOB_24E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24E"  10000& ms  1? \\ Mr. Vercetti, it was a most unfortunate incident that happened with your business deal.
0050: gosub Label027693
03CF: load_wav "MOB_24F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_24F"  10000& ms  1? \\ I know.
0050: gosub Label027693
03CF: load_wav "MOB_24G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_24H" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label023EB3
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023EFA
0004:  4568?? =  1?  \\ integer values
004F: create_thread Label00B4E4 
0164: disable_marker  912??
02A7:  912?? = create_marker  6? at  1836??  1840??  1844??
03E5: text_box "NEWCONT" \\ New ~h~Contact Point ~w~opened at the marina in Ocean Beach!!
0004:  4724?? =  1?  \\ integer values

:Label023EFA
0050: gosub Label02779E
0002: jump Label023967

:Label023F08
00D6: if  1?
0038:    4644?? ==  0?  \\ integer values
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  1?  \\ integer values
004D: jump_if_false Label023FDB
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023F97
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_70A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_70B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_70B"  10000& ms  1? \\ You can find me at the boat.
0050: gosub Label027693
00BE: text_clear_all

:Label023F97
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label023FCD
0004:  4644?? =  1?  \\ integer values
004F: create_thread Label00B6EE 
0164: disable_marker  912??
02A7:  912?? = create_marker  6? at  1836??  1840??  1844??

:Label023FCD
0050: gosub Label02779E
0002: jump Label023967

:Label023FDB
00D6: if  3?
0038:    4572?? ==  0?  \\ integer values
0038:   $PASSED_COL4_SIR_YES_SIR ==  1?  \\ integer values
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  0?  \\ integer values
0038:   $PASSED_KENT1_DEATH_ROW ==  1?  \\ integer values
004D: jump_if_false Label024110
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0240CC
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_25A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25A"  10000& ms  1? \\ Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo.
0050: gosub Label027693
03CF: load_wav "MOB_25B" as  4708??
0050: gosub Label0275FB
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!
0050: gosub Label027693
03CF: load_wav "MOB_25C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25C"  10000& ms  1? \\ I am going to need your help as soon as possible, amigo.
0050: gosub Label027693
03CF: load_wav "MOB_25D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_25D"  10000& ms  1? \\ So please hurry, Tommy, I need you, all right? I hate the damn French.
0050: gosub Label027693
00BE: text_clear_all

:Label0240CC
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024102
0004:  4572?? =  1?  \\ integer values
004F: create_thread Label00B79C 
0164: disable_marker  912??
02A7:  912?? = create_marker  6? at  1836??  1840??  1844??

:Label024102
0050: gosub Label02779E
0002: jump Label023967

:Label024110
0002: jump Label024554

:Label024117
00D6: if  1?
0038:    4560?? ==  0?  \\ integer values
0038:    1080?? ==  1?  \\ integer values
004D: jump_if_false Label02429F
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024278
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_18A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_18B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_18C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18C"  10000& ms  1? \\ Street walker or something, just down in Little Havana, mate.
0050: gosub Label027693
03CF: load_wav "MOB_18D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18D"  10000& ms  1? \\ Said her name was Mercedes or something.
0050: gosub Label027693
03CF: load_wav "MOB_18E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18E"  10000& ms  1? \\ Oh my god, mate. You gotta check this bird out.
0050: gosub Label027693
03CF: load_wav "MOB_18F" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_18G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_18G"  10000& ms  1? \\ Keep you potatoes skinned for her. Be seeing you.
0050: gosub Label027693
00BE: text_clear_all

:Label024278
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024291
0004:  4560?? =  1?  \\ integer values

:Label024291
0050: gosub Label02779E
0002: jump Label023967

:Label02429F
00D6: if  2?
0038:    4648?? ==  0?  \\ integer values
0038:    4560?? ==  1?  \\ integer values
0038:    1080?? ==  1?  \\ integer values
004D: jump_if_false Label024554
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02452D
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_71A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_A"  10000& ms  1? \\ Tommy, Thomas, it's Cortez. Que pasa?
0050: gosub Label027693
03CF: load_wav "MOB_71B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_B"  10000& ms  1? \\ Things are interesting. How are you, my friend?
0050: gosub Label027693
03CF: load_wav "MOB_71C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_G"  10000& ms  1? \\ I wanted to ask you about Mercedes.
0050: gosub Label027693
03CF: load_wav "MOB_71D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_H"  10000& ms  1? \\ Ok, what about her?
0050: gosub Label027693
03CF: load_wav "MOB_71E" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_71F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_K"  10000& ms  1? \\ Maybe she thinks she can do what she likes, but Tommy, tell me, is it true?
0050: gosub Label027693
03CF: load_wav "MOB_71G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_M"  10000& ms  1? \\ Is what true?
0050: gosub Label027693
03CF: load_wav "MOB_71H" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_N"  10000& ms  1? \\ These stories I hear. Is she really going to be a lawyer?
0050: gosub Label027693
03CF: load_wav "MOB_71I" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_O"  10000& ms  1? \\ Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family.
0050: gosub Label027693
03CF: load_wav "MOB_71J" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_71K" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_71L" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_71M" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB21_T"  10000& ms  1? \\ Anyway, Tommy, you must excuse me, the new minister of the interior has arrived.
0050: gosub Label027693
03CF: load_wav "MOB_71N" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label02452D
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024546
0004:  4648?? =  1?  \\ integer values

:Label024546
0050: gosub Label02779E
0002: jump Label023967

:Label024554
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label02456D
0004:  4684?? =  1?  \\ integer values

:Label02456D
00D6: if  0?
0038:    4684?? ==  0?  \\ integer values
004D: jump_if_false Label024707
00D6: if  1?
0038:    4628?? ==  0?  \\ integer values
0038:   $PASSED_COL3_GUARDIAN_ANGELS ==  1?  \\ integer values
004D: jump_if_false Label024707
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024662
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_62A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62A"  10000& ms  1? \\ Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man.
0050: gosub Label027693
03CF: load_wav "MOB_62B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_62C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62C"  10000& ms  1? \\ I need a guy like you. All I have now is dickheads,
0050: gosub Label027693
03CF: load_wav "MOB_62D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_62D"  10000& ms  1? \\ dickheads everywhere, yo. I make you real rich.
0050: gosub Label027693
00BE: text_clear_all

:Label024662
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0246F9
0004:  4628?? =  1?  \\ integer values
022A: remove_forbidden_for_peds_cube -230! -464.5!  10!  56.85! -459.8!  20!
01E7: remove_forbidden_for_cars_cube -230! -464.5!  10!  165.85! -459.8!  20!
0108: destroy_object  7120??
029B:  7120?? = init_object -32? (COMGATE2OPEN) at -183.824! -473.223!  12.615!
01C7: spawn_object  7120??
0164: disable_marker  936??
02A7:  936?? = create_marker  1680?? at  1848??  1852??  1856??
004F: create_thread Label00B84A 

:Label0246F9
0050: gosub Label02779E
0002: jump Label023967

:Label024707
00D6: if  1?
0038:    4564?? ==  0?  \\ integer values
0038:   $PASSED_COL5_ALL_HANDS_ON_DECK ==  1?  \\ integer values
004D: jump_if_false Label02483B
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024814
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_20A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_20B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_20C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_20D" as  4708??
0050: gosub Label0275FB
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,
0050: gosub Label027693
03CF: load_wav "MOB_20E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_20E"  10000& ms  1? \\ so watch yourself, and remember me, mate.
0050: gosub Label027693
00BE: text_clear_all

:Label024814
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02482D
0004:  4564?? =  1?  \\ integer values

:Label02482D
0050: gosub Label02779E
0002: jump Label023967

:Label02483B
00D6: if  3?
0038:    4516?? ==  0?  \\ integer values
0038:    4616?? ==  1?  \\ integer values
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1?  \\ integer values
0038:   $PASSED_COL4_SIR_YES_SIR ==  1?  \\ integer values
004D: jump_if_false Label024954
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024902
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_01A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_01B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_01B"  10000& ms  1? \\ I'm enjoying a little R&R at the Club Malibu.
0050: gosub Label027693
03CF: load_wav "MOB_01C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label024902
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024946
0004:  4516?? =  1?  \\ integer values
0164: disable_marker  964??
02A7:  964?? = create_marker  1672?? at  491! -77.7!  10.4!
004F: create_thread Label00BBBD 
0004:  3984?? =  1?  \\ integer values

:Label024946
0050: gosub Label02779E
0002: jump Label023967

:Label024954
00D6: if  3?
0038:    4520?? ==  0?  \\ integer values
0038:    1092?? ==  1?  \\ integer values
0038:    1072?? ==  1?  \\ integer values
0018:    4700?? >  6?  \\ integer values
004D: jump_if_false Label024A65
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024A1B
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_02A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02A"  10000& ms  1? \\ Ssssnniiiiffffff Hey! Hello, Tommy? Tommy!
0050: gosub Label027693
03CF: load_wav "MOB_02B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02B"  10000& ms  1? \\ We got a situation over at the Print Works. You better go and check it out.
0050: gosub Label027693
03CF: load_wav "MOB_02C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_02C"  10000& ms  1? \\ Some kind of mess or other. Things are messed up. I gotta go.
0050: gosub Label027693
00BE: text_clear_all

:Label024A1B
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024A57
0004:  4520?? =  1?  \\ integer values
0215: destroy_pickup  2548??
0164: disable_marker  1084??
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00D035 

:Label024A57
0050: gosub Label02779E
0002: jump Label023967

:Label024A65
00D6: if  1?
0038:    4640?? ==  0?  \\ integer values
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label024B88
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024B48
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_68A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68A"  10000& ms  1? \\ Tommy son, have I got a surprise for you
0050: gosub Label027693
03CF: load_wav "MOB_68B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68B"  10000& ms  1? \\ I'm down at the recording studios with some major artists
0050: gosub Label027693
03CF: load_wav "MOB_68C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68C"  10000& ms  1? \\ Why don't you pay us a visit?
0050: gosub Label027693
03CF: load_wav "MOB_68D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_68D"  10000& ms  1? \\ You know it makes sense, dontcha? See ya later.
0050: gosub Label027693
00BE: text_clear_all

:Label024B48
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024B7A
0004:  4640?? =  1?  \\ integer values
02A7:  1148?? = create_marker  1712?? at  1944??  1948??  1952??
004F: create_thread Label00DFE9 

:Label024B7A
0050: gosub Label02779E
0002: jump Label023967

:Label024B88
00D6: if  1?
0038:    4524?? ==  0?  \\ integer values
0038:   $PASSED_ROCK1_LOVE_JUICE ==  1?  \\ integer values
004D: jump_if_false Label024CAB
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024C6B
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_04A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_04A"  10000& ms  1? \\ How you doin' mate? It's Paulo again.
0050: gosub Label027693
03CF: load_wav "MOB_04B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_04C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_04D" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
00BE: text_clear_all

:Label024C6B
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024C9D
0004:  4524?? =  1?  \\ integer values
02A7:  1096?? = create_marker  1708?? at  1908??  1912??  1916??
004F: create_thread Label00D7DB 

:Label024C9D
0050: gosub Label02779E
0002: jump Label023967

:Label024CAB
00D6: if  1?
0038:    4528?? ==  0?  \\ integer values
0038:    1108?? ==  1?  \\ integer values
004D: jump_if_false Label024DB5
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024D8E
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_05A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_05B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05B"  10000& ms  1? \\ You tell Kent Paul he'll get his security for the gig.
0050: gosub Label027693
03CF: load_wav "MOB_05C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05C"  10000& ms  1? \\ You have my word on that.
0050: gosub Label027693
03CF: load_wav "MOB_05D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_05D"  10000& ms  1? \\ Now keep yourself out of trouble.
0050: gosub Label027693
00BE: text_clear_all

:Label024D8E
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024DA7
0004:  4528?? =  1?  \\ integer values

:Label024DA7
0050: gosub Label02779E
0002: jump Label023967

:Label024DB5
00D6: if  1?
0038:    4576?? ==  0?  \\ integer values
0038:   $PASSED_ROCK3_PUBLICITY_TOUR ==  1?  \\ integer values
004D: jump_if_false Label024EE9
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024EC2
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_26A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26A"  10000& ms  1? \\ Hello, Tommy?
0050: gosub Label027693
03CF: load_wav "MOB_26B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26B"  10000& ms  1? \\ Yeah?
0050: gosub Label027693
03CF: load_wav "MOB_26C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26C"  10000& ms  1? \\ It's Baker. I just wanted to say I really enjoyed the show.
0050: gosub Label027693
03CF: load_wav "MOB_26D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26D"  10000& ms  1? \\ Me and the boys want to thank you, and remind you,
0050: gosub Label027693
03CF: load_wav "MOB_26E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_26E"  10000& ms  1? \\ you got our respect. Good day. Keep riding hard, son.
0050: gosub Label027693
00BE: text_clear_all

:Label024EC2
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label024EDB
0004:  4576?? =  1?  \\ integer values

:Label024EDB
0050: gosub Label02779E
0002: jump Label023967

:Label024EE9
00D6: if  1?
0038:    4540?? ==  0?  \\ integer values
0038:    984?? ==  1?  \\ integer values
004D: jump_if_false Label025065
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025020
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_09A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09A"  10000& ms  1? \\ Hey Leo! I got some work for you!
0050: gosub Label027693
03CF: load_wav "MOB_09B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09B"  10000& ms  1? \\ This ain't Leo.
0050: gosub Label027693
03CF: load_wav "MOB_09C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09C"  10000& ms  1? \\ Hey, if Leo knows you got his phone, he gonna kill you!
0050: gosub Label027693
03CF: load_wav "MOB_09D" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_09E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09E"  10000& ms  1? \\ You killed Leo? You must have big cojones - wanna work for me?!
0050: gosub Label027693
03CF: load_wav "MOB_09F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_09F"  10000& ms  1? \\ Drop by my father's cafe in Little Havana and we'll talk mano a mano.
0050: gosub Label027693
00BE: text_clear_all

:Label025020
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025057
0004:  4540?? =  1?  \\ integer values
0164: disable_marker  1112??
02A7:  1112?? = create_marker  1716?? at  1920??  1924??  1928??
004F: create_thread Label00D9E5 

:Label025057
0050: gosub Label02779E
0002: jump Label023967

:Label025065
00D6: if  1?
0038:    4532?? ==  0?  \\ integer values
0038:    1116?? ==  1?  \\ integer values
004D: jump_if_false Label02515E
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02511E
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_06A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_06A"  10000& ms  1? \\ Tommy, 'nuf dead man been chattin' about you, my dear.
0050: gosub Label027693
03CF: load_wav "MOB_06B" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_06C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_06C"  10000& ms  1? \\ Come by me kitchen some time, ok Tommy?
0050: gosub Label027693
00BE: text_clear_all

:Label02511E
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025150
0004:  4532?? =  1?  \\ integer values
02A7:  1132?? = create_marker  1720?? at  1932??  1936??  1940??
004F: create_thread Label00DDDF 

:Label025150
0050: gosub Label02779E
0002: jump Label023967

:Label02515E
00D6: if  1?
0038:    4636?? ==  0?  \\ integer values
0038:   $PASSED_HAT3_DIRTY_LICKINS ==  1?  \\ integer values
004D: jump_if_false Label02523C
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02523C
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label02523C
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025215
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_66A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_66A"  10000& ms  1? \\ Tommy, Tommy why you coming back here for?
0050: gosub Label027693
03CF: load_wav "MOB_66B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_66B"  10000& ms  1? \\ I tell you we don't want to see you around here no more.
0050: gosub Label027693
00BE: text_clear_all

:Label025215
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02522E
0004:  4636?? =  1?  \\ integer values

:Label02522E
0050: gosub Label02779E
0002: jump Label023967

:Label02523C
00D6: if  1?
0038:    4536?? ==  0?  \\ integer values
0038:    1572?? ==  1?  \\ integer values
004D: jump_if_false Label0253C4
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02539D
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_08A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08A"  10000& ms  1? \\ Hey Tommy, I thought you might need some business advice.
0050: gosub Label027693
03CF: load_wav "MOB_08B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_08C" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_08D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08D"  10000& ms  1? \\ Hey, I know how to handle business, Ken, ok?
0050: gosub Label027693
03CF: load_wav "MOB_08E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08E"  10000& ms  1? \\ Ok, ok. I know, you know. I know. I was,
0050: gosub Label027693
03CF: load_wav "MOB_08F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08F"  10000& ms  1? \\ I was just, you know, telling you I know, that you know, that I know.
0050: gosub Label027693
03CF: load_wav "MOB_08G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_08G"  10000& ms  1? \\ Just keeping it sharp baby!
0050: gosub Label027693
00BE: text_clear_all

:Label02539D
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0253B6
0004:  4536?? =  1?  \\ integer values

:Label0253B6
0050: gosub Label02779E
0002: jump Label023967

:Label0253C4
00D6: if  2?
0038:    4544?? ==  0?  \\ integer values
0038:    1064?? ==  1?  \\ integer values
0038:   $PASSED_LAW4_RIOT ==  1?  \\ integer values
004D: jump_if_false Label025529
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025502
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_11A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11A"  10000& ms  1? \\ Howdy son, just thought I'd ring you up and give you some advice.
0050: gosub Label027693
03CF: load_wav "MOB_11B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11B"  10000& ms  1? \\ Hey, Avery. What's eating you?
0050: gosub Label027693
03CF: load_wav "MOB_11C" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_11D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11D"  10000& ms  1? \\ I reckon so...
0050: gosub Label027693
03CF: load_wav "MOB_11E" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_11F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_11F"  10000& ms  1? \\ Later, Avery.
0050: gosub Label027693
00BE: text_clear_all

:Label025502
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02551B
0004:  4544?? =  1?  \\ integer values

:Label02551B
0050: gosub Label02779E
0002: jump Label023967

:Label025529
00D6: if  1?
0038:    4548?? ==  0?  \\ integer values
0038:    1572?? ==  1?  \\ integer values
004D: jump_if_false Label0256DB
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0256B4
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_14A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14A"  10000& ms  1? \\ Hey there Tommy, you're gonna love me mate.
0050: gosub Label027693
03CF: load_wav "MOB_14B" as  4708??
0050: gosub Label0275FB
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,
0050: gosub Label027693
03CF: load_wav "MOB_14C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14C"  10000& ms  1? \\ where they keep all the bribes they've taken over the years,
0050: gosub Label027693
03CF: load_wav "MOB_14D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14D"  10000& ms  1? \\ like some kind of old boys' retirement fund.
0050: gosub Label027693
03CF: load_wav "MOB_14E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14E"  10000& ms  1? \\ Of course, if this information should ever help you acquire any of that cash,
0050: gosub Label027693
03CF: load_wav "MOB_14F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14F"  10000& ms  1? \\ I guess you'd feel obliged to push some of it my way?
0050: gosub Label027693
03CF: load_wav "MOB_14G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14G"  10000& ms  1? \\ I'll bear that in mind, thanks Kent.
0050: gosub Label027693
03CF: load_wav "MOB_14H" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_14H"  10000& ms  1? \\ It's Paul. I'm from Kent, near London, you prat.
0050: gosub Label027693
00BE: text_clear_all

:Label0256B4
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0256CD
0004:  4548?? =  1?  \\ integer values

:Label0256CD
0050: gosub Label02779E
0002: jump Label023967

:Label0256DB
00D6: if  1?
0038:    4580?? ==  0?  \\ integer values
0038:    1128?? ==  1?  \\ integer values
004D: jump_if_false Label025839
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025812
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_30A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30A"  10000& ms  1? \\ Tommy, is Umberto Robina
0050: gosub Label027693
03CF: load_wav "MOB_30B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30B"  10000& ms  1? \\ Hey, how's the cafe?
0050: gosub Label027693
03CF: load_wav "MOB_30C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30C"  10000& ms  1? \\ Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women!
0050: gosub Label027693
03CF: load_wav "MOB_30D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30D"  10000& ms  1? \\ Anyway, I wanted to tell you, me and Papi, to us, you Cuban.
0050: gosub Label027693
03CF: load_wav "MOB_30E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_30E"  10000& ms  1? \\ You have proved yourself, man. You got big cojones.
0050: gosub Label027693
03CF: load_wav "MOB_30F" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label025812
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02582B
0004:  4580?? =  1?  \\ integer values

:Label02582B
0050: gosub Label02779E
0002: jump Label023967

:Label025839
00D6: if  1?
0038:    4588?? ==  0?  \\ integer values
0038:    1004?? ==  1?  \\ integer values
004D: jump_if_false Label02595C
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02591C
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_34A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_34B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34B"  10000& ms  1? \\ Anyhows, you need anything, you call on me, you hear?
0050: gosub Label027693
03CF: load_wav "MOB_34C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34C"  10000& ms  1? \\ I always remember those I served with,
0050: gosub Label027693
03CF: load_wav "MOB_34D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_34D"  10000& ms  1? \\ and I am sure I can help you out, you hear?
0050: gosub Label027693
00BE: text_clear_all

:Label02591C
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02594E
0004:  4588?? =  1?  \\ integer values
02A7:  1012?? = create_marker  1692?? at  1968??  1972??  1976??
004F: create_thread Label00C274 

:Label02594E
0050: gosub Label02779E
0002: jump Label023967

:Label02595C
00D6: if  1?
0038:    4584?? ==  0?  \\ integer values
0038:    1016?? ==  1?  \\ integer values
004D: jump_if_false Label025A7F
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025A3F
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_33A" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_33B" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_33C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_33D" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label025A3F
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025A71
0004:  4584?? =  1?  \\ integer values
02A7:  1012?? = create_marker  1692?? at  1968??  1972??  1976??
004F: create_thread Label00C322 

:Label025A71
0050: gosub Label02779E
0002: jump Label023967

:Label025A7F
00D6: if  1?
0038:    4592?? ==  0?  \\ integer values
0038:    1020?? ==  1?  \\ integer values
004D: jump_if_false Label025B5F
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025B38
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_36A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_36A"  10000& ms  1? \\ Tommy, it's Phil, I want to thank you for helping me out back there son,
0050: gosub Label027693
03CF: load_wav "MOB_36B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_36B"  10000& ms  1? \\ Damn Charlie, he'll always ambush you somewhere or other,
0050: gosub Label027693
03CF: load_wav "MOB_36C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label025B38
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025B51
0004:  4592?? =  1?  \\ integer values

:Label025B51
0050: gosub Label02779E
0002: jump Label023967

:Label025B5F
00D6: if  1?
0038:    4552?? ==  0?  \\ integer values
0038:    1040?? ==  1?  \\ integer values
004D: jump_if_false Label025CE7
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025CC0
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_16A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16A"  10000& ms  1? \\ Tommy, Paulo here, que pasa amigo?
0050: gosub Label027693
03CF: load_wav "MOB_16B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16B"  10000& ms  1? \\ What do you want Paul? I don't want any fake label clothes.
0050: gosub Label027693
03CF: load_wav "MOB_16C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_16D" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_16E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16E"  10000& ms  1? \\ Paul, thanks for the offer, I'll bear it in mind.
0050: gosub Label027693
03CF: load_wav "MOB_16F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16F"  10000& ms  1? \\ Seriously, don't forget about me, after all I done for you.
0050: gosub Label027693
03CF: load_wav "MOB_16G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_16G"  10000& ms  1? \\ That's what I'm trying to forget about.
0050: gosub Label027693
00BE: text_clear_all

:Label025CC0
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025CD9
0004:  4552?? =  1?  \\ integer values

:Label025CD9
0050: gosub Label02779E
0002: jump Label023967

:Label025CE7
00D6: if  0?
0038:    1080?? ==  1?  \\ integer values
004D: jump_if_false Label025D00
0004:  4680?? =  1?  \\ integer values

:Label025D00
00D6: if  0?
0038:    4680?? ==  0?  \\ integer values
004D: jump_if_false Label026A81
00D6: if  1?
0038:    4616?? ==  0?  \\ integer values
0038:   $PASSED_COK4_SUPPLY_AND_DEMAND ==  1?  \\ integer values
004D: jump_if_false Label025EDC
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label025EDC
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025EB5
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_46A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_A"  10000& ms  1? \\ Yo, Tommy! It's Lance.
0050: gosub Label027693
03CF: load_wav "MOB_46B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_B"  10000& ms  1? \\ Yeah?
0050: gosub Label027693
03CF: load_wav "MOB_46C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_C"  10000& ms  1? \\ Oh, nice to hear from you, Lance. Come on, man, be cool, be cool.
0050: gosub Label027693
03CF: load_wav "MOB_46D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_D"  10000& ms  1? \\ I'm in the middle of something. What do you want?
0050: gosub Label027693
03CF: load_wav "MOB_46E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_E"  10000& ms  1? \\ Nothing. Just to say, you know. Look Tommy, we can do this thing.
0050: gosub Label027693
03CF: load_wav "MOB_46F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB46_F"  10000& ms  1? \\ You and me, no problem. You know what I mean?
0050: gosub Label027693
03CF: load_wav "MOB_46G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_46H" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label025EB5
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label025ECE
0004:  4616?? =  1?  \\ integer values

:Label025ECE
0050: gosub Label02779E
0002: jump Label023967

:Label025EDC
00D6: if  1?
0038:    4596?? ==  0?  \\ integer values
0038:   $PASSED_LAW3_JURY_FURY ==  1?  \\ integer values
004D: jump_if_false Label0260B8
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026091
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_40A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40A"  10000& ms  1? \\ Hey Tommy, it's Sonny. How's the sun tan?
0050: gosub Label027693
03CF: load_wav "MOB_40B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40B"  10000& ms  1? \\ I ain't got no sun tan.
0050: gosub Label027693
03CF: load_wav "MOB_40C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40C"  10000& ms  1? \\ Well, you ain't got my money, either, so I'm wondering to myself,
0050: gosub Label027693
03CF: load_wav "MOB_40D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40D"  10000& ms  1? \\ what are you doing? So, tell me, Tommy, what are you doing?
0050: gosub Label027693
03CF: load_wav "MOB_40E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40E"  10000& ms  1? \\ I'm looking for the money, Sonny. Don't worry.
0050: gosub Label027693
03CF: load_wav "MOB_40F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40F"  10000& ms  1? \\ I am worrying, Tommy, that's my style,
0050: gosub Label027693
03CF: load_wav "MOB_40G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40G"  10000& ms  1? \\ because I seem to have this problem in my life with unreliable people.
0050: gosub Label027693
03CF: load_wav "MOB_40H" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40H"  10000& ms  1? \\ Don't be an unreliable person, Tommy, please.
0050: gosub Label027693
03CF: load_wav "MOB_40I" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_40I"  10000& ms  1? \\ Do us both a favor. I'm looking forward to hearing from you.
0050: gosub Label027693
00BE: text_clear_all

:Label026091
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0260AA
0004:  4596?? =  1?  \\ integer values

:Label0260AA
0050: gosub Label02779E
0002: jump Label023967

:Label0260B8
00D6: if  1?
0038:    4600?? ==  0?  \\ integer values
0038:    4596?? ==  1?  \\ integer values
004D: jump_if_false Label02627C
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label02627C
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026255
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_41A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41A"  10000& ms  1? \\ Tommy, remember me?
0050: gosub Label027693
03CF: load_wav "MOB_41B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41B"  10000& ms  1? \\ Hello Sonny.
0050: gosub Label027693
03CF: load_wav "MOB_41C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41C"  10000& ms  1? \\ That's right, Sonny. We're old friends,
0050: gosub Label027693
03CF: load_wav "MOB_41D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41D"  10000& ms  1? \\ You never write me, you never call. Don't you want to be friends no more?
0050: gosub Label027693
03CF: load_wav "MOB_41E" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_41F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41F"  10000& ms  1? \\ Oh, my fault is it? We'll I've heard you been busy all right.
0050: gosub Label027693
03CF: load_wav "MOB_41G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_41G"  10000& ms  1? \\ Busy killing drugs barons. Busy taking over.
0050: gosub Label027693
03CF: load_wav "MOB_41H" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label026255
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02626E
0004:  4600?? =  1?  \\ integer values

:Label02626E
0050: gosub Label02779E
0002: jump Label023967

:Label02627C
00D6: if  1?
0038:    4604?? ==  0?  \\ integer values
0038:    4600?? ==  1?  \\ integer values
004D: jump_if_false Label0263C9
00D6: if  21?
0038:    1088?? ==  1?  \\ integer values
0038:    1028?? ==  1?  \\ integer values
004D: jump_if_false Label0263C9
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0263A2
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_42A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42A"  10000& ms  1? \\ Tommy.
0050: gosub Label027693
03CF: load_wav "MOB_42B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42B"  10000& ms  1? \\ Sonny.
0050: gosub Label027693
03CF: load_wav "MOB_42C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42C"  10000& ms  1? \\ Obviously you are suffering from hearing problems, so I'll try again.
0050: gosub Label027693
03CF: load_wav "MOB_42D" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_42E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_42E"  10000& ms  1? \\ You are making an idiot out of me, Tommy, and I'm not laughing yet.
0050: gosub Label027693
00BE: text_clear_all

:Label0263A2
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0263BB
0004:  4604?? =  1?  \\ integer values

:Label0263BB
0050: gosub Label02779E
0002: jump Label023967

:Label0263C9
00D6: if  1?
0038:    4608?? ==  0?  \\ integer values
0038:    4604?? ==  1?  \\ integer values
004D: jump_if_false Label026594
00D6: if  1?
0038:    1004?? ==  1?  \\ integer values
0038:    1092?? ==  1?  \\ integer values
004D: jump_if_false Label026594
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02656D
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_43A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43A"  10000& ms  1? \\ Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?.
0050: gosub Label027693
03CF: load_wav "MOB_43B" as  4708??
0050: gosub Label0275FB
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
0050: gosub Label027693
03CF: load_wav "MOB_43C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43C"  10000& ms  1? \\ which really scares the crap out of me. What are you going to do?
0050: gosub Label027693
03CF: load_wav "MOB_43D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43D"  10000& ms  1? \\ Ken, take it easy.
0050: gosub Label027693
03CF: load_wav "MOB_43E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43E"  10000& ms  1? \\ I AM calm, calm as a man can be when he's fearing for his life!
0050: gosub Label027693
03CF: load_wav "MOB_43F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43F"  10000& ms  1? \\ Stay off the idiot fuel and look after yourself.
0050: gosub Label027693
03CF: load_wav "MOB_43G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_43G"  10000& ms  1? \\ No one's gonna take us out. I'll see you later.
0050: gosub Label027693
03CF: load_wav "MOB_43H" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label02656D
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026586
0004:  4608?? =  1?  \\ integer values

:Label026586
0050: gosub Label02779E
0002: jump Label023967

:Label026594
00D6: if  1?
0038:    4612?? ==  0?  \\ integer values
0038:    1068?? ==  1?  \\ integer values
004D: jump_if_false Label026842
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02681B
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_45A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_A"  10000& ms  1? \\ Tommy We gotta talk about stuff.
0050: gosub Label027693
03CF: load_wav "MOB_45B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_B"  10000& ms  1? \\ What's the problem Lance?
0050: gosub Label027693
03CF: load_wav "MOB_45C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_C"  10000& ms  1? \\ It's you, my friend, I feel you're not giving me a fair slice.
0050: gosub Label027693
03CF: load_wav "MOB_45D" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_45E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_E"  10000& ms  1? \\ Lance, it ain't like that. You've been making mistakes.
0050: gosub Label027693
03CF: load_wav "MOB_45F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_F"  10000& ms  1? \\ Tommy, I'm not your message boy. I'm not your running boy.
0050: gosub Label027693
03CF: load_wav "MOB_45G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_45H" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_45I" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_I"  10000& ms  1? \\ Lance, I won't rip you off or stab you in the back, okay?
0050: gosub Label027693
03CF: load_wav "MOB_45J" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_J"  10000& ms  1? \\ Just take it easy. This is tough enough without you getting all emotional on me.
0050: gosub Label027693
03CF: load_wav "MOB_45K" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_K"  10000& ms  1? \\ Trust me. Do you hear me, do you hear me?
0050: gosub Label027693
03CF: load_wav "MOB_45L" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_L"  10000& ms  1? \\ I hear you, Tommy, but I can't take this much more.
0050: gosub Label027693
03CF: load_wav "MOB_45M" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB45_M"  10000& ms  1? \\ Lance, don't be like this. Now I'm warning you.
0050: gosub Label027693
03CF: load_wav "MOB_45N" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
00BE: text_clear_all

:Label02681B
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026834
0004:  4612?? =  1?  \\ integer values

:Label026834
0050: gosub Label02779E
0002: jump Label023967

:Label026842
00D6: if  1?
0038:    4652?? ==  0?  \\ integer values
0038:    1072?? ==  1?  \\ integer values
004D: jump_if_false Label0269CA
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0269A3
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_72A" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_72B" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_72C" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72C"  10000& ms  1? \\ You gotta look after me a bit better. Give me a fair slice. You know...
0050: gosub Label027693
03CF: load_wav "MOB_72D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72D"  10000& ms  1? \\ Tommy... oh, look, man, I'm sorry. It's just that...
0050: gosub Label027693
03CF: load_wav "MOB_72E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72E"  10000& ms  1? \\ People patronize me all my life, treat me like a little kid.
0050: gosub Label027693
03CF: load_wav "MOB_72F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72F"  10000& ms  1? \\ My brother would do that. Please, man, don't do that.
0050: gosub Label027693
03CF: load_wav "MOB_72G" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_72G"  10000& ms  1? \\ I gotta go.
0050: gosub Label027693
00BE: text_clear_all

:Label0269A3
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0269BC
0004:  4652?? =  1?  \\ integer values

:Label0269BC
0050: gosub Label02779E
0002: jump Label023967

:Label0269CA
00D6: if  1?
0038:    4620?? ==  0?  \\ integer values
0038:    1076?? ==  1?  \\ integer values
004D: jump_if_false Label026A7A
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026A2F
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_47A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_47A"  10000& ms  1? \\ Tommy, Lance, we got big problems. Come down here. Right away.
0050: gosub Label027693
00BE: text_clear_all

:Label026A2F
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026A6C
0004:  4620?? =  1?  \\ integer values
0164: disable_marker  1060??
02A7:  1060?? = create_marker  1700?? at -378.3! -579.8!  24.5!
004F: create_thread Label00D0E3 

:Label026A6C
0050: gosub Label02779E
0002: jump Label023967

:Label026A7A
0002: jump Label027061

:Label026A81
00D6: if  1?
0038:    4632?? ==  0?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label026CA7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label026CA7
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026C76
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_63A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63A"  10000& ms  1? \\ Tommy, it's Earnest. Earnest Kelly.
0050: gosub Label027693
03CF: load_wav "MOB_63B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63B"  10000& ms  1? \\ How are you?
0050: gosub Label027693
03CF: load_wav "MOB_63C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_63D" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63D"  10000& ms  1? \\ Good.
0050: gosub Label027693
03CF: load_wav "MOB_63E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63E"  10000& ms  1? \\ I heard about Lance. What a little prick, eh?
0050: gosub Label027693
03CF: load_wav "MOB_63F" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63F"  10000& ms  1? \\ Yes.
0050: gosub Label027693
03CF: load_wav "MOB_63G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_63H" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63H"  10000& ms  1? \\ I think it was. I just didn't think he was like that...
0050: gosub Label027693
03CF: load_wav "MOB_63I" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_63J" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_63J"  10000& ms  1? \\ Take your time, Earnest. Look after yourself.
0050: gosub Label027693
00BE: text_clear_all

:Label026C76
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026C99
0004:  4632?? =  1?  \\ integer values
0004:  4728?? =  60000&&  \\ integer values

:Label026C99
0050: gosub Label02779E
0002: jump Label023967

:Label026CA7
00D6: if  1?
0038:    4556?? ==  0?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label026EED
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label026EED
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026EC6
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_17A" as  4708??
0050: gosub Label0275FB
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...
0050: gosub Label027693
03CF: load_wav "MOB_17B" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17B"  10000& ms  1? \\ Paul, you're drunk.
0050: gosub Label027693
03CF: load_wav "MOB_17C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_17D" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_17E" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17F"  10000& ms  1? \\ Really?
0050: gosub Label027693
03CF: load_wav "MOB_17G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_17H" as  4708??
0050: gosub Label0275FB
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?
0050: gosub Label027693
03CF: load_wav "MOB_17I" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17I"  10000& ms  1? \\ Paul, take it easy. I've been busy, don't be an idiot.
0050: gosub Label027693
03CF: load_wav "MOB_17J" as  4708??
0050: gosub Label0275FB
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!
0050: gosub Label027693
03CF: load_wav "MOB_17K" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17K"  10000& ms  1? \\ Tommy, mate. Please. You was my big hope! Please, don't laugh at me!
0050: gosub Label027693
03CF: load_wav "MOB_17L" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_17L"  10000& ms  1? \\ Paul, get some sleep, seriously.
0050: gosub Label027693
00BE: text_clear_all

:Label026EC6
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label026EDF
0004:  4556?? =  1?  \\ integer values

:Label026EDF
0050: gosub Label02779E
0002: jump Label023967

:Label026EED
00D6: if  1?
0038:    4656?? ==  0?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label027061
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label027061
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02703A
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_73A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73A"  10000& ms  1? \\ Tommy, it's Steve.
0050: gosub Label027693
03CF: load_wav "MOB_73C" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_73D" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_73F" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_73G" as  4708??
0050: gosub Label0275FB
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.
0050: gosub Label027693
03CF: load_wav "MOB_73I" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_73I"  10000& ms  1? \\ I love you, baby. Don't go changing on me, you hear.
0050: gosub Label027693
00BE: text_clear_all

:Label02703A
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label027053
0004:  4656?? =  1?  \\ integer values

:Label027053
0050: gosub Label02779E
0002: jump Label023967

:Label027061
00D6: if  1?
0038:   $PASSED_LAW3_JURY_FURY ==  1?  \\ integer values
0038:    4676?? ==  0?  \\ integer values
004D: jump_if_false Label02710B
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0270C6
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_99A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_99A"  10000& ms  1? \\ Get to the payphone next to the mall in Washington.
0050: gosub Label027693
00BE: text_clear_all

:Label0270C6
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0270FD
0004:  4676?? =  1?  \\ integer values
0164: disable_marker  1188??
02A7:  1188?? = create_marker  1724?? at  2064??  2068??  2072??
004F: create_thread Label00E3BC 

:Label0270FD
0050: gosub Label02779E
0002: jump Label023967

:Label02710B
00D6: if  3?
0038:   $PASSED_COL2_MALL_SHOOTOUT ==  1?  \\ integer values
0038:    1192?? ==  1?  \\ integer values
0038:    4676?? ==  1?  \\ integer values
0038:    4672?? ==  0?  \\ integer values
004D: jump_if_false Label0271C3
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02717E
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_98A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_98A"  10000& ms  1? \\ Get to the pay phone in Vice Point.
0050: gosub Label027693
00BE: text_clear_all

:Label02717E
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0271B5
0004:  4672?? =  1?  \\ integer values
0164: disable_marker  1188??
02A7:  1188?? = create_marker  1724?? at  2076??  2080??  2084??
004F: create_thread Label00E509 

:Label0271B5
0050: gosub Label02779E
0002: jump Label023967

:Label0271C3
00D6: if  3?
0038:   $PASSED_COK3_THE_FASTEST_BOAT ==  1?  \\ integer values
0038:    1196?? ==  1?  \\ integer values
0038:    4672?? ==  1?  \\ integer values
0038:    4668?? ==  0?  \\ integer values
004D: jump_if_false Label02727B
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label027236
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_99A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_99A"  10000& ms  1? \\ Get to the payphone next to the mall in Washington.
0050: gosub Label027693
00BE: text_clear_all

:Label027236
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label02726D
0004:  4668?? =  1?  \\ integer values
0164: disable_marker  1188??
02A7:  1188?? = create_marker  1724?? at  2088??  2092??  2096??
004F: create_thread Label00E656 

:Label02726D
0050: gosub Label02779E
0002: jump Label023967

:Label02727B
00D6: if  3?
0038:    1064?? ==  1?  \\ integer values
0038:    1200?? ==  1?  \\ integer values
0038:    4668?? ==  1?  \\ integer values
0038:    4664?? ==  0?  \\ integer values
004D: jump_if_false Label027333
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0272EE
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_96A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_96A"  10000& ms  1? \\ Get to the payphone at the airport terminal.
0050: gosub Label027693
00BE: text_clear_all

:Label0272EE
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label027325
0004:  4664?? =  1?  \\ integer values
0164: disable_marker  1188??
02A7:  1188?? = create_marker  1724?? at  2100??  2104??  2108??
004F: create_thread Label00E7A3 

:Label027325
0050: gosub Label02779E
0002: jump Label023967

:Label027333
00D6: if  3?
0038:    996?? ==  1?  \\ integer values
0038:    1204?? ==  1?  \\ integer values
0038:    4664?? ==  1?  \\ integer values
0038:    4660?? ==  0?  \\ integer values
004D: jump_if_false Label0273EB
0050: gosub Label027417
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0273A6
0004:  4708?? =  1?  \\ integer values
03CF: load_wav "MOB_95A" as  4708??
0050: gosub Label0275FB
00BC: text_highpriority "MOB_95A"  10000& ms  1? \\ Get to the payphone in Little Havana.
0050: gosub Label027693
00BE: text_clear_all

:Label0273A6
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0273DD
0004:  4660?? =  1?  \\ integer values
0164: disable_marker  1188??
02A7:  1188?? = create_marker  1724?? at  2112??  2116??  2120??
004F: create_thread Label00E8F0 

:Label0273DD
0050: gosub Label02779E
0002: jump Label023967

:Label0273EB
0002: jump Label0273F9

:Label0273F2
0004:  4720?? =  0?  \\ integer values

:Label0273F9
0002: jump Label023967

:Label027400
01BD:  1580?? = current_time_in_ms
0084:  1584?? =  1580??  \\ integer values and handles
0060:  1584?? -= $CURRENT_TIME_IN_MS  \\ integer values
0051: return

:Label027417
0004:  4708?? =  1?  \\ integer values
0004:  4692?? =  0?  \\ integer values
0512: "ANSWER"
0004: $ONMISSION =  1?  \\ integer values
0004:  4720?? =  1?  \\ integer values

:Label02743D
00D6: if  1?
001A:    7? >  4692??  \\ integer values
001A:    2? >  4716??  \\ integer values
004D: jump_if_false Label02750E
0001: wait  0? ms
03CF: load_wav "MOBRING" as  4708??
0050: gosub Label0275FB
0008:  4692?? +=  1?  \\ integer values
00D6: if  1?
0038:    4716?? ==  1?  \\ integer values
0018:    4692?? >  0?  \\ integer values
004D: jump_if_false Label027495
0002: jump Label027515

:Label027495
0050: gosub Label027693
00D6: if  1?
0038:    4716?? ==  1?  \\ integer values
0018:    4692?? >  0?  \\ integer values
004D: jump_if_false Label0274BC
0002: jump Label027515

:Label0274BC
0004:  4696?? =  0?  \\ integer values

:Label0274C3
00D6: if  0?
001A:    40? >  4696??  \\ integer values
004D: jump_if_false Label027507
0001: wait  0? ms
0050: gosub Label027726
00D6: if  0?
0038:    4716?? ==  1?  \\ integer values
004D: jump_if_false Label0274F9
0002: jump Label027515

:Label0274F9
0008:  4696?? +=  1?  \\ integer values
0002: jump Label0274C3

:Label027507
0002: jump Label02743D

:Label02750E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0051: return

:Label027515
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms

:Label02751A
00D6: if  0?
00E1:   key_pressed  0?  4?
004D: jump_if_false Label02754F
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label027548
0004:  4716?? =  2?  \\ integer values
0051: return

:Label027548
0002: jump Label02751A

:Label02754F
03E6: remove_text_box
040D: unload_wav  4708??
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0275F9
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
04E2: $PLAYER_CHAR  1?
0247: request_model #CELLPHONE

:Label027579
00D6: if  0?
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label027594
0001: wait  0? ms
0002: jump Label027579

:Label027594
0050: gosub Label027726
00D6: if  0?
0038:    4716?? ==  2?  \\ integer values
004D: jump_if_false Label0275B4
0249: release_model #CELLPHONE
0051: return

:Label0275B4
052B: actor $PLAYER_ACTOR hold_cellphone  1?
0006:  16@ =  0?  \\ integer values

:Label0275C2
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label0275F9
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0275F2
0004:  4716?? =  2?  \\ integer values
0051: return

:Label0275F2
0002: jump Label0275C2

:Label0275F9
0051: return

:Label0275FB
00D6: if  0?
83D0:   NOT   wav  4708?? loaded
004D: jump_if_false Label02768C
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label02762F
0004:  4716?? =  2?  \\ integer values
0051: return
0002: jump Label027685

:Label02762F
00D6: if  21?
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false Label02764D
0004:  4716?? =  2?  \\ integer values
0051: return

:Label02764D
00D6: if  1?
0038:    4716?? ==  0?  \\ integer values
0018:    4692?? >  0?  \\ integer values
004D: jump_if_false Label027685
00D6: if  1?
00E1:   key_pressed  0?  4?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label027685
0004:  4716?? =  1?  \\ integer values
0051: return

:Label027685
0002: jump Label0275FB

:Label02768C
03D1: play_wav  4708??
0051: return

:Label027693
00D6: if  0?
83D2:   NOT   wav  4708?? ended
004D: jump_if_false Label027724
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0276C7
0004:  4716?? =  2?  \\ integer values
0051: return
0002: jump Label02771D

:Label0276C7
00D6: if  21?
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false Label0276E5
0004:  4716?? =  2?  \\ integer values
0051: return

:Label0276E5
00D6: if  1?
0038:    4716?? ==  0?  \\ integer values
0018:    4692?? >  0?  \\ integer values
004D: jump_if_false Label02771D
00D6: if  1?
00E1:   key_pressed  0?  4?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label02771D
0004:  4716?? =  1?  \\ integer values
0051: return

:Label02771D
0002: jump Label027693

:Label027724
0051: return

:Label027726
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label027746
0004:  4716?? =  2?  \\ integer values
0051: return
0002: jump Label02779C

:Label027746
00D6: if  21?
0521: $PLAYER_ACTOR
844B:   NOT (unknown) $PLAYER_ACTOR 
004D: jump_if_false Label027764
0004:  4716?? =  2?  \\ integer values
0051: return

:Label027764
00D6: if  1?
0038:    4716?? ==  0?  \\ integer values
0018:    4692?? >  0?  \\ integer values
004D: jump_if_false Label02779C
00D6: if  1?
00E1:   key_pressed  0?  4?
03EE:   is_not_wanted $PLAYER_CHAR
004D: jump_if_false Label02779C
0004:  4716?? =  1?  \\ integer values
0051: return

:Label02779C
0051: return

:Label02779E
0004:  4720?? =  0?  \\ integer values
040D: unload_wav  1?
040D: unload_wav  2?
0004:  4716?? =  0?  \\ integer values
0004:  4712?? =  0?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0277E7
052B: actor $PLAYER_ACTOR hold_cellphone  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
04E2: $PLAYER_CHAR  0?

:Label0277E7
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004:  1584?? =  0?  \\ integer values
0050: gosub Label027400
00BE: text_clear_all
00D6: if  0?
0038:    4724?? ==  0?  \\ integer values
004D: jump_if_false Label027817
03E6: remove_text_box
0002: jump Label02781E

:Label027817
0004:  4724?? =  0?  \\ integer values

:Label02781E
0249: release_model #CELLPHONE
0004: $ONMISSION =  0?  \\ integer values
0051: return

:Label02782C
0111: set_wasted_busted_check_to  0? (disabled)
03A4: name_thread "BUS"
0004:  4748?? =  1?  \\ integer values

:Label027841
00D6: if  0?
0038:    4736?? ==  0?  \\ integer values
004D: jump_if_false Label02789F
0001: wait  500& ms
0008:  4768?? +=  1?  \\ integer values
00D6: if  0?
0018:    4768?? >  30?  \\ integer values
004D: jump_if_false Label02787F
0008:  4748?? +=  1?  \\ integer values
0004:  4768?? =  0?  \\ integer values

:Label02787F
00D6: if  0?
0018:    4748?? >  17?  \\ integer values
004D: jump_if_false Label027898
0004:  4748?? =  1?  \\ integer values

:Label027898
0002: jump Label0278A4

:Label02789F
0001: wait  500& ms

:Label0278A4
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label02869E
0004:  4752?? =  0?  \\ integer values
00D6: if  0?
0038:    4736?? ==  0?  \\ integer values
004D: jump_if_false Label0281D2
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02798A
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label02798A
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH
004D: jump_if_false Label02798A
00D6: if  0?
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false Label02798A
01BD:  4780?? = current_time_in_ms
0084:  4784?? =  4780??  \\ integer values and handles
0060:  4784?? -=  4776??  \\ integer values
00D6: if  0?
0018:    4784?? >  1000&  \\ integer values
004D: jump_if_false Label02798A
057F: $PLAYER_CHAR  4788??
00D6: if  0?
0018:    4788?? >  0?  \\ integer values
004D: jump_if_false Label02798A
01E3: text_1number_styled "BONUS"  5?  50? ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  5?
01BD:  4776?? = current_time_in_ms
0004:  4788?? =  0?  \\ integer values

:Label02798A
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label027E20
00D6: if  22?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label027E20
00D6: if  0?
0038:    4008?? ==  0?  \\ integer values
004D: jump_if_false Label027E20
00D6: if  0?
0038:    4352?? ==  0?  \\ integer values
004D: jump_if_false Label027E20
00D6: if  0?
0038:    3944?? ==  0?  \\ integer values
004D: jump_if_false Label027E20
00D6: if  0?
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label027E20
00D6: if  0?
0038:    3948?? ==  0?  \\ integer values
004D: jump_if_false Label027E20
00D6: if  0?
0038:    4748?? ==  1?  \\ integer values
004D: jump_if_false Label027A60
0005:  4792?? = -77.6!  \\ floating-point values
0005:  4796?? = -982.5!  \\ floating-point values
0005:  4800?? =  9.3!  \\ floating-point values
0005:  4804?? =  9.8!  \\ floating-point values

:Label027A60
00D6: if  0?
0038:    4748?? ==  2?  \\ integer values
004D: jump_if_false Label027A9A
0005:  4792?? =  120!  \\ floating-point values
0005:  4796?? = -807.3!  \\ floating-point values
0005:  4800?? =  9.3!  \\ floating-point values
0005:  4804?? =  333.5!  \\ floating-point values

:Label027A9A
00D6: if  0?
0038:    4748?? ==  3?  \\ integer values
004D: jump_if_false Label027AD4
0005:  4792?? =  183.2!  \\ floating-point values
0005:  4796?? = -488.9!  \\ floating-point values
0005:  4800?? =  9.9!  \\ floating-point values
0005:  4804?? =  356.5!  \\ floating-point values

:Label027AD4
00D6: if  0?
0038:    4748?? ==  4?  \\ integer values
004D: jump_if_false Label027B0E
0005:  4792?? =  318.6!  \\ floating-point values
0005:  4796?? = -82.7!  \\ floating-point values
0005:  4800?? =  9.6!  \\ floating-point values
0005:  4804?? =  351.4!  \\ floating-point values

:Label027B0E
00D6: if  0?
0038:    4748?? ==  5?  \\ integer values
004D: jump_if_false Label027B48
0005:  4792?? =  472.7!  \\ floating-point values
0005:  4796?? =  627.8!  \\ floating-point values
0005:  4800?? =  10!  \\ floating-point values
0005:  4804?? =  1.7!  \\ floating-point values

:Label027B48
00D6: if  0?
0038:    4748?? ==  6?  \\ integer values
004D: jump_if_false Label027B82
0005:  4792?? =  226.5!  \\ floating-point values
0005:  4796?? =  719.5!  \\ floating-point values
0005:  4800?? =  9.7!  \\ floating-point values
0005:  4804?? =  304.3!  \\ floating-point values

:Label027B82
00D6: if  0?
0038:    4748?? ==  7?  \\ integer values
004D: jump_if_false Label027BBC
0005:  4792?? =  306.9!  \\ floating-point values
0005:  4796?? =  1044.8!  \\ floating-point values
0005:  4800?? =  12.1!  \\ floating-point values
0005:  4804?? =  19.4!  \\ floating-point values

:Label027BBC
00D6: if  0?
0038:    4748?? ==  8?  \\ integer values
004D: jump_if_false Label027BF6
0005:  4792?? =  448.7!  \\ floating-point values
0005:  4796?? =  1274.3!  \\ floating-point values
0005:  4800?? =  16.3!  \\ floating-point values
0005:  4804?? =  269.5!  \\ floating-point values

:Label027BF6
00D6: if  0?
0038:    4748?? ==  9?  \\ integer values
004D: jump_if_false Label027C30
0005:  4792?? =  499.5!  \\ floating-point values
0005:  4796?? =  1022.8!  \\ floating-point values
0005:  4800?? =  16.8!  \\ floating-point values
0005:  4804?? =  192.4!  \\ floating-point values

:Label027C30
00D6: if  0?
0038:    4748?? ==  10?  \\ integer values
004D: jump_if_false Label027C6A
0005:  4792?? =  528.1!  \\ floating-point values
0005:  4796?? =  632.5!  \\ floating-point values
0005:  4800?? =  9.8!  \\ floating-point values
0005:  4804?? =  180.9!  \\ floating-point values

:Label027C6A
00D6: if  0?
0038:    4748?? ==  11?  \\ integer values
004D: jump_if_false Label027CA4
0005:  4792?? =  516.2!  \\ floating-point values
0005:  4796?? =  403.6!  \\ floating-point values
0005:  4800?? =  9.7!  \\ floating-point values
0005:  4804?? =  162.7!  \\ floating-point values

:Label027CA4
00D6: if  0?
0038:    4748?? ==  12?  \\ integer values
004D: jump_if_false Label027CDE
0005:  4792?? =  491.5!  \\ floating-point values
0005:  4796?? =  .6!  \\ floating-point values
0005:  4800?? =  9.6!  \\ floating-point values
0005:  4804?? =  194.7!  \\ floating-point values

:Label027CDE
00D6: if  0?
0038:    4748?? ==  13?  \\ integer values
004D: jump_if_false Label027D18
0005:  4792?? =  434.1!  \\ floating-point values
0005:  4796?? = -454.1!  \\ floating-point values
0005:  4800?? =  9!  \\ floating-point values
0005:  4804?? =  178.5!  \\ floating-point values

:Label027D18
00D6: if  0?
0038:    4748?? ==  14?  \\ integer values
004D: jump_if_false Label027D52
0005:  4792?? =  217.1!  \\ floating-point values
0005:  4796?? = -974.4!  \\ floating-point values
0005:  4800?? =  9!  \\ floating-point values
0005:  4804?? =  168.2!  \\ floating-point values

:Label027D52
00D6: if  0?
0038:    4748?? ==  15?  \\ integer values
004D: jump_if_false Label027D8C
0005:  4792?? =  160.6!  \\ floating-point values
0005:  4796?? = -1329.6!  \\ floating-point values
0005:  4800?? =  9!  \\ floating-point values
0005:  4804?? =  172.8!  \\ floating-point values

:Label027D8C
00D6: if  0?
0038:    4748?? ==  16?  \\ integer values
004D: jump_if_false Label027DC6
0005:  4792?? = -26.6!  \\ floating-point values
0005:  4796?? = -1566.2!  \\ floating-point values
0005:  4800?? =  9!  \\ floating-point values
0005:  4804?? =  84!  \\ floating-point values

:Label027DC6
00D6: if  0?
0038:    4748?? ==  17?  \\ integer values
004D: jump_if_false Label027E00
0005:  4792?? = -21.6!  \\ floating-point values
0005:  4796?? = -1307.4!  \\ floating-point values
0005:  4800?? =  9!  \\ floating-point values
0005:  4804?? =  358.1!  \\ floating-point values

:Label027E00
0050: gosub Label0286C7
00D6: if  0?
0038:    4736?? ==  1?  \\ integer values
004D: jump_if_false Label027E20
0004:  4732?? =  1?  \\ integer values

:Label027E20
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0281CB
00D6: if  24?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "HAITI"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label0281CB
00D6: if  0?
0038:    3940?? ==  0?  \\ integer values
004D: jump_if_false Label0281CB
00D6: if  0?
0038:    3952?? ==  0?  \\ integer values
004D: jump_if_false Label0281CB
00D6: if  0?
0018:    4748?? >  13?  \\ integer values
004D: jump_if_false Label027EB9
0004:  4748?? =  1?  \\ integer values

:Label027EB9
00D6: if  0?
0038:    4748?? ==  1?  \\ integer values
004D: jump_if_false Label027EF3
0005:  4792?? = -385.7!  \\ floating-point values
0005:  4796?? =  1008.3!  \\ floating-point values
0005:  4800?? =  8.4!  \\ floating-point values
0005:  4804?? =  338.4!  \\ floating-point values

:Label027EF3
00D6: if  0?
0038:    4748?? ==  2?  \\ integer values
004D: jump_if_false Label027F2D
0005:  4792?? = -295.4!  \\ floating-point values
0005:  4796?? =  1283.6!  \\ floating-point values
0005:  4800?? =  10.1!  \\ floating-point values
0005:  4804?? =  0!  \\ floating-point values

:Label027F2D
00D6: if  0?
0038:    4748?? ==  3?  \\ integer values
004D: jump_if_false Label027F67
0005:  4792?? = -477.4!  \\ floating-point values
0005:  4796?? =  1344!  \\ floating-point values
0005:  4800?? =  10.1!  \\ floating-point values
0005:  4804?? =  97.2!  \\ floating-point values

:Label027F67
00D6: if  0?
0038:    4748?? ==  4?  \\ integer values
004D: jump_if_false Label027FA1
0005:  4792?? = -744.3!  \\ floating-point values
0005:  4796?? =  1319!  \\ floating-point values
0005:  4800?? =  10.1!  \\ floating-point values
0005:  4804?? =  101.4!  \\ floating-point values

:Label027FA1
00D6: if  0?
0038:    4748?? ==  5?  \\ integer values
004D: jump_if_false Label027FDB
0005:  4792?? = -875.4!  \\ floating-point values
0005:  4796?? =  1351.1!  \\ floating-point values
0005:  4800?? =  9.8!  \\ floating-point values
0005:  4804?? =  187.2!  \\ floating-point values

:Label027FDB
00D6: if  0?
0038:    4748?? ==  6?  \\ integer values
004D: jump_if_false Label028015
0005:  4792?? = -869.5!  \\ floating-point values
0005:  4796?? =  1074.8!  \\ floating-point values
0005:  4800?? =  9.4!  \\ floating-point values
0005:  4804?? =  182.7!  \\ floating-point values

:Label028015
00D6: if  0?
0038:    4748?? ==  7?  \\ integer values
004D: jump_if_false Label02804F
0005:  4792?? = -996.5!  \\ floating-point values
0005:  4796?? = -513.8!  \\ floating-point values
0005:  4800?? =  9.3!  \\ floating-point values
0005:  4804?? =  186.3!  \\ floating-point values

:Label02804F
00D6: if  0?
0038:    4748?? ==  8?  \\ integer values
004D: jump_if_false Label028089
0005:  4792?? = -910.1!  \\ floating-point values
0005:  4796?? = -660.4!  \\ floating-point values
0005:  4800?? =  9.6!  \\ floating-point values
0005:  4804?? =  277.9!  \\ floating-point values

:Label028089
00D6: if  0?
0038:    4748?? ==  9?  \\ integer values
004D: jump_if_false Label0280C3
0005:  4792?? = -1432.9!  \\ floating-point values
0005:  4796?? = -780.5!  \\ floating-point values
0005:  4800?? =  13.2!  \\ floating-point values
0005:  4804?? =  88.4!  \\ floating-point values

:Label0280C3
00D6: if  0?
0038:    4748?? ==  10?  \\ integer values
004D: jump_if_false Label0280FD
0005:  4792?? = -1017.7!  \\ floating-point values
0005:  4796?? = -918.7!  \\ floating-point values
0005:  4800?? =  12.9!  \\ floating-point values
0005:  4804?? =  46.4!  \\ floating-point values

:Label0280FD
00D6: if  0?
0038:    4748?? ==  11?  \\ integer values
004D: jump_if_false Label028137
0005:  4792?? = -1130.8!  \\ floating-point values
0005:  4796?? = -594.3!  \\ floating-point values
0005:  4800?? =  10!  \\ floating-point values
0005:  4804?? =  275!  \\ floating-point values

:Label028137
00D6: if  0?
0038:    4748?? ==  12?  \\ integer values
004D: jump_if_false Label028171
0005:  4792?? = -1200.6!  \\ floating-point values
0005:  4796?? = -420!  \\ floating-point values
0005:  4800?? =  9.3!  \\ floating-point values
0005:  4804?? =  5.8!  \\ floating-point values

:Label028171
00D6: if  0?
0038:    4748?? ==  13?  \\ integer values
004D: jump_if_false Label0281AB
0005:  4792?? = -1061!  \\ floating-point values
0005:  4796?? = -340.2!  \\ floating-point values
0005:  4800?? =  9.3!  \\ floating-point values
0005:  4804?? =  278.5!  \\ floating-point values

:Label0281AB
0050: gosub Label0286C7
00D6: if  0?
0038:    4736?? ==  1?  \\ integer values
004D: jump_if_false Label0281CB
0004:  4732?? =  2?  \\ integer values

:Label0281CB
0002: jump Label028697

:Label0281D2
00D6: if  24?
0038:    4008?? ==  1?  \\ integer values
0038:    4352?? ==  1?  \\ integer values
0038:    3944?? ==  1?  \\ integer values
0038:    4012?? ==  1?  \\ integer values
0038:    3940?? ==  1?  \\ integer values
004D: jump_if_false Label028207
0050: gosub Label029402

:Label028207
00D6: if  21?
0038:    3952?? ==  1?  \\ integer values
0038:    3948?? ==  1?  \\ integer values
004D: jump_if_false Label028227
0050: gosub Label029402

:Label028227
00D6: if  0?
0038:    4732?? ==  1?  \\ integer values
004D: jump_if_false Label02848E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02848E
00D6: if  22?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label028487
0005:  4816?? = -77.6!  \\ floating-point values
0005:  4856?? = -982.5!  \\ floating-point values
0005:  4896?? =  9.4!  \\ floating-point values
0005:  4820?? =  120!  \\ floating-point values
0005:  4860?? = -807.3!  \\ floating-point values
0005:  4900?? =  9.4!  \\ floating-point values
0005:  4824?? =  183.2!  \\ floating-point values
0005:  4864?? = -488.9!  \\ floating-point values
0005:  4904?? =  10.9!  \\ floating-point values
0005:  4828?? =  318.6!  \\ floating-point values
0005:  4868?? = -82.7!  \\ floating-point values
0005:  4908?? =  9.6!  \\ floating-point values
0005:  4832?? =  472.7!  \\ floating-point values
0005:  4872?? =  627.8!  \\ floating-point values
0005:  4912?? =  10!  \\ floating-point values
0005:  4836?? =  226.5!  \\ floating-point values
0005:  4876?? =  719.5!  \\ floating-point values
0005:  4916?? =  9.7!  \\ floating-point values
0005:  4840?? =  306.9!  \\ floating-point values
0005:  4880?? =  1044.8!  \\ floating-point values
0005:  4920?? =  11.9!  \\ floating-point values
0005:  4844?? =  448.7!  \\ floating-point values
0005:  4884?? =  1274.3!  \\ floating-point values
0005:  4924?? =  16.1!  \\ floating-point values
0005:  4848?? =  499.5!  \\ floating-point values
0005:  4888?? =  1022.8!  \\ floating-point values
0005:  4928?? =  16.8!  \\ floating-point values
0005:  4852?? =  528.1!  \\ floating-point values
0005:  4892?? =  632.5!  \\ floating-point values
0005:  4932?? =  9.8!  \\ floating-point values
0005:  4936?? =  516.2!  \\ floating-point values
0005:  4964?? =  403.6!  \\ floating-point values
0005:  4992?? =  9.7!  \\ floating-point values
0005:  4940?? =  491.5!  \\ floating-point values
0005:  4968?? =  .6!  \\ floating-point values
0005:  4996?? =  9.6!  \\ floating-point values
0005:  4944?? =  434.1!  \\ floating-point values
0005:  4972?? = -454.1!  \\ floating-point values
0005:  5000?? =  9.7!  \\ floating-point values
0005:  4948?? =  217.1!  \\ floating-point values
0005:  4976?? = -974.4!  \\ floating-point values
0005:  5004?? =  9!  \\ floating-point values
0005:  4952?? =  160.6!  \\ floating-point values
0005:  4980?? = -1329.6!  \\ floating-point values
0005:  5008?? =  9!  \\ floating-point values
0005:  4956?? = -26.6!  \\ floating-point values
0005:  4984?? = -1566.2!  \\ floating-point values
0005:  5012?? =  9!  \\ floating-point values
0005:  4960?? = -21.6!  \\ floating-point values
0005:  4988?? = -1307.4!  \\ floating-point values
0005:  5016?? =  9!  \\ floating-point values
0050: gosub Label0287C9
0002: jump Label02848E

:Label028487
0050: gosub Label029402

:Label02848E
00D6: if  0?
0038:    4732?? ==  2?  \\ integer values
004D: jump_if_false Label028697
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label028697
00D6: if  24?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "HAITI"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label028690
0005:  4816?? = -385.7!  \\ floating-point values
0005:  4856?? =  1008.3!  \\ floating-point values
0005:  4896?? =  8.4!  \\ floating-point values
0005:  4820?? = -295.4!  \\ floating-point values
0005:  4860?? =  1283.6!  \\ floating-point values
0005:  4900?? =  10.1!  \\ floating-point values
0005:  4824?? = -477.4!  \\ floating-point values
0005:  4864?? =  1344!  \\ floating-point values
0005:  4904?? =  10.1!  \\ floating-point values
0005:  4828?? = -744.3!  \\ floating-point values
0005:  4868?? =  1319!  \\ floating-point values
0005:  4908?? =  10.1!  \\ floating-point values
0005:  4832?? = -875.4!  \\ floating-point values
0005:  4872?? =  1351.1!  \\ floating-point values
0005:  4912?? =  9.8!  \\ floating-point values
0005:  4836?? = -869.5!  \\ floating-point values
0005:  4876?? =  1074.8!  \\ floating-point values
0005:  4916?? =  9.4!  \\ floating-point values
0005:  4840?? = -996.5!  \\ floating-point values
0005:  4880?? = -513.8!  \\ floating-point values
0005:  4920?? =  9.3!  \\ floating-point values
0005:  4844?? = -910.1!  \\ floating-point values
0005:  4884?? = -660.4!  \\ floating-point values
0005:  4924?? =  9.6!  \\ floating-point values
0005:  4848?? = -1432.9!  \\ floating-point values
0005:  4888?? = -780.5!  \\ floating-point values
0005:  4928?? =  13.2!  \\ floating-point values
0005:  4852?? = -1017.7!  \\ floating-point values
0005:  4892?? = -918.7!  \\ floating-point values
0005:  4932?? =  12.9!  \\ floating-point values
0005:  4936?? = -1130.8!  \\ floating-point values
0005:  4964?? = -594.3!  \\ floating-point values
0005:  4992?? =  10!  \\ floating-point values
0005:  4940?? = -1200.6!  \\ floating-point values
0005:  4968?? = -420!  \\ floating-point values
0005:  4996?? =  9.3!  \\ floating-point values
0005:  4944?? = -1061!  \\ floating-point values
0005:  4972?? = -340.2!  \\ floating-point values
0005:  5000?? =  9.3!  \\ floating-point values
0050: gosub Label0287C9
0002: jump Label028697

:Label028690
0050: gosub Label029402

:Label028697
0002: jump Label0286BE

:Label02869E
00D6: if  0?
0038:    4752?? ==  0?  \\ integer values
004D: jump_if_false Label0286BE
0050: gosub Label029402
0004:  4752?? =  1?  \\ integer values

:Label0286BE
0002: jump Label027841
004E: end_thread

:Label0286C7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label0287C7
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  115!  115!  115!
004D: jump_if_false Label02873B
0247: request_model #COACH

:Label028720
00D6: if  0?
8248:   NOT   model #COACH available
004D: jump_if_false Label02873B
0001: wait  0? ms
0002: jump Label028720

:Label02873B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0287C7
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  115!  115!  115!
004D: jump_if_false Label0287C2
00A5:  4740?? = create_car #COACH at  4792??  4796??  4800??
0594:  4740??  0?
0175: set_car  4740?? z_angle_to  4804??
00AE: unknown_set_car  4740?? to_ignore_traffic_lights  0?
0376:  4744?? = create_random_actor  4792??  4796??  30!
036A: put_actor  4744?? in_car  4740??
0004:  4736?? =  1?  \\ integer values
0002: jump Label0287C7

:Label0287C2
0249: release_model #COACH

:Label0287C7
0051: return

:Label0287C9
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label028A62
00D6: if  0?
8118:   NOT   actor  4744?? dead
004D: jump_if_false Label028A54
00D6: if  0?
0448:   actor  4744?? in_car  4740??
004D: jump_if_false Label028A46
00D6: if  0?
0038:    4772?? ==  0?  \\ integer values
004D: jump_if_false Label028A3F
00D6: if  0?
0038:    4748?? ==  1?  \\ integer values
004D: jump_if_false Label02882E
02C2: car  4740?? drive_to_point  4816??  4856??  4896??

:Label02882E
00D6: if  0?
0038:    4748?? ==  2?  \\ integer values
004D: jump_if_false Label02884E
02C2: car  4740?? drive_to_point  4820??  4860??  4900??

:Label02884E
00D6: if  0?
0038:    4748?? ==  3?  \\ integer values
004D: jump_if_false Label02886E
02C2: car  4740?? drive_to_point  4824??  4864??  4904??

:Label02886E
00D6: if  0?
0038:    4748?? ==  4?  \\ integer values
004D: jump_if_false Label02888E
02C2: car  4740?? drive_to_point  4828??  4868??  4908??

:Label02888E
00D6: if  0?
0038:    4748?? ==  5?  \\ integer values
004D: jump_if_false Label0288AE
02C2: car  4740?? drive_to_point  4832??  4872??  4912??

:Label0288AE
00D6: if  0?
0038:    4748?? ==  6?  \\ integer values
004D: jump_if_false Label0288CE
02C2: car  4740?? drive_to_point  4836??  4876??  4916??

:Label0288CE
00D6: if  0?
0038:    4748?? ==  7?  \\ integer values
004D: jump_if_false Label0288EE
02C2: car  4740?? drive_to_point  4840??  4880??  4920??

:Label0288EE
00D6: if  0?
0038:    4748?? ==  8?  \\ integer values
004D: jump_if_false Label02890E
02C2: car  4740?? drive_to_point  4844??  4884??  4924??

:Label02890E
00D6: if  0?
0038:    4748?? ==  9?  \\ integer values
004D: jump_if_false Label02892E
02C2: car  4740?? drive_to_point  4848??  4888??  4928??

:Label02892E
00D6: if  0?
0038:    4748?? ==  10?  \\ integer values
004D: jump_if_false Label02894E
02C2: car  4740?? drive_to_point  4852??  4892??  4932??

:Label02894E
00D6: if  0?
0038:    4748?? ==  11?  \\ integer values
004D: jump_if_false Label02896E
02C2: car  4740?? drive_to_point  4936??  4964??  4992??

:Label02896E
00D6: if  0?
0038:    4748?? ==  12?  \\ integer values
004D: jump_if_false Label02898E
02C2: car  4740?? drive_to_point  4940??  4968??  4996??

:Label02898E
00D6: if  0?
0038:    4748?? ==  13?  \\ integer values
004D: jump_if_false Label0289AE
02C2: car  4740?? drive_to_point  4944??  4972??  5000??

:Label0289AE
00D6: if  0?
0038:    4748?? ==  14?  \\ integer values
004D: jump_if_false Label0289CE
02C2: car  4740?? drive_to_point  4948??  4976??  5004??

:Label0289CE
00D6: if  0?
0038:    4748?? ==  15?  \\ integer values
004D: jump_if_false Label0289EE
02C2: car  4740?? drive_to_point  4952??  4980??  5008??

:Label0289EE
00D6: if  0?
0038:    4748?? ==  16?  \\ integer values
004D: jump_if_false Label028A0E
02C2: car  4740?? drive_to_point  4956??  4984??  5012??

:Label028A0E
00D6: if  0?
0038:    4748?? ==  17?  \\ integer values
004D: jump_if_false Label028A2E
02C2: car  4740?? drive_to_point  4960??  4988??  5016??

:Label028A2E
00AD: set_car  4740?? max_speed_to  15!
0004:  4772?? =  1?  \\ integer values

:Label028A3F
0002: jump Label028A4D

:Label028A46
0050: gosub Label029402

:Label028A4D
0002: jump Label028A5B

:Label028A54
0050: gosub Label029402

:Label028A5B
0002: jump Label028A69

:Label028A62
0050: gosub Label029402

:Label028A69
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label028F85
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label028F77
00D6: if  0?
8118:   NOT   actor  4744?? dead
004D: jump_if_false Label028F69
00D6: if  0?
0448:   actor  4744?? in_car  4740??
004D: jump_if_false Label028F5B
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label028F4D
00D6: if  0?
0038:    4748?? ==  1?  \\ integer values
004D: jump_if_false Label028B26
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4816??  4856??  3!  3!
004D: jump_if_false Label028B26
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028B26
00D6: if  0?
0038:    4748?? ==  2?  \\ integer values
004D: jump_if_false Label028B68
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4820??  4860??  3!  3!
004D: jump_if_false Label028B68
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028B68
00D6: if  0?
0038:    4748?? ==  3?  \\ integer values
004D: jump_if_false Label028BAA
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4824??  4864??  3!  3!
004D: jump_if_false Label028BAA
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028BAA
00D6: if  0?
0038:    4748?? ==  4?  \\ integer values
004D: jump_if_false Label028BEC
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4828??  4868??  3!  3!
004D: jump_if_false Label028BEC
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028BEC
00D6: if  0?
0038:    4748?? ==  5?  \\ integer values
004D: jump_if_false Label028C2E
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4832??  4872??  3!  3!
004D: jump_if_false Label028C2E
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028C2E
00D6: if  0?
0038:    4748?? ==  6?  \\ integer values
004D: jump_if_false Label028C70
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4836??  4876??  3!  3!
004D: jump_if_false Label028C70
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028C70
00D6: if  0?
0038:    4748?? ==  7?  \\ integer values
004D: jump_if_false Label028CB2
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4840??  4880??  3!  3!
004D: jump_if_false Label028CB2
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028CB2
00D6: if  0?
0038:    4748?? ==  8?  \\ integer values
004D: jump_if_false Label028CF4
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4844??  4884??  3!  3!
004D: jump_if_false Label028CF4
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028CF4
00D6: if  0?
0038:    4748?? ==  9?  \\ integer values
004D: jump_if_false Label028D36
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4848??  4888??  3!  3!
004D: jump_if_false Label028D36
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028D36
00D6: if  0?
0038:    4748?? ==  10?  \\ integer values
004D: jump_if_false Label028D78
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4852??  4892??  3!  3!
004D: jump_if_false Label028D78
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028D78
00D6: if  0?
0038:    4748?? ==  11?  \\ integer values
004D: jump_if_false Label028DBA
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4936??  4964??  3!  3!
004D: jump_if_false Label028DBA
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028DBA
00D6: if  0?
0038:    4748?? ==  12?  \\ integer values
004D: jump_if_false Label028DFC
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4940??  4968??  3!  3!
004D: jump_if_false Label028DFC
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028DFC
00D6: if  0?
0038:    4748?? ==  13?  \\ integer values
004D: jump_if_false Label028E3E
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4944??  4972??  3!  3!
004D: jump_if_false Label028E3E
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028E3E
00D6: if  0?
0038:    4748?? ==  14?  \\ integer values
004D: jump_if_false Label028E80
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4948??  4976??  3!  3!
004D: jump_if_false Label028E80
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028E80
00D6: if  0?
0038:    4748?? ==  15?  \\ integer values
004D: jump_if_false Label028EC2
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4952??  4980??  3!  3!
004D: jump_if_false Label028EC2
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028EC2
00D6: if  0?
0038:    4748?? ==  16?  \\ integer values
004D: jump_if_false Label028F04
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4956??  4984??  3!  3!
004D: jump_if_false Label028F04
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028F04
00D6: if  0?
0038:    4748?? ==  17?  \\ integer values
004D: jump_if_false Label028F46
00D6: if  0?
01AD:   car  4740??  0? ()near_point  4960??  4988??  3!  3!
004D: jump_if_false Label028F46
0050: gosub Label028F8E
0002: jump Label0287C9

:Label028F46
0002: jump Label028F54

:Label028F4D
0050: gosub Label029402

:Label028F54
0002: jump Label028F62

:Label028F5B
0050: gosub Label029402

:Label028F62
0002: jump Label028F70

:Label028F69
0050: gosub Label029402

:Label028F70
0002: jump Label028F7E

:Label028F77
0050: gosub Label029402

:Label028F7E
0002: jump Label028F8C

:Label028F85
0050: gosub Label029402

:Label028F8C
0051: return

:Label028F8E
00AD: set_car  4740?? max_speed_to  0!
0008:  4748?? +=  1?  \\ integer values
0561: unknown_create_actor_handle  4756?? from car  4740?? passenger  1?
00D6: if  0?
8118:   NOT   actor  4756?? dead
004D: jump_if_false Label028FC1
01D3: actor  4756?? leave_car  4740??

:Label028FC1
0001: wait  4700& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label029084
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02905B
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label029054
0407: create_coordinate  4808??  4812??  4800?? from_car  4740?? offset  0! -20!  0!
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label029054
0002: jump Label029394

:Label029054
0002: jump Label029062

:Label02905B
0002: jump Label029394

:Label029062
00D6: if  0?
8118:   NOT   actor  4756?? dead
004D: jump_if_false Label02907D
0211: actor  4756?? walk_to  4808??  4812??

:Label02907D
0002: jump Label02908B

:Label029084
0002: jump Label029394

:Label02908B
0001: wait  1300& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label029155
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02912F
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label029128
0407: create_coordinate  4808??  4812??  4800?? from_car  4740?? offset  0! -10!  0!
0561: unknown_create_actor_handle  4760?? from car  4740?? passenger  2?
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label029128
0002: jump Label029394

:Label029128
0002: jump Label029136

:Label02912F
0002: jump Label029394

:Label029136
00D6: if  0?
8118:   NOT   actor  4760?? dead
004D: jump_if_false Label02914E
01D3: actor  4760?? leave_car  4740??

:Label02914E
0002: jump Label02915C

:Label029155
0002: jump Label029394

:Label02915C
0001: wait  4700& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label029195
00D6: if  0?
8118:   NOT   actor  4760?? dead
004D: jump_if_false Label02918E
0211: actor  4760?? walk_to  4808??  4812??

:Label02918E
0002: jump Label02919C

:Label029195
0002: jump Label029394

:Label02919C
0001: wait  1300& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label029249
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label029223
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label02921C
0561: unknown_create_actor_handle  4764?? from car  4740?? passenger  3?
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label02921C
0002: jump Label029394

:Label02921C
0002: jump Label02922A

:Label029223
0002: jump Label029394

:Label02922A
00D6: if  0?
8118:   NOT   actor  4764?? dead
004D: jump_if_false Label029242
01D3: actor  4764?? leave_car  4740??

:Label029242
0002: jump Label029250

:Label029249
0002: jump Label029394

:Label029250
0001: wait  4700& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0292F6
00D6: if  0?
8118:   NOT   actor  4764?? dead
004D: jump_if_false Label029282
0211: actor  4764?? walk_to  4808??  4812??

:Label029282
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0292E8
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label0292E1
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label0292E1
0002: jump Label029394

:Label0292E1
0002: jump Label0292EF

:Label0292E8
0002: jump Label029394

:Label0292EF
0002: jump Label0292FD

:Label0292F6
0002: jump Label029394

:Label0292FD
0001: wait  3300& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label029388
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02937A
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label029373
00AA:  4792?? = car  4740?? x_pos,  4796?? = car  4740?? y_pos,  4800?? = car  4740?? z_pos
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  4792??  4796??  4800?? radius  180!  180!  180!
004D: jump_if_false Label029373
0002: jump Label029394

:Label029373
0002: jump Label029381

:Label02937A
0002: jump Label029394

:Label029381
0002: jump Label02938F

:Label029388
0002: jump Label029394

:Label02938F
0001: wait  5000& ms

:Label029394
00D6: if  0?
0038:    4732?? ==  1?  \\ integer values
004D: jump_if_false Label0293BF
00D6: if  0?
0018:    4748?? >  17?  \\ integer values
004D: jump_if_false Label0293BF
0004:  4748?? =  1?  \\ integer values

:Label0293BF
00D6: if  0?
0038:    4732?? ==  2?  \\ integer values
004D: jump_if_false Label0293EA
00D6: if  0?
0018:    4748?? >  13?  \\ integer values
004D: jump_if_false Label0293EA
0004:  4748?? =  1?  \\ integer values

:Label0293EA
01C2: remove_references_to_actor  4756??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4760??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4764??  \\ Like turning an actor into a random pedestrian
0004:  4772?? =  0?  \\ integer values
0051: return

:Label029402
00D6: if  0?
8119:   NOT   car  4740?? wrecked
004D: jump_if_false Label029446
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label029446
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  4740??
004D: jump_if_false Label029446
00AE: unknown_set_car  4740?? to_ignore_traffic_lights  2?
00AD: set_car  4740?? max_speed_to  15!

:Label029446
01C3: remove_references_to_car  4740??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  4744??  \\ Like turning an actor into a random pedestrian
0249: release_model #COACH
01C2: remove_references_to_actor  4756??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4760??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4764??  \\ Like turning an actor into a random pedestrian
0004:  4736?? =  0?  \\ integer values
0051: return

:Label02946D
03A4: name_thread "CARGEN"
0111: set_wasted_busted_check_to  0? (disabled)

:Label02947B
0001: wait  500& ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label029B92
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label029B92
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  369.7!  1207.3!  24.5!  372.2!  1212.8!  28.5!
004D: jump_if_false Label0294DF
0004:  5056?? =  4?  \\ integer values

:Label0294DF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  301.9!  1152.3!  16.1!  342.4!  1259.4!  22!
004D: jump_if_false Label029601
00D6: if  0?
0038:    5036?? ==  0?  \\ integer values
004D: jump_if_false Label02952F
0050: gosub Label029E9C
0004:  5036?? =  1?  \\ integer values

:Label02952F
00D6: if  0?
0038:    5040?? ==  0?  \\ integer values
004D: jump_if_false Label02954F
0050: gosub Label029F0C
0004:  5040?? =  1?  \\ integer values

:Label02954F
00D6: if  0?
0038:    5044?? ==  1?  \\ integer values
004D: jump_if_false Label029588
03BA: clear_cars_from_cube  342.4!  1259.1!  21.5!  302.5!  1153.3!  26!
0004:  5044?? =  0?  \\ integer values

:Label029588
00D6: if  0?
0038:    5048?? ==  1?  \\ integer values
004D: jump_if_false Label0295C1
03BA: clear_cars_from_cube  342.4!  1153.3!  23.8!  367.2!  1259.1!  28.9!
0004:  5048?? =  0?  \\ integer values

:Label0295C1
00D6: if  0?
0038:    5052?? ==  1?  \\ integer values
004D: jump_if_false Label0295FA
03BA: clear_cars_from_cube  302.1!  1151.5!  32!  342.7!  1259.4!  26.5!
0004:  5052?? =  0?  \\ integer values

:Label0295FA
0004:  5056?? =  1?  \\ integer values

:Label029601
00D6: if  0?
0018:    5056?? >  0?  \\ integer values
004D: jump_if_false Label02971C
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  341.3!  1258.9!  19.1!  367.2!  1152.6!  23.8!
004D: jump_if_false Label02971C
00D6: if  0?
0038:    5036?? ==  0?  \\ integer values
004D: jump_if_false Label029663
0050: gosub Label029E9C
0004:  5036?? =  1?  \\ integer values

:Label029663
00D6: if  0?
0038:    5040?? ==  0?  \\ integer values
004D: jump_if_false Label029683
0050: gosub Label029F0C
0004:  5040?? =  1?  \\ integer values

:Label029683
00D6: if  0?
0038:    5044?? ==  0?  \\ integer values
004D: jump_if_false Label0296A3
0050: gosub Label029F92
0004:  5044?? =  1?  \\ integer values

:Label0296A3
00D6: if  0?
0038:    5048?? ==  1?  \\ integer values
004D: jump_if_false Label0296DC
03BA: clear_cars_from_cube  342.4!  1153.3!  23.8!  367.2!  1259.1!  28.9!
0004:  5048?? =  0?  \\ integer values

:Label0296DC
00D6: if  0?
0038:    5052?? ==  1?  \\ integer values
004D: jump_if_false Label029715
03BA: clear_cars_from_cube  302.1!  1151.5!  32!  342.7!  1259.4!  26.5!
0004:  5052?? =  0?  \\ integer values

:Label029715
0004:  5056?? =  2?  \\ integer values

:Label02971C
00D6: if  0?
0018:    5056?? >  1?  \\ integer values
004D: jump_if_false Label029837
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  342.4!  1259.1!  21.5!  302.5!  1153.3!  26!
004D: jump_if_false Label029837
00D6: if  0?
0038:    5036?? ==  1?  \\ integer values
004D: jump_if_false Label029797
03BA: clear_cars_from_cube  301.9!  1152.3!  16.1!  342.4!  1259.4!  22!
0004:  5036?? =  0?  \\ integer values

:Label029797
00D6: if  0?
0038:    5040?? ==  0?  \\ integer values
004D: jump_if_false Label0297B7
0050: gosub Label029F0C
0004:  5040?? =  1?  \\ integer values

:Label0297B7
00D6: if  0?
0038:    5044?? ==  0?  \\ integer values
004D: jump_if_false Label0297D7
0050: gosub Label029F92
0004:  5044?? =  1?  \\ integer values

:Label0297D7
00D6: if  0?
0038:    5048?? ==  0?  \\ integer values
004D: jump_if_false Label0297F7
0050: gosub Label02A018
0004:  5048?? =  1?  \\ integer values

:Label0297F7
00D6: if  0?
0038:    5052?? ==  1?  \\ integer values
004D: jump_if_false Label029830
03BA: clear_cars_from_cube  302.1!  1151.5!  32!  342.7!  1259.4!  26.5!
0004:  5052?? =  0?  \\ integer values

:Label029830
0004:  5056?? =  3?  \\ integer values

:Label029837
00D6: if  0?
0018:    5056?? >  2?  \\ integer values
004D: jump_if_false Label029952
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  342.4!  1153.3!  23.8!  372.3!  1259.1!  28.9!
004D: jump_if_false Label029952
00D6: if  0?
0038:    5036?? ==  1?  \\ integer values
004D: jump_if_false Label0298B2
03BA: clear_cars_from_cube  301.9!  1152.3!  16.1!  342.4!  1259.4!  22!
0004:  5036?? =  0?  \\ integer values

:Label0298B2
00D6: if  0?
0038:    5040?? ==  1?  \\ integer values
004D: jump_if_false Label0298EB
03BA: clear_cars_from_cube  341.3!  1258.9!  19.1!  367.2!  1152.6!  23.8!
0004:  5040?? =  0?  \\ integer values

:Label0298EB
00D6: if  0?
0038:    5044?? ==  0?  \\ integer values
004D: jump_if_false Label02990B
0050: gosub Label029F92
0004:  5044?? =  1?  \\ integer values

:Label02990B
00D6: if  0?
0038:    5048?? ==  0?  \\ integer values
004D: jump_if_false Label02992B
0050: gosub Label02A018
0004:  5048?? =  1?  \\ integer values

:Label02992B
00D6: if  0?
0038:    5052?? ==  0?  \\ integer values
004D: jump_if_false Label02994B
0050: gosub Label02A088
0004:  5052?? =  1?  \\ integer values

:Label02994B
0004:  5056?? =  4?  \\ integer values

:Label029952
00D6: if  0?
0018:    5056?? >  3?  \\ integer values
004D: jump_if_false Label029A86
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  302.1!  1151.5!  32!  342.7!  1259.4!  26.5!
004D: jump_if_false Label029A86
00D6: if  0?
0038:    5036?? ==  1?  \\ integer values
004D: jump_if_false Label0299CD
03BA: clear_cars_from_cube  301.9!  1152.3!  16.1!  342.4!  1259.4!  22!
0004:  5036?? =  0?  \\ integer values

:Label0299CD
00D6: if  0?
0038:    5040?? ==  1?  \\ integer values
004D: jump_if_false Label029A06
03BA: clear_cars_from_cube  341.3!  1258.9!  19.1!  367.2!  1152.6!  23.8!
0004:  5040?? =  0?  \\ integer values

:Label029A06
00D6: if  0?
0038:    5044?? ==  1?  \\ integer values
004D: jump_if_false Label029A3F
03BA: clear_cars_from_cube  342.4!  1259.1!  21.5!  302.5!  1153.3!  26!
0004:  5044?? =  0?  \\ integer values

:Label029A3F
00D6: if  0?
0038:    5048?? ==  0?  \\ integer values
004D: jump_if_false Label029A5F
0050: gosub Label02A018
0004:  5048?? =  1?  \\ integer values

:Label029A5F
00D6: if  0?
0038:    5052?? ==  0?  \\ integer values
004D: jump_if_false Label029A7F
0050: gosub Label02A088
0004:  5052?? =  1?  \\ integer values

:Label029A7F
0004:  5056?? =  5?  \\ integer values

:Label029A86
00D6: if  0?
0018:    5056?? >  0?  \\ integer values
004D: jump_if_false Label029B92
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  301.9!  1152.3!  16.1!  372.3!  1258.4!  32.6!
004D: jump_if_false Label029B92
03BA: clear_cars_from_cube  301.9!  1152.3!  16.1!  342.4!  1259.4!  22!
03BA: clear_cars_from_cube  341.3!  1258.9!  19.1!  367.2!  1152.6!  23.8!
03BA: clear_cars_from_cube  342.4!  1259.1!  21.5!  302.5!  1153.3!  26!
03BA: clear_cars_from_cube  342.4!  1153.3!  23.8!  367.2!  1259.1!  28.9!
03BA: clear_cars_from_cube  302.1!  1151.5!  32!  342.7!  1259.4!  26.5!
0004:  5036?? =  0?  \\ integer values
0004:  5040?? =  0?  \\ integer values
0004:  5044?? =  0?  \\ integer values
0004:  5048?? =  0?  \\ integer values
0004:  5052?? =  0?  \\ integer values
0004:  5056?? =  0?  \\ integer values

:Label029B92
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label029E93
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label029E93
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  104.9! -1143.3!  23.6!  158.3! -1239.3!  2.1!
004D: jump_if_false Label029C6A
00D6: if  0?
0038:    5020?? ==  0?  \\ integer values
004D: jump_if_false Label029C0A
0050: gosub Label02A0F8
0004:  5020?? =  1?  \\ integer values

:Label029C0A
00D6: if  0?
0038:    5024?? ==  0?  \\ integer values
004D: jump_if_false Label029C2A
0050: gosub Label02A17E
0004:  5024?? =  1?  \\ integer values

:Label029C2A
00D6: if  0?
0038:    5028?? ==  1?  \\ integer values
004D: jump_if_false Label029C63
03BA: clear_cars_from_cube  158.3! -1236.6!  29.9!  104.5! -1142.1!  36.8!
0004:  5028?? =  0?  \\ integer values

:Label029C63
0004:  5032?? =  1?  \\ integer values

:Label029C6A
00D6: if  0?
0018:    5032?? >  0?  \\ integer values
004D: jump_if_false Label029D13
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  104.9! -1143.3!  23.6!  158.3! -1236.6!  29.9!
004D: jump_if_false Label029D13
00D6: if  0?
0038:    5020?? ==  0?  \\ integer values
004D: jump_if_false Label029CCC
0050: gosub Label02A0F8
0004:  5020?? =  1?  \\ integer values

:Label029CCC
00D6: if  0?
0038:    5024?? ==  0?  \\ integer values
004D: jump_if_false Label029CEC
0050: gosub Label02A17E
0004:  5024?? =  1?  \\ integer values

:Label029CEC
00D6: if  0?
0038:    5028?? ==  0?  \\ integer values
004D: jump_if_false Label029D0C
0050: gosub Label02A204
0004:  5028?? =  1?  \\ integer values

:Label029D0C
0004:  5032?? =  2?  \\ integer values

:Label029D13
00D6: if  0?
0018:    5032?? >  1?  \\ integer values
004D: jump_if_false Label029DD5
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  158.3! -1236.6!  29.9!  104.5! -1142.1!  36.8!
004D: jump_if_false Label029DD5
00D6: if  0?
0038:    5020?? ==  1?  \\ integer values
004D: jump_if_false Label029D8E
03BA: clear_cars_from_cube  104.9! -1143.3!  23.6!  158.3! -1239.3!  2.1!
0004:  5020?? =  0?  \\ integer values

:Label029D8E
00D6: if  0?
0038:    5024?? ==  0?  \\ integer values
004D: jump_if_false Label029DAE
0050: gosub Label02A17E
0004:  5024?? =  1?  \\ integer values

:Label029DAE
00D6: if  0?
0038:    5028?? ==  0?  \\ integer values
004D: jump_if_false Label029DCE
0050: gosub Label02A204
0004:  5028?? =  1?  \\ integer values

:Label029DCE
0004:  5032?? =  3?  \\ integer values

:Label029DD5
00D6: if  0?
0018:    5032?? >  0?  \\ integer values
004D: jump_if_false Label029E93
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  158.3! -1239.3!  2.1!  104.5! -1142.1!  36.8!
004D: jump_if_false Label029E93
03BA: clear_cars_from_cube  104.9! -1143.3!  23.6!  158.3! -1239.3!  2.1!
03BA: clear_cars_from_cube  104.9! -1143.3!  23.6!  158.3! -1236.6!  29.9!
03BA: clear_cars_from_cube  158.3! -1236.6!  29.9!  104.5! -1142.1!  36.8!
0004:  5020?? =  0?  \\ integer values
0004:  5024?? =  0?  \\ integer values
0004:  5028?? =  0?  \\ integer values
0004:  5032?? =  0?  \\ integer values

:Label029E93
0002: jump Label02947B
004E: end_thread

:Label029E9C
03C5: create_random_car_for_carpark  310.2!  1234.8!  16.2!  90.2!
03C5: create_random_car_for_carpark  336.4!  1250.7!  16.2!  271.9!
03C5: create_random_car_for_carpark  307.6!  1160.9!  16.2!  92.8!
03C5: create_random_car_for_carpark  336.4!  1157.7!  16.2!  270.1!
03C5: create_random_car_for_carpark  307.4!  1253.6!  16.2!  89.4!
0051: return

:Label029F0C
03C5: create_random_car_for_carpark  347.5!  1185.5!  19.1!  95.2!
03C5: create_random_car_for_carpark  361.4!  1202.9!  19.1!  273.7!
03C5: create_random_car_for_carpark  361.3!  1157.8!  19.1!  267.7!
03C5: create_random_car_for_carpark  347.6!  1228.8!  19!  92.5!
03C5: create_random_car_for_carpark  361.4!  1255.5!  19.1!  269.5!
03C5: create_random_car_for_carpark  362.4!  1228.7!  19.1!  264.6!
0051: return

:Label029F92
03C5: create_random_car_for_carpark  308.4!  1225.8!  21.5!  87.4!
03C5: create_random_car_for_carpark  335.8!  1207.9!  21.5!  271.2!
03C5: create_random_car_for_carpark  335.8!  1213.6!  21.5!  270.6!
03C5: create_random_car_for_carpark  308.4!  1196.2!  21.5!  90!
03C5: create_random_car_for_carpark  307.2!  1168.4!  21.5!  89.6!
03C5: create_random_car_for_carpark  336.2!  1182.3!  21.5!  270.3!
0051: return

:Label02A018
03C5: create_random_car_for_carpark  348.3!  1190.1!  23.8!  91!
03C5: create_random_car_for_carpark  348!  1203.5!  23.8!  87.5!
03C5: create_random_car_for_carpark  348.2!  1208.5!  23.8!  90.2!
03C5: create_random_car_for_carpark  347.1!  1227.1!  23.8!  89.8!
03C5: create_random_car_for_carpark  348.2!  1253.7!  23.8!  92.5!
0051: return

:Label02A088
03C5: create_random_car_for_carpark  336.8!  1158.1!  26.3!  269.4!
03C5: create_random_car_for_carpark  335!  1186.2!  26.3!  268.7!
03C5: create_random_car_for_carpark  336.3!  1190.7!  26.3!  271.2!
03C5: create_random_car_for_carpark  337!  1227!  26.2!  269.5!
03C5: create_random_car_for_carpark  337.1!  1221!  26.2!  267.9!
0051: return

:Label02A0F8
03C5: create_random_car_for_carpark  109.8! -1151.2!  16.5!  1.6!
03C5: create_random_car_for_carpark  129.7! -1150.8!  16.5!  .4!
03C5: create_random_car_for_carpark  143.6! -1153!  16.5!  358.9!
03C5: create_random_car_for_carpark  123! -1180.8!  16.5!  1.3!
03C5: create_random_car_for_carpark  128! -1180.8!  16.5!  1.3!
03C5: create_random_car_for_carpark  133! -1180.8!  16.5!  1.3!
0051: return

:Label02A17E
03C5: create_random_car_for_carpark  150.5! -1192.9!  23.2!  265.1!
03C5: create_random_car_for_carpark  141.6! -1228.8!  23.2!  181.3!
03C5: create_random_car_for_carpark  127.1! -1228.7!  23.2!  178.6!
03C5: create_random_car_for_carpark  117.9! -1152.3!  23.2!  .1!
03C5: create_random_car_for_carpark  141.8! -1151.1!  23.2!  0!
03C5: create_random_car_for_carpark  129.2! -1179.3!  23.2!  0!
0051: return

:Label02A204
03C5: create_random_car_for_carpark  133! -1199.6!  30!  182.6!
03C5: create_random_car_for_carpark  123.7! -1199.7!  30!  180.4!
03C5: create_random_car_for_carpark  133! -1167.9!  30!  182.6!
03C5: create_random_car_for_carpark  146.3! -1149.3!  30.1!  273!
03C5: create_random_car_for_carpark  143! -1230!  30.1!  181.5!
03C5: create_random_car_for_carpark  135.3! -1217.7!  30.1!  1.5!
0051: return

:Label02A28A
03A4: name_thread "PICKUPS"
0111: set_wasted_busted_check_to  0? (disabled)
0001: wait  100? ms
004F: create_thread Label02B5D0 

:Label02A2A4
0001: wait  0? ms
0008:  5332?? +=  1?  \\ integer values
0004:  5336?? =  0?  \\ integer values
00D6: if  0?
0038:    5336?? ==  1?  \\ integer values
004D: jump_if_false Label02A454
029B:  7164?? = init_object -33? (ELECTRICGATE) at -1114.1!  67!  10.1!
055B:  5188?? = create_clothes_pickup  1? at -384.5! -591.9!  25.3!
055B:  5136?? = create_clothes_pickup  1? at  226.4! -1265.6!  20.1!
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!
055B:  5144?? = create_clothes_pickup  3? at  364.2!  1086.1!  19!
055B:  5148?? = create_clothes_pickup  4? at  106.5!  253!  21.7!
055B:  5152?? = create_clothes_pickup  5? at -1024.5! -433.9!  10.9!
055B:  5156?? = create_clothes_pickup  6? at  405.7! -485.6!  12.3!
055B:  5160?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!
055B:  5168?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
055B:  5172?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
055B:  5176?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
055B:  5180?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
055B:  5184?? = create_clothes_pickup  7? at  465.3! -57.4!  15.7!
055B:  5164?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
055B:  5192?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!
055B:  8384?? = create_clothes_pickup  11? at -1200.3! -322.9!  10.9!
055B:  5408?? = create_clothes_pickup  12? at -382.6! -585.9!  25.3!

:Label02A454
00D6: if  0?
0038:    5332?? ==  1?  \\ integer values
004D: jump_if_false Label02A88E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02A88E
00D6: if  0?
0038:    4352?? ==  1?  \\ integer values
004D: jump_if_false Label02A5C0
00D6: if  0?
0038:    5328?? ==  0?  \\ integer values
004D: jump_if_false Label02A5B9
00D6: if  0?
0038:    1092?? ==  1?  \\ integer values
004D: jump_if_false Label02A4C2
029B:  5300?? = init_object -34? (MONEYBAG) at  228.934! -1269.593!  20.228!

:Label02A4C2
00D6: if  0?
0038:    1020?? ==  1?  \\ integer values
004D: jump_if_false Label02A4EA
029B:  5304?? = init_object -35? (BOOMSHINE) at  228.934! -1269.593!  20.228!

:Label02A4EA
00D6: if  0?
0038:    1004?? ==  1?  \\ integer values
004D: jump_if_false Label02A512
029B:  5308?? = init_object -36? (MASK) at  228.934! -1269.593!  20.228!

:Label02A512
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label02A53A
029B:  5312?? = init_object -37? (COKE_VOODOO) at  228.934! -1269.593!  20.228!

:Label02A53A
00D6: if  0?
0038:    996?? ==  1?  \\ integer values
004D: jump_if_false Label02A562
029B:  5316?? = init_object -38? (TROPHY1) at  228.934! -1269.593!  20.228!

:Label02A562
00D6: if  0?
0038:   $PASSED_LAW1_THE_PARTY ==  1?  \\ integer values
004D: jump_if_false Label02A58A
029B:  5320?? = init_object -39? (SUTIBAG) at  228.934! -1269.593!  20.228!

:Label02A58A
00D6: if  0?
0038:    1040?? ==  1?  \\ integer values
004D: jump_if_false Label02A5B2
029B:  5324?? = init_object -40? (PORNPOSTERS) at  228.934! -1269.593!  20.228!

:Label02A5B2
0004:  5328?? =  1?  \\ integer values

:Label02A5B9
0002: jump Label02A5FC

:Label02A5C0
00D6: if  0?
0038:    5328?? ==  1?  \\ integer values
004D: jump_if_false Label02A5FC
0108: destroy_object  5300??
0108: destroy_object  5304??
0108: destroy_object  5308??
0108: destroy_object  5312??
0108: destroy_object  5316??
0108: destroy_object  5320??
0108: destroy_object  5324??
0004:  5328?? =  0?  \\ integer values

:Label02A5FC
00D6: if  0?
0038:    3964?? ==  1?  \\ integer values
004D: jump_if_false Label02A82F
00D6: if  0?
0038:    5344?? ==  0?  \\ integer values
004D: jump_if_false Label02A828
00D6: if  0?
0038:    1064?? ==  0?  \\ integer values
004D: jump_if_false Label02A64F
029B:  5396?? = init_object -41? (FRAME1) at -378.394! -583.35!  27.078!
0002: jump Label02A665

:Label02A64F
029B:  5400?? = init_object -42? (FRAME1DAMAGED) at -378.374! -583.35!  27.078!

:Label02A665
00D6: if  0?
0038:    5244?? ==  1?  \\ integer values
004D: jump_if_false Label02A68D
029B:  5348?? = init_object -43? (FLAME_TINS) at -373.306! -593.374!  25.369!

:Label02A68D
00D6: if  0?
0038:    6392?? ==  1?  \\ integer values
004D: jump_if_false Label02A6D9
00D6: if  0?
0038:    220?? ==  1?  \\ integer values
004D: jump_if_false Label02A6D9
00D6: if  0?
0038:    6388?? ==  1?  \\ integer values
004D: jump_if_false Label02A6D9
029B:  5352?? = init_object -44? (TROPHIES) at -408.907! -560.001!  20.23!

:Label02A6D9
00D6: if  0?
0038:    980?? ==  1?  \\ integer values
004D: jump_if_false Label02A701
029B:  5356?? = init_object -45? (HELI_BOX) at -401.955! -566.672!  19.234!

:Label02A701
00D6: if  0?
0038:    1556?? ==  1?  \\ integer values
004D: jump_if_false Label02A729
029B:  5388?? = init_object -46? (PIZZA_BOX1) at -406.211! -559.996!  18.654!

:Label02A729
00D6: if  0?
0038:    1040?? ==  1?  \\ integer values
004D: jump_if_false Label02A7A9
029B:  5380?? = init_object -47? (PIZZA_MESS) at -383.088! -556.169!  18.95!
029B:  5384?? = init_object -48? (PIZZA_MESS2) at -385.024! -570.197!  21.58!
029B:  5360?? = init_object -49? (MAN_RUBBISH03) at -379.201! -568.813!  20.695!
029B:  5372?? = init_object -50? (GASH_BAGS1) at -408.239! -563.1!  19.054!
029B:  5376?? = init_object -51? (GASHBAGS2) at -383.019! -596.235!  25.037!

:Label02A7A9
00D6: if  0?
0038:    1036?? ==  1?  \\ integer values
004D: jump_if_false Label02A7D1
029B:  5392?? = init_object -52? (POLOROIDS) at -374.306! -593.35!  26.475!

:Label02A7D1
00D6: if  0?
0038:    1004?? ==  1?  \\ integer values
004D: jump_if_false Label02A7F9
029B:  5368?? = init_object -53? (GUN_DOCS) at -381.008! -594.382!  25.389!

:Label02A7F9
00D6: if  0?
0038:    984?? ==  1?  \\ integer values
004D: jump_if_false Label02A821
029B:  5364?? = init_object -54? (SHOVEL) at -375.566! -555.54!  19.15!

:Label02A821
0004:  5344?? =  1?  \\ integer values

:Label02A828
0002: jump Label02A88E

:Label02A82F
00D6: if  0?
0038:    5344?? ==  1?  \\ integer values
004D: jump_if_false Label02A88E
0108: destroy_object  5348??
0108: destroy_object  5352??
0108: destroy_object  5356??
0108: destroy_object  5360??
0108: destroy_object  5364??
0108: destroy_object  5368??
0108: destroy_object  5372??
0108: destroy_object  5376??
0108: destroy_object  5380??
0108: destroy_object  5384??
0108: destroy_object  5388??
0108: destroy_object  5392??
0108: destroy_object  5396??
0108: destroy_object  5400??
0004:  5344?? =  0?  \\ integer values

:Label02A88E
00D6: if  0?
0038:    5332?? ==  2?  \\ integer values
004D: jump_if_false Label02A9E4
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02A9E4
00D6: if  0?
0038:    5112?? ==  1?  \\ integer values
004D: jump_if_false Label02A903
00D6: if  0?
0214:   pickup  5188?? picked_up
004D: jump_if_false Label02A903
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02A8FC
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF:  50?

:Label02A8FC
0050: gosub Label02B8EB

:Label02A903
00D6: if  0?
0214:   pickup  8384?? picked_up
004D: jump_if_false Label02A942
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02A93B
0352: set_actor $PLAYER_ACTOR skin_to "PLAY11"
04CF:  50?

:Label02A93B
0050: gosub Label02B8EB

:Label02A942
00D6: if  0?
0038:    364?? ==  1?  \\ integer values
004D: jump_if_false Label02A993
00D6: if  0?
0214:   pickup  5408?? picked_up
004D: jump_if_false Label02A993
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02A98C
0352: set_actor $PLAYER_ACTOR skin_to "PLAY12"
04CF:  120?

:Label02A98C
0050: gosub Label02B8EB

:Label02A993
00D6: if  0?
0038:    5200?? ==  1?  \\ integer values
004D: jump_if_false Label02A9E4
00D6: if  0?
0214:   pickup  5192?? picked_up
004D: jump_if_false Label02A9E4
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02A9DD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF:  50?

:Label02A9DD
0050: gosub Label02B8EB

:Label02A9E4
00D6: if  0?
0038:    5332?? ==  3?  \\ integer values
004D: jump_if_false Label02ABEE
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02ABEE
00D6: if  0?
0038:    5108?? ==  1?  \\ integer values
004D: jump_if_false Label02AA59
00D6: if  0?
0214:   pickup  5136?? picked_up
004D: jump_if_false Label02AA59
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AA52
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
04CF:  50?

:Label02AA52
0050: gosub Label02B8EB

:Label02AA59
00D6: if  0?
0038:    5060?? ==  1?  \\ integer values
004D: jump_if_false Label02AAAA
00D6: if  0?
0214:   pickup  5140?? picked_up
004D: jump_if_false Label02AAAA
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AAA3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
04CF:  100?

:Label02AAA3
0050: gosub Label02B8EB

:Label02AAAA
00D6: if  0?
0038:    5064?? ==  1?  \\ integer values
004D: jump_if_false Label02AAFB
00D6: if  0?
0214:   pickup  5144?? picked_up
004D: jump_if_false Label02AAFB
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AAF4
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3"
04CF:  80?

:Label02AAF4
0050: gosub Label02B8EB

:Label02AAFB
00D6: if  0?
0038:    5068?? ==  1?  \\ integer values
004D: jump_if_false Label02AB4C
00D6: if  0?
0214:   pickup  5148?? picked_up
004D: jump_if_false Label02AB4C
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AB45
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4"
04CF:  40?

:Label02AB45
0050: gosub Label02B8EB

:Label02AB4C
00D6: if  0?
0038:    5072?? ==  1?  \\ integer values
004D: jump_if_false Label02AB9D
00D6: if  0?
0214:   pickup  5152?? picked_up
004D: jump_if_false Label02AB9D
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AB96
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5"
04CF:  70?

:Label02AB96
0050: gosub Label02B8EB

:Label02AB9D
00D6: if  0?
0038:    5076?? ==  1?  \\ integer values
004D: jump_if_false Label02ABEE
00D6: if  0?
0214:   pickup  5156?? picked_up
004D: jump_if_false Label02ABEE
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02ABE7
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
04CF:  90?

:Label02ABE7
0050: gosub Label02B8EB

:Label02ABEE
00D6: if  0?
0038:    5332?? ==  4?  \\ integer values
004D: jump_if_false Label02AD56
00D6: if  0?
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02AD56
00D6: if  0?
0038:    5080?? ==  1?  \\ integer values
004D: jump_if_false Label02AC63
00D6: if  0?
0214:   pickup  5160?? picked_up
004D: jump_if_false Label02AC63
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AC5C
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER8"
04CF:  120?

:Label02AC5C
0050: gosub Label02B8EB

:Label02AC63
00D6: if  0?
0038:    5084?? ==  1?  \\ integer values
004D: jump_if_false Label02ACB4
00D6: if  0?
0214:   pickup  5164?? picked_up
004D: jump_if_false Label02ACB4
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02ACAD
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER9"
04CF:  30?

:Label02ACAD
0050: gosub Label02B8EB

:Label02ACB4
00D6: if  0?
0038:    5088?? ==  1?  \\ integer values
004D: jump_if_false Label02AD05
00D6: if  0?
0214:   pickup  5168?? picked_up
004D: jump_if_false Label02AD05
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02ACFE
0352: set_actor $PLAYER_ACTOR skin_to "PLAY10"
04CF:  100?

:Label02ACFE
0050: gosub Label02B8EB

:Label02AD05
00D6: if  0?
0038:    5104?? ==  1?  \\ integer values
004D: jump_if_false Label02AD56
00D6: if  0?
0214:   pickup  5184?? picked_up
004D: jump_if_false Label02AD56
0050: gosub Label02B871
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AD4F
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
04CF:  120?

:Label02AD4F
0050: gosub Label02B8EB

:Label02AD56
00D6: if  0?
0038:    5332?? ==  5?  \\ integer values
004D: jump_if_false Label02AF19
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02AF19
00D6: if  0?
0038:   $PASSED_ASS1_RUB_OUT ==  1?  \\ integer values
004D: jump_if_false Label02AF19
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label02AEF9
00D6: if  0?
0038:    5260?? ==  0?  \\ integer values
004D: jump_if_false Label02AEF2
00D6: if  0?
0038:    5236?? ==  1?  \\ integer values
004D: jump_if_false Label02ADDE
0213:  5272?? = create_pickup -18? (BODYARMOUR) type  15? at -314.7! -551.2!  10.3!

:Label02ADDE
00D6: if  0?
0038:    5240?? ==  1?  \\ integer values
004D: jump_if_false Label02AE09
0213:  5276?? = create_pickup #CHNSAW type  15? at -310.7! -551.2!  10.3!

:Label02AE09
00D6: if  0?
0038:    5232?? ==  1?  \\ integer values
004D: jump_if_false Label02AE36
032B:  5280?? = create_weapon_pickup #PYTHON  15? ammo  24? at -306.7! -551.2!  10.3!

:Label02AE36
00D6: if  0?
0038:    5244?? ==  1?  \\ integer values
004D: jump_if_false Label02AE63
032B:  5284?? = create_weapon_pickup #FLAME  15? ammo  60? at -302.7! -551.2!  10.3!

:Label02AE63
00D6: if  0?
0038:    5248?? ==  1?  \\ integer values
004D: jump_if_false Label02AE90
032B:  5288?? = create_weapon_pickup #LASER  15? ammo  28? at -298.7! -551.2!  10.3!

:Label02AE90
00D6: if  0?
0038:    5252?? ==  1?  \\ integer values
004D: jump_if_false Label02AEBE
032B:  5292?? = create_weapon_pickup #MINIGUN  15? ammo  500& at -294.7! -551.2!  10.3!

:Label02AEBE
00D6: if  0?
0038:    5256?? ==  1?  \\ integer values
004D: jump_if_false Label02AEEB
032B:  5296?? = create_weapon_pickup #ROCKETLA  15? ammo  8? at -290.7! -551.2!  10.3!

:Label02AEEB
0004:  5260?? =  1?  \\ integer values

:Label02AEF2
0002: jump Label02AF19

:Label02AEF9
00D6: if  0?
0038:    5260?? ==  1?  \\ integer values
004D: jump_if_false Label02AF19
0050: gosub Label02B84C
0004:  5260?? =  0?  \\ integer values

:Label02AF19
00D6: if  0?
0038:    5332?? ==  6?  \\ integer values
004D: jump_if_false Label02B0DC
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B0DC
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label02B0BC
00D6: if  0?
0038:    4352?? ==  1?  \\ integer values
004D: jump_if_false Label02B0B5
00D6: if  0?
0038:    5264?? ==  0?  \\ integer values
004D: jump_if_false Label02B0B5
00D6: if  0?
0038:    5236?? ==  1?  \\ integer values
004D: jump_if_false Label02AFA1
0213:  5272?? = create_pickup -18? (BODYARMOUR) type  15? at  214.2! -1275.7!  19.2!

:Label02AFA1
00D6: if  0?
0038:    5240?? ==  1?  \\ integer values
004D: jump_if_false Label02AFCC
0213:  5276?? = create_pickup #CHNSAW type  15? at  210.2! -1274.7!  19.2!

:Label02AFCC
00D6: if  0?
0038:    5232?? ==  1?  \\ integer values
004D: jump_if_false Label02AFF9
032B:  5280?? = create_weapon_pickup #PYTHON  15? ammo  24? at  206.2! -1273.7!  19.2!

:Label02AFF9
00D6: if  0?
0038:    5244?? ==  1?  \\ integer values
004D: jump_if_false Label02B026
032B:  5284?? = create_weapon_pickup #FLAME  15? ammo  60? at  224.2! -1273.1!  19.2!

:Label02B026
00D6: if  0?
0038:    5248?? ==  1?  \\ integer values
004D: jump_if_false Label02B053
032B:  5288?? = create_weapon_pickup #LASER  15? ammo  28? at  228.2! -1279.2!  19.2!

:Label02B053
00D6: if  0?
0038:    5252?? ==  1?  \\ integer values
004D: jump_if_false Label02B081
032B:  5292?? = create_weapon_pickup #MINIGUN  15? ammo  500& at  226! -1268.6!  20.1!

:Label02B081
00D6: if  0?
0038:    5256?? ==  1?  \\ integer values
004D: jump_if_false Label02B0AE
032B:  5296?? = create_weapon_pickup #ROCKETLA  15? ammo  8? at  231.7! -1264.4!  20.1!

:Label02B0AE
0004:  5264?? =  1?  \\ integer values

:Label02B0B5
0002: jump Label02B0DC

:Label02B0BC
00D6: if  0?
0038:    5264?? ==  1?  \\ integer values
004D: jump_if_false Label02B0DC
0050: gosub Label02B84C
0004:  5264?? =  0?  \\ integer values

:Label02B0DC
00D6: if  0?
0038:    5332?? ==  7?  \\ integer values
004D: jump_if_false Label02B29F
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B29F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B27F
00D6: if  0?
0038:    7180?? ==  1?  \\ integer values
004D: jump_if_false Label02B278
00D6: if  0?
0038:    5268?? ==  0?  \\ integer values
004D: jump_if_false Label02B278
00D6: if  0?
0038:    5236?? ==  1?  \\ integer values
004D: jump_if_false Label02B164
0213:  5272?? = create_pickup -18? (BODYARMOUR) type  15? at -813.1!  1344.7!  66.4!

:Label02B164
00D6: if  0?
0038:    5240?? ==  1?  \\ integer values
004D: jump_if_false Label02B18F
0213:  5276?? = create_pickup #CHNSAW type  15? at -817.1!  1344.7!  66.4!

:Label02B18F
00D6: if  0?
0038:    5232?? ==  1?  \\ integer values
004D: jump_if_false Label02B1BC
032B:  5280?? = create_weapon_pickup #PYTHON  15? ammo  24? at -821.1!  1344.7!  66.4!

:Label02B1BC
00D6: if  0?
0038:    5244?? ==  1?  \\ integer values
004D: jump_if_false Label02B1E9
032B:  5284?? = create_weapon_pickup #FLAME  15? ammo  60? at -825.1!  1344.7!  66.4!

:Label02B1E9
00D6: if  0?
0038:    5248?? ==  1?  \\ integer values
004D: jump_if_false Label02B216
032B:  5288?? = create_weapon_pickup #LASER  15? ammo  28? at -830.1!  1344.7!  66.4!

:Label02B216
00D6: if  0?
0038:    5252?? ==  1?  \\ integer values
004D: jump_if_false Label02B244
032B:  5292?? = create_weapon_pickup #MINIGUN  15? ammo  500& at -833.1!  1344.7!  66.4!

:Label02B244
00D6: if  0?
0038:    5256?? ==  1?  \\ integer values
004D: jump_if_false Label02B271
032B:  5296?? = create_weapon_pickup #ROCKETLA  15? ammo  8? at -839!  1351.6!  66.4!

:Label02B271
0004:  5268?? =  1?  \\ integer values

:Label02B278
0002: jump Label02B29F

:Label02B27F
00D6: if  0?
0038:    5268?? ==  1?  \\ integer values
004D: jump_if_false Label02B29F
0050: gosub Label02B84C
0004:  5268?? =  0?  \\ integer values

:Label02B29F
00D6: if  0?
0038:    5332?? ==  8?  \\ integer values
004D: jump_if_false Label02B3E7
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B355
00D6: if  0?
0038:    1040?? ==  1?  \\ integer values
004D: jump_if_false Label02B355
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B355
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B309
0050: gosub Label02B989
0002: jump Label02B320

:Label02B309
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B320
0050: gosub Label02B989

:Label02B320
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B33E
0050: gosub Label02BA19
0002: jump Label02B355

:Label02B33E
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B355
0050: gosub Label02BA19

:Label02B355
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B3E7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B3E7
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B39B
0050: gosub Label02BBC9
0002: jump Label02B3B2

:Label02B39B
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B3B2
0050: gosub Label02BBC9

:Label02B3B2
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B3D0
0050: gosub Label02BC59
0002: jump Label02B3E7

:Label02B3D0
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B3E7
0050: gosub Label02BC59

:Label02B3E7
00D6: if  0?
0038:    5332?? ==  9?  \\ integer values
004D: jump_if_false Label02B49D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B49D
00D6: if  0?
0038:    7180?? ==  1?  \\ integer values
004D: jump_if_false Label02B49D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02B49D
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B451
0050: gosub Label02BAA9
0002: jump Label02B468

:Label02B451
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B468
0050: gosub Label02BAA9

:Label02B468
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label02B486
0050: gosub Label02BB39
0002: jump Label02B49D

:Label02B486
00D6: if  0?
044A: (unknown) $PLAYER_CHAR 
004D: jump_if_false Label02B49D
0050: gosub Label02BB39

:Label02B49D
00D6: if  0?
0018:    5332?? >  9?  \\ integer values
004D: jump_if_false Label02B4B6
0004:  5332?? =  0?  \\ integer values

:Label02B4B6
0002: jump Label02A2A4
004E: end_thread

:Label02B4BF
03A4: name_thread "CLOTH1"
0001: wait  5000& ms
03E5: text_box "CLOTH2" \\ Street outfit delivered to Safehouses.
0001: wait  10000& ms
03E5: text_box "CLOTH1" \\ Soiree outfit delivered to Rafael's on Ocean Beach.
004E: end_thread

:Label02B4E9
03A4: name_thread "CLOTH2"
0001: wait  5000& ms
03E5: text_box "HELP25" \\ You can now take jobs from Avery Carrington.
0001: wait  10000& ms
03E5: text_box "CLOTH3" \\ Coveralls outfit delivered to Tooled Up in The North Point Mall.
004E: end_thread

:Label02B513
03A4: name_thread "CLOTH3"
0001: wait  5000& ms
03E5: text_box "CLOTH4" \\ Country Club outfit delivered to The Golf Club in Leaf Links.
004E: end_thread

:Label02B52E
03A4: name_thread "CLOTH4"
0001: wait  5000& ms
03E5: text_box "CLOTH5" \\ Havana outfit delivered to Little Havana Streetwear in Little Havana.
004E: end_thread

:Label02B549
03A4: name_thread "CLOTH5"
0001: wait  5000& ms
03E5: text_box "CLOTH6" \\ Cop outfit delivered to Police Station on Washington Beach.
004E: end_thread

:Label02B564
03A4: name_thread "CLOTH6"
0001: wait  5000& ms
03E5: text_box "CLOTH7" \\ Casual outfit delivered to Gash in The North Point Mall.
004E: end_thread

:Label02B57F
03A4: name_thread "CLOTH7"
0001: wait  20000& ms
03E5: text_box "CLOTH8" \\ Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
004E: end_thread

:Label02B59A
03A4: name_thread "CLOTH8"
0001: wait  5000& ms
03E5: text_box "CLOTH9" \\ Tracksuit outfit delivered to Jocksport in Downtown.
004E: end_thread

:Label02B5B5
03A4: name_thread "CLOTH9"
0001: wait  5000& ms
03E5: text_box "CLOTH10" \\ Bank Job outfit delivered to Malibu Club in Vice Point.
004E: end_thread

:Label02B5D0
03A4: name_thread "PACKAGE"
0001: wait  500& ms
03E1:  5224?? = packages_found

:Label02B5E4
00D6: if  0?
001A:    10? >  5224??  \\ integer values
004D: jump_if_false Label02B607
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B5E4

:Label02B607
030C: set_mission_points +=  1?
03E5: text_box "PICK1" \\ Body Armor delivered to Ocean View Hotel!
0004:  5236?? =  1?  \\ integer values

:Label02B61C
00D6: if  0?
001A:    20? >  5224??  \\ integer values
004D: jump_if_false Label02B63F
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B61C

:Label02B63F
030C: set_mission_points +=  1?
03E5: text_box "PICK3" \\ Chainsaw delivered to Ocean View Hotel!
0004:  5240?? =  1?  \\ integer values

:Label02B654
00D6: if  0?
001A:    30? >  5224??  \\ integer values
004D: jump_if_false Label02B677
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B654

:Label02B677
030C: set_mission_points +=  1?
03E5: text_box "PICK2" \\ .357 delivered to Ocean View Hotel!
0004:  5232?? =  1?  \\ integer values

:Label02B68C
00D6: if  0?
001A:    40? >  5224??  \\ integer values
004D: jump_if_false Label02B6AF
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B68C

:Label02B6AF
030C: set_mission_points +=  1?
03E5: text_box "PICK4" \\ Flame Thrower delivered to Ocean View Hotel!
0004:  5244?? =  1?  \\ integer values

:Label02B6C4
00D6: if  0?
001A:    50? >  5224??  \\ integer values
004D: jump_if_false Label02B6E7
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B6C4

:Label02B6E7
030C: set_mission_points +=  1?
03E5: text_box "PICK5" \\ .308 Sniper delivered to Ocean View Hotel!
0004:  5248?? =  1?  \\ integer values

:Label02B6FC
00D6: if  0?
001A:    60? >  5224??  \\ integer values
004D: jump_if_false Label02B71F
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B6FC

:Label02B71F
030C: set_mission_points +=  1?
03E5: text_box "PICK6" \\ Minigun delivered to Ocean View Hotel!
0004:  5252?? =  1?  \\ integer values

:Label02B734
00D6: if  0?
001A:    70? >  5224??  \\ integer values
004D: jump_if_false Label02B757
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B734

:Label02B757
030C: set_mission_points +=  1?
03E5: text_box "PICK7" \\ Rocket Launcher delivered to Ocean View Hotel!
0004:  5256?? =  1?  \\ integer values

:Label02B76C
00D6: if  0?
001A:    80? >  5224??  \\ integer values
004D: jump_if_false Label02B78F
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B76C

:Label02B78F
030C: set_mission_points +=  1?
03E5: text_box "PICK8" \\ Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator  7908?? cars_to_generate_to  101?

:Label02B7A4
00D6: if  0?
001A:    90? >  5224??  \\ integer values
004D: jump_if_false Label02B7C7
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B7A4

:Label02B7C7
030C: set_mission_points +=  1?
03E5: text_box "PICK9" \\ Tank now available from the Army Barracks!
014C: set_parked_car_generator  7912?? cars_to_generate_to  101?

:Label02B7DC
00D6: if  0?
001A:    100? >  5224??  \\ integer values
004D: jump_if_false Label02B7FF
0001: wait  500& ms
03E1:  5224?? = packages_found
0002: jump Label02B7DC

:Label02B7FF
0001: wait  5000& ms
030C: set_mission_points +=  1?
00D6: if  0?
0038:    8388?? ==  0?  \\ integer values
004D: jump_if_false Label02B839
03E5: text_box "PICK10" \\ Hunter now available from the Army Barracks!
014C: set_parked_car_generator  7916?? cars_to_generate_to  101?
0004:  8388?? =  1?  \\ integer values
0002: jump Label02B84A

:Label02B839
03E5: text_box "APACHE" \\ Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator  8392?? cars_to_generate_to  101?

:Label02B84A
004E: end_thread

:Label02B84C
0215: destroy_pickup  5272??
0215: destroy_pickup  5276??
0215: destroy_pickup  5280??
0215: destroy_pickup  5284??
0215: destroy_pickup  5288??
0215: destroy_pickup  5292??
0215: destroy_pickup  5296??
0051: return

:Label02B871
0004:  4720?? =  1?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B8B6
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02B897
00D6: if  0?
016B:   fading
004D: jump_if_false Label02B8AF
0001: wait  0? ms
0002: jump Label02B897

:Label02B8AF
0002: jump Label02B8BD

:Label02B8B6
0004:  4720?? =  0?  \\ integer values

:Label02B8BD
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B8E2
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0002: jump Label02B8E9

:Label02B8E2
0004:  4720?? =  0?  \\ integer values

:Label02B8E9
0051: return

:Label02B8EB
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B980
038B: load_requested_models
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02B912
0353: refresh_actor $PLAYER_ACTOR

:Label02B912
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  2?
004D: jump_if_false Label02B930
0110: clear_player $PLAYER_CHAR wanted_level

:Label02B930
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004:  4720?? =  0?  \\ integer values
016A: fade  1? (back)  500& ms
00D6: if  0?
0038:    5404?? ==  0?  \\ integer values
004D: jump_if_false Label02B96F
03E5: text_box "CLT_HL2" \\ When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
0004:  5404?? =  1?  \\ integer values
0002: jump Label02B979

:Label02B96F
03E5: text_box "CLOHELP" \\ Clean Clothes!!

:Label02B979
0002: jump Label02B987

:Label02B980
0004:  4720?? =  0?  \\ integer values

:Label02B987
0051: return

:Label02B989
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -557.1!  782.1!  21.8! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BA17
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02B9C8
00D6: if  0?
016B:   fading
004D: jump_if_false Label02B9E0
0001: wait  0? ms
0002: jump Label02B9C8

:Label02B9E0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BA10
0055: put_player $PLAYER_CHAR at -556.1!  787.8!  96.5!
0171: set_player $PLAYER_CHAR z_angle_to  100.5!
03C8: rotate_player_180_degrees

:Label02BA10
016A: fade  1? (back)  500& ms

:Label02BA17
0051: return

:Label02BA19
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -551.8!  787.4!  97.5! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BAA7
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02BA58
00D6: if  0?
016B:   fading
004D: jump_if_false Label02BA70
0001: wait  0? ms
0002: jump Label02BA58

:Label02BA70
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BAA0
0055: put_player $PLAYER_CHAR at -562.1!  782!  21.8!
0171: set_player $PLAYER_CHAR z_angle_to  100.5!
03C8: rotate_player_180_degrees

:Label02BAA0
016A: fade  1? (back)  500& ms

:Label02BAA7
0051: return

:Label02BAA9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -830.9!  1312.4!  10.5! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BB37
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02BAE8
00D6: if  0?
016B:   fading
004D: jump_if_false Label02BB00
0001: wait  0? ms
0002: jump Label02BAE8

:Label02BB00
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BB30
0055: put_player $PLAYER_CHAR at -815!  1353.9!  65.4!
0171: set_player $PLAYER_CHAR z_angle_to  87.2!
03C8: rotate_player_180_degrees

:Label02BB30
016A: fade  1? (back)  500& ms

:Label02BB37
0051: return

:Label02BB39
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -811.7!  1354.2!  66.4! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BBC7
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02BB78
00D6: if  0?
016B:   fading
004D: jump_if_false Label02BB90
0001: wait  0? ms
0002: jump Label02BB78

:Label02BB90
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BBC0
0055: put_player $PLAYER_CHAR at -829.6!  1308.8!  10.5!
0171: set_player $PLAYER_CHAR z_angle_to  200!
03C8: rotate_player_180_degrees

:Label02BBC0
016A: fade  1? (back)  500& ms

:Label02BBC7
0051: return

:Label02BBC9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -410.5!  1120.9!  10.1! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BC57
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02BC08
00D6: if  0?
016B:   fading
004D: jump_if_false Label02BC20
0001: wait  0? ms
0002: jump Label02BC08

:Label02BC20
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BC50
0055: put_player $PLAYER_CHAR at -446.9!  1128.3!  55.6!
0171: set_player $PLAYER_CHAR z_angle_to  282!
03C8: rotate_player_180_degrees

:Label02BC50
016A: fade  1? (back)  500& ms

:Label02BC57
0051: return

:Label02BC59
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -451.1!  1128.1!  55.6! radius  2.5!  2.5!  2.5!
004D: jump_if_false Label02BCE7
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label02BC98
00D6: if  0?
016B:   fading
004D: jump_if_false Label02BCB0
0001: wait  0? ms
0002: jump Label02BC98

:Label02BCB0
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02BCE0
0055: put_player $PLAYER_CHAR at -410.5!  1117.7!  10!
0171: set_player $PLAYER_CHAR z_angle_to  179.6!
03C8: rotate_player_180_degrees

:Label02BCE0
016A: fade  1? (back)  500& ms

:Label02BCE7
0051: return

:Label02BCE9
0004:  5412?? =  0?  \\ integer values
0004:  5416?? =  0?  \\ integer values
0004:  5420?? =  0?  \\ integer values
0004:  5424?? =  0?  \\ integer values
0004:  5428?? =  0?  \\ integer values
0004:  5464?? =  0?  \\ integer values
0004:  5556?? =  0?  \\ integer values
0004:  5560?? =  0?  \\ integer values
0004:  5564?? =  0?  \\ integer values
0004:  5600?? =  0?  \\ integer values
0004:  5488?? =  0?  \\ integer values
0004:  5492?? =  0?  \\ integer values
0004:  5496?? =  0?  \\ integer values
0004:  5500?? =  0?  \\ integer values
0004:  5504?? =  0?  \\ integer values
0004:  5508?? =  0?  \\ integer values
0004:  5512?? =  0?  \\ integer values
0004:  5516?? =  0?  \\ integer values
0004:  5520?? =  0?  \\ integer values
03A4: name_thread "JUNKFUD"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label02BD86 
004E: end_thread

:Label02BD86
0002: jump Label02BF1D
009A:  5432?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5436?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5440?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5444?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5448?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5452?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5456?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
009A:  5460?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
03BC:  5524?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5528?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5532?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5536?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5540?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5544?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5548?? = create_sphere -903!  800.3!  10.5!  1!
03BC:  5552?? = create_sphere -903!  800.3!  10.5!  1!

:Label02BF1D
03A4: name_thread "FUD"
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02D228
0008:  5520?? +=  1?  \\ integer values
0054:  5568?? = player $PLAYER_CHAR x_pos,  5572?? = player $PLAYER_CHAR y_pos,  5576?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0038:    5520?? ==  1?  \\ integer values
004D: jump_if_false Label02CA86
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02CA7F
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label02CA71
00D6: if  0?
0020:    5568?? >  415!  \\ floating-point values
004D: jump_if_false Label02C4F4
00D6: if  1?
0038:    5412?? ==  1?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02C362
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C0A4
00D6: if  2?
8118:   NOT   actor  5432?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C098
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  445.66!  1100.54!  18.3! radius  1!  1!  2!
004D: jump_if_false Label02C05A
00D6: if  0?
0038:    5488?? ==  0?  \\ integer values
004D: jump_if_false Label02C053
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??
0004:  5464?? =  1?  \\ integer values
0084:  5476?? =  5432??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C053
0002: jump Label02C091

:Label02C05A
00D6: if  0?
0038:    5488?? ==  1?  \\ integer values
004D: jump_if_false Label02C091
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere  445.66!  1100.54!  18.3!  1!
0004:  5488?? =  0?  \\ integer values

:Label02C091
0002: jump Label02C0A4

:Label02C098
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??

:Label02C0A4
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C18E
00D6: if  2?
8118:   NOT   actor  5436?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C182
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  436.75!  1105.8!  18.2! radius  1!  1!  2!
004D: jump_if_false Label02C144
00D6: if  0?
0038:    5492?? ==  0?  \\ integer values
004D: jump_if_false Label02C13D
0004:  5492?? =  1?  \\ integer values
03BD: destroy_sphere  5528??
0004:  5464?? =  2?  \\ integer values
0084:  5476?? =  5436??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C13D
0002: jump Label02C17B

:Label02C144
00D6: if  0?
0038:    5492?? ==  1?  \\ integer values
004D: jump_if_false Label02C17B
03BD: destroy_sphere  5528??
03BC:  5528?? = create_sphere  436.75!  1105.8!  18.2!  1!
0004:  5492?? =  0?  \\ integer values

:Label02C17B
0002: jump Label02C18E

:Label02C182
0004:  5492?? =  1?  \\ integer values
03BD: destroy_sphere  5528??

:Label02C18E
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C278
00D6: if  2?
8118:   NOT   actor  5440?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C26C
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  434.5!  1139.3!  18.2! radius  1!  1!  2!
004D: jump_if_false Label02C22E
00D6: if  0?
0038:    5496?? ==  0?  \\ integer values
004D: jump_if_false Label02C227
0004:  5496?? =  1?  \\ integer values
03BD: destroy_sphere  5532??
0004:  5464?? =  3?  \\ integer values
0084:  5476?? =  5440??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C227
0002: jump Label02C265

:Label02C22E
00D6: if  0?
0038:    5496?? ==  1?  \\ integer values
004D: jump_if_false Label02C265
03BD: destroy_sphere  5532??
03BC:  5532?? = create_sphere  434.5!  1139.3!  18.2!  1!
0004:  5496?? =  0?  \\ integer values

:Label02C265
0002: jump Label02C278

:Label02C26C
0004:  5496?? =  1?  \\ integer values
03BD: destroy_sphere  5532??

:Label02C278
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C362
00D6: if  2?
8118:   NOT   actor  5444?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C356
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  451.24!  1146.5!  18.24! radius  1!  1!  2!
004D: jump_if_false Label02C318
00D6: if  0?
0038:    5500?? ==  0?  \\ integer values
004D: jump_if_false Label02C311
0004:  5500?? =  1?  \\ integer values
03BD: destroy_sphere  5536??
0004:  5464?? =  4?  \\ integer values
0084:  5476?? =  5444??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C311
0002: jump Label02C34F

:Label02C318
00D6: if  0?
0038:    5500?? ==  1?  \\ integer values
004D: jump_if_false Label02C34F
03BD: destroy_sphere  5536??
03BC:  5536?? = create_sphere  451.24!  1146.5!  18.24!  1!
0004:  5500?? =  0?  \\ integer values

:Label02C34F
0002: jump Label02C362

:Label02C356
0004:  5500?? =  1?  \\ integer values
03BD: destroy_sphere  5536??

:Label02C362
00D6: if  0?
0038:    5412?? ==  0?  \\ integer values
004D: jump_if_false Label02C4ED
023C: load_special_actor  20? "BURGER"

:Label02C380
00D6: if  0?
823D:   NOT   special_actor  20? loaded
004D: jump_if_false Label02C3A6
0001: wait  0? ms
023C: load_special_actor  20? "BURGER"
0002: jump Label02C380

:Label02C3A6
009A:  5432?? = create_actor  4? #SPECIAL20 at  445.8!  1098.5!  18.25!
0173: set_actor  5432?? z_angle_to  46!
0084:  5476?? =  5432??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere  445.66!  1100.54!  18.3!  1!
009A:  5436?? = create_actor  4? #SPECIAL20 at  435.46!  1104!  18.27!
0173: set_actor  5436?? z_angle_to  350!
0084:  5476?? =  5436??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5528??
03BC:  5528?? = create_sphere  436.75!  1105.8!  18.2!  1!
009A:  5440?? = create_actor  4? #SPECIAL20 at  433!  1140.5!  18.29!
0173: set_actor  5440?? z_angle_to  215!
0084:  5476?? =  5440??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5532??
03BC:  5532?? = create_sphere  434.5!  1139.3!  18.2!  1!
009A:  5444?? = create_actor  4? #SPECIAL20 at  451.4!  1148.42!  18.23!
0173: set_actor  5444?? z_angle_to  173!
0084:  5476?? =  5444??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5536??
03BC:  5536?? = create_sphere  451.24!  1146.5!  18.24!  1!
0004:  5412?? =  1?  \\ integer values

:Label02C4ED
0002: jump Label02C4FB

:Label02C4F4
0050: gosub Label02E12D

:Label02C4FB
00D6: if  0?
0022:    410! >  5568??  \\ floating-point values
004D: jump_if_false Label02CA63
00D6: if  1?
0038:    5416?? ==  1?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02C8D1
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C613
00D6: if  2?
8118:   NOT   actor  5448?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C607
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  375.76!  1147.7!  18.6! radius  1!  1!  2!
004D: jump_if_false Label02C5C9
00D6: if  0?
0038:    5504?? ==  0?  \\ integer values
004D: jump_if_false Label02C5C2
0004:  5504?? =  1?  \\ integer values
03BD: destroy_sphere  5540??
0004:  5464?? =  1?  \\ integer values
0084:  5476?? =  5448??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C5C2
0002: jump Label02C600

:Label02C5C9
00D6: if  0?
0038:    5504?? ==  1?  \\ integer values
004D: jump_if_false Label02C600
03BD: destroy_sphere  5540??
03BC:  5540?? = create_sphere  375.76!  1147.7!  18.6!  1!
0004:  5504?? =  0?  \\ integer values

:Label02C600
0002: jump Label02C613

:Label02C607
0004:  5504?? =  1?  \\ integer values
03BD: destroy_sphere  5540??

:Label02C613
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C6FD
00D6: if  2?
8118:   NOT   actor  5452?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C6F1
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  394.16!  1139.12!  18.6! radius  1!  1!  2!
004D: jump_if_false Label02C6B3
00D6: if  0?
0038:    5508?? ==  0?  \\ integer values
004D: jump_if_false Label02C6AC
0004:  5508?? =  1?  \\ integer values
03BD: destroy_sphere  5544??
0004:  5464?? =  2?  \\ integer values
0084:  5476?? =  5452??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C6AC
0002: jump Label02C6EA

:Label02C6B3
00D6: if  0?
0038:    5508?? ==  1?  \\ integer values
004D: jump_if_false Label02C6EA
03BD: destroy_sphere  5544??
03BC:  5544?? = create_sphere  394.16!  1139.12!  18.6!  1!
0004:  5508?? =  0?  \\ integer values

:Label02C6EA
0002: jump Label02C6FD

:Label02C6F1
0004:  5508?? =  1?  \\ integer values
03BD: destroy_sphere  5544??

:Label02C6FD
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C7E7
00D6: if  2?
8118:   NOT   actor  5456?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C7DB
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  392.96!  1108.7!  18.55! radius  1!  1!  2!
004D: jump_if_false Label02C79D
00D6: if  0?
0038:    5512?? ==  0?  \\ integer values
004D: jump_if_false Label02C796
0004:  5512?? =  1?  \\ integer values
03BD: destroy_sphere  5548??
0004:  5464?? =  3?  \\ integer values
0084:  5476?? =  5456??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C796
0002: jump Label02C7D4

:Label02C79D
00D6: if  0?
0038:    5512?? ==  1?  \\ integer values
004D: jump_if_false Label02C7D4
03BD: destroy_sphere  5548??
03BC:  5548?? = create_sphere  392.96!  1108.7!  18.55!  1!
0004:  5512?? =  0?  \\ integer values

:Label02C7D4
0002: jump Label02C7E7

:Label02C7DB
0004:  5512?? =  1?  \\ integer values
03BD: destroy_sphere  5548??

:Label02C7E7
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02C8D1
00D6: if  2?
8118:   NOT   actor  5460?? dead
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
004D: jump_if_false Label02C8C5
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  376.47!  1101.7!  18.58! radius  1!  1!  2!
004D: jump_if_false Label02C887
00D6: if  0?
0038:    5516?? ==  0?  \\ integer values
004D: jump_if_false Label02C880
0004:  5516?? =  1?  \\ integer values
03BD: destroy_sphere  5552??
0004:  5464?? =  4?  \\ integer values
0084:  5476?? =  5460??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02C880
0002: jump Label02C8BE

:Label02C887
00D6: if  0?
0038:    5516?? ==  1?  \\ integer values
004D: jump_if_false Label02C8BE
03BD: destroy_sphere  5552??
03BC:  5552?? = create_sphere  376.47!  1101.7!  18.58!  1!
0004:  5516?? =  0?  \\ integer values

:Label02C8BE
0002: jump Label02C8D1

:Label02C8C5
0004:  5516?? =  1?  \\ integer values
03BD: destroy_sphere  5552??

:Label02C8D1
00D6: if  0?
0038:    5416?? ==  0?  \\ integer values
004D: jump_if_false Label02CA5C
023C: load_special_actor  20? "BURGER"

:Label02C8EF
00D6: if  0?
823D:   NOT   special_actor  20? loaded
004D: jump_if_false Label02C915
0001: wait  0? ms
023C: load_special_actor  20? "BURGER"
0002: jump Label02C8EF

:Label02C915
009A:  5448?? = create_actor  4? #SPECIAL20 at  375.9!  1149.7!  18.6!
0173: set_actor  5448?? z_angle_to  224!
0084:  5476?? =  5448??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5540??
03BC:  5540?? = create_sphere  375.76!  1147.7!  18.6!  1!
009A:  5452?? = create_actor  4? #SPECIAL20 at  395!  1141.2!  18.55!
0173: set_actor  5452?? z_angle_to  165!
0084:  5476?? =  5452??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5544??
03BC:  5544?? = create_sphere  394.16!  1139.12!  18.6!  1!
009A:  5456?? = create_actor  4? #SPECIAL20 at  394.4!  1107.6!  18.6!
0173: set_actor  5456?? z_angle_to  49!
0084:  5476?? =  5456??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5548??
03BC:  5548?? = create_sphere  392.96!  1108.7!  18.55!  1!
009A:  5460?? = create_actor  4? #SPECIAL20 at  375.87!  1099.75!  18.57!
0173: set_actor  5460?? z_angle_to  344!
0084:  5476?? =  5460??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5552??
03BC:  5552?? = create_sphere  376.47!  1101.7!  18.58!  1!
0004:  5416?? =  1?  \\ integer values

:Label02CA5C
0002: jump Label02CA6A

:Label02CA63
0050: gosub Label02E12D

:Label02CA6A
0002: jump Label02CA78

:Label02CA71
0050: gosub Label02E12D

:Label02CA78
0002: jump Label02CA86

:Label02CA7F
0050: gosub Label02E12D

:Label02CA86
00D6: if  1?
0038:    5520?? ==  2?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02CCF2
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label02CCE4
0004:  5556?? =  1?  \\ integer values
0005:  392?? =  0!  \\ floating-point values
02CE:  392?? = ground_z -1039.5!  80!  50!
00D6: if  0?
0020:    392?? >  0!  \\ floating-point values
004D: jump_if_false Label02CCD6
00D6: if  0?
0038:    5420?? ==  0?  \\ integer values
004D: jump_if_false Label02CBCC
023C: load_special_actor  20? "BURGER"

:Label02CB0D
00D6: if  0?
823D:   NOT   special_actor  20? loaded
004D: jump_if_false Label02CB33
0001: wait  0? ms
023C: load_special_actor  20? "BURGER"
0002: jump Label02CB0D

:Label02CB33
009A:  5588?? = create_actor  4? #SPECIAL20 at -1039.5!  80!  10.6!
0173: set_actor  5588?? z_angle_to  80!
0084:  5476?? =  5588??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere -1041.3!  80.45!  10.6!  1!
00D6: if  0?
0248:   model #HNB available
004D: jump_if_false Label02CBC5
009A:  5592?? = create_actor  4? #HNB at -1036.2!  77.5!  10.6!
0173: set_actor  5592?? z_angle_to  190!
01ED: spawn_actor  5592??
0372: set_actor  5592?? anim  6? wait_state_time  999999&& ms

:Label02CBC5
0004:  5420?? =  1?  \\ integer values

:Label02CBCC
00D6: if  1?
0038:    5420?? ==  1?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02CCCF
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02CCCF
00D6: if  2?
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
8118:   NOT   actor  5588?? dead
004D: jump_if_false Label02CCC3
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -1041.3!  80.45!  10.6! radius  1!  1!  2!
004D: jump_if_false Label02CC85
00D6: if  0?
0038:    5488?? ==  0?  \\ integer values
004D: jump_if_false Label02CC7E
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??
0004:  5464?? =  2?  \\ integer values
0084:  5476?? =  5588??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02CC7E
0002: jump Label02CCBC

:Label02CC85
00D6: if  0?
0038:    5488?? ==  1?  \\ integer values
004D: jump_if_false Label02CCBC
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere -1041.3!  80.45!  10.6!  1!
0004:  5488?? =  0?  \\ integer values

:Label02CCBC
0002: jump Label02CCCF

:Label02CCC3
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??

:Label02CCCF
0002: jump Label02CCDD

:Label02CCD6
0050: gosub Label02E12D

:Label02CCDD
0002: jump Label02CCF2

:Label02CCE4
0004:  5556?? =  0?  \\ integer values
0050: gosub Label02E12D

:Label02CCF2
00D6: if  1?
0038:    5520?? ==  1?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02CFF7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label02CFCB
0004:  5560?? =  1?  \\ integer values
0005:  392?? =  0!  \\ floating-point values
02CE:  392?? = ground_z -591.4!  651.23!  10.5!
00D6: if  0?
0020:    392?? >  0!  \\ floating-point values
004D: jump_if_false Label02CDC7
00D6: if  0?
0248:   model #BKA available
004D: jump_if_false Label02CDC0
00D6: if  0?
0038:    5600?? ==  0?  \\ integer values
004D: jump_if_false Label02CDC0
009A:  5596?? = create_actor  4? #BKA at -591.4!  651.23!  10.5!
0173: set_actor  5596?? z_angle_to  25!
0223: set_actor  5596?? health_to  150&
01ED: spawn_actor  5596??
0291: unknown_actor  5596?? unknown_behavior_flag  1?
0243: set_actor  5596?? ped_stats_to  11?
0004:  5600?? =  1?  \\ integer values

:Label02CDC0
0002: jump Label02CDE5

:Label02CDC7
00D6: if  0?
0038:    5600?? ==  1?  \\ integer values
004D: jump_if_false Label02CDE5
009B: destroy_actor_instantly  5596??
0004:  5600?? =  0?  \\ integer values

:Label02CDE5
0005:  392?? =  0!  \\ floating-point values
02CE:  392?? = ground_z -904.7!  800.4!  10.5!
00D6: if  0?
0020:    392?? >  0!  \\ floating-point values
004D: jump_if_false Label02CFBD
00D6: if  0?
0038:    5424?? ==  0?  \\ integer values
004D: jump_if_false Label02CEB3
023C: load_special_actor  20? "BURGER"

:Label02CE36
00D6: if  0?
823D:   NOT   special_actor  20? loaded
004D: jump_if_false Label02CE5C
0001: wait  0? ms
023C: load_special_actor  20? "BURGER"
0002: jump Label02CE36

:Label02CE5C
009A:  5584?? = create_actor  4? #SPECIAL20 at -904.7!  800.4!  10.5!
0173: set_actor  5584?? z_angle_to  270!
0084:  5476?? =  5584??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere -903!  800.3!  10.5!  1!
0004:  5424?? =  1?  \\ integer values

:Label02CEB3
00D6: if  1?
0038:    5424?? ==  1?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02CFB6
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02CFB6
00D6: if  2?
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
8118:   NOT   actor  5584?? dead
004D: jump_if_false Label02CFAA
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -903!  800.3!  10.5! radius  1!  1!  2!
004D: jump_if_false Label02CF6C
00D6: if  0?
0038:    5488?? ==  0?  \\ integer values
004D: jump_if_false Label02CF65
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??
0004:  5464?? =  2?  \\ integer values
0084:  5476?? =  5584??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02CF65
0002: jump Label02CFA3

:Label02CF6C
00D6: if  0?
0038:    5488?? ==  1?  \\ integer values
004D: jump_if_false Label02CFA3
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere -903!  800.3!  10.5!  1!
0004:  5488?? =  0?  \\ integer values

:Label02CFA3
0002: jump Label02CFB6

:Label02CFAA
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??

:Label02CFB6
0002: jump Label02CFC4

:Label02CFBD
0050: gosub Label02E12D

:Label02CFC4
0002: jump Label02CFF7

:Label02CFCB
00D6: if  0?
0038:    5600?? ==  1?  \\ integer values
004D: jump_if_false Label02CFE9
009B: destroy_actor_instantly  5596??
0004:  5600?? =  0?  \\ integer values

:Label02CFE9
0004:  5560?? =  0?  \\ integer values
0050: gosub Label02E12D

:Label02CFF7
00D6: if  1?
0038:    5520?? ==  2?  \\ integer values
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02D221
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label02D213
0004:  5564?? =  1?  \\ integer values
0005:  392?? =  0!  \\ floating-point values
02CE:  392?? = ground_z  419.4!  89.7!  50!
00D6: if  0?
0020:    392?? >  0!  \\ floating-point values
004D: jump_if_false Label02D205
00D6: if  0?
0038:    5428?? ==  0?  \\ integer values
004D: jump_if_false Label02D0FB
023C: load_special_actor  20? "BURGER"

:Label02D07E
00D6: if  0?
823D:   NOT   special_actor  20? loaded
004D: jump_if_false Label02D0A4
0001: wait  0? ms
023C: load_special_actor  20? "BURGER"
0002: jump Label02D07E

:Label02D0A4
009A:  5580?? = create_actor  4? #SPECIAL20 at  419.4!  89.7!  10.3!
0173: set_actor  5580?? z_angle_to  250!
0084:  5476?? =  5580??  \\ integer values and handles
0050: gosub Label02D24F
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere  421.1!  88.8!  10.5!  1!
0004:  5428?? =  1?  \\ integer values

:Label02D0FB
00D6: if  1?
0038:    5428?? ==  1?  \\ integer values
0038:    4720?? ==  0?  \\ integer values
004D: jump_if_false Label02D1FE
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02D1FE
00D6: if  2?
010A:   player $PLAYER_CHAR money >  0?
8183:   NOT   player $PLAYER_CHAR health >  99?
8118:   NOT   actor  5580?? dead
004D: jump_if_false Label02D1F2
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  421.1!  88.8!  10.5! radius  1!  1!  2!
004D: jump_if_false Label02D1B4
00D6: if  0?
0038:    5488?? ==  0?  \\ integer values
004D: jump_if_false Label02D1AD
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??
0004:  5464?? =  2?  \\ integer values
0084:  5476?? =  5580??  \\ integer values and handles
0050: gosub Label02D278
0002: jump Label02BF1D

:Label02D1AD
0002: jump Label02D1EB

:Label02D1B4
00D6: if  0?
0038:    5488?? ==  1?  \\ integer values
004D: jump_if_false Label02D1EB
03BD: destroy_sphere  5524??
03BC:  5524?? = create_sphere  421.1!  88.8!  10.5!  1!
0004:  5488?? =  0?  \\ integer values

:Label02D1EB
0002: jump Label02D1FE

:Label02D1F2
0004:  5488?? =  1?  \\ integer values
03BD: destroy_sphere  5524??

:Label02D1FE
0002: jump Label02D20C

:Label02D205
0050: gosub Label02E12D

:Label02D20C
0002: jump Label02D221

:Label02D213
0004:  5564?? =  0?  \\ integer values
0050: gosub Label02E12D

:Label02D221
0002: jump Label02D22F

:Label02D228
0050: gosub Label02E12D

:Label02D22F
00D6: if  0?
0018:    5520?? >  1?  \\ integer values
004D: jump_if_false Label02D248
0004:  5520?? =  0?  \\ integer values

:Label02D248
0002: jump Label02BF1D

:Label02D24F
01ED: spawn_actor  5476??
011A: set_actor  5476?? flags  1048576&&
011A: set_actor  5476?? flags  8388608&&
056B:  5476??  1?
0350: unknown_actor  5476?? not_scared_flag  1?
0051: return

:Label02D278
0004:  4720?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  5476?? dead
004D: jump_if_false Label02D2C4
0050: gosub Label02D2CD
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label02D2B6
0050: gosub Label02D323
0050: gosub Label02D5D7

:Label02D2B6
0050: gosub Label02E0BA
0050: gosub Label02D303

:Label02D2C4
0004:  4720?? =  0?  \\ integer values
0051: return

:Label02D2CD
00D6: if  1?
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor  5476?? dead
004D: jump_if_false Label02D2FF
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
020E: actor $PLAYER_ACTOR look_at_actor  5476??
0002: jump Label02D301

:Label02D2FF
0051: return

:Label02D301
0051: return

:Label02D303
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02D321
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)

:Label02D321
0051: return

:Label02D323
00D6: if  1?
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor  5476?? dead
004D: jump_if_false Label02D5D5
0209:  5468?? = random_int  1?  15?
00D6: if  0?
0038:    5468?? ==  1?  \\ integer values
004D: jump_if_false Label02D36D
03CF: load_wav "GIMME01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D36D
00D6: if  0?
0038:    5468?? ==  2?  \\ integer values
004D: jump_if_false Label02D399
03CF: load_wav "GIMME02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D399
00D6: if  0?
0038:    5468?? ==  3?  \\ integer values
004D: jump_if_false Label02D3C5
03CF: load_wav "GIMME03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D3C5
00D6: if  0?
0038:    5468?? ==  4?  \\ integer values
004D: jump_if_false Label02D3F1
03CF: load_wav "GIMME04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D3F1
00D6: if  0?
0038:    5468?? ==  5?  \\ integer values
004D: jump_if_false Label02D41D
03CF: load_wav "GIMME05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D41D
00D6: if  0?
0038:    5468?? ==  6?  \\ integer values
004D: jump_if_false Label02D449
03CF: load_wav "GIMME06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D449
00D6: if  0?
0038:    5468?? ==  7?  \\ integer values
004D: jump_if_false Label02D475
03CF: load_wav "GIMME07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D475
00D6: if  0?
0038:    5468?? ==  8?  \\ integer values
004D: jump_if_false Label02D4A1
03CF: load_wav "GIMME08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D4A1
00D6: if  0?
0038:    5468?? ==  9?  \\ integer values
004D: jump_if_false Label02D4CD
03CF: load_wav "GIMME09" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D4CD
00D6: if  0?
0038:    5468?? ==  10?  \\ integer values
004D: jump_if_false Label02D4F9
03CF: load_wav "GIMME10" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D4F9
00D6: if  0?
0038:    5468?? ==  11?  \\ integer values
004D: jump_if_false Label02D525
03CF: load_wav "GIMME11" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D525
00D6: if  0?
0038:    5468?? ==  12?  \\ integer values
004D: jump_if_false Label02D551
03CF: load_wav "GIMME12" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D551
00D6: if  0?
0038:    5468?? ==  13?  \\ integer values
004D: jump_if_false Label02D57D
03CF: load_wav "GIMME13" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D57D
00D6: if  0?
0038:    5468?? ==  14?  \\ integer values
004D: jump_if_false Label02D5A9
03CF: load_wav "GIMME14" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D5A9
00D6: if  0?
0038:    5468?? ==  15?  \\ integer values
004D: jump_if_false Label02D5D5
03CF: load_wav "GIMME15" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D5D5
0051: return

:Label02D5D7
00D6: if  2?
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor  5476?? dead
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label02E056
0209:  5472?? = random_int  1?  30?
00D6: if  0?
001A:    11? >  5472??  \\ integer values
004D: jump_if_false Label02DCDD
00D6: if  0?
0038:    5464?? ==  1?  \\ integer values
004D: jump_if_false Label02D839
0209:  5472?? = random_int  1?  12?
00D6: if  0?
0038:    5472?? ==  1?  \\ integer values
004D: jump_if_false Label02D655
03CF: load_wav "BURG_01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D655
00D6: if  0?
0038:    5472?? ==  2?  \\ integer values
004D: jump_if_false Label02D681
03CF: load_wav "BURG_02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D681
00D6: if  0?
0038:    5472?? ==  3?  \\ integer values
004D: jump_if_false Label02D6AD
03CF: load_wav "BURG_03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D6AD
00D6: if  0?
0038:    5472?? ==  4?  \\ integer values
004D: jump_if_false Label02D6D9
03CF: load_wav "BURG_04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D6D9
00D6: if  0?
0038:    5472?? ==  5?  \\ integer values
004D: jump_if_false Label02D705
03CF: load_wav "BURG_05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D705
00D6: if  0?
0038:    5472?? ==  6?  \\ integer values
004D: jump_if_false Label02D731
03CF: load_wav "BURG_06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D731
00D6: if  0?
0038:    5472?? ==  7?  \\ integer values
004D: jump_if_false Label02D75D
03CF: load_wav "BURG_07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D75D
00D6: if  0?
0038:    5472?? ==  8?  \\ integer values
004D: jump_if_false Label02D789
03CF: load_wav "BURG_08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D789
00D6: if  0?
0038:    5472?? ==  9?  \\ integer values
004D: jump_if_false Label02D7B5
03CF: load_wav "BURG_09" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D7B5
00D6: if  0?
0038:    5472?? ==  10?  \\ integer values
004D: jump_if_false Label02D7E1
03CF: load_wav "BURG_10" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D7E1
00D6: if  0?
0038:    5472?? ==  11?  \\ integer values
004D: jump_if_false Label02D80D
03CF: load_wav "BURG_11" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D80D
00D6: if  0?
0038:    5472?? ==  12?  \\ integer values
004D: jump_if_false Label02D839
03CF: load_wav "BURG_12" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D839
00D6: if  0?
0038:    5464?? ==  2?  \\ integer values
004D: jump_if_false Label02D9E0
0209:  5472?? = random_int  1?  9?
00D6: if  0?
0038:    5472?? ==  1?  \\ integer values
004D: jump_if_false Label02D880
03CF: load_wav "CRUST01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D880
00D6: if  0?
0038:    5472?? ==  2?  \\ integer values
004D: jump_if_false Label02D8AC
03CF: load_wav "CRUST02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D8AC
00D6: if  0?
0038:    5472?? ==  3?  \\ integer values
004D: jump_if_false Label02D8D8
03CF: load_wav "CRUST03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D8D8
00D6: if  0?
0038:    5472?? ==  4?  \\ integer values
004D: jump_if_false Label02D904
03CF: load_wav "CRUST04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D904
00D6: if  0?
0038:    5472?? ==  5?  \\ integer values
004D: jump_if_false Label02D930
03CF: load_wav "CRUST05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D930
00D6: if  0?
0038:    5472?? ==  6?  \\ integer values
004D: jump_if_false Label02D95C
03CF: load_wav "CRUST06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D95C
00D6: if  0?
0038:    5472?? ==  7?  \\ integer values
004D: jump_if_false Label02D988
03CF: load_wav "CRUST07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D988
00D6: if  0?
0038:    5472?? ==  8?  \\ integer values
004D: jump_if_false Label02D9B4
03CF: load_wav "CRUST08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D9B4
00D6: if  0?
0038:    5472?? ==  9?  \\ integer values
004D: jump_if_false Label02D9E0
03CF: load_wav "CRUST09" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02D9E0
00D6: if  0?
0038:    5464?? ==  3?  \\ integer values
004D: jump_if_false Label02DB5B
0209:  5472?? = random_int  1?  8?
00D6: if  0?
0038:    5472?? ==  1?  \\ integer values
004D: jump_if_false Label02DA27
03CF: load_wav "SHAFT01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DA27
00D6: if  0?
0038:    5472?? ==  2?  \\ integer values
004D: jump_if_false Label02DA53
03CF: load_wav "SHAFT02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DA53
00D6: if  0?
0038:    5472?? ==  3?  \\ integer values
004D: jump_if_false Label02DA7F
03CF: load_wav "SHAFT03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DA7F
00D6: if  0?
0038:    5472?? ==  4?  \\ integer values
004D: jump_if_false Label02DAAB
03CF: load_wav "SHAFT04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DAAB
00D6: if  0?
0038:    5472?? ==  5?  \\ integer values
004D: jump_if_false Label02DAD7
03CF: load_wav "SHAFT05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DAD7
00D6: if  0?
0038:    5472?? ==  6?  \\ integer values
004D: jump_if_false Label02DB03
03CF: load_wav "SHAFT06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DB03
00D6: if  0?
0038:    5472?? ==  7?  \\ integer values
004D: jump_if_false Label02DB2F
03CF: load_wav "SHAFT07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DB2F
00D6: if  0?
0038:    5472?? ==  8?  \\ integer values
004D: jump_if_false Label02DB5B
03CF: load_wav "SHAFT08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DB5B
00D6: if  0?
0038:    5464?? ==  4?  \\ integer values
004D: jump_if_false Label02DCD6
0209:  5472?? = random_int  1?  8?
00D6: if  0?
0038:    5472?? ==  1?  \\ integer values
004D: jump_if_false Label02DBA2
03CF: load_wav "BAND_01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DBA2
00D6: if  0?
0038:    5472?? ==  2?  \\ integer values
004D: jump_if_false Label02DBCE
03CF: load_wav "BAND_02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DBCE
00D6: if  0?
0038:    5472?? ==  3?  \\ integer values
004D: jump_if_false Label02DBFA
03CF: load_wav "BAND_03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DBFA
00D6: if  0?
0038:    5472?? ==  4?  \\ integer values
004D: jump_if_false Label02DC26
03CF: load_wav "BAND_04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DC26
00D6: if  0?
0038:    5472?? ==  5?  \\ integer values
004D: jump_if_false Label02DC52
03CF: load_wav "BAND_05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DC52
00D6: if  0?
0038:    5472?? ==  6?  \\ integer values
004D: jump_if_false Label02DC7E
03CF: load_wav "BAND_06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DC7E
00D6: if  0?
0038:    5472?? ==  7?  \\ integer values
004D: jump_if_false Label02DCAA
03CF: load_wav "BAND_07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DCAA
00D6: if  0?
0038:    5472?? ==  8?  \\ integer values
004D: jump_if_false Label02DCD6
03CF: load_wav "BAND_08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DCD6
0002: jump Label02E056

:Label02DCDD
0209:  5472?? = random_int  1?  20?
00D6: if  0?
0038:    5472?? ==  1?  \\ integer values
004D: jump_if_false Label02DD12
03CF: load_wav "FUD_01" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DD12
00D6: if  0?
0038:    5472?? ==  2?  \\ integer values
004D: jump_if_false Label02DD3E
03CF: load_wav "FUD_02" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DD3E
00D6: if  0?
0038:    5472?? ==  3?  \\ integer values
004D: jump_if_false Label02DD6A
03CF: load_wav "FUD_03" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DD6A
00D6: if  0?
0038:    5472?? ==  4?  \\ integer values
004D: jump_if_false Label02DD96
03CF: load_wav "FUD_04" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DD96
00D6: if  0?
0038:    5472?? ==  5?  \\ integer values
004D: jump_if_false Label02DDC2
03CF: load_wav "FUD_05" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DDC2
00D6: if  0?
0038:    5472?? ==  6?  \\ integer values
004D: jump_if_false Label02DDEE
03CF: load_wav "FUD_06" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DDEE
00D6: if  0?
0038:    5472?? ==  7?  \\ integer values
004D: jump_if_false Label02DE1A
03CF: load_wav "FUD_07" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DE1A
00D6: if  0?
0038:    5472?? ==  8?  \\ integer values
004D: jump_if_false Label02DE46
03CF: load_wav "FUD_08" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DE46
00D6: if  0?
0038:    5472?? ==  9?  \\ integer values
004D: jump_if_false Label02DE72
03CF: load_wav "FUD_09" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DE72
00D6: if  0?
0038:    5472?? ==  10?  \\ integer values
004D: jump_if_false Label02DE9E
03CF: load_wav "FUD_10" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DE9E
00D6: if  0?
0038:    5472?? ==  11?  \\ integer values
004D: jump_if_false Label02DECA
03CF: load_wav "FUD_11" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DECA
00D6: if  0?
0038:    5472?? ==  12?  \\ integer values
004D: jump_if_false Label02DEF6
03CF: load_wav "FUD_12" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DEF6
00D6: if  0?
0038:    5472?? ==  13?  \\ integer values
004D: jump_if_false Label02DF22
03CF: load_wav "FUD_13" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DF22
00D6: if  0?
0038:    5472?? ==  14?  \\ integer values
004D: jump_if_false Label02DF4E
03CF: load_wav "FUD_14" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DF4E
00D6: if  0?
0038:    5472?? ==  15?  \\ integer values
004D: jump_if_false Label02DF7A
03CF: load_wav "FUD_15" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DF7A
00D6: if  0?
0038:    5472?? ==  16?  \\ integer values
004D: jump_if_false Label02DFA6
03CF: load_wav "FUD_16" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DFA6
00D6: if  0?
0038:    5472?? ==  17?  \\ integer values
004D: jump_if_false Label02DFD2
03CF: load_wav "FUD_17" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DFD2
00D6: if  0?
0038:    5472?? ==  18?  \\ integer values
004D: jump_if_false Label02DFFE
03CF: load_wav "FUD_18" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02DFFE
00D6: if  0?
0038:    5472?? ==  19?  \\ integer values
004D: jump_if_false Label02E02A
03CF: load_wav "FUD_19" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02E02A
00D6: if  0?
0038:    5472?? ==  20?  \\ integer values
004D: jump_if_false Label02E056
03CF: load_wav "FUD_20" as  2?
0050: gosub Label02E058
0050: gosub Label02E08A

:Label02E056
0051: return

:Label02E058
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label02E084
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label02E07D
0051: return

:Label02E07D
0002: jump Label02E058

:Label02E084
03D1: play_wav  2?
0051: return

:Label02E08A
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label02E0B6
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label02E0AF
0051: return

:Label02E0AF
0002: jump Label02E08A

:Label02E0B6
00BE: text_clear_all
0051: return

:Label02E0BA
00D6: if  1?
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor  5476?? dead
004D: jump_if_false Label02E12B
0225:  5480?? = player $PLAYER_CHAR health
0010:  5480?? *= -1?  \\ integer values
0008:  5480?? +=  100?  \\ integer values
010B:  5484?? = player $PLAYER_CHAR money
00D6: if  0?
001C:    5480?? >  5484??  \\ integer values
004D: jump_if_false Label02E108
0084:  5480?? =  5484??  \\ integer values and handles

:Label02E108
0010:  5480?? *= -1?  \\ integer values
0109: player $PLAYER_CHAR money +=  5480??
0222: set_player $PLAYER_CHAR health_to  100?
018C: play_sound  1? at  5568??  5572??  5576??

:Label02E12B
0051: return

:Label02E12D
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02E152
0054:  5568?? = player $PLAYER_CHAR x_pos,  5572?? = player $PLAYER_CHAR y_pos,  5576?? = player $PLAYER_CHAR z_pos
0002: jump Label02E17C

:Label02E152
0050: gosub Label02E2CF
0004:  5412?? =  0?  \\ integer values
0004:  5416?? =  0?  \\ integer values
0004:  5420?? =  0?  \\ integer values
0004:  5424?? =  0?  \\ integer values
0004:  5428?? =  0?  \\ integer values

:Label02E17C
00D6: if  0?
0038:    5412?? ==  1?  \\ integer values
004D: jump_if_false Label02E1DD
00D6: if  21?
0022:    410! >  5568??  \\ floating-point values
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label02E1DD
009B: destroy_actor_instantly  5432??
009B: destroy_actor_instantly  5436??
009B: destroy_actor_instantly  5440??
009B: destroy_actor_instantly  5444??
03BD: destroy_sphere  5524??
03BD: destroy_sphere  5528??
03BD: destroy_sphere  5532??
03BD: destroy_sphere  5536??
0296: unload_special_actor  20?
0004:  5412?? =  0?  \\ integer values

:Label02E1DD
00D6: if  0?
0038:    5416?? ==  1?  \\ integer values
004D: jump_if_false Label02E23E
00D6: if  21?
0020:    5568?? >  415!  \\ floating-point values
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label02E23E
009B: destroy_actor_instantly  5448??
009B: destroy_actor_instantly  5452??
009B: destroy_actor_instantly  5456??
009B: destroy_actor_instantly  5460??
03BD: destroy_sphere  5540??
03BD: destroy_sphere  5544??
03BD: destroy_sphere  5548??
03BD: destroy_sphere  5552??
0296: unload_special_actor  20?
0004:  5416?? =  0?  \\ integer values

:Label02E23E
00D6: if  1?
0038:    5420?? ==  1?  \\ integer values
0038:    5556?? ==  0?  \\ integer values
004D: jump_if_false Label02E271
009B: destroy_actor_instantly  5588??
009B: destroy_actor_instantly  5592??
0296: unload_special_actor  20?
03BD: destroy_sphere  5524??
0004:  5420?? =  0?  \\ integer values

:Label02E271
00D6: if  1?
0038:    5424?? ==  1?  \\ integer values
0038:    5560?? ==  0?  \\ integer values
004D: jump_if_false Label02E29F
009B: destroy_actor_instantly  5584??
0296: unload_special_actor  20?
03BD: destroy_sphere  5524??
0004:  5424?? =  0?  \\ integer values

:Label02E29F
00D6: if  1?
0038:    5428?? ==  1?  \\ integer values
0038:    5564?? ==  0?  \\ integer values
004D: jump_if_false Label02E2CD
009B: destroy_actor_instantly  5580??
0296: unload_special_actor  20?
03BD: destroy_sphere  5524??
0004:  5428?? =  0?  \\ integer values

:Label02E2CD
0051: return

:Label02E2CF
009B: destroy_actor_instantly  5432??
009B: destroy_actor_instantly  5436??
009B: destroy_actor_instantly  5440??
009B: destroy_actor_instantly  5444??
009B: destroy_actor_instantly  5448??
009B: destroy_actor_instantly  5452??
009B: destroy_actor_instantly  5456??
009B: destroy_actor_instantly  5460??
009B: destroy_actor_instantly  5580??
009B: destroy_actor_instantly  5584??
009B: destroy_actor_instantly  5588??
009B: destroy_actor_instantly  5592??
03BD: destroy_sphere  5524??
03BD: destroy_sphere  5528??
03BD: destroy_sphere  5532??
03BD: destroy_sphere  5536??
03BD: destroy_sphere  5540??
03BD: destroy_sphere  5544??
03BD: destroy_sphere  5548??
03BD: destroy_sphere  5552??
0296: unload_special_actor  20?
0051: return

:Label02E339
0111: set_wasted_busted_check_to  0? (disabled)
03A4: name_thread "RAMPAGE"
0004:  5604?? =  50?  \\ integer values
0004:  5608?? =  0?  \\ integer values
0004:  5612?? =  0?  \\ integer values
0004:  5756?? =  0?  \\ integer values
0004:  5760?? =  0?  \\ integer values
0004:  5764?? =  0?  \\ integer values
0004:  5768?? =  0?  \\ integer values
0004:  5772?? =  0?  \\ integer values
0004:  5776?? =  0?  \\ integer values
0004:  5780?? =  0?  \\ integer values
0004:  5784?? =  0?  \\ integer values
0004:  5788?? =  0?  \\ integer values
0004:  5792?? =  0?  \\ integer values
0004:  5796?? =  0?  \\ integer values
0004:  5800?? =  0?  \\ integer values
0004:  5804?? =  0?  \\ integer values
0004:  5808?? =  0?  \\ integer values
0004:  5812?? =  0?  \\ integer values
0004:  5816?? =  0?  \\ integer values
0004:  5820?? =  0?  \\ integer values
0004:  5824?? =  0?  \\ integer values
0004:  5828?? =  0?  \\ integer values
0004:  5832?? =  0?  \\ integer values
0004:  5836?? =  0?  \\ integer values
0004:  5840?? =  0?  \\ integer values
0004:  5844?? =  0?  \\ integer values
0004:  5848?? =  0?  \\ integer values
0004:  5852?? =  0?  \\ integer values
0004:  5856?? =  0?  \\ integer values
0004:  5860?? =  0?  \\ integer values
0004:  5864?? =  0?  \\ integer values
0004:  5868?? =  0?  \\ integer values
0004:  5872?? =  0?  \\ integer values
0004:  5876?? =  0?  \\ integer values
0004:  5880?? =  0?  \\ integer values
0004:  5884?? =  0?  \\ integer values
0004:  5888?? =  0?  \\ integer values
0004:  5892?? =  0?  \\ integer values
0213:  5616?? = create_pickup -55? (KILLFRENZY) type  3? at  218.22! -1613.76!  11.06!
0213:  5620?? = create_pickup -55? (KILLFRENZY) type  3? at -1435.29! -833.645!  30.05989!
0213:  5624?? = create_pickup -55? (KILLFRENZY) type  3? at  234.86!  34.22!  9.98!
0213:  5628?? = create_pickup -55? (KILLFRENZY) type  3? at  479.69!  1110.18!  17.33!
0213:  5632?? = create_pickup -55? (KILLFRENZY) type  3? at  370.63!  1125.86!  26.5!
0213:  5636?? = create_pickup -55? (KILLFRENZY) type  3? at  144.449! -545.234!  14.751!
0213:  5640?? = create_pickup -55? (KILLFRENZY) type  3? at -1100.625!  1453.43!  8.73!
0213:  5644?? = create_pickup -55? (KILLFRENZY) type  3? at -908.317!  744.149!  11.092!
0213:  5648?? = create_pickup -55? (KILLFRENZY) type  3? at -508.768!  1149.203!  18.172!
0213:  5652?? = create_pickup -55? (KILLFRENZY) type  3? at -789.41!  592.56!  11.1!
0213:  5656?? = create_pickup -55? (KILLFRENZY) type  3? at -1011.37! -170.64!  10.99!
0213:  5660?? = create_pickup -55? (KILLFRENZY) type  3? at  68.702! -1119.231!  10.458!
0213:  5664?? = create_pickup -55? (KILLFRENZY) type  3? at  85.623! -1259.86!  17.092!
0213:  5668?? = create_pickup -55? (KILLFRENZY) type  3? at -679.66! -419.712!  10.469!
0213:  5672?? = create_pickup -55? (KILLFRENZY) type  3? at -1176.341! -702.975!  22.662!
0213:  5676?? = create_pickup -55? (KILLFRENZY) type  3? at -626.642! -1354.85!  16.373!
0213:  5680?? = create_pickup -55? (KILLFRENZY) type  3? at -1519.33! -292.236!  14.86!
0213:  5684?? = create_pickup -55? (KILLFRENZY) type  3? at -956.113! -1206.33!  14.86!
0213:  5688?? = create_pickup -55? (KILLFRENZY) type  3? at -890.184! -489.655!  36.2!
0213:  5692?? = create_pickup -55? (KILLFRENZY) type  3? at  3.426! -1147!  10.45!
0213:  5696?? = create_pickup -55? (KILLFRENZY) type  3? at  468.656! -1608.79!  11.03!
0213:  5700?? = create_pickup -55? (KILLFRENZY) type  3? at  587.795!  1206.26!  15.64!
0213:  5704?? = create_pickup -55? (KILLFRENZY) type  3? at  300.673!  1324.88!  22.919!
0213:  5708?? = create_pickup -55? (KILLFRENZY) type  3? at  217.247!  261.372!  8.71!
0213:  5712?? = create_pickup -55? (KILLFRENZY) type  3? at -366.44! -1742.1!  11.426!
0213:  5716?? = create_pickup -55? (KILLFRENZY) type  3? at -448.796!  1249.27!  11.75!
0213:  5720?? = create_pickup -55? (KILLFRENZY) type  3? at -674.22!  1162.7!  28.15!
0213:  5724?? = create_pickup -55? (KILLFRENZY) type  3? at -1143.48! -410.87!  10.95!
0213:  5728?? = create_pickup -55? (KILLFRENZY) type  3? at  624.26! -230.158!  23.915!
0213:  5732?? = create_pickup -55? (KILLFRENZY) type  3? at -34.13! -948.707!  21.772!
0213:  5736?? = create_pickup -55? (KILLFRENZY) type  3? at  593.315! -352.826!  13.711!
0213:  5740?? = create_pickup -55? (KILLFRENZY) type  3? at -1234.83! -90.378!  11.43!
0213:  5744?? = create_pickup -55? (KILLFRENZY) type  3? at -1483.47! -881.677!  14.87!
0213:  5748?? = create_pickup -55? (KILLFRENZY) type  3? at -194.701! -1085.067!  15.66!
0213:  5752?? = create_pickup -55? (KILLFRENZY) type  3? at -983.373! -353.997!  13.84!
0408: set_total_rampages_to  35?
0004:  5896?? =  30?  \\ integer values
0004:  5900?? =  12?  \\ integer values
0004:  5904?? =  35?  \\ integer values
0004:  5908?? =  35?  \\ integer values
0004:  5912?? =  30?  \\ integer values
0004:  5916?? =  25?  \\ integer values
0004:  5920?? =  30?  \\ integer values
0004:  5924?? =  35?  \\ integer values
0004:  5928?? =  40?  \\ integer values
0004:  5932?? =  30?  \\ integer values
0004:  5936?? =  30?  \\ integer values
0004:  5940?? =  20?  \\ integer values
0004:  5944?? =  25?  \\ integer values
0004:  5948?? =  35?  \\ integer values
0004:  5952?? =  20?  \\ integer values
0004:  5956?? =  15?  \\ integer values
0004:  5960?? =  15?  \\ integer values
0004:  5964?? =  35?  \\ integer values
0004:  5968?? =  20?  \\ integer values
0004:  5972?? =  10?  \\ integer values
0004:  5976?? =  30?  \\ integer values
0004:  5980?? =  25?  \\ integer values
0004:  5984?? =  30?  \\ integer values
0004:  5988?? =  20?  \\ integer values
0004:  5992?? =  10?  \\ integer values
0004:  5996?? =  30?  \\ integer values
0004:  6000?? =  25?  \\ integer values
0004:  6004?? =  25?  \\ integer values
0004:  6008?? =  10?  \\ integer values
0004:  6012?? =  25?  \\ integer values
0004:  6016?? =  30?  \\ integer values
0004:  6020?? =  35?  \\ integer values
0004:  6024?? =  25?  \\ integer values
0004:  6028?? =  25?  \\ integer values
0004:  6032?? =  10?  \\ integer values

:Label02E892
00D6: if  0?
001A:    35? >  5612??  \\ integer values
004D: jump_if_false Label02F91B
0001: wait  0? ms
0008:  6060?? +=  1?  \\ integer values
00D6: if  0?
0018:    6060?? >  17?  \\ integer values
004D: jump_if_false Label02E8C8
0004:  6060?? =  0?  \\ integer values

:Label02E8C8
00D6: if  0?
0038:    6060?? ==  0?  \\ integer values
004D: jump_if_false Label02E9B6
00D6: if  0?
0038:    5756?? ==  0?  \\ integer values
004D: jump_if_false Label02E948
0084:  6064?? =  5756??  \\ integer values and handles
0084:  6068?? =  5616??  \\ integer values and handles
04AE: unknown  6072?? model  272&
04AE: unknown  6076?? model  15?
0084:  6080?? =  5896??  \\ integer values and handles
0005:  6084?? =  218.22!  \\ floating-point values
0005:  6088?? = -1613.76!  \\ floating-point values
0005:  6092?? =  11.06!  \\ floating-point values
0050: gosub Label02F923
0084:  5756?? =  6064??  \\ integer values and handles
0084:  5616?? =  6068??  \\ integer values and handles

:Label02E948
00D6: if  0?
0038:    5760?? ==  0?  \\ integer values
004D: jump_if_false Label02E9B6
0084:  6064?? =  5760??  \\ integer values and handles
0084:  6068?? =  5620??  \\ integer values and handles
04AE: unknown  6072?? model  287&
04AE: unknown  6076?? model  30?
0084:  6080?? =  5900??  \\ integer values and handles
0005:  6084?? = -1435.29!  \\ floating-point values
0005:  6088?? = -833.645!  \\ floating-point values
0005:  6092?? =  30.06!  \\ floating-point values
0050: gosub Label02F923
0084:  5760?? =  6064??  \\ integer values and handles
0084:  5620?? =  6068??  \\ integer values and handles

:Label02E9B6
00D6: if  0?
0038:    6060?? ==  1?  \\ integer values
004D: jump_if_false Label02EAA4
00D6: if  0?
0038:    5764?? ==  0?  \\ integer values
004D: jump_if_false Label02EA36
0084:  6064?? =  5764??  \\ integer values and handles
0084:  6068?? =  5624??  \\ integer values and handles
04AE: unknown  6072?? model  282&
04AE: unknown  6076?? model  42?
0084:  6080?? =  5904??  \\ integer values and handles
0005:  6084?? =  234.86!  \\ floating-point values
0005:  6088?? =  34.22!  \\ floating-point values
0005:  6092?? =  9.98!  \\ floating-point values
0050: gosub Label02F923
0084:  5764?? =  6064??  \\ integer values and handles
0084:  5624?? =  6068??  \\ integer values and handles

:Label02EA36
00D6: if  0?
0038:    5768?? ==  0?  \\ integer values
004D: jump_if_false Label02EAA4
0084:  6064?? =  5768??  \\ integer values and handles
0084:  6068?? =  5628??  \\ integer values and handles
04AE: unknown  6072?? model  280&
04AE: unknown  6076?? model  26?
0084:  6080?? =  5908??  \\ integer values and handles
0005:  6084?? =  479.69!  \\ floating-point values
0005:  6088?? =  1110.18!  \\ floating-point values
0005:  6092?? =  17.33!  \\ floating-point values
0050: gosub Label02F923
0084:  5768?? =  6064??  \\ integer values and handles
0084:  5628?? =  6068??  \\ integer values and handles

:Label02EAA4
00D6: if  0?
0038:    6060?? ==  2?  \\ integer values
004D: jump_if_false Label02EB92
00D6: if  0?
0038:    5772?? ==  0?  \\ integer values
004D: jump_if_false Label02EB24
0084:  6064?? =  5772??  \\ integer values and handles
0084:  6068?? =  5632??  \\ integer values and handles
04AE: unknown  6072?? model  287&
04AE: unknown  6076?? model  30?
0084:  6080?? =  5912??  \\ integer values and handles
0005:  6084?? =  370.63!  \\ floating-point values
0005:  6088?? =  1125.86!  \\ floating-point values
0005:  6092?? =  26.5!  \\ floating-point values
0050: gosub Label02F923
0084:  5772?? =  6064??  \\ integer values and handles
0084:  5632?? =  6068??  \\ integer values and handles

:Label02EB24
00D6: if  0?
0038:    5776?? ==  0?  \\ integer values
004D: jump_if_false Label02EB92
0084:  6064?? =  5776??  \\ integer values and handles
0084:  6068?? =  5636??  \\ integer values and handles
04AE: unknown  6072?? model  284&
04AE: unknown  6076?? model  25?
0084:  6080?? =  5916??  \\ integer values and handles
0005:  6084?? =  144.449!  \\ floating-point values
0005:  6088?? = -545.234!  \\ floating-point values
0005:  6092?? =  14.751!  \\ floating-point values
0050: gosub Label02F923
0084:  5776?? =  6064??  \\ integer values and handles
0084:  5636?? =  6068??  \\ integer values and handles

:Label02EB92
00D6: if  0?
0038:    6060?? ==  3?  \\ integer values
004D: jump_if_false Label02EC80
00D6: if  0?
0038:    5780?? ==  0?  \\ integer values
004D: jump_if_false Label02EC12
0084:  6064?? =  5780??  \\ integer values and handles
0084:  6068?? =  5640??  \\ integer values and handles
04AE: unknown  6072?? model  288&
04AE: unknown  6076?? model  31?
0084:  6080?? =  5920??  \\ integer values and handles
0005:  6084?? = -1100.625!  \\ floating-point values
0005:  6088?? =  1453.43!  \\ floating-point values
0005:  6092?? =  8.73!  \\ floating-point values
0050: gosub Label02F923
0084:  5780?? =  6064??  \\ integer values and handles
0084:  5640?? =  6068??  \\ integer values and handles

:Label02EC12
00D6: if  0?
0038:    5784?? ==  0?  \\ integer values
004D: jump_if_false Label02EC80
0084:  6064?? =  5784??  \\ integer values and handles
0084:  6068?? =  5644??  \\ integer values and handles
04AE: unknown  6072?? model  282&
04AE: unknown  6076?? model  42?
0084:  6080?? =  5924??  \\ integer values and handles
0005:  6084?? = -908.317!  \\ floating-point values
0005:  6088?? =  744.149!  \\ floating-point values
0005:  6092?? =  11.092!  \\ floating-point values
0050: gosub Label02F923
0084:  5784?? =  6064??  \\ integer values and handles
0084:  5644?? =  6068??  \\ integer values and handles

:Label02EC80
00D6: if  0?
0038:    6060?? ==  4?  \\ integer values
004D: jump_if_false Label02ED6E
00D6: if  0?
0038:    5788?? ==  0?  \\ integer values
004D: jump_if_false Label02ED00
0084:  6064?? =  5788??  \\ integer values and handles
0084:  6068?? =  5648??  \\ integer values and handles
04AE: unknown  6072?? model  272&
04AE: unknown  6076?? model  15?
0084:  6080?? =  5928??  \\ integer values and handles
0005:  6084?? = -508.768!  \\ floating-point values
0005:  6088?? =  1149.203!  \\ floating-point values
0005:  6092?? =  18.172!  \\ floating-point values
0050: gosub Label02F923
0084:  5788?? =  6064??  \\ integer values and handles
0084:  5648?? =  6068??  \\ integer values and handles

:Label02ED00
00D6: if  0?
0038:    5792?? ==  0?  \\ integer values
004D: jump_if_false Label02ED6E
0084:  6064?? =  5792??  \\ integer values and handles
0084:  6068?? =  5652??  \\ integer values and handles
04AE: unknown  6072?? model  289&
04AE: unknown  6076?? model  32?
0084:  6080?? =  5932??  \\ integer values and handles
0005:  6084?? = -789.41!  \\ floating-point values
0005:  6088?? =  592.56!  \\ floating-point values
0005:  6092?? =  11.1!  \\ floating-point values
0050: gosub Label02F923
0084:  5792?? =  6064??  \\ integer values and handles
0084:  5652?? =  6068??  \\ integer values and handles

:Label02ED6E
00D6: if  0?
0038:    6060?? ==  5?  \\ integer values
004D: jump_if_false Label02EE5C
00D6: if  0?
0038:    5796?? ==  0?  \\ integer values
004D: jump_if_false Label02EDEE
0084:  6064?? =  5796??  \\ integer values and handles
0084:  6068?? =  5656??  \\ integer values and handles
04AE: unknown  6072?? model  281&
04AE: unknown  6076?? model  22?
0084:  6080?? =  5936??  \\ integer values and handles
0005:  6084?? = -1011.37!  \\ floating-point values
0005:  6088?? = -170.64!  \\ floating-point values
0005:  6092?? =  10.99!  \\ floating-point values
0050: gosub Label02F923
0084:  5796?? =  6064??  \\ integer values and handles
0084:  5656?? =  6068??  \\ integer values and handles

:Label02EDEE
00D6: if  0?
0038:    5800?? ==  0?  \\ integer values
004D: jump_if_false Label02EE5C
0084:  6064?? =  5800??  \\ integer values and handles
0084:  6068?? =  5660??  \\ integer values and handles
04AE: unknown  6072?? model  269&
04AE: unknown  6076?? model  11?
0084:  6080?? =  5940??  \\ integer values and handles
0005:  6084?? =  68.702!  \\ floating-point values
0005:  6088?? = -1119.231!  \\ floating-point values
0005:  6092?? =  10.458!  \\ floating-point values
0050: gosub Label02F923
0084:  5800?? =  6064??  \\ integer values and handles
0084:  5660?? =  6068??  \\ integer values and handles

:Label02EE5C
00D6: if  0?
0038:    6060?? ==  6?  \\ integer values
004D: jump_if_false Label02EF49
00D6: if  0?
0038:    5804?? ==  0?  \\ integer values
004D: jump_if_false Label02EEDC
0084:  6064?? =  5804??  \\ integer values and handles
0084:  6068?? =  5664??  \\ integer values and handles
04AE: unknown  6072?? model  286&
04AE: unknown  6076?? model  29?
0084:  6080?? =  5944??  \\ integer values and handles
0005:  6084?? =  85.623!  \\ floating-point values
0005:  6088?? = -1259.86!  \\ floating-point values
0005:  6092?? =  17.092!  \\ floating-point values
0050: gosub Label02F923
0084:  5804?? =  6064??  \\ integer values and handles
0084:  5664?? =  6068??  \\ integer values and handles

:Label02EEDC
00D6: if  0?
0038:    5808?? ==  0?  \\ integer values
004D: jump_if_false Label02EF49
0084:  6064?? =  5808??  \\ integer values and handles
0084:  6068?? =  5668??  \\ integer values and handles
0004:  6072?? = -1?  \\ integer values
04AE: unknown  6076?? model  40?
0084:  6080?? =  5948??  \\ integer values and handles
0005:  6084?? = -679.66!  \\ floating-point values
0005:  6088?? = -419.712!  \\ floating-point values
0005:  6092?? =  10.469!  \\ floating-point values
0050: gosub Label02F923
0084:  5808?? =  6064??  \\ integer values and handles
0084:  5668?? =  6068??  \\ integer values and handles

:Label02EF49
00D6: if  0?
0038:    6060?? ==  7?  \\ integer values
004D: jump_if_false Label02F037
00D6: if  0?
0038:    5812?? ==  0?  \\ integer values
004D: jump_if_false Label02EFC9
0084:  6064?? =  5812??  \\ integer values and handles
0084:  6068?? =  5672??  \\ integer values and handles
04AE: unknown  6072?? model  276&
04AE: unknown  6076?? model  27?
0084:  6080?? =  5952??  \\ integer values and handles
0005:  6084?? = -1176.341!  \\ floating-point values
0005:  6088?? = -702.975!  \\ floating-point values
0005:  6092?? =  22.662!  \\ floating-point values
0050: gosub Label02F923
0084:  5812?? =  6064??  \\ integer values and handles
0084:  5672?? =  6068??  \\ integer values and handles

:Label02EFC9
00D6: if  0?
0038:    5816?? ==  0?  \\ integer values
004D: jump_if_false Label02F037
0084:  6064?? =  5816??  \\ integer values and handles
0084:  6068?? =  5676??  \\ integer values and handles
04AE: unknown  6072?? model  287&
04AE: unknown  6076?? model  30?
0084:  6080?? =  5956??  \\ integer values and handles
0005:  6084?? = -626.642!  \\ floating-point values
0005:  6088?? = -1354.85!  \\ floating-point values
0005:  6092?? =  16.373!  \\ floating-point values
0050: gosub Label02F923
0084:  5816?? =  6064??  \\ integer values and handles
0084:  5676?? =  6068??  \\ integer values and handles

:Label02F037
00D6: if  0?
0038:    6060?? ==  8?  \\ integer values
004D: jump_if_false Label02F125
00D6: if  0?
0038:    5820?? ==  0?  \\ integer values
004D: jump_if_false Label02F0B7
0084:  6064?? =  5820??  \\ integer values and handles
0084:  6068?? =  5680??  \\ integer values and handles
04AE: unknown  6072?? model  290&
04AE: unknown  6076?? model  33?
0084:  6080?? =  5960??  \\ integer values and handles
0005:  6084?? = -1519.33!  \\ floating-point values
0005:  6088?? = -292.236!  \\ floating-point values
0005:  6092?? =  14.86!  \\ floating-point values
0050: gosub Label02F923
0084:  5820?? =  6064??  \\ integer values and handles
0084:  5680?? =  6068??  \\ integer values and handles

:Label02F0B7
00D6: if  0?
0038:    5824?? ==  0?  \\ integer values
004D: jump_if_false Label02F125
0084:  6064?? =  5824??  \\ integer values and handles
0084:  6068?? =  5684??  \\ integer values and handles
04AE: unknown  6072?? model  270&
04AE: unknown  6076?? model  12?
0084:  6080?? =  5964??  \\ integer values and handles
0005:  6084?? = -956.113!  \\ floating-point values
0005:  6088?? = -1206.33!  \\ floating-point values
0005:  6092?? =  14.86!  \\ floating-point values
0050: gosub Label02F923
0084:  5824?? =  6064??  \\ integer values and handles
0084:  5684?? =  6068??  \\ integer values and handles

:Label02F125
00D6: if  0?
0038:    6060?? ==  9?  \\ integer values
004D: jump_if_false Label02F213
00D6: if  0?
0038:    5828?? ==  0?  \\ integer values
004D: jump_if_false Label02F1A5
0084:  6064?? =  5828??  \\ integer values and handles
0084:  6068?? =  5688??  \\ integer values and handles
04AE: unknown  6072?? model  285&
04AE: unknown  6076?? model  28?
0084:  6080?? =  5968??  \\ integer values and handles
0005:  6084?? = -890.184!  \\ floating-point values
0005:  6088?? = -489.655!  \\ floating-point values
0005:  6092?? =  36.2!  \\ floating-point values
0050: gosub Label02F923
0084:  5828?? =  6064??  \\ integer values and handles
0084:  5688?? =  6068??  \\ integer values and handles

:Label02F1A5
00D6: if  0?
0038:    5832?? ==  0?  \\ integer values
004D: jump_if_false Label02F213
0084:  6064?? =  5832??  \\ integer values and handles
0084:  6068?? =  5692??  \\ integer values and handles
04AE: unknown  6072?? model  268&
04AE: unknown  6076?? model  10?
0084:  6080?? =  5972??  \\ integer values and handles
0005:  6084?? =  3.426!  \\ floating-point values
0005:  6088?? = -1147!  \\ floating-point values
0005:  6092?? =  10.45!  \\ floating-point values
0050: gosub Label02F923
0084:  5832?? =  6064??  \\ integer values and handles
0084:  5692?? =  6068??  \\ integer values and handles

:Label02F213
00D6: if  0?
0038:    6060?? ==  10?  \\ integer values
004D: jump_if_false Label02F300
00D6: if  0?
0038:    5836?? ==  0?  \\ integer values
004D: jump_if_false Label02F292
0084:  6064?? =  5836??  \\ integer values and handles
0084:  6068?? =  5696??  \\ integer values and handles
0004:  6072?? = -1?  \\ integer values
04AE: unknown  6076?? model  40?
0084:  6080?? =  5976??  \\ integer values and handles
0005:  6084?? =  468.656!  \\ floating-point values
0005:  6088?? = -1608.79!  \\ floating-point values
0005:  6092?? =  11.03!  \\ floating-point values
0050: gosub Label02F923
0084:  5836?? =  6064??  \\ integer values and handles
0084:  5696?? =  6068??  \\ integer values and handles

:Label02F292
00D6: if  0?
0038:    5840?? ==  0?  \\ integer values
004D: jump_if_false Label02F300
0084:  6064?? =  5840??  \\ integer values and handles
0084:  6068?? =  5700??  \\ integer values and handles
04AE: unknown  6072?? model  275&
04AE: unknown  6076?? model  18?
0084:  6080?? =  5980??  \\ integer values and handles
0005:  6084?? =  587.795!  \\ floating-point values
0005:  6088?? =  1206.26!  \\ floating-point values
0005:  6092?? =  15.64!  \\ floating-point values
0050: gosub Label02F923
0084:  5840?? =  6064??  \\ integer values and handles
0084:  5700?? =  6068??  \\ integer values and handles

:Label02F300
00D6: if  0?
0038:    6060?? ==  11?  \\ integer values
004D: jump_if_false Label02F3EE
00D6: if  0?
0038:    5844?? ==  0?  \\ integer values
004D: jump_if_false Label02F380
0084:  6064?? =  5844??  \\ integer values and handles
0084:  6068?? =  5704??  \\ integer values and handles
04AE: unknown  6072?? model  282&
04AE: unknown  6076?? model  42?
0084:  6080?? =  5984??  \\ integer values and handles
0005:  6084?? =  300.673!  \\ floating-point values
0005:  6088?? =  1324.88!  \\ floating-point values
0005:  6092?? =  22.919!  \\ floating-point values
0050: gosub Label02F923
0084:  5844?? =  6064??  \\ integer values and handles
0084:  5704?? =  6068??  \\ integer values and handles

:Label02F380
00D6: if  0?
0038:    5848?? ==  0?  \\ integer values
004D: jump_if_false Label02F3EE
0084:  6064?? =  5848??  \\ integer values and handles
0084:  6068?? =  5708??  \\ integer values and handles
04AE: unknown  6072?? model  269&
04AE: unknown  6076?? model  11?
0084:  6080?? =  5988??  \\ integer values and handles
0005:  6084?? =  217.247!  \\ floating-point values
0005:  6088?? =  261.372!  \\ floating-point values
0005:  6092?? =  8.71!  \\ floating-point values
0050: gosub Label02F923
0084:  5848?? =  6064??  \\ integer values and handles
0084:  5708?? =  6068??  \\ integer values and handles

:Label02F3EE
00D6: if  0?
0038:    6060?? ==  12?  \\ integer values
004D: jump_if_false Label02F4DC
00D6: if  0?
0038:    5852?? ==  0?  \\ integer values
004D: jump_if_false Label02F46E
0084:  6064?? =  5852??  \\ integer values and handles
0084:  6068?? =  5712??  \\ integer values and handles
04AE: unknown  6072?? model  287&
04AE: unknown  6076?? model  30?
0084:  6080?? =  5992??  \\ integer values and handles
0005:  6084?? = -366.44!  \\ floating-point values
0005:  6088?? = -1742.1!  \\ floating-point values
0005:  6092?? =  11.426!  \\ floating-point values
0050: gosub Label02F923
0084:  5852?? =  6064??  \\ integer values and handles
0084:  5712?? =  6068??  \\ integer values and handles

:Label02F46E
00D6: if  0?
0038:    5856?? ==  0?  \\ integer values
004D: jump_if_false Label02F4DC
0084:  6064?? =  5856??  \\ integer values and handles
0084:  6068?? =  5716??  \\ integer values and handles
04AE: unknown  6072?? model  290&
04AE: unknown  6076?? model  33?
0084:  6080?? =  5996??  \\ integer values and handles
0005:  6084?? = -448.796!  \\ floating-point values
0005:  6088?? =  1249.27!  \\ floating-point values
0005:  6092?? =  11.75!  \\ floating-point values
0050: gosub Label02F923
0084:  5856?? =  6064??  \\ integer values and handles
0084:  5716?? =  6068??  \\ integer values and handles

:Label02F4DC
00D6: if  0?
0038:    6060?? ==  13?  \\ integer values
004D: jump_if_false Label02F5CA
00D6: if  0?
0038:    5860?? ==  0?  \\ integer values
004D: jump_if_false Label02F55C
0084:  6064?? =  5860??  \\ integer values and handles
0084:  6068?? =  5720??  \\ integer values and handles
04AE: unknown  6072?? model  275&
04AE: unknown  6076?? model  18?
0084:  6080?? =  6000??  \\ integer values and handles
0005:  6084?? = -674.22!  \\ floating-point values
0005:  6088?? =  1162.7!  \\ floating-point values
0005:  6092?? =  28.15!  \\ floating-point values
0050: gosub Label02F923
0084:  5860?? =  6064??  \\ integer values and handles
0084:  5720?? =  6068??  \\ integer values and handles

:Label02F55C
00D6: if  0?
0038:    5864?? ==  0?  \\ integer values
004D: jump_if_false Label02F5CA
0084:  6064?? =  5864??  \\ integer values and handles
0084:  6068?? =  5724??  \\ integer values and handles
04AE: unknown  6072?? model  277&
04AE: unknown  6076?? model  19?
0084:  6080?? =  6004??  \\ integer values and handles
0005:  6084?? = -1143.48!  \\ floating-point values
0005:  6088?? = -410.87!  \\ floating-point values
0005:  6092?? =  10.95!  \\ floating-point values
0050: gosub Label02F923
0084:  5864?? =  6064??  \\ integer values and handles
0084:  5724?? =  6068??  \\ integer values and handles

:Label02F5CA
00D6: if  0?
0038:    6060?? ==  14?  \\ integer values
004D: jump_if_false Label02F6B8
00D6: if  0?
0038:    5868?? ==  0?  \\ integer values
004D: jump_if_false Label02F64A
0084:  6064?? =  5868??  \\ integer values and handles
0084:  6068?? =  5728??  \\ integer values and handles
04AE: unknown  6072?? model  286&
04AE: unknown  6076?? model  29?
0084:  6080?? =  6008??  \\ integer values and handles
0005:  6084?? =  624.26!  \\ floating-point values
0005:  6088?? = -230.158!  \\ floating-point values
0005:  6092?? =  23.915!  \\ floating-point values
0050: gosub Label02F923
0084:  5868?? =  6064??  \\ integer values and handles
0084:  5728?? =  6068??  \\ integer values and handles

:Label02F64A
00D6: if  0?
0038:    5872?? ==  0?  \\ integer values
004D: jump_if_false Label02F6B8
0084:  6064?? =  5872??  \\ integer values and handles
0084:  6068?? =  5732??  \\ integer values and handles
04AE: unknown  6072?? model  277&
04AE: unknown  6076?? model  19?
0084:  6080?? =  6012??  \\ integer values and handles
0005:  6084?? = -34.13!  \\ floating-point values
0005:  6088?? = -948.707!  \\ floating-point values
0005:  6092?? =  21.772!  \\ floating-point values
0050: gosub Label02F923
0084:  5872?? =  6064??  \\ integer values and handles
0084:  5732?? =  6068??  \\ integer values and handles

:Label02F6B8
00D6: if  0?
0038:    6060?? ==  15?  \\ integer values
004D: jump_if_false Label02F7A6
00D6: if  0?
0038:    5876?? ==  0?  \\ integer values
004D: jump_if_false Label02F738
0084:  6064?? =  5876??  \\ integer values and handles
0084:  6068?? =  5736??  \\ integer values and handles
04AE: unknown  6072?? model  278&
04AE: unknown  6076?? model  20?
0084:  6080?? =  6016??  \\ integer values and handles
0005:  6084?? =  593.315!  \\ floating-point values
0005:  6088?? = -352.826!  \\ floating-point values
0005:  6092?? =  13.711!  \\ floating-point values
0050: gosub Label02F923
0084:  5876?? =  6064??  \\ integer values and handles
0084:  5736?? =  6068??  \\ integer values and handles

:Label02F738
00D6: if  0?
0038:    5880?? ==  0?  \\ integer values
004D: jump_if_false Label02F7A6
0084:  6064?? =  5880??  \\ integer values and handles
0084:  6068?? =  5740??  \\ integer values and handles
04AE: unknown  6072?? model  278&
04AE: unknown  6076?? model  20?
0084:  6080?? =  6020??  \\ integer values and handles
0005:  6084?? = -1234.83!  \\ floating-point values
0005:  6088?? = -90.378!  \\ floating-point values
0005:  6092?? =  11.43!  \\ floating-point values
0050: gosub Label02F923
0084:  5880?? =  6064??  \\ integer values and handles
0084:  5740?? =  6068??  \\ integer values and handles

:Label02F7A6
00D6: if  0?
0038:    6060?? ==  16?  \\ integer values
004D: jump_if_false Label02F894
00D6: if  0?
0038:    5884?? ==  0?  \\ integer values
004D: jump_if_false Label02F826
0084:  6064?? =  5884??  \\ integer values and handles
0084:  6068?? =  5744??  \\ integer values and handles
04AE: unknown  6072?? model  278&
04AE: unknown  6076?? model  20?
0084:  6080?? =  6024??  \\ integer values and handles
0005:  6084?? = -1483.47!  \\ floating-point values
0005:  6088?? = -881.677!  \\ floating-point values
0005:  6092?? =  14.87!  \\ floating-point values
0050: gosub Label02F923
0084:  5884?? =  6064??  \\ integer values and handles
0084:  5744?? =  6068??  \\ integer values and handles

:Label02F826
00D6: if  0?
0038:    5888?? ==  0?  \\ integer values
004D: jump_if_false Label02F894
0084:  6064?? =  5888??  \\ integer values and handles
0084:  6068?? =  5748??  \\ integer values and handles
04AE: unknown  6072?? model  280&
04AE: unknown  6076?? model  26?
0084:  6080?? =  6028??  \\ integer values and handles
0005:  6084?? = -194.701!  \\ floating-point values
0005:  6088?? = -1085.067!  \\ floating-point values
0005:  6092?? =  15.66!  \\ floating-point values
0050: gosub Label02F923
0084:  5888?? =  6064??  \\ integer values and handles
0084:  5748?? =  6068??  \\ integer values and handles

:Label02F894
00D6: if  0?
0038:    6060?? ==  17?  \\ integer values
004D: jump_if_false Label02F914
00D6: if  0?
0038:    5892?? ==  0?  \\ integer values
004D: jump_if_false Label02F914
0084:  6064?? =  5892??  \\ integer values and handles
0084:  6068?? =  5752??  \\ integer values and handles
04AE: unknown  6072?? model  268&
04AE: unknown  6076?? model  10?
0084:  6080?? =  6032??  \\ integer values and handles
0005:  6084?? = -983.373!  \\ floating-point values
0005:  6088?? = -353.997!  \\ floating-point values
0005:  6092?? =  13.84!  \\ floating-point values
0050: gosub Label02F923
0084:  5892?? =  6064??  \\ integer values and handles
0084:  5752?? =  6068??  \\ integer values and handles

:Label02F914
0002: jump Label02E892

:Label02F91B
030C: set_mission_points +=  1?
00D8: mission_cleanup
004E: end_thread

:Label02F923
00D6: if  0?
0214:   pickup  6068?? picked_up
004D: jump_if_false Label02FEC0
0001: wait  0? ms
00D6: if  0?
0038:    4720?? ==  1?  \\ integer values
004D: jump_if_false Label02F95D
0213:  6068?? = create_pickup -55? (KILLFRENZY) type  3? at  6084??  6088??  6092??
0051: return

:Label02F95D
0004: $ONMISSION =  1?  \\ integer values
0247: request_model  6072??

:Label02F969
00D6: if  0?
8248:   NOT   model  6072?? available
004D: jump_if_false Label02F984
0001: wait  0? ms
0002: jump Label02F969

:Label02F984
00D6: if  0?
04A3:    6072??  290&
004D: jump_if_false Label02F9B7
0247: request_model #MINIGUN2

:Label02F99C
00D6: if  0?
8248:   NOT   model #MINIGUN2 available
004D: jump_if_false Label02F9B7
0001: wait  0? ms
0002: jump Label02F99C

:Label02F9B7
00D6: if  0?
0038:    6036?? ==  4?  \\ integer values
004D: jump_if_false Label02F9F3
04AE: unknown  6040?? model  7?
04AE: unknown  6044?? model  83?
04AE: unknown  6048?? model  84?
04AE: unknown  6052?? model  85?
04AE: unknown  6056?? model  86?
0008:  6036?? +=  1?  \\ integer values

:Label02F9F3
00D6: if  0?
0038:    6036?? ==  3?  \\ integer values
004D: jump_if_false Label02FA2F
04AE: unknown  6040?? model  8?
04AE: unknown  6044?? model  85?
04AE: unknown  6048?? model  86?
04AE: unknown  6052?? model  83?
04AE: unknown  6056?? model  84?
0008:  6036?? +=  1?  \\ integer values

:Label02FA2F
00D6: if  0?
0038:    6036?? ==  2?  \\ integer values
004D: jump_if_false Label02FA6B
04AE: unknown  6040?? model  12?
04AE: unknown  6044?? model  93?
04AE: unknown  6048?? model  94?
04AE: unknown  6052?? model  83?
04AE: unknown  6056?? model  84?
0008:  6036?? +=  1?  \\ integer values

:Label02FA6B
00D6: if  0?
0038:    6036?? ==  1?  \\ integer values
004D: jump_if_false Label02FAA7
04AE: unknown  6040?? model  10?
04AE: unknown  6044?? model  89?
04AE: unknown  6048?? model  90?
04AE: unknown  6052?? model  85?
04AE: unknown  6056?? model  86?
0008:  6036?? +=  1?  \\ integer values

:Label02FAA7
00D6: if  0?
0038:    6036?? ==  0?  \\ integer values
004D: jump_if_false Label02FAE3
04AE: unknown  6040?? model  9?
04AE: unknown  6044?? model  87?
04AE: unknown  6048?? model  88?
04AE: unknown  6052?? model  85?
04AE: unknown  6056?? model  86?
0008:  6036?? +=  1?  \\ integer values

:Label02FAE3
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02FC1A
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "STREET5"
004D: jump_if_false Label02FB2E
04AE: unknown  6040?? model  9?
04AE: unknown  6044?? model  87?
04AE: unknown  6048?? model  88?
04AE: unknown  6052?? model  85?
04AE: unknown  6056?? model  86?

:Label02FB2E
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "BIKAREA"
004D: jump_if_false Label02FB69
04AE: unknown  6040?? model  12?
04AE: unknown  6044?? model  93?
04AE: unknown  6048?? model  94?
04AE: unknown  6052?? model  83?
04AE: unknown  6056?? model  84?

:Label02FB69
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GANG2"
004D: jump_if_false Label02FBA4
04AE: unknown  6040?? model  8?
04AE: unknown  6044?? model  85?
04AE: unknown  6048?? model  86?
04AE: unknown  6052?? model  83?
04AE: unknown  6056?? model  84?

:Label02FBA4
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO1"
004D: jump_if_false Label02FBDF
04AE: unknown  6040?? model  8?
04AE: unknown  6044?? model  85?
04AE: unknown  6048?? model  86?
04AE: unknown  6052?? model  83?
04AE: unknown  6056?? model  84?

:Label02FBDF
00D6: if  0?
0583:   unknown_player $PLAYER_CHAR unknown_zone_check "GHETTO2"
004D: jump_if_false Label02FC1A
04AE: unknown  6040?? model  7?
04AE: unknown  6044?? model  83?
04AE: unknown  6048?? model  84?
04AE: unknown  6052?? model  85?
04AE: unknown  6056?? model  86?

:Label02FC1A
00D6: if  0?
003A:    6068?? ==  5688??  \\ integer values and handles
004D: jump_if_false Label02FC69
01F9: init_rampage "PAGE_00"  6076??  120000&&  6080??  6044??  6048??  6052??  6056??  0? \\ .
01E3: text_1number_styled "PAGE_05"  6080??  6000& ms  6? \\ Gun Down ~1~ Gang Members in 2 Minutes!
0002: jump Label02FD55

:Label02FC69
00D6: if  23?
003A:    6068?? ==  5620??  \\ integer values and handles
003A:    6068?? ==  5676??  \\ integer values and handles
003A:    6068?? ==  5680??  \\ integer values and handles
003A:    6068?? ==  5712??  \\ integer values and handles
004D: jump_if_false Label02FCCC
01F9: init_rampage "PAGE_00"  6076??  120000&&  6080?? -2? (DTN_STADDOORB) -1? (DTN_STADDOORA) -1? (DTN_STADDOORA) -1? (DTN_STADDOORA)  0? \\ .
01E3: text_1number_styled "PAGE_02"  6080??  6000& ms  6? \\ Destroy ~1~ Vehicles in 2 Minutes!
0002: jump Label02FD55

:Label02FCCC
01F9: init_rampage "PAGE_00"  6076??  120000&&  6080??  6044??  6048?? -1? (DTN_STADDOORA) -1? (DTN_STADDOORA)  0? \\ .
00D6: if  0?
04A3:    6076??  42?
004D: jump_if_false Label02FD18
01E3: text_1number_styled "PAGE_03"  6080??  6000& ms  6? \\ Drive-by and Waste ~1~ Gang Members in 2 Minutes!
0002: jump Label02FD55

:Label02FD18
00D6: if  0?
04A3:    6076??  40?
004D: jump_if_false Label02FD43
01E3: text_1number_styled "PAGE_04"  6080??  6000& ms  6? \\ Runover and Kill ~1~ Gang Members in 2 Minutes!
0002: jump Label02FD55

:Label02FD43
01E3: text_1number_styled "PAGE_01"  6080??  6000& ms  6? \\ Kill ~1~ Gang Members in 2 Minutes!

:Label02FD55
0247: request_model  6044??
0247: request_model  6048??
03DF: all_random_peds  6040??
00BA: text_styled "RAMPAGE"  5000& ms  5? \\ RAMPAGE!!
01FA:  5608?? = rampage_status

:Label02FD78
00D6: if  0?
0038:    5608?? ==  1?  \\ integer values
004D: jump_if_false Label02FD9A
0001: wait  0? ms
01FA:  5608?? = rampage_status
0002: jump Label02FD78

:Label02FD9A
00D6: if  0?
0038:    5608?? ==  2?  \\ integer values
004D: jump_if_false Label02FE69
0004:  6064?? =  1?  \\ integer values
0008:  5612?? +=  1?  \\ integer values
0084:  5604?? =  5612??  \\ integer values and handles
0010:  5604?? *=  50?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02FDDE
0110: clear_player $PLAYER_CHAR wanted_level

:Label02FDDE
00D6: if  0?
001A:    35? >  5612??  \\ integer values
004D: jump_if_false Label02FE30
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02FE08
0109: player $PLAYER_CHAR money +=  5604??

:Label02FE08
00BA: text_styled "RAMP_P"  5000& ms  5? \\ RAMPAGE PASSED!!
01E3: text_1number_styled "REWARD"  5604??  6000& ms  6? \\ REWARD $~1~
0002: jump Label02FE69

:Label02FE30
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label02FE48
0109: player $PLAYER_CHAR money +=  1000&

:Label02FE48
00BA: text_styled "RAMP_A"  5000& ms  5? \\ ALL RAMPAGES COMPLETED!!
01E3: text_1number_styled "REWARD"  1000&  6000& ms  6? \\ REWARD $~1~

:Label02FE69
00D6: if  0?
0038:    5608?? ==  3?  \\ integer values
004D: jump_if_false Label02FEA1
00BA: text_styled "RAMP_F"  5000& ms  5? \\ RAMPAGE FAILED!!
0215: destroy_pickup  6068??
0213:  6068?? = create_pickup -55? (KILLFRENZY) type  3? at  6084??  6088??  6092??

:Label02FEA1
03DF: all_random_peds -1? (DTN_STADDOORA)
0249: release_model  6044??
0249: release_model  6048??
0249: release_model  6072??
0249: release_model #MINIGUN2
0004: $ONMISSION =  0?  \\ integer values

:Label02FEC0
0051: return

:Label02FEC2
0004:  6096?? = -60000&&  \\ integer values
0004:  6100?? = -60000&&  \\ integer values
0004:  6104?? = -60000&&  \\ integer values
0004:  6108?? =  0?  \\ integer values
0004:  6120?? =  0?  \\ integer values
0004:  3456?? =  0?  \\ integer values
0004:  6160?? =  0?  \\ integer values
0004:  6164?? =  0?  \\ integer values
0004:  6168?? =  0?  \\ integer values
0004:  6172?? =  0?  \\ integer values
0004:  6176?? =  0?  \\ integer values
0004:  6180?? =  0?  \\ integer values
0004:  6184?? =  0?  \\ integer values
0004:  6188?? =  0?  \\ integer values
0004:  6192?? =  0?  \\ integer values
0004:  6196?? =  0?  \\ integer values
0004:  6200?? =  0?  \\ integer values
0004:  6204?? =  0?  \\ integer values
0004:  6208?? =  0?  \\ integer values
0004:  6212?? =  0?  \\ integer values
0004:  6216?? =  0?  \\ integer values
0004:  6220?? =  0?  \\ integer values
0004:  6124?? =  0?  \\ integer values
03A4: name_thread "SHOPS"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label02FFA4 
004F: create_thread Label030399 
004F: create_thread Label030513 
004F: create_thread Label0307CC 
004F: create_thread Label030BE4 
004E: end_thread

:Label02FFA4
03A4: name_thread "SHOP1"

:Label02FFAE
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label03038B
00D6: if  1?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0038:    4012?? ==  0?  \\ integer values
004D: jump_if_false Label030384
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  449.7!  781.5!  12.2! radius  30!  30!  30!
004D: jump_if_false Label0300ED
00D6: if  0?
0038:    6108?? ==  0?  \\ integer values
004D: jump_if_false Label03007C
0050: gosub Label0312E4
0084:  6132?? =  3436??  \\ integer values and handles
0060:  6132?? -=  6096??  \\ integer values
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label03006E
009A:  6128?? = create_actor  4? #SPECIAL16 at  450!  782.5!  12.2!
0050: gosub Label03147C

:Label03006E
0004:  6108?? =  1?  \\ integer values
0002: jump Label0300E6

:Label03007C
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label0300E6
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label0300DF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  472.7!  800.4!  11.5!  438.1!  779!  17!
004D: jump_if_false Label0300D8
0050: gosub Label030FD6

:Label0300D8
0002: jump Label0300E6

:Label0300DF
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label0300E6
0002: jump Label030106

:Label0300ED
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label030106
0050: gosub Label031322

:Label030106
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030245
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  383.2!  759.7!  11! radius  30!  30!  30!
004D: jump_if_false Label03022C
00D6: if  0?
0038:    6112?? ==  0?  \\ integer values
004D: jump_if_false Label0301BB
0050: gosub Label0312E4
0084:  6136?? =  3436??  \\ integer values and handles
0060:  6136?? -=  6100??  \\ integer values
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label0301AD
009A:  6128?? = create_actor  4? #SPECIAL16 at  383.2!  759.7!  11!
0173: set_actor  6128?? z_angle_to  180!
0050: gosub Label03147C

:Label0301AD
0004:  6112?? =  1?  \\ integer values
0002: jump Label030225

:Label0301BB
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label030225
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label03021E
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  383.2!  759.7!  11! radius  8!  8!  6!
004D: jump_if_false Label030217
0050: gosub Label030FD6

:Label030217
0002: jump Label030225

:Label03021E
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030225
0002: jump Label030245

:Label03022C
00D6: if  0?
0038:    6112?? ==  1?  \\ integer values
004D: jump_if_false Label030245
0050: gosub Label031322

:Label030245
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030384
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  379.9!  210.2!  10.6! radius  30!  30!  30!
004D: jump_if_false Label03036B
00D6: if  0?
0038:    6116?? ==  0?  \\ integer values
004D: jump_if_false Label0302FA
0050: gosub Label0312E4
0084:  6140?? =  3436??  \\ integer values and handles
0060:  6140?? -=  6104??  \\ integer values
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label0302EC
009A:  6128?? = create_actor  4? #SPECIAL16 at  379.9!  210.2!  10.6!
0173: set_actor  6128?? z_angle_to  280!
0050: gosub Label03147C

:Label0302EC
0004:  6116?? =  1?  \\ integer values
0002: jump Label030364

:Label0302FA
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label030364
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label03035D
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  379.9!  210.2!  10.6! radius  8!  8!  6!
004D: jump_if_false Label030356
0050: gosub Label030FD6

:Label030356
0002: jump Label030364

:Label03035D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030364
0002: jump Label030384

:Label03036B
00D6: if  0?
0038:    6116?? ==  1?  \\ integer values
004D: jump_if_false Label030384
0050: gosub Label031322

:Label030384
0002: jump Label030392

:Label03038B
0050: gosub Label031322

:Label030392
0002: jump Label02FFAE

:Label030399
03A4: name_thread "SHOP2"

:Label0303A3
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030505
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label0304FE
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -846.6! -72.6!  10.8! radius  30!  30!  30!
004D: jump_if_false Label0304E5
00D6: if  0?
0038:    6108?? ==  0?  \\ integer values
004D: jump_if_false Label030474
0050: gosub Label0312E4
0084:  6132?? =  3436??  \\ integer values and handles
0060:  6132?? -=  6096??  \\ integer values
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030466
009A:  6128?? = create_actor  4? #SPECIAL16 at -846.6! -72.6!  10.8!
0173: set_actor  6128?? z_angle_to  166!
0050: gosub Label03147C

:Label030466
0004:  6108?? =  1?  \\ integer values
0002: jump Label0304DE

:Label030474
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label0304DE
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label0304D7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -846.6! -72.6!  10.8! radius  8!  8!  6!
004D: jump_if_false Label0304D0
0050: gosub Label030FD6

:Label0304D0
0002: jump Label0304DE

:Label0304D7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label0304DE
0002: jump Label0304FE

:Label0304E5
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label0304FE
0050: gosub Label031322

:Label0304FE
0002: jump Label03050C

:Label030505
0050: gosub Label031322

:Label03050C
0002: jump Label0303A3

:Label030513
03A4: name_thread "SHOP3"

:Label03051D
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0307BE
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0307B7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -830.4!  741.9!  10.6! radius  30!  30!  30!
004D: jump_if_false Label03065F
00D6: if  0?
0038:    6108?? ==  0?  \\ integer values
004D: jump_if_false Label0305EE
0050: gosub Label0312E4
0084:  6132?? =  3436??  \\ integer values and handles
0060:  6132?? -=  6096??  \\ integer values
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label0305E0
009A:  6128?? = create_actor  4? #SPECIAL16 at -830.4!  741.9!  10.6!
0173: set_actor  6128?? z_angle_to  90!
0050: gosub Label03147C

:Label0305E0
0004:  6108?? =  1?  \\ integer values
0002: jump Label030658

:Label0305EE
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030658
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030651
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -830.4!  741.9!  10.6! radius  8!  8!  6!
004D: jump_if_false Label03064A
0050: gosub Label030FD6

:Label03064A
0002: jump Label030658

:Label030651
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030658
0002: jump Label030678

:Label03065F
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label030678
0050: gosub Label031322

:Label030678
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0307B7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -854.3!  850!  10.6! radius  30!  30!  30!
004D: jump_if_false Label03079E
00D6: if  0?
0038:    6112?? ==  0?  \\ integer values
004D: jump_if_false Label03072D
0050: gosub Label0312E4
0084:  6136?? =  3436??  \\ integer values and handles
0060:  6136?? -=  6100??  \\ integer values
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label03071F
009A:  6128?? = create_actor  4? #SPECIAL16 at -854.3!  850!  10.6!
0173: set_actor  6128?? z_angle_to  110!
0050: gosub Label03147C

:Label03071F
0004:  6112?? =  1?  \\ integer values
0002: jump Label030797

:Label03072D
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label030797
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030790
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -854.3!  850!  10.6! radius  8!  8!  6!
004D: jump_if_false Label030789
0050: gosub Label030FD6

:Label030789
0002: jump Label030797

:Label030790
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030797
0002: jump Label0307B7

:Label03079E
00D6: if  0?
0038:    6112?? ==  1?  \\ integer values
004D: jump_if_false Label0307B7
0050: gosub Label031322

:Label0307B7
0002: jump Label0307C5

:Label0307BE
0050: gosub Label031322

:Label0307C5
0002: jump Label03051D

:Label0307CC
03A4: name_thread "SHOP4"

:Label0307D6
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030BD6
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label030BCF
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -859.2! -632.7!  10.6! radius  30!  30!  30!
004D: jump_if_false Label030918
00D6: if  0?
0038:    6108?? ==  0?  \\ integer values
004D: jump_if_false Label0308A7
0050: gosub Label0312E4
0084:  6132?? =  3436??  \\ integer values and handles
0060:  6132?? -=  6096??  \\ integer values
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030899
009A:  6128?? = create_actor  4? #SPECIAL16 at -858.8! -632.66!  10.6!
0173: set_actor  6128?? z_angle_to  193!
0050: gosub Label03147C

:Label030899
0004:  6108?? =  1?  \\ integer values
0002: jump Label030911

:Label0308A7
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030911
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label03090A
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -859.2! -632.7!  10.6! radius  8!  8!  6!
004D: jump_if_false Label030903
0050: gosub Label030FD6

:Label030903
0002: jump Label030911

:Label03090A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030911
0002: jump Label030931

:Label030918
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label030931
0050: gosub Label031322

:Label030931
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030A80
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1167.1! -615.8!  11! radius  30!  30!  30!
004D: jump_if_false Label030A67
00D6: if  0?
0038:    6112?? ==  0?  \\ integer values
004D: jump_if_false Label0309F6
0050: gosub Label0312E4
0084:  6136?? =  3436??  \\ integer values and handles
0060:  6136?? -=  6100??  \\ integer values
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label0309E8
009A:  6128?? = create_actor  4? #SPECIAL16 at -1167.1! -615.8!  11!
0173: set_actor  6128?? z_angle_to  90!
0050: gosub Label03147C

:Label0309E8
0004:  6112?? =  1?  \\ integer values
0002: jump Label030A60

:Label0309F6
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label030A60
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030A59
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1167.1! -615.8!  11! radius  8!  8!  6!
004D: jump_if_false Label030A52
0050: gosub Label030FD6

:Label030A52
0002: jump Label030A60

:Label030A59
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030A60
0002: jump Label030A80

:Label030A67
00D6: if  0?
0038:    6112?? ==  1?  \\ integer values
004D: jump_if_false Label030A80
0050: gosub Label031322

:Label030A80
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030BCF
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1192.2! -323.7!  11.1! radius  30!  30!  30!
004D: jump_if_false Label030BB6
00D6: if  0?
0038:    6116?? ==  0?  \\ integer values
004D: jump_if_false Label030B45
0050: gosub Label0312E4
0084:  6140?? =  3436??  \\ integer values and handles
0060:  6140?? -=  6104??  \\ integer values
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label030B37
009A:  6128?? = create_actor  4? #SPECIAL16 at -1192.2! -323.7!  11.1!
0173: set_actor  6128?? z_angle_to  90!
0050: gosub Label03147C

:Label030B37
0004:  6116?? =  1?  \\ integer values
0002: jump Label030BAF

:Label030B45
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label030BAF
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030BA8
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -1192.2! -323.7!  11.1! radius  8!  8!  6!
004D: jump_if_false Label030BA1
0050: gosub Label030FD6

:Label030BA1
0002: jump Label030BAF

:Label030BA8
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030BAF
0002: jump Label030BCF

:Label030BB6
00D6: if  0?
0038:    6116?? ==  1?  \\ integer values
004D: jump_if_false Label030BCF
0050: gosub Label031322

:Label030BCF
0002: jump Label030BDD

:Label030BD6
0050: gosub Label031322

:Label030BDD
0002: jump Label0307D6

:Label030BE4
03A4: name_thread "SHOP5"

:Label030BEE
0001: wait  0? ms
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030FC8
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label030FC1
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  352.7!  1111.3!  24.5! radius  30!  30!  15!
004D: jump_if_false Label030D2A
00D6: if  0?
0038:    6108?? ==  0?  \\ integer values
004D: jump_if_false Label030CB9
0050: gosub Label0312E4
0084:  6132?? =  3436??  \\ integer values and handles
0060:  6132?? -=  6096??  \\ integer values
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030CAB
009A:  6128?? = create_actor  4? #SPECIAL16 at  352.7!  1111.3!  24.5!
0173: set_actor  6128?? z_angle_to  290!
0050: gosub Label03147C

:Label030CAB
0004:  6108?? =  1?  \\ integer values
0002: jump Label030D23

:Label030CB9
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label030D23
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030D1C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  352.7!  1111.3!  24.5! radius  8!  8!  6!
004D: jump_if_false Label030D15
0050: gosub Label030FD6

:Label030D15
0002: jump Label030D23

:Label030D1C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030D23
0002: jump Label030D43

:Label030D2A
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label030D43
0050: gosub Label031322

:Label030D43
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030E82
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  423.5!  1039.4!  18.1! radius  30!  30!  15!
004D: jump_if_false Label030E69
00D6: if  0?
0038:    6112?? ==  0?  \\ integer values
004D: jump_if_false Label030DF8
0050: gosub Label0312E4
0084:  6136?? =  3436??  \\ integer values and handles
0060:  6136?? -=  6100??  \\ integer values
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label030DEA
009A:  6128?? = create_actor  4? #SPECIAL16 at  423.5!  1039.4!  18.1!
0173: set_actor  6128?? z_angle_to  136!
0050: gosub Label03147C

:Label030DEA
0004:  6112?? =  1?  \\ integer values
0002: jump Label030E62

:Label030DF8
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label030E62
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030E5B
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  423.5!  1039.4!  18.1! radius  8!  8!  6!
004D: jump_if_false Label030E54
0050: gosub Label030FD6

:Label030E54
0002: jump Label030E62

:Label030E5B
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030E62
0002: jump Label030E82

:Label030E69
00D6: if  0?
0038:    6112?? ==  1?  \\ integer values
004D: jump_if_false Label030E82
0050: gosub Label031322

:Label030E82
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label030FC1
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  468.7!  1206.6!  19! radius  30!  30!  15!
004D: jump_if_false Label030FA8
00D6: if  0?
0038:    6116?? ==  0?  \\ integer values
004D: jump_if_false Label030F37
0050: gosub Label0312E4
0084:  6140?? =  3436??  \\ integer values and handles
0060:  6140?? -=  6104??  \\ integer values
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label030F29
009A:  6128?? = create_actor  4? #SPECIAL16 at  468.7!  1206.6!  19!
0173: set_actor  6128?? z_angle_to  90!
0050: gosub Label03147C

:Label030F29
0004:  6116?? =  1?  \\ integer values
0002: jump Label030FA1

:Label030F37
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label030FA1
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label030F9A
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  468.7!  1206.6!  19! radius  8!  8!  6!
004D: jump_if_false Label030F93
0050: gosub Label030FD6

:Label030F93
0002: jump Label030FA1

:Label030F9A
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?

:Label030FA1
0002: jump Label030FC1

:Label030FA8
00D6: if  0?
0038:    6116?? ==  1?  \\ integer values
004D: jump_if_false Label030FC1
0050: gosub Label031322

:Label030FC1
0002: jump Label030FCF

:Label030FC8
0050: gosub Label031322

:Label030FCF
0002: jump Label030BEE

:Label030FD6
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label0312E2
00D6: if  0?
0457:   unknown_player $PLAYER_CHAR unknown_actor  6128??
004D: jump_if_false Label031248
00D6: if  0?
0038:    6120?? ==  0?  \\ integer values
004D: jump_if_false Label031073
022F: set_actor  6128?? stop_looking
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label03105E
04EB: unknown_actor  6128?? bank  0? account_number  9999999&&
0372: set_actor  6128?? anim  0? wait_state_time  0? ms
0372: set_actor  6128?? anim  17? wait_state_time  9999999&& ms
04C4: create_coordinate  3584??  3588??  3592?? from_actor  6128?? offset  0!  1.2!  0!

:Label03105E
0006:  16@ =  0?  \\ integer values
0004:  6120?? =  1?  \\ integer values
0002: jump Label031223

:Label031073
00D6: if  0?
0038:    3456?? ==  0?  \\ integer values
004D: jump_if_false Label031223
00D6: if  1?
0019:    16@ >  2000&  \\ integer values
001B:    6000& >  16@  \\ integer values
004D: jump_if_false Label0310E7
00D6: if  0?
0038:    6160?? ==  0?  \\ integer values
004D: jump_if_false Label0310E7
0009:  3592?? +=  .15!  \\ floating-point values
02E1:  6144?? = create_cash_pickup  50? at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
0050: gosub Label0314A9
0004:  6160?? =  1?  \\ integer values

:Label0310E7
00D6: if  1?
0019:    16@ >  6000&  \\ integer values
001B:    10000& >  16@  \\ integer values
004D: jump_if_false Label031153
00D6: if  0?
0038:    6164?? ==  0?  \\ integer values
004D: jump_if_false Label031153
0009:  3588?? +=  .1!  \\ floating-point values
0009:  3584?? +=  .1!  \\ floating-point values
02E1:  6148?? = create_cash_pickup  100? at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?
0004:  6164?? =  1?  \\ integer values

:Label031153
00D6: if  1?
0019:    16@ >  10000&  \\ integer values
001B:    14000& >  16@  \\ integer values
004D: jump_if_false Label0311B6
00D6: if  0?
0038:    6168?? ==  0?  \\ integer values
004D: jump_if_false Label0311B6
0009:  3588?? +=  .1!  \\ floating-point values
02E1:  6152?? = create_cash_pickup  250& at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  6168?? =  1?  \\ integer values

:Label0311B6
00D6: if  1?
0019:    16@ >  14000&  \\ integer values
001B:    20000& >  16@  \\ integer values
004D: jump_if_false Label031223
00D6: if  0?
0038:    6172?? ==  0?  \\ integer values
004D: jump_if_false Label031223
0009:  3588?? +=  .1!  \\ floating-point values
0009:  3584?? +=  .1!  \\ floating-point values
02E1:  6156?? = create_cash_pickup  600& at  3584??  3588??  3592??
018C: play_sound  13? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
0004:  6172?? =  1?  \\ integer values

:Label031223
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
031D:   actor  6128?? hit_by_weapon  47?
004D: jump_if_false Label031241
0002: jump Label031248

:Label031241
0002: jump Label0312E2

:Label031248
00D6: if  0?
0038:    6120?? ==  0?  \\ integer values
004D: jump_if_false Label03127F
00D6: if  21?
02DF: unknown_player $PLAYER_CHAR
031D:   actor  6128?? hit_by_weapon  47?
004D: jump_if_false Label031278
0004:  6120?? =  1?  \\ integer values

:Label031278
0002: jump Label0312E2

:Label03127F
00D6: if  0?
8118:   NOT   actor  6128?? dead
004D: jump_if_false Label0312E2
0372: set_actor  6128?? anim  0? wait_state_time  0? ms
04EB: unknown_actor  6128?? bank  1? account_number  9999999&&
00D6: if  0?
0038:    3456?? ==  0?  \\ integer values
004D: jump_if_false Label0312E2
00A0:  3584?? = actor  6128?? x_pos,  3588?? = actor  6128?? y_pos,  3592?? = actor  6128?? z_pos
018D:  3460?? = create_sound  0? at  3584??  3588??  3592??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  3456?? =  1?  \\ integer values

:Label0312E2
0051: return

:Label0312E4
023C: load_special_actor  16? "S_KEEP"

:Label0312F0
00D6: if  0?
823D:   NOT   special_actor  16? loaded
004D: jump_if_false Label031316
0001: wait  0? ms
023C: load_special_actor  16? "S_KEEP"
0002: jump Label0312F0

:Label031316
01BD:  3436?? = current_time_in_ms
009B: destroy_actor_instantly  6128??
0051: return

:Label031322
00D6: if  0?
0038:    6108?? ==  1?  \\ integer values
004D: jump_if_false Label031365
00D6: if  21?
0118:   actor  6128?? dead
0038:    6120?? ==  1?  \\ integer values
004D: jump_if_false Label031365
00D6: if  0?
0018:    6132?? >  60000&&  \\ integer values
004D: jump_if_false Label031365
01BD:  6096?? = current_time_in_ms

:Label031365
00D6: if  0?
0038:    6112?? ==  1?  \\ integer values
004D: jump_if_false Label0313A8
00D6: if  21?
0118:   actor  6128?? dead
0038:    6120?? ==  1?  \\ integer values
004D: jump_if_false Label0313A8
00D6: if  0?
0018:    6136?? >  60000&&  \\ integer values
004D: jump_if_false Label0313A8
01BD:  6100?? = current_time_in_ms

:Label0313A8
00D6: if  0?
0038:    6116?? ==  1?  \\ integer values
004D: jump_if_false Label0313EB
00D6: if  21?
0118:   actor  6128?? dead
0038:    6120?? ==  1?  \\ integer values
004D: jump_if_false Label0313EB
00D6: if  0?
0018:    6140?? >  60000&&  \\ integer values
004D: jump_if_false Label0313EB
01BD:  6104?? = current_time_in_ms

:Label0313EB
0004:  6108?? =  0?  \\ integer values
0004:  6112?? =  0?  \\ integer values
0004:  6116?? =  0?  \\ integer values
0004:  6120?? =  0?  \\ integer values
0004:  3456?? =  0?  \\ integer values
0004:  6160?? =  0?  \\ integer values
0004:  6164?? =  0?  \\ integer values
0004:  6168?? =  0?  \\ integer values
0004:  6172?? =  0?  \\ integer values
0215: destroy_pickup  6144??
0215: destroy_pickup  6148??
0215: destroy_pickup  6152??
0215: destroy_pickup  6156??
0296: unload_special_actor  16?
009B: destroy_actor_instantly  6128??
018E: stop_sound  3460??
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label03147A
0004:  6096?? = -60000&&  \\ integer values
0004:  6100?? = -60000&&  \\ integer values
0004:  6104?? = -60000&&  \\ integer values

:Label03147A
0051: return

:Label03147C
0243: set_actor  6128?? ped_stats_to  16?
01ED: spawn_actor  6128??
0350: unknown_actor  6128?? not_scared_flag  1?
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0314A7
022D: set_actor  6128?? to_look_at_player $PLAYER_CHAR

:Label0314A7
0051: return

:Label0314A9
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -859.2! -632.7!  10.6! radius  30!  30!  30!
0038:    6176?? ==  0?  \\ integer values
004D: jump_if_false Label0314F2
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6176?? =  1?  \\ integer values

:Label0314F2
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -854.3!  850!  10.6! radius  30!  30!  30!
0038:    6180?? ==  0?  \\ integer values
004D: jump_if_false Label03153B
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6180?? =  1?  \\ integer values

:Label03153B
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -830.4!  741.9!  10.6! radius  30!  30!  30!
0038:    6184?? ==  0?  \\ integer values
004D: jump_if_false Label031584
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6184?? =  1?  \\ integer values

:Label031584
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -846.6! -72.6!  10.8! radius  30!  30!  30!
0038:    6188?? ==  0?  \\ integer values
004D: jump_if_false Label0315CD
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6188?? =  1?  \\ integer values

:Label0315CD
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  379.9!  210.2!  10.6! radius  30!  30!  30!
0038:    6192?? ==  0?  \\ integer values
004D: jump_if_false Label031616
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6192?? =  1?  \\ integer values

:Label031616
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  383.2!  759.7!  11! radius  30!  30!  30!
0038:    6196?? ==  0?  \\ integer values
004D: jump_if_false Label03165F
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6196?? =  1?  \\ integer values

:Label03165F
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  449.7!  781.5!  12.2! radius  30!  30!  30!
0038:    6200?? ==  0?  \\ integer values
004D: jump_if_false Label0316A8
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6200?? =  1?  \\ integer values

:Label0316A8
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  352.7!  1111.3!  24.5! radius  30!  30!  15!
0038:    6204?? ==  0?  \\ integer values
004D: jump_if_false Label0316F1
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6204?? =  1?  \\ integer values

:Label0316F1
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  423.5!  1039.4!  18.1! radius  30!  30!  15!
0038:    6208?? ==  0?  \\ integer values
004D: jump_if_false Label03173A
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6208?? =  1?  \\ integer values

:Label03173A
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point  468.7!  1206.6!  18.2! radius  30!  30!  15!
0038:    6212?? ==  0?  \\ integer values
004D: jump_if_false Label031783
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6212?? =  1?  \\ integer values

:Label031783
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -1167.5! -613.5!  11! radius  30!  30!  30!
0038:    6216?? ==  0?  \\ integer values
004D: jump_if_false Label0317CC
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6216?? =  1?  \\ integer values

:Label0317CC
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -1192.2! -323.7!  11.1! radius  30!  30!  30!
0038:    6220?? ==  0?  \\ integer values
004D: jump_if_false Label031815
0531:  1?
0008:  6124?? +=  1?  \\ integer values
0004:  6220?? =  1?  \\ integer values

:Label031815
0051: return

:Label031817
03A4: name_thread "AUDIO"
0111: set_wasted_busted_check_to  0? (disabled)
004F: create_thread Label03182F 
004E: end_thread

:Label03182F
03A4: name_thread "AUDIO1"
0004:  6236?? =  0?  \\ integer values
0004:  6240?? =  0?  \\ integer values
0004:  6244?? =  0?  \\ integer values
0004:  6260?? =  0?  \\ integer values
0004:  6264?? =  0?  \\ integer values
0004:  6268?? =  0?  \\ integer values
0004:  6284?? =  0?  \\ integer values
0004:  6288?? =  0?  \\ integer values
0004:  6292?? =  0?  \\ integer values
0004:  6316?? =  0?  \\ integer values
0004:  6304?? =  0?  \\ integer values
0004:  6308?? =  0?  \\ integer values

:Label03188D
0001: wait  500& ms
00BF:  36?? = current_time_hours,  40?? = current_time_minutes
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label031F2D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label0319C2
00D6: if  0?
0038:    1100?? ==  0?  \\ integer values
004D: jump_if_false Label031903
00D6: if  0?
0038:    6236?? ==  0?  \\ integer values
004D: jump_if_false Label031903
018D:  6224?? = create_sound  36? at -596.018!  640.916!  12!
0004:  6236?? =  1?  \\ integer values

:Label031903
00D6: if  0?
0038:    1100?? ==  1?  \\ integer values
004D: jump_if_false Label031956
00D6: if  0?
0038:    1104?? ==  0?  \\ integer values
004D: jump_if_false Label031956
00D6: if  0?
0038:    6240?? ==  0?  \\ integer values
004D: jump_if_false Label031956
018D:  6228?? = create_sound  37? at -596.018!  640.916!  12!
0004:  6240?? =  1?  \\ integer values

:Label031956
00D6: if  0?
0038:    1100?? ==  1?  \\ integer values
004D: jump_if_false Label0319BB
00D6: if  0?
0038:    1104?? ==  1?  \\ integer values
004D: jump_if_false Label0319BB
00D6: if  0?
0038:    1108?? ==  0?  \\ integer values
004D: jump_if_false Label0319BB
00D6: if  0?
0038:    6244?? ==  0?  \\ integer values
004D: jump_if_false Label0319BB
018D:  6232?? = create_sound  38? at -596.018!  640.916!  12!
0004:  6244?? =  1?  \\ integer values

:Label0319BB
0002: jump Label031A1C

:Label0319C2
00D6: if  0?
0038:    6236?? ==  1?  \\ integer values
004D: jump_if_false Label0319E0
018E: stop_sound  6224??
0004:  6236?? =  0?  \\ integer values

:Label0319E0
00D6: if  0?
0038:    6240?? ==  1?  \\ integer values
004D: jump_if_false Label0319FE
018E: stop_sound  6228??
0004:  6240?? =  0?  \\ integer values

:Label0319FE
00D6: if  0?
0038:    6244?? ==  1?  \\ integer values
004D: jump_if_false Label031A1C
018E: stop_sound  6232??
0004:  6244?? =  0?  \\ integer values

:Label031A1C
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label031BAC
00D6: if  21?
0028:    36?? >=  23?  \\ integer values
001A:    7? >  36??  \\ integer values
004D: jump_if_false Label031A91
00D6: if  2?
0038:    6260?? ==  0?  \\ integer values
0038:    6264?? ==  0?  \\ integer values
0038:    6268?? ==  0?  \\ integer values
004D: jump_if_false Label031A8A
018D:  6248?? = create_sound  40? at  494.652! -83.347!  10.032!
0004:  6260?? =  1?  \\ integer values

:Label031A8A
0002: jump Label031AAF

:Label031A91
00D6: if  0?
0038:    6260?? ==  1?  \\ integer values
004D: jump_if_false Label031AAF
018E: stop_sound  6248??
0004:  6260?? =  0?  \\ integer values

:Label031AAF
00D6: if  1?
0028:    36?? >=  7?  \\ integer values
001A:    15? >  36??  \\ integer values
004D: jump_if_false Label031B0C
00D6: if  2?
0038:    6264?? ==  0?  \\ integer values
0038:    6260?? ==  0?  \\ integer values
0038:    6268?? ==  0?  \\ integer values
004D: jump_if_false Label031B05
018D:  6252?? = create_sound  41? at  494.652! -83.347!  10.032!
0004:  6264?? =  1?  \\ integer values

:Label031B05
0002: jump Label031B2A

:Label031B0C
00D6: if  0?
0038:    6264?? ==  1?  \\ integer values
004D: jump_if_false Label031B2A
018E: stop_sound  6252??
0004:  6264?? =  0?  \\ integer values

:Label031B2A
00D6: if  1?
0028:    36?? >=  15?  \\ integer values
001A:    23? >  36??  \\ integer values
004D: jump_if_false Label031B87
00D6: if  2?
0038:    6268?? ==  0?  \\ integer values
0038:    6260?? ==  0?  \\ integer values
0038:    6264?? ==  0?  \\ integer values
004D: jump_if_false Label031B80
018D:  6256?? = create_sound  42? at  494.652! -83.347!  10.032!
0004:  6268?? =  1?  \\ integer values

:Label031B80
0002: jump Label031BA5

:Label031B87
00D6: if  0?
0038:    6268?? ==  1?  \\ integer values
004D: jump_if_false Label031BA5
018E: stop_sound  6256??
0004:  6268?? =  0?  \\ integer values

:Label031BA5
0002: jump Label031C06

:Label031BAC
00D6: if  0?
0038:    6260?? ==  1?  \\ integer values
004D: jump_if_false Label031BCA
018E: stop_sound  6248??
0004:  6260?? =  0?  \\ integer values

:Label031BCA
00D6: if  0?
0038:    6264?? ==  1?  \\ integer values
004D: jump_if_false Label031BE8
018E: stop_sound  6252??
0004:  6264?? =  0?  \\ integer values

:Label031BE8
00D6: if  0?
0038:    6268?? ==  1?  \\ integer values
004D: jump_if_false Label031C06
018E: stop_sound  6256??
0004:  6268?? =  0?  \\ integer values

:Label031C06
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label031E2B
00D6: if  21?
0028:    36?? >=  23?  \\ integer values
001A:    7? >  36??  \\ integer values
004D: jump_if_false Label031C7B
00D6: if  2?
0038:    6284?? ==  0?  \\ integer values
0038:    6288?? ==  0?  \\ integer values
0038:    6292?? ==  0?  \\ integer values
004D: jump_if_false Label031C74
018D:  6272?? = create_sound  43? at  87.738! -1456.117!  11!
0004:  6284?? =  1?  \\ integer values

:Label031C74
0002: jump Label031C99

:Label031C7B
00D6: if  0?
0038:    6284?? ==  1?  \\ integer values
004D: jump_if_false Label031C99
018E: stop_sound  6272??
0004:  6284?? =  0?  \\ integer values

:Label031C99
00D6: if  1?
0028:    36?? >=  7?  \\ integer values
001A:    15? >  36??  \\ integer values
004D: jump_if_false Label031CF6
00D6: if  2?
0038:    6288?? ==  0?  \\ integer values
0038:    6284?? ==  0?  \\ integer values
0038:    6292?? ==  0?  \\ integer values
004D: jump_if_false Label031CEF
018D:  6276?? = create_sound  44? at  87.738! -1456.117!  11!
0004:  6288?? =  1?  \\ integer values

:Label031CEF
0002: jump Label031D14

:Label031CF6
00D6: if  0?
0038:    6288?? ==  1?  \\ integer values
004D: jump_if_false Label031D14
018E: stop_sound  6276??
0004:  6288?? =  0?  \\ integer values

:Label031D14
00D6: if  1?
0028:    36?? >=  15?  \\ integer values
001A:    23? >  36??  \\ integer values
004D: jump_if_false Label031D71
00D6: if  2?
0038:    6292?? ==  0?  \\ integer values
0038:    6284?? ==  0?  \\ integer values
0038:    6288?? ==  0?  \\ integer values
004D: jump_if_false Label031D6A
018D:  6280?? = create_sound  45? at  87.738! -1456.117!  11!
0004:  6292?? =  1?  \\ integer values

:Label031D6A
0002: jump Label031D8F

:Label031D71
00D6: if  0?
0038:    6292?? ==  1?  \\ integer values
004D: jump_if_false Label031D8F
018E: stop_sound  6280??
0004:  6292?? =  0?  \\ integer values

:Label031D8F
00D6: if  0?
0038:    36?? ==  10?  \\ integer values
004D: jump_if_false Label031DD7
00D6: if  0?
0038:    6316?? ==  0?  \\ integer values
004D: jump_if_false Label031DD0
018D:  6312?? = create_sound  46? at -76.074! -1528.485!  13.397!
0004:  6316?? =  1?  \\ integer values

:Label031DD0
0002: jump Label031DF5

:Label031DD7
00D6: if  0?
0038:    6316?? ==  1?  \\ integer values
004D: jump_if_false Label031DF5
018E: stop_sound  6312??
0004:  6316?? =  0?  \\ integer values

:Label031DF5
00D6: if  0?
0038:    6304?? ==  0?  \\ integer values
004D: jump_if_false Label031E24
018D:  6296?? = create_sound  51? at -67.015! -1546.671!  11.485!
0004:  6304?? =  1?  \\ integer values

:Label031E24
0002: jump Label031EC1

:Label031E2B
00D6: if  0?
0038:    6284?? ==  1?  \\ integer values
004D: jump_if_false Label031E49
018E: stop_sound  6272??
0004:  6284?? =  0?  \\ integer values

:Label031E49
00D6: if  0?
0038:    6288?? ==  1?  \\ integer values
004D: jump_if_false Label031E67
018E: stop_sound  6276??
0004:  6288?? =  0?  \\ integer values

:Label031E67
00D6: if  0?
0038:    6292?? ==  1?  \\ integer values
004D: jump_if_false Label031E85
018E: stop_sound  6280??
0004:  6292?? =  0?  \\ integer values

:Label031E85
00D6: if  0?
0038:    6316?? ==  1?  \\ integer values
004D: jump_if_false Label031EA3
018E: stop_sound  6312??
0004:  6316?? =  0?  \\ integer values

:Label031EA3
00D6: if  0?
0038:    6304?? ==  1?  \\ integer values
004D: jump_if_false Label031EC1
018E: stop_sound  6296??
0004:  6304?? =  0?  \\ integer values

:Label031EC1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label031F0F
00D6: if  0?
0038:    6308?? ==  0?  \\ integer values
004D: jump_if_false Label031F08
018D:  6300?? = create_sound  51? at  9.637!  1092.344!  17.211!
0004:  6308?? =  1?  \\ integer values

:Label031F08
0002: jump Label031F2D

:Label031F0F
00D6: if  0?
0038:    6308?? ==  1?  \\ integer values
004D: jump_if_false Label031F2D
018E: stop_sound  6300??
0004:  6308?? =  0?  \\ integer values

:Label031F2D
0002: jump Label03188D

;-------------Mission 0---------------
; Originally: (no description)


:Label031F34
03A4: name_thread "INITIAL"
0004: $DEFAULT_WAIT_TIME =  250&  \\ integer values
0005:  368?? =  .0625!  \\ floating-point values
0086:  372?? =  368??  \\ floating-point values only
0015:  372?? /=  2!  \\ floating-point values
0086:  376?? =  372??  \\ floating-point values only
0015:  376?? /=  2!  \\ floating-point values
0004:  492?? =  0?  \\ integer values
0004:  28?? =  0?  \\ integer values
0004:  32?? =  0?  \\ integer values
0004:  36?? =  0?  \\ integer values
0004:  40?? =  0?  \\ integer values
0004:  44?? =  0?  \\ integer values
0004:  244?? =  0?  \\ integer values
0004:  52?? =  0?  \\ integer values
0004:  176?? =  0?  \\ integer values
0004:  180?? =  0?  \\ integer values
0004:  184?? =  0?  \\ integer values
0004:  204?? =  0?  \\ integer values
0004:  208?? =  0?  \\ integer values
0004:  212?? =  0?  \\ integer values
0004:  216?? =  0?  \\ integer values
0004:  96?? =  0?  \\ integer values
0004:  140?? =  0?  \\ integer values
0004:  124?? =  0?  \\ integer values
0004:  100?? =  0?  \\ integer values
0004:  84?? =  0?  \\ integer values
0004:  188?? =  0?  \\ integer values
0004:  264?? =  0?  \\ integer values
0004:  192?? =  0?  \\ integer values
0004:  220?? =  0?  \\ integer values
0004:  880?? =  0?  \\ integer values
0004:  888?? =  0?  \\ integer values
0004: $PASSED_LAW1_THE_PARTY =  0?  \\ integer values
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL =  0?  \\ integer values
0004: $PASSED_LAW3_JURY_FURY =  0?  \\ integer values
0004: $PASSED_LAW4_RIOT =  0?  \\ integer values
0004: $PASSED_COL1_TREACHEROUS_SWINE =  0?  \\ integer values
0004: $PASSED_COL2_MALL_SHOOTOUT =  0?  \\ integer values
0004: $PASSED_COL3_GUARDIAN_ANGELS =  0?  \\ integer values
0004: $PASSED_COL4_SIR_YES_SIR =  0?  \\ integer values
0004: $PASSED_COL5_ALL_HANDS_ON_DECK =  0?  \\ integer values
0004: $PASSED_COK1_THE_CHASE =  0?  \\ integer values
0004: $PASSED_COK2_PHNOM_PENH_86 =  0?  \\ integer values
0004: $PASSED_COK3_THE_FASTEST_BOAT =  0?  \\ integer values
0004: $PASSED_COK4_SUPPLY_AND_DEMAND =  0?  \\ integer values
0004: $PASSED_ASS1_RUB_OUT =  0?  \\ integer values
0004:  960?? =  0?  \\ integer values
0004: $PASSED_KENT1_DEATH_ROW =  0?  \\ integer values
0004: $PASSED_TEX1_FOUR_IRON =  0?  \\ integer values
0004:  980?? =  0?  \\ integer values
0004:  984?? =  0?  \\ integer values
0004:  992?? =  0?  \\ integer values
0004:  996?? =  0?  \\ integer values
0004:  1000?? =  0?  \\ integer values
0004:  1004?? =  0?  \\ integer values
0004:  1028?? =  0?  \\ integer values
0004:  1032?? =  0?  \\ integer values
0004:  1036?? =  0?  \\ integer values
0004:  1040?? =  0?  \\ integer values
0004:  1064?? =  0?  \\ integer values
0004:  1068?? =  0?  \\ integer values
0004:  1076?? =  0?  \\ integer values
0004:  1080?? =  0?  \\ integer values
0004:  1088?? =  0?  \\ integer values
0004:  1092?? =  0?  \\ integer values
0004:  1100?? =  0?  \\ integer values
0004:  1104?? =  0?  \\ integer values
0004:  1108?? =  0?  \\ integer values
0004:  1116?? =  0?  \\ integer values
0004:  1120?? =  0?  \\ integer values
0004:  1124?? =  0?  \\ integer values
0004:  1128?? =  0?  \\ integer values
0004: $PASSED_HAT1_JUJU_SCRAMBLE =  0?  \\ integer values
0004: $PASSED_HAT2_BOMBS_AWAY =  0?  \\ integer values
0004: $PASSED_HAT3_DIRTY_LICKINS =  0?  \\ integer values
0004: $PASSED_ROCK1_LOVE_JUICE =  0?  \\ integer values
0004: $PASSED_ROCK2_PSYCHO_KILLER =  0?  \\ integer values
0004: $PASSED_ROCK3_PUBLICITY_TOUR =  0?  \\ integer values
0004:  1164?? =  0?  \\ integer values
0004:  1220?? =  0?  \\ integer values
0004:  1216?? =  0?  \\ integer values
0004:  1192?? =  0?  \\ integer values
0004:  1196?? =  0?  \\ integer values
0004:  1200?? =  0?  \\ integer values
0004:  1204?? =  0?  \\ integer values
0004:  1208?? =  0?  \\ integer values
0004:  1212?? =  0?  \\ integer values
0004:  1228?? =  0?  \\ integer values
0004:  1232?? =  0?  \\ integer values
0004:  1236?? =  0?  \\ integer values
0004:  1240?? =  0?  \\ integer values
0004:  1248?? =  0?  \\ integer values
0004: $ONMISSION =  0?  \\ integer values
0004:  1256?? =  0?  \\ integer values
0004:  1260?? =  0?  \\ integer values
0004:  1264?? =  0?  \\ integer values
0004:  1268?? =  0?  \\ integer values
0004:  1348?? =  0?  \\ integer values
0004:  1328?? =  0?  \\ integer values
0004:  1324?? =  0?  \\ integer values
0004:  1292?? =  0?  \\ integer values
0004:  1296?? =  0?  \\ integer values
0004:  1300?? =  0?  \\ integer values
0004:  1304?? =  0?  \\ integer values
0004:  1308?? =  0?  \\ integer values
0004:  1312?? =  0?  \\ integer values
0004:  1316?? =  0?  \\ integer values
0004:  1320?? =  0?  \\ integer values
0004:  1332?? =  0?  \\ integer values
0004:  1336?? =  0?  \\ integer values
0004:  1340?? =  0?  \\ integer values
0004:  1344?? =  0?  \\ integer values
0004:  1352?? =  0?  \\ integer values
0004:  1388?? =  0?  \\ integer values
0004:  1392?? =  0?  \\ integer values
0004:  1396?? =  0?  \\ integer values
0004:  1400?? =  0?  \\ integer values
0004:  1356?? =  0?  \\ integer values
0004:  1360?? =  0?  \\ integer values
0004:  1364?? =  0?  \\ integer values
0004:  1404?? =  0?  \\ integer values
0004:  1368?? =  0?  \\ integer values
0004:  1372?? =  0?  \\ integer values
0004:  1376?? =  0?  \\ integer values
0004:  1412?? =  0?  \\ integer values
0004:  1416?? =  0?  \\ integer values
0004:  1444?? =  0?  \\ integer values
0004:  1448?? =  0?  \\ integer values
0004:  1452?? =  0?  \\ integer values
0004:  1456?? =  0?  \\ integer values
0004:  1460?? =  0?  \\ integer values
0005:  1464?? = -425!  \\ floating-point values
0005:  1468?? =  1410!  \\ floating-point values
0005:  1472?? =  10!  \\ floating-point values
0004:  1484?? =  0?  \\ integer values
0004:  1480?? =  0?  \\ integer values
0004:  1488?? =  0?  \\ integer values
0004:  1476?? =  0?  \\ integer values
0004:  1500?? =  0?  \\ integer values
0004:  1492?? =  0?  \\ integer values
0004:  1528?? =  0?  \\ integer values
0004:  1504?? =  0?  \\ integer values
0004:  1508?? =  0?  \\ integer values
0004:  1512?? =  0?  \\ integer values
0004:  1516?? =  0?  \\ integer values
0004:  1520?? =  0?  \\ integer values
0004:  1524?? =  0?  \\ integer values
0004:  1532?? =  0?  \\ integer values
0004:  1536?? =  0?  \\ integer values
0004:  1540?? =  0?  \\ integer values
0004:  1544?? =  0?  \\ integer values
0004:  144?? =  0?  \\ integer values
0004:  1548?? =  0?  \\ integer values
0004:  1552?? =  0?  \\ integer values
0004:  1556?? =  0?  \\ integer values
0004:  1560?? =  0?  \\ integer values
0004:  1564?? =  0?  \\ integer values
0004:  1568?? =  0?  \\ integer values
0004:  1588?? =  0?  \\ integer values
0004:  1592?? =  0?  \\ integer values
0004:  1596?? =  0?  \\ integer values
0004:  1600?? =  0?  \\ integer values
0004:  1604?? =  99999999&&  \\ integer values
0004:  1608?? =  99999999&&  \\ integer values
0004:  1612?? =  99999999&&  \\ integer values
0004:  1616?? =  99999999&&  \\ integer values
0004:  1620?? =  99999999&&  \\ integer values
0004:  1624?? =  99999999&&  \\ integer values
0004:  1628?? =  99999999&&  \\ integer values
0004:  1632?? =  99999999&&  \\ integer values
0004:  1636?? =  99999999&&  \\ integer values
0004:  1640?? =  99999999&&  \\ integer values
0004:  1644?? =  99999999&&  \\ integer values
0004:  1648?? =  99999999&&  \\ integer values
0004:  1652?? =  99999999&&  \\ integer values
0004:  1656?? =  99999999&&  \\ integer values
0004:  1660?? =  99999999&&  \\ integer values
0004:  1664?? =  99999999&&  \\ integer values
0004:  1808?? =  0?  \\ integer values
0004:  1776?? =  0?  \\ integer values
0004:  1016?? =  0?  \\ integer values
0004:  1020?? =  0?  \\ integer values
0004:  248?? =  0?  \\ integer values
0004:  412?? =  0?  \\ integer values
0004:  416?? =  0?  \\ integer values
0004:  420?? =  0?  \\ integer values
0004:  424?? =  0?  \\ integer values
0004:  428?? =  0?  \\ integer values
0004:  432?? =  0?  \\ integer values
0004:  436?? =  0?  \\ integer values
0005:  1992?? = -569.1451!  \\ floating-point values
0005:  1996?? =  851.0923!  \\ floating-point values
0005:  2000?? =  22.8402!  \\ floating-point values
0005:  2004?? =  28.4463!  \\ floating-point values
0005:  2008?? = -1311.761!  \\ floating-point values
0005:  2012?? =  16.4712!  \\ floating-point values
0005:  2016?? =  375.845!  \\ floating-point values
0005:  2020?? =  332.9194!  \\ floating-point values
0005:  2024?? =  11.5155!  \\ floating-point values
0005:  2028?? = -886.5938!  \\ floating-point values
0005:  2032?? =  236.5693!  \\ floating-point values
0005:  2036?? =  13.9773!  \\ floating-point values
0005:  2040?? = -244.6!  \\ floating-point values
0005:  2044?? = -491.3!  \\ floating-point values
0005:  2048?? =  10.6!  \\ floating-point values
0005:  2124?? = -63.4!  \\ floating-point values
0005:  2128?? = -1481.8!  \\ floating-point values
0005:  2132?? =  9.4!  \\ floating-point values
0005:  2136?? =  364.9!  \\ floating-point values
0005:  2140?? =  1055.7!  \\ floating-point values
0005:  2144?? =  18.2!  \\ floating-point values
0005:  2148?? = -677!  \\ floating-point values
0005:  2152?? =  1205.6!  \\ floating-point values
0005:  2156?? =  10!  \\ floating-point values
0005:  2160?? =  202.7!  \\ floating-point values
0005:  2164?? = -474.1!  \\ floating-point values
0005:  2168?? =  10.1!  \\ floating-point values
0005:  2172?? =  364.9!  \\ floating-point values
0005:  2176?? =  1078!  \\ floating-point values
0005:  2180?? =  18!  \\ floating-point values
0005:  2184?? = -967.5!  \\ floating-point values
0005:  2188?? = -693.2!  \\ floating-point values
0005:  2192?? =  10.3!  \\ floating-point values
0005:  2064?? =  36.798!  \\ floating-point values
0005:  2068?? = -1024.404!  \\ floating-point values
0005:  2072?? =  9.451!  \\ floating-point values
0005:  2076?? =  482.5293!  \\ floating-point values
0005:  2080?? =  244.276!  \\ floating-point values
0005:  2084?? =  10.09!  \\ floating-point values
0005:  2088?? =  38.244!  \\ floating-point values
0005:  2092?? = -1024.251!  \\ floating-point values
0005:  2096?? =  9.451!  \\ floating-point values
0005:  2100?? = -1481.872!  \\ floating-point values
0005:  2104?? = -825.3049!  \\ floating-point values
0005:  2108?? =  13.8777!  \\ floating-point values
0005:  2112?? = -978.0145!  \\ floating-point values
0005:  2116?? = -530.7043!  \\ floating-point values
0005:  2120?? =  9.9513!  \\ floating-point values
0005:  2784?? =  893.5!  \\ floating-point values
0005:  2788?? = -306.1!  \\ floating-point values
0005:  2792?? = -100!  \\ floating-point values
0005:  2796?? =  103!  \\ floating-point values
0005:  2800?? = -484.2!  \\ floating-point values
0005:  2804?? = -100!  \\ floating-point values
0005:  2808?? = -665!  \\ floating-point values
0005:  2812?? = -6.5!  \\ floating-point values
0005:  2816?? = -100!  \\ floating-point values
0005:  2820?? =  925!  \\ floating-point values
0005:  2824?? = -359.5!  \\ floating-point values
0005:  2828?? = -100!  \\ floating-point values
0005:  2832?? =  379!  \\ floating-point values
0005:  2836?? = -493.8!  \\ floating-point values
0005:  2840?? = -100!  \\ floating-point values
0005:  2844?? = -1128!  \\ floating-point values
0005:  2848?? =  32.5!  \\ floating-point values
0005:  2852?? = -100!  \\ floating-point values
0004:  6320?? =  0?  \\ integer values
0004:  6324?? =  0?  \\ integer values
0004:  6328?? =  0?  \\ integer values
0004:  6332?? =  0?  \\ integer values
0004:  6336?? =  0?  \\ integer values
0004:  6340?? =  0?  \\ integer values
0004:  6344?? =  0?  \\ integer values
0004:  6348?? =  0?  \\ integer values
0004:  6352?? =  0?  \\ integer values
0004:  6356?? =  0?  \\ integer values
0004:  6360?? =  0?  \\ integer values
0004:  6364?? =  0?  \\ integer values
0004:  6368?? =  0?  \\ integer values
0004:  6372?? =  0?  \\ integer values
0004:  6376?? =  999999&&  \\ integer values
0004:  6380?? =  999999&&  \\ integer values
0004:  6384?? =  999999&&  \\ integer values
0004:  6388?? =  0?  \\ integer values
0004:  6392?? =  0?  \\ integer values
0004:  6412?? =  0?  \\ integer values
0004:  6416?? =  0?  \\ integer values
04CE:  1732?? = unknown_create_marker  16? at  2124??  2128??  2132??
04CE:  1736?? = unknown_create_marker  16? at  364.8!  1051.5!  21!
04CE:  1740?? = unknown_create_marker  16? at  2148??  2152??  2156??
04CE:  1744?? = unknown_create_marker  18? at  2160??  2164??  2168??
04CE:  1748?? = unknown_create_marker  18? at  364.8!  1086.5!  21!
04CE:  1752?? = unknown_create_marker  18? at  2184??  2188??  2192??
04CE:  1756?? = unknown_create_marker  27? at -3.8! -1265.8!  12!
04CE:  1760?? = unknown_create_marker  27? at  319!  441.3!  12!
04CE:  1764?? = unknown_create_marker  27? at -903! -1261.1!  12!
04CE:  1768?? = unknown_create_marker  27? at -876.2! -105.5!  12!
016C: restart_if_wasted at  493.5!  703.1!  11.1!  90!
016D: restart_if_busted at  508.9!  506.8!  10.3!  174!
016C: restart_if_wasted at -108.3! -974.4!  9.4!  283.9!
016D: restart_if_busted at  398.8! -469.7!  10.7!  323!
058D: unknown_point_command  407.6!  725.3!  10.5! angle  177!
058D: unknown_point_command -102.6! -947.7!  9.6! angle  192.7!
058D: unknown_point_command -784.4!  1189.3!  10.2! angle  90!
058D: unknown_point_command -850.8! -483.9!  10.2! angle  189.8!
058D: unknown_point_command  492.5!  475.1!  10.6! angle  274.2!
058D: unknown_point_command  418.5! -422.6!  9.3! angle  58.7!
058D: unknown_point_command -665.3!  793.7!  10.5! angle  180!
058D: unknown_point_command -873! -641.8!  10.5! angle  97.1!
015C: set_zone_gang_info "STREET4"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
015C: set_zone_gang_info "STREET4"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
0152: set_zone_car_info "STREET4"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET4"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET4"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "STREET4"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "STREET4"  1? (day)  7?
0324: set_zone_pedgroup_info "STREET4"  0? (night)  8?
015C: set_zone_gang_info "RICH2"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "RICH2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "RICH2"  1? (day)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "RICH2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "RICH2"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "RICH2"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "RICH2"  1? (day)  27?
0324: set_zone_pedgroup_info "RICH2"  0? (night)  28?
015C: set_zone_gang_info "CLUB2"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "CLUB2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "CLUB2"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "CLUB2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "CLUB2"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "CLUB2"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "CLUB2"  1? (day)  57?
0324: set_zone_pedgroup_info "CLUB2"  0? (night)  58?
015C: set_zone_gang_info "SHOP3"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "SHOP3"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "SHOP3"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "SHOP3"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "SHOP3"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "SHOP3"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "SHOP3"  1? (day)  35?
0324: set_zone_pedgroup_info "SHOP3"  0? (night)  36?
015C: set_zone_gang_info "STREET3"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "STREET3"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "STREET3"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET3"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET3"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "STREET3"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "STREET3"  1? (day)  5?
0324: set_zone_pedgroup_info "STREET3"  0? (night)  6?
015C: set_zone_gang_info "SHOP2"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "SHOP2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "SHOP2"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "SHOP2"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "SHOP2"  1?  300&  0?  350&  200&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "SHOP2"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "SHOP2"  1? (day)  33?
0324: set_zone_pedgroup_info "SHOP2"  0? (night)  34?
015C: set_zone_gang_info "OCEAND1"  1? (day)  15?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
015C: set_zone_gang_info "OCEAND1"  0? (night)  35?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
0152: set_zone_car_info "OCEAND1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40?
0152: set_zone_car_info "OCEAND1"  0? (night)  15?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30?
04EC: unknown_zone_info "OCEAND1"  1?  200&  0?  250&  300&  0?  0?  150&  100?  0?  500&  500&
04EC: unknown_zone_info "OCEAND1"  0?  200&  0?  250&  350&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "OCEAND1"  1? (day)  63?
0324: set_zone_pedgroup_info "OCEAND1"  0? (night)  64?
015C: set_zone_gang_info "OCEAND2"  1? (day)  15?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
015C: set_zone_gang_info "OCEAND2"  0? (night)  35?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
0152: set_zone_car_info "OCEAND2"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40?
0152: set_zone_car_info "OCEAND2"  0? (night)  15?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30?
04EC: unknown_zone_info "OCEAND2"  1?  200&  0?  250&  300&  0?  0?  150&  100?  0?  500&  500&
04EC: unknown_zone_info "OCEAND2"  0?  200&  0?  250&  350&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "OCEAND2"  1? (day)  65?
0324: set_zone_pedgroup_info "OCEAND2"  0? (night)  66?
015C: set_zone_gang_info "BEACH1"  1? (day)  20?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "BEACH1"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "BEACH1"  1? (day)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "BEACH1"  0? (night)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "BEACH1"  1?  300&  0?  250&  300&  0?  0?  100?  50?  0?  500&  500&
04EC: unknown_zone_info "BEACH1"  0?  300&  0?  250&  300&  0?  0?  150&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "BEACH1"  1? (day)  45?
0324: set_zone_pedgroup_info "BEACH1"  0? (night)  46?
015C: set_zone_gang_info "BEACH2"  1? (day)  20?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "BEACH2"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "BEACH2"  1? (day)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "BEACH2"  0? (night)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "BEACH2"  1?  260&  0?  240&  300&  0?  0?  100?  100?  0?  500&  500&
04EC: unknown_zone_info "BEACH2"  0?  200&  0?  300&  350&  0?  0?  100?  50?  0?  500&  500&
0324: set_zone_pedgroup_info "BEACH2"  1? (day)  47?
0324: set_zone_pedgroup_info "BEACH2"  0? (night)  48?
015C: set_zone_gang_info "BEACH3"  1? (day)  20?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "BEACH3"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "BEACH3"  1? (day)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "BEACH3"  0? (night)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "BEACH3"  1?  200&  0?  200&  300&  0?  0?  100?  100?  100?  500&  500&
04EC: unknown_zone_info "BEACH3"  0?  200&  0?  300&  300&  0?  0?  100?  0?  100?  500&  500&
0324: set_zone_pedgroup_info "BEACH3"  1? (day)  49?
0324: set_zone_pedgroup_info "BEACH3"  0? (night)  50?
015C: set_zone_gang_info "STREET2"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "STREET2"  0? (night)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "STREET2"  1? (day)  11?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET2"  0? (night)  9?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET2"  1?  325&  0?  350&  200&  0?  0?  75?  50?  0?  500&  500&
04EC: unknown_zone_info "STREET2"  0?  250&  0?  300&  250&  0?  0?  150&  50?  0?  500&  500&
0324: set_zone_pedgroup_info "STREET2"  1? (day)  3?
0324: set_zone_pedgroup_info "STREET2"  0? (night)  4?
015C: set_zone_gang_info "CONSTRU"  1? (day)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "CONSTRU"  0? (night)  8?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "CONSTRU"  1? (day)  9?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "CONSTRU"  0? (night)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "CONSTRU"  1?  200&  200&  0?  0?  500&  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "CONSTRU"  0?  200&  200&  0?  0?  500&  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "CONSTRU"  1? (day)  17?
0324: set_zone_pedgroup_info "CONSTRU"  0? (night)  18?
015C: set_zone_gang_info "CLUB1"  1? (day)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "CLUB1"  0? (night)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "CLUB1"  1? (day)  9?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "CLUB1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
04EC: unknown_zone_info "CLUB1"  1?  170&  0?  350&  350&  0?  0?  100?  0?  30?  500&  500&
04EC: unknown_zone_info "CLUB1"  0?  170&  0?  350&  350&  0?  0?  100?  0?  30?  500&  500&
0324: set_zone_pedgroup_info "CLUB1"  1? (day)  55?
0324: set_zone_pedgroup_info "CLUB1"  0? (night)  56?
015C: set_zone_gang_info "GOLF1"  1? (day)  3?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0? 
015C: set_zone_gang_info "GOLF1"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0? 
0152: set_zone_car_info "GOLF1"  1? (day)  3?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0?
0152: set_zone_car_info "GOLF1"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0?
0324: set_zone_pedgroup_info "GOLF1"  1? (day)  41?
0324: set_zone_pedgroup_info "GOLF1"  0? (night)  42?
015C: set_zone_gang_info "GOLF2"  1? (day)  2?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0? 
015C: set_zone_gang_info "GOLF2"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0? 
0152: set_zone_car_info "GOLF2"  1? (day)  2?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0?
0152: set_zone_car_info "GOLF2"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  1000&  0?  0?
0324: set_zone_pedgroup_info "GOLF2"  1? (day)  43?
0324: set_zone_pedgroup_info "GOLF2"  0? (night)  44?
015C: set_zone_gang_info "STREET1"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "STREET1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "STREET1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET1"  1?  225&  550&  100?  0?  0?  0?  75?  0?  50?  500&  500&
04EC: unknown_zone_info "STREET1"  0?  250&  500&  100?  0?  0?  0?  100?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "STREET1"  1? (day)  1?
0324: set_zone_pedgroup_info "STREET1"  0? (night)  2?
015C: set_zone_gang_info "RICH1"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "RICH1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "RICH1"  1?  100?  0?  400&  400&  0?  0?  100?  0?  0?  500&  500&
04EC: unknown_zone_info "RICH1"  0?  100?  0?  400&  400&  0?  0?  100?  0?  0?  500&  500&
0324: set_zone_pedgroup_info "RICH1"  1? (day)  25?
0324: set_zone_pedgroup_info "RICH1"  0? (night)  26?
015C: set_zone_gang_info "SHOP1"  1? (day)  200&  0?  0?  0?  0?  20?  0?  0?  0?  0?  30? 
015C: set_zone_gang_info "SHOP1"  0? (night)  200&  0?  0?  0?  0?  20?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "SHOP1"  1? (day)  12?  0?  0?  50?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "SHOP1"  0? (night)  9?  0?  0?  50?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "SHOP1"  1?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "SHOP1"  0?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "SHOP1"  1? (day)  31?
0324: set_zone_pedgroup_info "SHOP1"  0? (night)  32?
015C: set_zone_gang_info "TOUR1"  1? (day)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "TOUR1"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "TOUR1"  1? (day)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "TOUR1"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
04EC: unknown_zone_info "TOUR1"  1?  900&  0?  0?  0?  0?  0?  50?  0?  50?  800&  200&
04EC: unknown_zone_info "TOUR1"  0?  900&  0?  0?  0?  0?  0?  50?  0?  50?  800&  200&
0324: set_zone_pedgroup_info "TOUR1"  1? (day)  19?
0324: set_zone_pedgroup_info "TOUR1"  0? (night)  20?
015C: set_zone_gang_info "TOUR2"  1? (day)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "TOUR2"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "TOUR2"  1? (day)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "TOUR2"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
04EC: unknown_zone_info "TOUR2"  1?  900&  0?  0?  0?  0?  0?  50?  0?  50?  800&  200&
04EC: unknown_zone_info "TOUR2"  0?  900&  0?  0?  0?  0?  0?  50?  0?  50?  800&  200&
0324: set_zone_pedgroup_info "TOUR2"  1? (day)  21?
0324: set_zone_pedgroup_info "TOUR2"  0? (night)  22?
015C: set_zone_gang_info "AIRPORT"  1? (day)  13?  0?  0?  0?  0?  50?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "AIRPORT"  0? (night)  10?  0?  0?  0?  0?  50?  0?  0?  0?  0?  30? 
0236: set_gang  4? car_to #BAGGAGE
0152: set_zone_car_info "AIRPORT"  1? (day)  12?  0?  0?  0?  0?  50?  0?  0?  0?  0?  50?
0152: set_zone_car_info "AIRPORT"  0? (night)  12?  0?  0?  0?  0?  50?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "AIRPORT"  1?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  900&  100?
04EC: unknown_zone_info "AIRPORT"  0?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  900&  100?
0324: set_zone_pedgroup_info "AIRPORT"  1? (day)  51?
0324: set_zone_pedgroup_info "AIRPORT"  0? (night)  52?
015C: set_zone_gang_info "TERMINL"  1? (day)  13?  0?  0?  0?  0?  50?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "TERMINL"  0? (night)  8?  0?  0?  0?  0?  50?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "TERMINL"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "TERMINL"  0? (night)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "TERMINL"  1?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "TERMINL"  0?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "TERMINL"  1? (day)  53?
0324: set_zone_pedgroup_info "TERMINL"  0? (night)  54?
015C: set_zone_gang_info "DOCKS"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "DOCKS"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "DOCKS"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "DOCKS"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "DOCKS"  1?  0?  100?  0?  0?  700&  200&  0?  0?  0?  500&  500&
04EC: unknown_zone_info "DOCKS"  0?  0?  100?  0?  0?  700&  200&  0?  0?  0?  500&  500&
0324: set_zone_pedgroup_info "DOCKS"  1? (day)  15?
0324: set_zone_pedgroup_info "DOCKS"  0? (night)  16?
015C: set_zone_gang_info "STREET6"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "STREET6"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "STREET6"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET6"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET6"  1?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "STREET6"  0?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "STREET6"  1? (day)  23?
0324: set_zone_pedgroup_info "STREET6"  0? (night)  24?
015C: set_zone_gang_info "STREET5"  1? (day)  4?  0?  0?  100?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "STREET5"  0? (night)  5?  0?  0?  200&  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "STREET5"  1? (day)  6?  0?  0?  100?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "STREET5"  0? (night)  6?  0?  0?  200&  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "STREET5"  1?  200&  700&  0?  0?  70?  0?  30?  0?  0?  500&  500&
04EC: unknown_zone_info "STREET5"  0?  200&  700&  0?  0?  70?  0?  30?  0?  0?  500&  500&
0324: set_zone_pedgroup_info "STREET5"  1? (day)  9?
0324: set_zone_pedgroup_info "STREET5"  0? (night)  10?
015C: set_zone_gang_info "SHOP4"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "SHOP4"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "SHOP4"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "SHOP4"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "SHOP4"  1?  300&  350&  50?  0?  100?  0?  100?  0?  100?  500&  500&
04EC: unknown_zone_info "SHOP4"  0?  300&  350&  50?  0?  100?  0?  100?  0?  100?  500&  500&
0324: set_zone_pedgroup_info "SHOP4"  1? (day)  37?
0324: set_zone_pedgroup_info "SHOP4"  0? (night)  38?
015C: set_zone_gang_info "SHOP5"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "SHOP5"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "SHOP5"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "SHOP5"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "SHOP5"  1?  300&  350&  50?  0?  100?  0?  100?  0?  100?  500&  500&
04EC: unknown_zone_info "SHOP5"  0?  300&  350&  50?  0?  100?  0?  100?  0?  100?  500&  500&
0324: set_zone_pedgroup_info "SHOP5"  1? (day)  39?
0324: set_zone_pedgroup_info "SHOP5"  0? (night)  40?
015C: set_zone_gang_info "BUSINES"  1? (day)  18?  0?  0?  0?  0?  0?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "BUSINES"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  30? 
0152: set_zone_car_info "BUSINES"  1? (day)  16?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "BUSINES"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "BUSINES"  1?  50?  0?  350&  350&  0?  0?  100?  0?  150&  500&  500&
04EC: unknown_zone_info "BUSINES"  0?  50?  0?  250&  250&  0?  0?  300&  0?  150&  500&  500&
0324: set_zone_pedgroup_info "BUSINES"  1? (day)  11?
0324: set_zone_pedgroup_info "BUSINES"  0? (night)  12?
015C: set_zone_gang_info "TESTT"  1? (day)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0? 
015C: set_zone_gang_info "TESTT"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0? 
0152: set_zone_car_info "TESTT"  1? (day)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?
0152: set_zone_car_info "TESTT"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?
0324: set_zone_pedgroup_info "TESTT"  1? (day)  11?
0324: set_zone_pedgroup_info "TESTT"  0? (night)  12?
015C: set_zone_gang_info "BIKAREA"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "BIKAREA"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "BIKAREA"  1? (day)  12?  0?  0?  0?  0?  0?  100?  0?  0?  0?  10?
0152: set_zone_car_info "BIKAREA"  0? (night)  10?  0?  0?  0?  0?  0?  100?  0?  0?  0?  10?
04EC: unknown_zone_info "BIKAREA"  1?  350&  300&  0?  0?  100?  0?  100?  0?  150&  500&  500&
04EC: unknown_zone_info "BIKAREA"  0?  350&  300&  0?  0?  100?  0?  100?  0?  150&  500&  500&
0324: set_zone_pedgroup_info "BIKAREA"  1? (day)  13?
0324: set_zone_pedgroup_info "BIKAREA"  0? (night)  14?
015C: set_zone_gang_info "GANG2"  1? (day)  13?  0?  250&  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "GANG2"  0? (night)  10?  0?  250&  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GANG2"  1? (day)  12?  0?  250&  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GANG2"  0? (night)  10?  0?  250&  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "GANG2"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "GANG2"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "GANG2"  1? (day)  59?
0324: set_zone_pedgroup_info "GANG2"  0? (night)  59?
015C: set_zone_gang_info "GHETTO1"  1? (day)  13?  0?  150&  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "GHETTO1"  0? (night)  10?  0?  150&  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO1"  1? (day)  12?  0?  150&  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO1"  0? (night)  10?  0?  150&  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "GHETTO1"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "GHETTO1"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "GHETTO1"  1? (day)  59?
0324: set_zone_pedgroup_info "GHETTO1"  0? (night)  60?
015C: set_zone_gang_info "GHETTO2"  1? (day)  13?  150&  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "GHETTO2"  0? (night)  10?  150&  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO2"  1? (day)  12?  200&  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO2"  0? (night)  10?  200&  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "GHETTO2"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "GHETTO2"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "GHETTO2"  1? (day)  61?
0324: set_zone_pedgroup_info "GHETTO2"  0? (night)  62?
015C: set_zone_gang_info "RICH3"  1? (day)  13?  0?  0?  0?  0?  50?  0?  0?  0?  0?  40? 
015C: set_zone_gang_info "RICH3"  0? (night)  10?  0?  0?  0?  0?  50?  0?  0?  0?  0?  40? 
0152: set_zone_car_info "RICH3"  1? (day)  9?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
0152: set_zone_car_info "RICH3"  0? (night)  7?  0?  0?  0?  0?  0?  0?  0?  0?  0?  50?
04EC: unknown_zone_info "RICH3"  1?  50?  0?  400&  400&  50?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "RICH3"  0?  50?  0?  400&  400&  50?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "RICH3"  1? (day)  29?
0324: set_zone_pedgroup_info "RICH3"  0? (night)  30?
015C: set_zone_gang_info "GANG1"  1? (day)  13?  0?  0?  0?  1000&  0?  0?  0?  0?  0?  0? 
015C: set_zone_gang_info "GANG1"  0? (night)  13?  0?  0?  0?  1000&  0?  0?  0?  0?  0?  0? 
0152: set_zone_car_info "GANG1"  1? (day)  8?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?
0152: set_zone_car_info "GANG1"  0? (night)  8?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?
04EC: unknown_zone_info "GANG1"  1?  50?  0?  400&  400&  50?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "GANG1"  0?  50?  0?  400&  400&  50?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "GANG1"  1? (day)  59?
0324: set_zone_pedgroup_info "GANG1"  0? (night)  60?
015C: set_zone_gang_info "BAGGAG"  1? (day)  5?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  0? 
015C: set_zone_gang_info "BAGGAG"  0? (night)  5?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  0? 
0152: set_zone_car_info "BAGGAG"  1? (day)  3?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  0?
0152: set_zone_car_info "BAGGAG"  0? (night)  3?  0?  0?  0?  0?  1000&  0?  0?  0?  0?  0?
0324: set_zone_pedgroup_info "TERMINL"  1? (day)  59?
0324: set_zone_pedgroup_info "TERMINL"  0? (night)  60?
015C: set_zone_gang_info "ICCREAM"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "ICCREAM"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "ICCREAM"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "ICCREAM"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "ICCREAM"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "ICCREAM"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "ICCREAM"  1? (day)  61?
0324: set_zone_pedgroup_info "ICCREAM"  0? (night)  62?
015C: set_zone_gang_info "BOATYRD"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "BOATYRD"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "BOATYRD"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "BOATYRD"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "BOATYRD"  1?  0?  100?  0?  0?  700&  200&  0?  0?  0?  500&  500&
04EC: unknown_zone_info "BOATYRD"  0?  0?  100?  0?  0?  700&  200&  0?  0?  0?  500&  500&
0324: set_zone_pedgroup_info "BOATYRD"  1? (day)  15?
0324: set_zone_pedgroup_info "BOATYRD"  0? (night)  16?
015C: set_zone_gang_info "KAUFCAB"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "KAUFCAB"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "KAUFCAB"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "KAUFCAB"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "KAUFCAB"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "KAUFCAB"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "KAUFCAB"  1? (day)  59?
0324: set_zone_pedgroup_info "KAUFCAB"  0? (night)  59?
015C: set_zone_gang_info "PRINTWK"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "PRINTWK"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "PRINTWK"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "PRINTWK"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "PRINTWK"  1?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
04EC: unknown_zone_info "PRINTWK"  0?  200&  600&  0?  0?  100?  0?  50?  0?  50?  500&  500&
0324: set_zone_pedgroup_info "PRINTWK"  1? (day)  59?
0324: set_zone_pedgroup_info "PRINTWK"  0? (night)  60?
015C: set_zone_gang_info "CARYRD"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "CARYRD"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "CARYRD"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "CARYRD"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
04EC: unknown_zone_info "CARYRD"  1?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "CARYRD"  0?  200&  0?  300&  300&  0?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "CARYRD"  1? (day)  23?
0324: set_zone_pedgroup_info "CARYRD"  0? (night)  24?
015C: set_zone_gang_info "PORNSTU"  1? (day)  4?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "PORNSTU"  0? (night)  5?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "PORNSTU"  1? (day)  6?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "PORNSTU"  0? (night)  6?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
04EC: unknown_zone_info "PORNSTU"  1?  200&  700&  0?  0?  70?  0?  30?  0?  0?  500&  500&
04EC: unknown_zone_info "PORNSTU"  0?  200&  700&  0?  0?  70?  0?  30?  0?  0?  500&  500&
0324: set_zone_pedgroup_info "PORNSTU"  1? (day)  9?
0324: set_zone_pedgroup_info "PORNSTU"  0? (night)  10?
015C: set_zone_gang_info "ARMYBAS"  1? (day)  18?  0?  0?  1000&  0?  0?  0?  0?  0?  0?  0? 
015C: set_zone_gang_info "ARMYBAS"  0? (night)  18?  0?  0?  1000&  0?  0?  0?  0?  0?  0?  0? 
0152: set_zone_car_info "ARMYBAS"  1? (day)  6?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0152: set_zone_car_info "ARMYBAS"  0? (night)  6?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20?
0324: set_zone_pedgroup_info "ARMYBAS"  1? (day)  51?
0324: set_zone_pedgroup_info "ARMYBAS"  0? (night)  52?
022B: create_forbidden_for_peds_cube -956! -355!  5! -898! -328!  25!
022B: create_forbidden_for_peds_cube  411! -600! -10!  451! -553!  30!
022B: create_forbidden_for_peds_cube  450! -509! -10!  472! -489!  30!
022B: create_forbidden_for_peds_cube  355! -773! -10!  324! -808!  30!
022B: create_forbidden_for_peds_cube  371! -503! -10!  403! -490!  30!
022B: create_forbidden_for_peds_cube  357! -506! -10!  384! -475!  30!
022B: create_forbidden_for_peds_cube  363! -476! -10!  378! -468!  30!
022B: create_forbidden_for_peds_cube  383! -488! -10!  398.3! -470.5!  30!
022B: create_forbidden_for_peds_cube  376.66! -453.85! -10!  328.91! -504.02!  30!
022B: create_forbidden_for_peds_cube -395! -579!  19! -338! -560!  30!
022B: create_forbidden_for_peds_cube -671.71!  1236.53!  20! -667.16!  1231.51!  25!
022B: create_forbidden_for_peds_cube -733.84!  1255.72!  8! -728.34!  1259.73!  20!
022B: create_forbidden_for_peds_cube  474!  1250!  17!  356!  1003!  32!
022B: create_forbidden_for_peds_cube  236! -1281.5!  0!  232.3! -1267.6!  32!
022B: create_forbidden_for_peds_cube -395.6! -658.6!  0! -363.2! -636.7!  32!
022B: create_forbidden_for_peds_cube -237.8! -1387.1!  0! -228.7! -1331.8!  32!
022B: create_forbidden_for_peds_cube -692.193! -1522.901!  0! -575.311! -1453.378!  30!
022B: create_forbidden_for_peds_cube -896.098! -593.101!  0! -855.09! -548.64!  30!
022B: create_forbidden_for_peds_cube -1031.494! -902.312!  0! -949.479! -821.592!  30!
022B: create_forbidden_for_peds_cube -1176.038! -266.898!  0! -1012.796! -158.26!  30!
022B: create_forbidden_for_peds_cube -112.495!  920.349!  0!  9.705!  1025.694!  30!
022B: create_forbidden_for_peds_cube -1012.06!  181.561!  0! -982.06!  216.561!  30!
022B: create_forbidden_for_peds_cube -787.8! -519.4!  10! -657.5! -475.2!  20!
022B: create_forbidden_for_peds_cube -230! -464.5!  10!  56.85! -459.8!  20!
022B: create_forbidden_for_peds_cube -99.8!  1041.9!  0! -129!  1097.4!  30!
022B: create_forbidden_for_peds_cube -214.6! -948.8!  0! -258.7! -920.6!  30!
022B: create_forbidden_for_peds_cube  189.8!  230.3!  0!  248!  258.5!  30!
022B: create_forbidden_for_peds_cube -38!  84.3!  0! -102.3!  95.1!  30!
022B: create_forbidden_for_peds_cube -396.4! -583.6!  15! -360.5! -555.6!  33!
022B: create_forbidden_for_peds_cube  468! -77!  0!  490! -54!  30!
022B: create_forbidden_for_peds_cube  354.9! -483.1!  21!  406! -490!  0!
01E8: create_forbidden_for_cars_cube -583.92!  1371.84!  8! -383.4!  1531.17!  25!
01E8: create_forbidden_for_cars_cube  86!  250!  15! -100!  281!  30!
01E8: create_forbidden_for_cars_cube  411! -600! -10!  451! -553!  30!
01E8: create_forbidden_for_cars_cube  450! -509! -10!  472! -489!  30!
01E8: create_forbidden_for_cars_cube  355! -773! -10!  324! -808!  30!
01E8: create_forbidden_for_cars_cube  259! -941! -10!  284! -925!  30!
01E8: create_forbidden_for_cars_cube -1102!  76! -10! -1126!  58.9!  30!
01E8: create_forbidden_for_cars_cube -787.8! -519.4!  10! -657.5! -475.2!  20!
01E8: create_forbidden_for_cars_cube -230! -464.5!  10!  165.85! -459.8!  20!
01E8: create_forbidden_for_cars_cube -99.8!  1041.9!  0! -129!  1097.4!  30!
01E8: create_forbidden_for_cars_cube -214.6! -948.8!  0! -258.7! -920.6!  30!
01E8: create_forbidden_for_cars_cube  189.8!  230.3!  0!  248!  258.5!  30!
01E8: create_forbidden_for_cars_cube -38!  84.3!  0! -102.3!  95.1!  30!
01E8: create_forbidden_for_cars_cube  175!  236.1!  0!  161!  242.4!  30!
01E8: create_forbidden_for_cars_cube  149.8!  231.4!  0!  136!  235.3!  30!
01E8: create_forbidden_for_cars_cube  63.4!  188.6!  0!  49.4!  189.7!  30!
0236: set_gang  0? car_to #CUBAN
0236: set_gang  1? car_to #VOODOO
0236: set_gang  2? car_to #GANGBUR
0236: set_gang  5? car_to #ANGEL
0592: unknown_gang  4? flag  1?
0237: set_gang  0? primary_weapon_to  17? secondary_weapon_to  0?
0237: set_gang  1? primary_weapon_to  17? secondary_weapon_to  0?
0237: set_gang  2? primary_weapon_to  17? secondary_weapon_to  0?
0237: set_gang  3? primary_weapon_to  17? secondary_weapon_to  17?
0237: set_gang  4? primary_weapon_to  17? secondary_weapon_to  17?
0237: set_gang  5? primary_weapon_to  17? secondary_weapon_to  0?
0237: set_gang  6? primary_weapon_to  17? secondary_weapon_to  17?
03F1: pedtype  7? add_threat  256&
03F1: pedtype  8? add_threat  128&
029B:  7116?? = init_object -56? (COMGATE1CLOSED) at -715.082! -489.689!  12.549!
01C7: spawn_object  7116??
029B:  7120?? = init_object -57? (COMGATE2CLOSED) at -181.451! -472.61!  11.353!
0177: set_object  7120?? z_angle_to  102!
01C7: spawn_object  7120??
029B:  7124?? = init_object -58? (NT_ROADBLOCKCI) at -97.3!  1061.8!  11.6!
01C7: spawn_object  7124??
029B:  7128?? = init_object -59? (NT_ROADBLOCKGF) at -81.46!  81.358!  21.04!
01C7: spawn_object  7128??
029B:  7132?? = init_object -60? (WSH_ROADBLOCK) at -242.671! -935.667!  16.198!
01C7: spawn_object  7132??
029B:  7148?? = init_object -61? (MANSION_NEW_DOORS) at -391.19! -575.906!  24.071!
01C7: spawn_object  7148??
029B:  7152?? = init_object -62? (MAN_DOORCLOSED) at -378.542! -554.006!  20.067!
01C7: spawn_object  7152??
029B:  7136?? = init_object -63? (WSHPERDRCLSD) at -266.496! -1214.563!  9.02!
01C7: spawn_object  7136??
029B:  7140?? = init_object -64? (HAITAXIDR) at -1010.466!  199.125!  11.95!
01C7: spawn_object  7140??
029B:  7144?? = init_object -65? (B_HSE_DOORS) at -640.012! -1485.941!  15.457!
01C7: spawn_object  7144??
029B:  4028?? = init_object -23? (STRIPCLBDRCLSD) at  97.203! -1469.731!  10.578!
01C7: spawn_object  4028??
029B:  7160?? = init_object -22? (STRPBCKDRCLSD) at  68.988! -1444.242!  10.727!
01C7: spawn_object  7160??
029B:  7164?? = init_object -33? (ELECTRICGATE) at -1114.1!  67!  10.1!
0177: set_object  7164?? z_angle_to  90!
01C7: spawn_object  7164??
029B:  7112?? = init_object -33? (ELECTRICGATE) at  298! -313.6!  11!
01C7: spawn_object  7112??
029B:  7168?? = init_object -33? (ELECTRICGATE) at -989.9! -1252.2!  10.4!
0177: set_object  7168?? z_angle_to  249!
01C7: spawn_object  7168??
029B:  7172?? = init_object -66? (DK_CAMJONESDOOR) at -837.134! -901.672!  12.03!
01C7: spawn_object  7172??
0177: set_object  7172?? z_angle_to  0!
029B:  7204?? = init_object -67? (DTS_GS_LIFTDOORL) at -559.476!  783.107!  23.279!
01C7: spawn_object  7204??
029B:  7208?? = init_object -68? (DTS_GS_LIFTDOORR) at -559.476!  781.34!  23.279!
01C7: spawn_object  7208??
029B:  7212?? = init_object -67? (DTS_GS_LIFTDOORL) at -553.563!  788.895!  97.917!
01C7: spawn_object  7212??
029B:  7216?? = init_object -68? (DTS_GS_LIFTDOORR) at -553.563!  787.127!  97.917!
01C7: spawn_object  7216??
029B:  7220?? = init_object -69? (DTS_SPOT_A) at -354.531!  989.975!  45.8!
034D: unknown_rotate_object  7220?? unknown_angle  160!  160!  0?
01C7: spawn_object  7220??
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
01C7: spawn_object  7224??
029B:  7228?? = init_object -71? (DT_GSPOT_STAIRS) at -573.897!  1374.25!  15.657!
01C7: spawn_object  7228??
029B:  7232?? = init_object -71? (DT_GSPOT_STAIRS) at -367.067!  913.038!  16.058!
01C7: spawn_object  7232??
034D: unknown_rotate_object  7232?? unknown_angle  157!  157!  0?
029B:  7236?? = init_object -72? (OD_CELLDOOR02) at  384.098! -505.893!  9.68!
0566:  7236??  12?
01C7: spawn_object  7236??
0177: set_object  7236?? z_angle_to  0!
029B:  7244?? = init_object -73? (CI_JETYGATESCLOSED) at -116.738!  1027.729!  11.34!
01C7: spawn_object  7244??
029B:  7248?? = init_object -74? (NHAITPLATDR) at -981.114!  265.419!  8.939!
01C7: spawn_object  7248??
029B:  7252?? = init_object -75? (NHAITPLATDRR) at -981.114!  267.607!  8.937!
01C7: spawn_object  7252??
029B:  7256?? = init_object -76? (SPAD_DR_CLOSED1) at  465.375!  30.336!  33.181!
01C7: spawn_object  7256??
029B:  7260?? = init_object -77? (SPAD_DR_CLOSED2) at  465.375!  30.336!  33.181!
01C7: spawn_object  7260??
029B:  7264?? = init_object -78? (SPAD_DR_CLOSED3) at  464.663!  30.336!  23.881!
01C7: spawn_object  7264??
029B:  7268?? = init_object -79? (PH_BUILD_DR_CLOSED) at  569.925!  52!  14.616!
01C7: spawn_object  7268??
034D: unknown_rotate_object  7268?? unknown_angle  270!  270!  0?
029B:  7272?? = init_object -33? (ELECTRICGATE) at -973.664! -519.65!  10.092!
0177: set_object  7272?? z_angle_to  98.5!
01C7: spawn_object  7272??
029B:  7276?? = init_object -80? (ICEDOOR) at -866.689! -572.095!  12.173!
01C7: spawn_object  7276??
029B:  7280?? = init_object -81? (DTS_BBDOOR) at -598.017!  651.207!  12.025!
01C7: spawn_object  7280??
029B:  7284?? = init_object -82? (GOLF_GATESCLOSED) at  107.671!  227.729!  20.634!
01C7: spawn_object  7284??
029B:  7288?? = init_object -83? (PRINTDOOOR) at -1063.773! -278.932!  13.024!
01C7: spawn_object  7288??
029B:  7292?? = init_object -84? (UNROCKETED_WIN1) at -899.851! -341.061!  14.318!
0566:  7292??  3?
01C7: spawn_object  7292??
029B:  7296?? = init_object -85? (BNK_GRILL01) at -899.214! -333.656!  21.233!
0566:  7296??  3?
0382: unknown_set_object  7296?? collision_detection  0?
0392: object  7296?? toggle_in_moving_list  0?
01C7: spawn_object  7296??
029B:  7300?? = init_object -85? (BNK_GRILL01) at -899.214! -348.466!  21.233!
0566:  7300??  3?
0382: unknown_set_object  7300?? collision_detection  0?
0392: object  7300?? toggle_in_moving_list  0?
01C7: spawn_object  7300??
029B:  7304?? = init_object -85? (BNK_GRILL01) at -907.307! -336.618!  23.987!
0566:  7304??  3?
0382: unknown_set_object  7304?? collision_detection  0?
0392: object  7304?? toggle_in_moving_list  0?
01C7: spawn_object  7304??
029B:  7308?? = init_object -85? (BNK_GRILL01) at -907.307! -345.504!  23.987!
0566:  7308??  3?
0382: unknown_set_object  7308?? collision_detection  0?
0392: object  7308?? toggle_in_moving_list  0?
01C7: spawn_object  7308??
029B:  7312?? = init_object -85? (BNK_GRILL01) at -915.401! -336.6184!  23.987!
0566:  7312??  3?
0382: unknown_set_object  7312?? collision_detection  0?
0392: object  7312?? toggle_in_moving_list  0?
01C7: spawn_object  7312??
029B:  7316?? = init_object -85? (BNK_GRILL01) at -915.401! -345.5!  23.987!
0566:  7316??  3?
0382: unknown_set_object  7316?? collision_detection  0?
0392: object  7316?? toggle_in_moving_list  0?
01C7: spawn_object  7316??
014B:  7968?? = init_parked_car_generator #ADMIRAL  8?  8?  0? alarm  50? door_lock  0?  0?  10000& at -401.2715! -534.6655!  11.7534! angle  149.2032!
014C: set_parked_car_generator  7968?? cars_to_generate_to  101?
014B:  7964?? = init_parked_car_generator #VICECHEE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -870.4673! -717.2427!  10.1069! angle  94.1213!
014C: set_parked_car_generator  7964?? cars_to_generate_to  101?
014B:  7964?? = init_parked_car_generator #VICECHEE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 890.649! 595.029!  10.1069! angle  90!
014C: set_parked_car_generator  7964?? cars_to_generate_to  101?
014B:  7960?? = init_parked_car_generator #LOVEFIST -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -865.2949!  1158.359!  9.8204! angle  2.347!
014C: set_parked_car_generator  7960?? cars_to_generate_to  0?
014B:  7956?? = init_parked_car_generator #FLATBED -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1034.889! -1452.775!  10.7! angle  248.8739!
014C: set_parked_car_generator  7956?? cars_to_generate_to  101?
014B:  7956?? = init_parked_car_generator #FLATBED -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 679.253! -332.672!  10.7! angle  175!
014C: set_parked_car_generator  7956?? cars_to_generate_to  101?
014B:  7376?? = init_parked_car_generator #DINGHY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  403.0317! -178.5811!  5.7! angle  350.0462!
014C: set_parked_car_generator  7376?? cars_to_generate_to  0?
014B:  7468?? = init_parked_car_generator #DINGHY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  231.0536! -130.1794!  5.7! angle  357.5423!
014C: set_parked_car_generator  7468?? cars_to_generate_to  0?
014B:  7972?? = init_parked_car_generator #MAVERICK -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -853.6609!  1353.785!  68.6104! angle  0!
014C: set_parked_car_generator  7972?? cars_to_generate_to  101?
014B:  7368?? = init_parked_car_generator #PREDATOR -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -69.2982!  72.6166!  5.7! angle  104.6175!
014C: set_parked_car_generator  7368?? cars_to_generate_to  0?
014B:  7372?? = init_parked_car_generator #TROPIC -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  237.4778!  302.2366!  5.7! angle  86.2011!
014C: set_parked_car_generator  7372?? cars_to_generate_to  0?
014B:  7372?? = init_parked_car_generator #TROPIC -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  930.661!  566.204!  10.144! angle  90!
014C: set_parked_car_generator  7372?? cars_to_generate_to  101?
014B:  7380?? = init_parked_car_generator #TRASH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1268.25!  83.833!  10.4182! angle  179.549!
014C: set_parked_car_generator  7380?? cars_to_generate_to  101?
014B:  7380?? = init_parked_car_generator #TRASH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 904.420!  -356.007!  10! angle  179.549!
014C: set_parked_car_generator  7380?? cars_to_generate_to  101?
014B:  7408?? = init_parked_car_generator #SECURICA -1? -1?  0? alarm  0? door_lock  70?  0?  10000& at -870.2545! -353.9059!  10.0475! angle  357.8359!
014C: set_parked_car_generator  7408?? cars_to_generate_to  101?
014B:  7472?? = init_parked_car_generator #BUS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1184.36! -1312.62!  13.7274! angle  64.6821!
014C: set_parked_car_generator  7472?? cars_to_generate_to  101?
014B:  7476?? = init_parked_car_generator #BARRACKS -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at -1709.024! -287.6807!  13.8276! angle  0!
014C: set_parked_car_generator  7476?? cars_to_generate_to  101?
014B:  7504?? = init_parked_car_generator #BARRACKS -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at -1742.649! -214.2183!  13.8276! angle  102.0596!
014C: set_parked_car_generator  7504?? cars_to_generate_to  101?
014B:  7812?? = init_parked_car_generator #PATRIOT  43?  72?  0? alarm  0? door_lock  0?  0?  10000& at -1701.372! -234.7718!  13.8276! angle  87.8929!
014C: set_parked_car_generator  7812?? cars_to_generate_to  101?
014B:  7812?? = init_parked_car_generator #PATRIOT  43?  72?  0? alarm  0? door_lock  0?  0?  10000& at 243.983! -1383.590!  10.533! angle  87.8929!
014C: set_parked_car_generator  7812?? cars_to_generate_to  101?
014B:  7976?? = init_parked_car_generator #SENTINEL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1033.211! -856.8564!  12.0452! angle  210.278!
014C: set_parked_car_generator  7976?? cars_to_generate_to  101?
014B:  7976?? = init_parked_car_generator #SENTINEL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 372.164! -1420.070!  10.0452! angle  175!
014C: set_parked_car_generator  7976?? cars_to_generate_to  101?
014B:  7816?? = init_parked_car_generator #BLOODRB -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1131.4!  1236.6!  8.4! angle  241!
014C: set_parked_car_generator  7816?? cars_to_generate_to  0?
014B:  7816?? = init_parked_car_generator #BLOODRB -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 881.983!  589.444!  8.4! angle  88!
014C: set_parked_car_generator  7816?? cars_to_generate_to 101?
014B:  7820?? = init_parked_car_generator #BLOODRA -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1115.4!  1265.1!  8.4! angle  238!
014C: set_parked_car_generator  7820?? cars_to_generate_to  0?
014B:  7820?? = init_parked_car_generator #BLOODRA -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 886.705!  571.161!  8.4! angle  88!
014C: set_parked_car_generator  7820?? cars_to_generate_to  101?
014B:  7980?? = init_parked_car_generator #SPARROW -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  1992??  1996??  2000?? angle  88.2256!
014C: set_parked_car_generator  7980?? cars_to_generate_to  0?
014B:  7984?? = init_parked_car_generator #SPARROW -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  2004??  2008??  2012?? angle  0!
014C: set_parked_car_generator  7984?? cars_to_generate_to  0?
014B:  7988?? = init_parked_car_generator #SPARROW -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  2016??  2020??  2024?? angle  0!
014C: set_parked_car_generator  7988?? cars_to_generate_to  0?
014B:  7992?? = init_parked_car_generator #SPARROW -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  2028??  2032??  2036?? angle  180!
014C: set_parked_car_generator  7992?? cars_to_generate_to  0?
014B:  7328?? = init_parked_car_generator #OCEANIC  6?  1?  0? alarm  0? door_lock  0?  0?  10000& at  242.6! -1274.6!  10! angle  165!
014C: set_parked_car_generator  7328?? cars_to_generate_to  101?
014B:  7328?? = init_parked_car_generator #OCEANIC  6?  1?  0? alarm  0? door_lock  0?  0?  10000& at  287.420! -1405.258!  10! angle  175!
014C: set_parked_car_generator  7328?? cars_to_generate_to  101?
014B:  7328?? = init_parked_car_generator #OCEANIC  6?  1?  0? alarm  0? door_lock  0?  0?  10000& at  336.892! -1360.626!  10! angle  175!
014C: set_parked_car_generator  7328?? cars_to_generate_to  101?
014B:  7412?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  11.5! -1382!  9.6! angle  261!
014C: set_parked_car_generator  7412?? cars_to_generate_to  101?
014B:  7424?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  19.8! -991.8!  9.7! angle  0!
014C: set_parked_car_generator  7424?? cars_to_generate_to  101?
014B:  7428?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -6.4! -991.3!  9.7! angle  180!
014C: set_parked_car_generator  7428?? cars_to_generate_to  101?
014B:  7432?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  12.8! -1015.1!  9.7! angle  180!
014C: set_parked_car_generator  7432?? cars_to_generate_to  101?
014B:  7628?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  20? door_lock  0?  0?  10000& at -35.7! -1013.6!  9.7! angle  0!
014C: set_parked_car_generator  7628?? cars_to_generate_to  101?
014B:  7632?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  81.3! -871.8!  9.7! angle  57!
014C: set_parked_car_generator  7632?? cars_to_generate_to  101?
014B:  7636?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -7.1! -1205.1!  9.6! angle  181!
014C: set_parked_car_generator  7636?? cars_to_generate_to  101?
014B:  7636?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 384.758! -1408.168!  10.144! angle  87.8929!
014C: set_parked_car_generator  7636?? cars_to_generate_to  101?
014B:  7640?? = init_parked_car_generator #HERMES -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  37.9! -1320.4!  9.6! angle  355!
014C: set_parked_car_generator  7640?? cars_to_generate_to  101?
014B:  7640?? = init_parked_car_generator #HERMES -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  317.768! -1399.066! 10.6! angle  175!
014C: set_parked_car_generator  7640?? cars_to_generate_to  101?
014B:  7348?? = init_parked_car_generator #STALLION -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  127! -1158!  32! angle  180!
014C: set_parked_car_generator  7348?? cars_to_generate_to  101?
014B:  7352?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  507.4! -308.8!  12.8! angle  176!
014C: set_parked_car_generator  7352?? cars_to_generate_to  101?
014B:  7356?? = init_parked_car_generator #BANSHEE -1? -1?  0? alarm  70? door_lock  0?  0?  10000& at  19.8! -1246.9!  10.1! angle  0!
014C: set_parked_car_generator  7356?? cars_to_generate_to  101?
014B:  7436?? = init_parked_car_generator #TOPFUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  307.9!  1254.6!  27.5! angle  180.5!
014C: set_parked_car_generator  7436?? cars_to_generate_to  101?
014B:  7444?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  30? door_lock  0?  0?  10000& at  277.4! -1175.3!  11! angle  350!
014C: set_parked_car_generator  7444?? cars_to_generate_to  101?
014B:  7448?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  30? door_lock  0?  0?  10000& at  278.8! -1074!  11! angle  172!
014C: set_parked_car_generator  7448?? cars_to_generate_to  101?
014B:  7612?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  60? door_lock  0?  0?  10000& at  365.3! -837.9!  11! angle  335!
014C: set_parked_car_generator  7612?? cars_to_generate_to  101?
014B:  7644?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  50? door_lock  0?  0?  10000& at  237.2! -1377.5!  10.9! angle  170!
014C: set_parked_car_generator  7644?? cars_to_generate_to  101?
014B:  7648?? = init_parked_car_generator #FAGGIO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  127.4! -818.5!  9.5! angle  250.6!
014C: set_parked_car_generator  7648?? cars_to_generate_to  0?
014B:  7616?? = init_parked_car_generator #FAGGIO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  382.2! -632.8!  11! angle  9.9!
014C: set_parked_car_generator  7616?? cars_to_generate_to  101?
014B:  7620?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  235.7! -893.3!  11! angle  150!
014C: set_parked_car_generator  7620?? cars_to_generate_to  101?
014B:  7624?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  150.6! -995.6!  11! angle  353!
014C: set_parked_car_generator  7624?? cars_to_generate_to  101?
014B:  7656?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  122.3! -1107.7!  9.7! angle  175!
014C: set_parked_car_generator  7656?? cars_to_generate_to  101?
014B:  7452?? = init_parked_car_generator #RIO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -313.4! -1236.4!  5! angle  180!
014C: set_parked_car_generator  7452?? cars_to_generate_to  101?
014B:  7456?? = init_parked_car_generator #SPEEDER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -328.4! -1317.7!  5! angle  0!
014C: set_parked_car_generator  7456?? cars_to_generate_to  101?
014B:  7460?? = init_parked_car_generator #REEFER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -286.8! -1353.1!  5! angle  90!
014C: set_parked_car_generator  7460?? cars_to_generate_to  101?
014B:  7464?? = init_parked_car_generator #MARQUIS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -314! -1318.3!  5! angle  0!
014C: set_parked_car_generator  7464?? cars_to_generate_to  101?
014B:  7536?? = init_parked_car_generator #FAGGIO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  376.9!  477!  11.2! angle  282!
014C: set_parked_car_generator  7536?? cars_to_generate_to  101?
014B:  7404?? = init_parked_car_generator #TOPFUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  718.465!  701.3998!  12.394! angle  320.7776!
014C: set_parked_car_generator  7404?? cars_to_generate_to  101?
014B:  7420?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -256.6! -1275.4!  7.4! angle  348!
014C: set_parked_car_generator  7420?? cars_to_generate_to  101?
014B:  7796?? = init_parked_car_generator #CHEETAH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -236.6! -1374.6!  7.1! angle  280.3!
014C: set_parked_car_generator  7796?? cars_to_generate_to  101?
014B:  7800?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  30? door_lock  0?  0?  10000& at -168.9! -1392.2!  3.1! angle  280!
014C: set_parked_car_generator  7800?? cars_to_generate_to  101?
014B:  7804?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  60? door_lock  0?  0?  10000& at -140.2! -1414.1!  3.1! angle  108.7!
014C: set_parked_car_generator  7804?? cars_to_generate_to  101?
014B:  7808?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -142.1! -1373!  3.1! angle  287.3!
014C: set_parked_car_generator  7808?? cars_to_generate_to  101?
014B:  7440?? = init_parked_car_generator #CADDY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  393.9! -1736.4!  8.8! angle  249.6!
014C: set_parked_car_generator  7440?? cars_to_generate_to  101?
014B:  7724?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  198.2! -504.9!  10.9! angle  90!
014C: set_parked_car_generator  7724?? cars_to_generate_to  101?
014B:  7728?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  128.8! -515.2!  13.1! angle  270!
014C: set_parked_car_generator  7728?? cars_to_generate_to  101?
014B:  7732?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  215.7! -418.6!  9.7! angle  170!
014C: set_parked_car_generator  7732?? cars_to_generate_to  101?
014B:  7736?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  222.7! -351.1!  9.9! angle  73!
014C: set_parked_car_generator  7736?? cars_to_generate_to  101?
014B:  7740?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  228.2! -222.2!  10.9! angle  250!
014C: set_parked_car_generator  7740?? cars_to_generate_to  101?
014B:  7744?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  456.5!  2.8!  10! angle  97.4!
014C: set_parked_car_generator  7744?? cars_to_generate_to  101?
014B:  7748?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  20? door_lock  0?  0?  10000& at  478.5! -15.9!  9.8! angle  99.7!
014C: set_parked_car_generator  7748?? cars_to_generate_to  101?
014B:  7340?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  413.8!  97.7!  10.5! angle  301.3!
014C: set_parked_car_generator  7340?? cars_to_generate_to  101?
014B:  7340?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  655.504!  -1184.201!  10.020! angle  301.3!
014C: set_parked_car_generator  7340?? cars_to_generate_to  101?
014B:  7340?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  588.442!  -441.891!  10.020! angle  301.3!
014C: set_parked_car_generator  7340?? cars_to_generate_to  101?
014B:  7652?? = init_parked_car_generator #RUMPO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  483.9! -42.8!  9.1! angle  0!
014C: set_parked_car_generator  7652?? cars_to_generate_to  101?
014B:  7752?? = init_parked_car_generator #FREEWAY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  301.2!  265.6!  15.3! angle  278.4!
014C: set_parked_car_generator  7752?? cars_to_generate_to  101?
014B:  7760?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  286.3!  394.4!  12.3! angle  265.2!
014C: set_parked_car_generator  7760?? cars_to_generate_to  101?
014B:  7764?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  40? door_lock  0?  0?  10000& at  573!  586.1!  12.5! angle  74!
014C: set_parked_car_generator  7764?? cars_to_generate_to  101?
014B:  7768?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  604.4!  758.8!  12.6! angle  90!
014C: set_parked_car_generator  7768?? cars_to_generate_to  101?
014B:  7772?? = init_parked_car_generator #FREEWAY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  388.6!  834.5!  11.9! angle  273!
014C: set_parked_car_generator  7772?? cars_to_generate_to  101?
014B:  7776?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  20? door_lock  0?  0?  10000& at  255.4!  1297.5!  16.5! angle  193.4!
014C: set_parked_car_generator  7776?? cars_to_generate_to  101?
014B:  7780?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  552.5!  1246.8!  15.9! angle  88!
014C: set_parked_car_generator  7780?? cars_to_generate_to  101?
014B:  7784?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  555.1!  1032.6!  17.9! angle  9!
014C: set_parked_car_generator  7784?? cars_to_generate_to  101?
014B:  7788?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  563.4!  1053.6!  17.6! angle  98!
014C: set_parked_car_generator  7788?? cars_to_generate_to  101?
014B:  7792?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  430.3!  957!  12.3! angle  294!
014C: set_parked_car_generator  7792?? cars_to_generate_to  101?
014B:  7920?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  309.2!  1204.4!  16.2! angle  91!
014C: set_parked_car_generator  7920?? cars_to_generate_to  101?
014B:  7480?? = init_parked_car_generator #PACKER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -101.6!  1011.5!  11.5! angle  270.3!
014C: set_parked_car_generator  7480?? cars_to_generate_to  101?
014B:  7488?? = init_parked_car_generator #PATRIOT -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -36.8!  874!  11.1! angle  194.2!
014C: set_parked_car_generator  7488?? cars_to_generate_to  101?
014B:  7484?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -6.4!  957.1!  9.4! angle  355.1!
014C: set_parked_car_generator  7484?? cars_to_generate_to  101?
014B:  7716?? = init_parked_car_generator #SKIMMER -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -141.1!  1030.4!  5.5! angle  87.8929!
014C: set_parked_car_generator  7716?? cars_to_generate_to  0?
014B:  7716?? = init_parked_car_generator #SKIMMER -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at 609.365!  -1077.861!  9.735! angle  180!
014C: set_parked_car_generator  7716?? cars_to_generate_to  101?
014B:  7952?? = init_parked_car_generator #GANGBUR -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  16.4!  1139.9!  18.5! angle  265!
014C: set_parked_car_generator  7952?? cars_to_generate_to  101?
014B:  7520?? = init_parked_car_generator #INFERNUS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -363! -532.2!  12! angle  355.5!
014C: set_parked_car_generator  7520?? cars_to_generate_to  101?
014B:  7520?? = init_parked_car_generator #INFERNUS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 386.736! -1392.228!  10.144! angle  87.8929!
014C: set_parked_car_generator  7520?? cars_to_generate_to  101?
014B:  7524?? = init_parked_car_generator #STRETCH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -394.7! -533.7!  12! angle  355.5!
014C: set_parked_car_generator  7524?? cars_to_generate_to  101?
014B:  7948?? = init_parked_car_generator #MAVERICK -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -391! -573!  40! angle  355.5!
014C: set_parked_car_generator  7948?? cars_to_generate_to  0?
014B:  7680?? = init_parked_car_generator #CHEETAH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -221.3! -422.7!  11.2! angle  90!
014C: set_parked_car_generator  7680?? cars_to_generate_to  101?
014B:  7680?? = init_parked_car_generator #CHEETAH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 882.602! 543.109!  11.2! angle  88!
014C: set_parked_car_generator  7680?? cars_to_generate_to  101?
014B:  7680?? = init_parked_car_generator #CHEETAH -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 910.269! 563.765!  11.2! angle  88!
014C: set_parked_car_generator  7680?? cars_to_generate_to  101?
014B:  7688?? = init_parked_car_generator #STINGER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -492.8! -429.4!  10.6! angle  0!
014C: set_parked_car_generator  7688?? cars_to_generate_to  101?
014B:  7688?? = init_parked_car_generator #STINGER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 340.546! -1413.532!  10.144! angle  0!
014C: set_parked_car_generator  7688?? cars_to_generate_to  101?
014B:  7688?? = init_parked_car_generator #STINGER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 876.049! 567.649!  10.144! angle  88!
014C: set_parked_car_generator  7688?? cars_to_generate_to  101?
014B:  7688?? = init_parked_car_generator #STINGER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 877.099! 608.120!  10.144! angle  88!
014C: set_parked_car_generator  7688?? cars_to_generate_to  101?
014B:  7692?? = init_parked_car_generator #BANSHEE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -558.8! -450.7!  10.4! angle  0!
014C: set_parked_car_generator  7692?? cars_to_generate_to  101?
014B:  7696?? = init_parked_car_generator #ADMIRAL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -678.8! -415.1!  9.5! angle  0!
014C: set_parked_car_generator  7696?? cars_to_generate_to  101?
014B:  7696?? = init_parked_car_generator #ADMIRAL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 353.392! -1416.678!  10.5! angle  175!
014C: set_parked_car_generator  7696?? cars_to_generate_to  101?
014B:  7700?? = init_parked_car_generator #LANDSTAL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -593.6! -318.3!  10.4! angle  130!
014C: set_parked_car_generator  7700?? cars_to_generate_to  101?
014B:  7704?? = init_parked_car_generator #INFERNUS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -523.8! -295.8!  9.7! angle  180!
014C: set_parked_car_generator  7704?? cars_to_generate_to  101?
014B:  7708?? = init_parked_car_generator #PHEONIX -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -388.6! -287.7!  9.6! angle  270!
014C: set_parked_car_generator  7708?? cars_to_generate_to  101?
014B:  7708?? = init_parked_car_generator #PHEONIX -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 249.627! -1349.149!  10.6! angle  175!
014C: set_parked_car_generator  7708?? cars_to_generate_to  101?
014B:  7712?? = init_parked_car_generator #COMET -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -267! -303.6!  9.5! angle  160!
014C: set_parked_car_generator  7712?? cars_to_generate_to  101?
014B:  7336?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -350.8! -534.9!  11.4! angle  86.5!
014C: set_parked_car_generator  7336?? cars_to_generate_to  0?
014B:  7492?? = init_parked_car_generator #LINERUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -751.5! -1359.4!  10.6! angle  69!
014C: set_parked_car_generator  7492?? cars_to_generate_to  101?
014B:  7492?? = init_parked_car_generator #LINERUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 838.719! 647.440!  10.6! angle  90!
014C: set_parked_car_generator  7492?? cars_to_generate_to  101?
014B:  7492?? = init_parked_car_generator #LINERUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 839.274! 584.561!  10.6! angle  90!
014C: set_parked_car_generator  7492?? cars_to_generate_to  101?
014B:  7496?? = init_parked_car_generator #PONY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -717.2! -1462.2!  10.3! angle  0!
014C: set_parked_car_generator  7496?? cars_to_generate_to  101?
014B:  7508?? = init_parked_car_generator #RUMPO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -741.7! -1549.5!  11.5! angle  336!
014C: set_parked_car_generator  7508?? cars_to_generate_to  101?
014B:  7512?? = init_parked_car_generator #BOXVILLE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -898.9971! -1462.046!  10.94! angle  10.8204!
014C: set_parked_car_generator  7512?? cars_to_generate_to  101?
014B:  7516?? = init_parked_car_generator #PACKER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -946.3! -1379.5!  11.5! angle  69!
014C: set_parked_car_generator  7516?? cars_to_generate_to  101?
014B:  7560?? = init_parked_car_generator #BENSON -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -947.7! -1264.1!  11.3! angle  164!
014C: set_parked_car_generator  7560?? cars_to_generate_to  101?
014B:  7560?? = init_parked_car_generator #BENSON -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 576.029! 632.711!  11.3! angle  175!
014C: set_parked_car_generator  7560?? cars_to_generate_to  101?
014B:  7560?? = init_parked_car_generator #BENSON -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 894.810! 637.681!  11.3! angle  175!
014C: set_parked_car_generator  7560?? cars_to_generate_to  101?
014B:  7928?? = init_parked_car_generator #JETMAX -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -592.3! -1510.3!  5! angle  250!
014C: set_parked_car_generator  7928?? cars_to_generate_to  0?
014B:  7932?? = init_parked_car_generator #SQUALO -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -576.4! -1505.2!  5! angle  250!
014C: set_parked_car_generator  7932?? cars_to_generate_to  0?
014B:  7940?? = init_parked_car_generator #COASTG -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -755.9! -1077.5!  5! angle  0!
014C: set_parked_car_generator  7940?? cars_to_generate_to  101?
014B:  7660?? = init_parked_car_generator #BFINJECT -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  643.4! -208.1!  9.5! angle  33!
014C: set_parked_car_generator  7660?? cars_to_generate_to  101?
014B:  7320?? = init_parked_car_generator #KAUFMAN -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -1003.1!  207.4!  11! angle  166.6!
014C: set_parked_car_generator  7320?? cars_to_generate_to  101?
014B:  7332?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1028.2!  82.2!  11.2! angle  171.9!
014C: set_parked_car_generator  7332?? cars_to_generate_to  101?
014B:  7528?? = init_parked_car_generator #PATRIOT -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1107.6!  292.9!  11.5! angle  268.3!
014C: set_parked_car_generator  7528?? cars_to_generate_to  101?
014B:  7532?? = init_parked_car_generator #VOODOO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -964.94!  133.54!  8.23! angle  271.61!
014C: set_parked_car_generator  7532?? cars_to_generate_to  101?
014B:  7532?? = init_parked_car_generator #VOODOO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 360.855!  -1406.424!  10.23! angle  175!
014C: set_parked_car_generator  7532?? cars_to_generate_to  101?
014B:  7532?? = init_parked_car_generator #VOODOO -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 980.699!  428.797!  10.23! angle  88!
014C: set_parked_car_generator  7532?? cars_to_generate_to  101?
014B:  7364?? = init_parked_car_generator #MRWHOOP -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -867.6105! -572.2039!  10.11294! angle  277.5232!
014C: set_parked_car_generator  7364?? cars_to_generate_to  0?
014B:  7324?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -904.2!  808.9!  10.5! angle  269.6!
014C: set_parked_car_generator  7324?? cars_to_generate_to  101?
014B:  7324?? = init_parked_car_generator #PIZZABOY -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 918.152!  612.501!  10.5! angle  88!
014C: set_parked_car_generator  7324?? cars_to_generate_to  101?
014B:  7384?? = init_parked_car_generator #LANDSTAL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -426!  1412.5!  10.5! angle  80!
014C: set_parked_car_generator  7384?? cars_to_generate_to  101?
014B:  7944?? = init_parked_car_generator #SANCHEZ -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -425.8!  1407!  9.8! angle  80!
014C: set_parked_car_generator  7944?? cars_to_generate_to  101?
014B:  7944?? = init_parked_car_generator #SANCHEZ -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 790.349!  -613.136!  10! angle  80!
014C: set_parked_car_generator  7944?? cars_to_generate_to  101?
014B:  7500?? = init_parked_car_generator #FBICAR -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -872.843!  692.633!  10.997! angle  359.746!
014C: set_parked_car_generator  7500?? cars_to_generate_to  101?
014B:  7540?? = init_parked_car_generator #ANGEL -1? -1?  1? alarm  0? door_lock  0?  0?  10000& at -592.301!  655.117!  10.06! angle  9.794!
014C: set_parked_car_generator  7540?? cars_to_generate_to  101?
014B:  7924?? = init_parked_car_generator #ANGEL -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -589.212!  655.117!  10.06! angle  9.794!
014C: set_parked_car_generator  7924?? cars_to_generate_to  101?
014B:  7720?? = init_parked_car_generator #PCJ600 -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -596.17!  676.928!  11.271! angle  180!
014C: set_parked_car_generator  7720?? cars_to_generate_to  101?
014B:  7824?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -756.7!  976.3!  10.4! angle  0!
014C: set_parked_car_generator  7824?? cars_to_generate_to  101?
014B:  7828?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -803.3!  964.1!  10.4! angle  270!
014C: set_parked_car_generator  7828?? cars_to_generate_to  101?
014B:  7832?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -752.6!  1003!  10.4! angle  0!
014C: set_parked_car_generator  7832?? cars_to_generate_to  101?
014B:  7836?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -781.5!  996.5!  10.4! angle  90!
014C: set_parked_car_generator  7836?? cars_to_generate_to  101?
014B:  7840?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -772.7!  1031.8!  10.4! angle  270!
014C: set_parked_car_generator  7840?? cars_to_generate_to  101?
014B:  7844?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -781.7!  1077.9!  10.4! angle  90!
014C: set_parked_car_generator  7844?? cars_to_generate_to  101?
014B:  7848?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -821.7!  563.4!  10.5! angle  0!
014C: set_parked_car_generator  7848?? cars_to_generate_to  101?
014B:  7852?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -851!  581.3!  10.5! angle  180!
014C: set_parked_car_generator  7852?? cars_to_generate_to  101?
014B:  7856?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -869.5!  533!  10.5! angle  180!
014C: set_parked_car_generator  7856?? cars_to_generate_to  101?
014B:  7860?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -821.6!  499.7!  10.5! angle  90!
014C: set_parked_car_generator  7860?? cars_to_generate_to  101?
014B:  7864?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1324.5!  1137!  9.3! angle  180!
014C: set_parked_car_generator  7864?? cars_to_generate_to  101?
014B:  7868?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1353.8!  1158!  9.3! angle  0!
014C: set_parked_car_generator  7868?? cars_to_generate_to  101?
014B:  7872?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1444.8!  1162.7!  9.3! angle  160!
014C: set_parked_car_generator  7872?? cars_to_generate_to  101?
014B:  7876?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1543.8!  1227!  9.3! angle  30!
014C: set_parked_car_generator  7876?? cars_to_generate_to  101?
014B:  7880?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1562.9!  1282.4!  9.3! angle  98!
014C: set_parked_car_generator  7880?? cars_to_generate_to  101?
014B:  7884?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1587.7!  1313.8!  9.3! angle  87!
014C: set_parked_car_generator  7884?? cars_to_generate_to  101?
014B:  7888?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1568.1!  1351!  9.3! angle  261.9!
014C: set_parked_car_generator  7888?? cars_to_generate_to  101?
014B:  7892?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1562.7!  1406.9!  9.3! angle  150.1!
014C: set_parked_car_generator  7892?? cars_to_generate_to  101?
014B:  7896?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1445.3!  1499!  9.3! angle  20.6!
014C: set_parked_car_generator  7896?? cars_to_generate_to  101?
014B:  7900?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1349.1!  1503.7!  9.3! angle  180!
014C: set_parked_car_generator  7900?? cars_to_generate_to  101?
014B:  7904?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1318.7!  1524.1!  9.3! angle  180!
014C: set_parked_car_generator  7904?? cars_to_generate_to  101?
014B:  7684?? = init_parked_car_generator #VCNMAV -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -469!  1123.5!  64.7! angle  270!
014C: set_parked_car_generator  7684?? cars_to_generate_to  101?
014B:  7396?? = init_parked_car_generator #INFERNUS -1? -1?  1? alarm  80? door_lock  0?  0?  10000& at  386!  1227!  19.4! angle  90!
014C: set_parked_car_generator  7396?? cars_to_generate_to  101?
014B:  7392?? = init_parked_car_generator #PACKER -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1377.7! -961.4!  14.4! angle  177.9!
014C: set_parked_car_generator  7392?? cars_to_generate_to  101?
014B:  7388?? = init_parked_car_generator #SENTXS -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1142.5! -939.3!  14.6! angle  89.6!
014C: set_parked_car_generator  7388?? cars_to_generate_to  101?
014B:  7400?? = init_parked_car_generator #TOPFUN -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1235.171! -1235.171!  14.77! angle  337.839!
014C: set_parked_car_generator  7400?? cars_to_generate_to  101?
014B:  7564?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1414.8! -1268.1!  13.9! angle  40!
014C: set_parked_car_generator  7564?? cars_to_generate_to  101?
014B:  7568?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1474.9! -961.7!  13.9! angle  282!
014C: set_parked_car_generator  7568?? cars_to_generate_to  101?
014B:  7572?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1808.5! -1090.8!  13.9! angle  274!
014C: set_parked_car_generator  7572?? cars_to_generate_to  101?
014B:  7576?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1533.3! -805.9!  13.9! angle  178!
014C: set_parked_car_generator  7576?? cars_to_generate_to  101?
014B:  7576?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 487.097! -1002.478!  10.730! angle  178!
014C: set_parked_car_generator  7576?? cars_to_generate_to  101?
014B:  7576?? = init_parked_car_generator #BAGGAGE -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 390.445! -1103.941!  10.737! angle  178!
014C: set_parked_car_generator  7576?? cars_to_generate_to  101?
014B:  7580?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1584.2! -656.4!  14! angle  0!
014C: set_parked_car_generator  7580?? cars_to_generate_to  101?
014B:  7584?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  20? door_lock  0?  0?  10000& at -1606.5! -633.8!  14! angle  180!
014C: set_parked_car_generator  7584?? cars_to_generate_to  101?
014B:  7588?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1628! -667!  14! angle  180!
014C: set_parked_car_generator  7588?? cars_to_generate_to  101?
014B:  7592?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  30? door_lock  0?  0?  10000& at -1637.5! -624.6!  14! angle  0!
014C: set_parked_car_generator  7592?? cars_to_generate_to  101?
014B:  7596?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1659.6! -646.4!  14! angle  180!
014C: set_parked_car_generator  7596?? cars_to_generate_to  101?
014B:  7600?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  30? door_lock  0?  0?  10000& at -1706! -655.9!  14! angle  90!
014C: set_parked_car_generator  7600?? cars_to_generate_to  101?
014B:  7604?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  50? door_lock  0?  0?  10000& at -1691.5! -614.8!  14! angle  0!
014C: set_parked_car_generator  7604?? cars_to_generate_to  101?
014B:  7608?? = init_parked_car_generator -1? (DTN_STADDOORA) -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1573.3! -614.7!  14! angle  0!
014C: set_parked_car_generator  7608?? cars_to_generate_to  101?
014B:  7544?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at  516.1!  503.1!  10.5! angle  0!
014C: set_parked_car_generator  7544?? cars_to_generate_to  101?
014B:  7676?? = init_parked_car_generator #ENFORCER -1? -1?  0? alarm  0? door_lock  40?  0?  10000& at  493.2045!  503.683!  10.4612! angle  179.9753!
014C: set_parked_car_generator  7676?? cars_to_generate_to  101?
014B:  7676?? = init_parked_car_generator #ENFORCER -1? -1?  0? alarm  0? door_lock  40?  0?  10000& at  943.059!  519.895!  10.4612! angle  88!
014C: set_parked_car_generator  7676?? cars_to_generate_to  101?
014B:  7548?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at  355.7! -511.4!  11.6! angle  320!
014C: set_parked_car_generator  7548?? cars_to_generate_to  101?
014B:  7664?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at  372.3! -525.7!  11.6! angle  140!
014C: set_parked_car_generator  7664?? cars_to_generate_to  101?
014B:  7552?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at -855.4! -665.4!  10.6! angle  0!
014C: set_parked_car_generator  7552?? cars_to_generate_to  101?
014B:  7672?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  30?  0?  10000& at -844.8! -675.6!  10.6! angle  90!
014C: set_parked_car_generator  7672?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at -665.2!  777.6!  11! angle  180!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 456.174!  -790.431!  10! angle  180!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 450.298!  -776.887!  10! angle  180!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 260.749!  -1360.726!  10! angle  175!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 889.591!  561.780!  10! angle  88!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7416?? = init_parked_car_generator #POLICE -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 917.809!  537.285!  10! angle  88!
014C: set_parked_car_generator  7416?? cars_to_generate_to  101?
014B:  7344?? = init_parked_car_generator #AMBULAN -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at  472.5!  701.2!  10.5! angle  90!
014C: set_parked_car_generator  7344?? cars_to_generate_to  101?
014B:  7360?? = init_parked_car_generator #AMBULAN -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at -111.9! -949.9!  10.2! angle  280!
014C: set_parked_car_generator  7360?? cars_to_generate_to  101?
014B:  7556?? = init_parked_car_generator #AMBULAN -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at -776.1!  1135.1!  11.5! angle  0!
014C: set_parked_car_generator  7556?? cars_to_generate_to  101?
014B:  7556?? = init_parked_car_generator #AMBULAN -1? -1?  0? alarm  0? door_lock  10?  0?  10000& at 631.873!  -1361.245!  10.070! angle  0!
014C: set_parked_car_generator  7556?? cars_to_generate_to  101?
014B:  7668?? = init_parked_car_generator #FIRETRUK -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -694.9!  917.3!  10.8! angle  270!
014C: set_parked_car_generator  7668?? cars_to_generate_to  101?
014B:  7936?? = init_parked_car_generator #COMET -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at  114.6977!  252.3439!  20.6832! angle  105.6803!
014C: set_parked_car_generator  7936?? cars_to_generate_to  101?
014B:  332?? = init_parked_car_generator #INFERNUS  1?  1?  1? alarm  0? door_lock  0?  0?  10000& at -363! -532.2!  12! angle  0!
014C: set_parked_car_generator  332?? cars_to_generate_to  0?
014B:  332?? = init_parked_car_generator #INFERNUS  1?  1?  1? alarm  0? door_lock  0?  0?  10000& at 897.103! 535.202!  12! angle  88!
014C: set_parked_car_generator  332?? cars_to_generate_to  101?
014B:  7756?? = init_parked_car_generator #ZEBRA -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -1003.1!  207.4!  11! angle  166.6!
014C: set_parked_car_generator  7756?? cars_to_generate_to  0?
014B:  7756?? = init_parked_car_generator #ZEBRA -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 863.886!  629.273!  11! angle  175!
014C: set_parked_car_generator  7756?? cars_to_generate_to  101?
014B:  7756?? = init_parked_car_generator #ZEBRA -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 758.925!  131.196!  11! angle  88!
014C: set_parked_car_generator  7756?? cars_to_generate_to  101?
014B:  336?? = init_parked_car_generator #POLMAV -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at -614!  804!  30! angle  0!
014C: set_parked_car_generator  336?? cars_to_generate_to  101?
014B:  336?? = init_parked_car_generator #POLMAV -1? -1?  0? alarm  0? door_lock  0?  0?  10000& at 598.695!  -574.201!  31! angle  0!
014C: set_parked_car_generator  336?? cars_to_generate_to  101?
0213:  8140?? = create_pickup #CHNSAW type  2? at  30! -1330.9!  13!
0213:  7996?? = create_pickup #BAT type  2? at  206.7! -1254.4!  12!
032B:  8000?? = create_weapon_pickup #COLT45  15? ammo  34? at -228.4! -1318.2!  9.1!
032B:  8004?? = create_weapon_pickup #COLT45  15? ammo  34? at  340.5! -249.5!  12.5!
032B:  8008?? = create_weapon_pickup #CHROMEGUN  15? ammo  16? at  42.3! -959.2!  21.8!
032B:  8012?? = create_weapon_pickup #CHROMEGUN  15? ammo  16? at  568.9! -449.3!  11.1!
032B:  8016?? = create_weapon_pickup #TEC9  15? ammo  100? at  287.9!  50.7!  10.8!
032B:  8020?? = create_weapon_pickup #GRENADE  15? ammo  4? at  362.2! -500.5!  12.3!
0213:  8024?? = create_pickup #CLEAVER type  15? at  402.6!  102.5!  11.4!
032B:  8028?? = create_weapon_pickup #RUGER  15? ammo  60? at  418.9!  589.9!  18.3!
0213:  8032?? = create_pickup #KATANA type  15? at  476.9!  1014.9!  19.2!
0213:  8036?? = create_pickup #NITESTICK type  15? at  402.4! -488.3!  12.4!
0213:  8044?? = create_pickup #BRASSKNUCKLE type  15? at  224! -1207.5!  11!
0213:  8048?? = create_pickup #KNIFECUR type  15? at  118.7! -1546.1!  10.8!
0213:  8052?? = create_pickup #MACHETE type  15? at  56.6! -459.3!  11.4!
032B:  8056?? = create_weapon_pickup #UZI  15? ammo  60? at  5.4! -1277!  10.4!
032B:  8144?? = create_weapon_pickup #UZI  15? ammo  60? at  157! -895.3!  12.3!
032B:  8040?? = create_weapon_pickup #BOMB  15? ammo  4? at  556.6!  207.4!  14.5!
032B:  8060?? = create_weapon_pickup #M4  15? ammo  60? at -32.8!  1019.2!  13!
032B:  8064?? = create_weapon_pickup #UZI  15? ammo  60? at  17.3!  1145.7!  23.5!
0213:  8068?? = create_pickup #GOLFCLUB type  2? at  95!  279.2!  21.8!
032B:  8072?? = create_weapon_pickup #FLAME  15? ammo  300& at -546! -418.9!  9.8!
032B:  8076?? = create_weapon_pickup #SNIPER  15? ammo  20? at -476.4! -571.2!  12.9!
0213:  8080?? = create_pickup #KATANA type  15? at -554.11! -547.7!  10.7!
032B:  8084?? = create_weapon_pickup #MOLOTOV  15? ammo  4? at -755.7!  1347.5!  11.8!
032B:  8088?? = create_weapon_pickup #UZI  15? ammo  60? at -545.8!  694.6!  11!
032B:  8092?? = create_weapon_pickup #M4  15? ammo  60? at -980.4!  118.7!  9.3!
032B:  8096?? = create_weapon_pickup #M4  15? ammo  60? at -1221! -641.6!  11.7!
032B:  8100?? = create_weapon_pickup #SNIPER  15? ammo  20? at -742.1! -949.9!  9.9!
032B:  8104?? = create_weapon_pickup #ROCKETLA  15? ammo  4? at -995.1! -1178.1!  13.6!
032B:  8108?? = create_weapon_pickup #INGRAMSL  15? ammo  60? at -713.3! -1466!  11.2!
032B:  8112?? = create_weapon_pickup #FLAME  15? ammo  300& at -1015.1! -1392.9!  11.5!
032B:  8116?? = create_weapon_pickup #SHOTGSPA  15? ammo  14? at -1359! -742.2!  14.9!
032B:  8120?? = create_weapon_pickup #M60  15? ammo  100? at -1744.9! -288.9!  29.7!
032B:  8124?? = create_weapon_pickup #GRENADE  15? ammo  4? at -939.8! -464.9!  10.9!
032B:  8128?? = create_weapon_pickup #PYTHON  15? ammo  12? at -1182.7! -61.1!  11.4!
032B:  8132?? = create_weapon_pickup #BUDDYSHOT  15? ammo  10? at -1305.2!  177.1!  11.4!
032B:  8136?? = create_weapon_pickup #LASER  15? ammo  14? at -1114.3! -602!  26!
0213:  8148?? = create_pickup -86? (HEALTH) type  1? at -113.2! -975.7!  10.4!
0213:  8152?? = create_pickup -86? (HEALTH) type  15? at -225.1! -1158.1!  9.1!
0213:  8156?? = create_pickup -86? (HEALTH) type  15? at  456.2! -471.4!  16.6!
0213:  8160?? = create_pickup -86? (HEALTH) type  15? at  377.4!  467.7!  11.6!
0213:  8164?? = create_pickup -86? (HEALTH) type  1? at  469.6!  697.4!  11.7!
0213:  8168?? = create_pickup -86? (HEALTH) type  15? at  385.3!  1210.9!  19.4!
0213:  8172?? = create_pickup -86? (HEALTH) type  1? at  384.3!  756.6!  11.7!
0213:  8176?? = create_pickup -86? (HEALTH) type  15? at  10.7!  1099!  16.6!
0213:  8180?? = create_pickup -86? (HEALTH) type  15? at  85.3!  402.7!  19.8!
0213:  8184?? = create_pickup -86? (HEALTH) type  15? at -711.7! -501.7!  11.3!
0213:  8188?? = create_pickup -86? (HEALTH) type  15? at -404! -588!  11.6!
0213:  8244?? = create_pickup -86? (HEALTH) type  2? at -406.2503! -566.4947!  19.5804!
0213:  8192?? = create_pickup -86? (HEALTH) type  15? at -478.1!  1438.5!  16.1!
0213:  8196?? = create_pickup -86? (HEALTH) type  15? at -675!  1263.3!  25.1!
0213:  8200?? = create_pickup -86? (HEALTH) type  15? at -821.8!  1144.8!  26.1!
0213:  8204?? = create_pickup -86? (HEALTH) type  15? at -1139.4!  55.4!  11.2!
0213:  8208?? = create_pickup -86? (HEALTH) type  15? at -1290.9!  91.9!  26.9!
0213:  8212?? = create_pickup -86? (HEALTH) type  1? at -885.4! -483.4!  13.1!
0213:  8216?? = create_pickup -86? (HEALTH) type  15? at -925.1! -638.3!  16!
0213:  8220?? = create_pickup -86? (HEALTH) type  15? at -692.4! -1283.8!  11.1!
0213:  8224?? = create_pickup -86? (HEALTH) type  15? at -655.1! -1506.3!  8.1!
0213:  8228?? = create_pickup -86? (HEALTH) type  15? at -1399.4! -865.9!  20.9!
0213:  8232?? = create_pickup -86? (HEALTH) type  1? at -822.6!  1137.3!  12.4!
0213:  8236?? = create_pickup -86? (HEALTH) type  1? at -851.4! -78.8!  11.5!
0213:  8240?? = create_pickup -86? (HEALTH) type  1? at -834.2!  740.6!  11.3!
0213:  8248?? = create_pickup -18? (BODYARMOUR) type  15? at  4.9! -1239.2!  19.2!
0213:  8252?? = create_pickup -18? (BODYARMOUR) type  15? at  205.7! -885.7!  12.2!
0213:  8256?? = create_pickup -18? (BODYARMOUR) type  15? at  148.8! -349.9!  8.7!
0213:  8260?? = create_pickup -18? (BODYARMOUR) type  15? at  520.2! -171.2!  13.9!
0213:  8264?? = create_pickup -18? (BODYARMOUR) type  15? at  430.8!  162.1!  11.8!
0213:  8268?? = create_pickup -18? (BODYARMOUR) type  15? at  416.1!  517.7!  11.2!
0213:  8272?? = create_pickup -18? (BODYARMOUR) type  15? at  350.2!  884.8!  25.5!
0213:  8276?? = create_pickup -18? (BODYARMOUR) type  15? at  535.3!  1214.1!  18.9!
0213:  8280?? = create_pickup -18? (BODYARMOUR) type  15? at  42.8!  951.1!  11!
0213:  8284?? = create_pickup -18? (BODYARMOUR) type  15? at -70.8!  510.6!  11.6!
0213:  8288?? = create_pickup -18? (BODYARMOUR) type  15? at -1695.6! -289.4!  29.7!
0213:  8292?? = create_pickup -18? (BODYARMOUR) type  15? at -567.6!  1370.36!  16.4!
0213:  8296?? = create_pickup -18? (BODYARMOUR) type  15? at -921.9!  722.9!  11!
0213:  8304?? = create_pickup -18? (BODYARMOUR) type  15? at -1058.9! -240.6!  18.2!
0213:  8308?? = create_pickup -18? (BODYARMOUR) type  15? at -625.5!  622.2!  11.7!
0213:  8312?? = create_pickup -18? (BODYARMOUR) type  15? at -733.5! -1294.7!  12.4!
0213:  8316?? = create_pickup -18? (BODYARMOUR) type  15? at -1177! -915.3!  14.9!
0213:  8300?? = create_pickup -18? (BODYARMOUR) type  15? at -1171! -457.4!  10.7!
0213:  8320?? = create_pickup -87? (ADRENALINE) type  15? at -37.7! -938.3!  10.5!
0213:  8324?? = create_pickup -87? (ADRENALINE) type  15? at  471.1! -444.1!  10.6!
0213:  8328?? = create_pickup -87? (ADRENALINE) type  15? at  448.6!  16.6!  11!
0213:  8332?? = create_pickup -87? (ADRENALINE) type  15? at  425.6!  221.1!  16.2!
0213:  8336?? = create_pickup -87? (ADRENALINE) type  15? at  428.4!  947.5!  13.2!
0213:  8340?? = create_pickup -87? (ADRENALINE) type  1? at  385.6!  752.3!  11.7!
0213:  8344?? = create_pickup -87? (ADRENALINE) type  15? at -366.6! -500.3!  11.3!
0213:  8348?? = create_pickup -87? (ADRENALINE) type  15? at -342.2! -591.5!  36.9!
0213:  8352?? = create_pickup -87? (ADRENALINE) type  15? at -381.2!  1065.2!  13!
0213:  8356?? = create_pickup -87? (ADRENALINE) type  15? at -730.1!  1226.3!  24.2!
0213:  8360?? = create_pickup -87? (ADRENALINE) type  15? at -1095.1!  99.4!  12.3!
0213:  8364?? = create_pickup -87? (ADRENALINE) type  15? at -967.1! -62.6!  11!
0213:  8368?? = create_pickup -87? (ADRENALINE) type  15? at -1022.1! -547!  11.2!
0213:  8372?? = create_pickup -87? (ADRENALINE) type  15? at -882!  111.2!  9.3!
0213:  8376?? = create_pickup -87? (ADRENALINE) type  1? at -857.1! -83.6!  11.5!
0213:  8380?? = create_pickup -87? (ADRENALINE) type  1? at -839!  740.6!  11.3!
02EC: put_hidden_package_at  479.6! -1718.5!  15.6!
02EC: put_hidden_package_at  708.4! -498.2!  12.3!
02EC: put_hidden_package_at -213! -1647.1!  13.1!
02EC: put_hidden_package_at -368.4! -1733.2!  11.6!
02EC: put_hidden_package_at -104.3! -1600.3!  10.4!
02EC: put_hidden_package_at -234.7! -1082.6!  13.6!
02EC: put_hidden_package_at  88! -991.7!  19.1!
02EC: put_hidden_package_at  205.4! -888.9!  12.1!
02EC: put_hidden_package_at  183.1! -652.9!  10.8!
02EC: put_hidden_package_at  370.9! -469.5!  13.8!
02EC: put_hidden_package_at  298.8! -278.5!  11.9!
02EC: put_hidden_package_at  321.8! -774.3!  22.8!
02EC: put_hidden_package_at  491.8! -45.3!  10!
02EC: put_hidden_package_at  472.8!  116!  11.2!
02EC: put_hidden_package_at  379.6!  212.9!  11.3!
02EC: put_hidden_package_at  290.1!  295.4!  13.5!
02EC: put_hidden_package_at  470.9!  1123.6!  24.5!
02EC: put_hidden_package_at  407.6!  1018.2!  25.3!
02EC: put_hidden_package_at  561.6!  1157.1!  18.9!
02EC: put_hidden_package_at  891.8!  873.8!  16.4!
02EC: put_hidden_package_at  353.7! -564.3!  56.4!
02EC: put_hidden_package_at  306.9!  1177.5!  17.4!
02EC: put_hidden_package_at  271.3!  932.9!  9.8!
02EC: put_hidden_package_at  328.7!  717.2!  22.8!
02EC: put_hidden_package_at  473.3!  16.4!  33!
02EC: put_hidden_package_at  352.5!  282.2!  19.6!
02EC: put_hidden_package_at  70.1! -479.6!  13.6!
02EC: put_hidden_package_at  53.6! -446.5!  7.6!
02EC: put_hidden_package_at  266.3! -249.9!  36.1!
02EC: put_hidden_package_at  413.9!  1217.4!  18.4!
02EC: put_hidden_package_at -172.4! -1341.3!  3.9!
02EC: put_hidden_package_at -233.1! -931.2!  9.8!
02EC: put_hidden_package_at  69.7! -796.6!  11.7!
02EC: put_hidden_package_at  107.5! -551.9!  14.7!
02EC: put_hidden_package_at  233.9! -132.2!  8!
02EC: put_hidden_package_at  424.5!  89.3!  11.3!
02EC: put_hidden_package_at  401.6!  431.1!  11.4!
02EC: put_hidden_package_at  193.9!  678.8!  12.9!
02EC: put_hidden_package_at  589.4!  36!  16.7!
02EC: put_hidden_package_at  519.9! -135.4!  35.2!
02EC: put_hidden_package_at -41.8!  922.4!  19.4!
02EC: put_hidden_package_at -16.1!  991.7!  10.9!
02EC: put_hidden_package_at  60.7!  916.5!  10.8!
02EC: put_hidden_package_at -68.9!  1124!  17!
02EC: put_hidden_package_at  82.7!  1113.8!  18.7!
02EC: put_hidden_package_at  70.5!  599.3!  14.5!
02EC: put_hidden_package_at  162.4!  246.4!  12.2!
02EC: put_hidden_package_at  43.1! -150.9!  12.2!
02EC: put_hidden_package_at -46.6!  257.7!  24.5!
02EC: put_hidden_package_at  43.4! -15!  17.3!
02EC: put_hidden_package_at -236.9! -588.1!  10.3!
02EC: put_hidden_package_at -519! -599.3!  10.3!
02EC: put_hidden_package_at -580.5! -422.6!  19.8!
02EC: put_hidden_package_at -310.4! -415.5!  10.1!
02EC: put_hidden_package_at -245.4! -323.8!  10.2!
02EC: put_hidden_package_at -246.9!  1219.5!  10.9!
02EC: put_hidden_package_at -451!  1286.6!  12.6!
02EC: put_hidden_package_at -764.3!  1266!  11.5!
02EC: put_hidden_package_at -1550.1!  1403.1!  8.7!
02EC: put_hidden_package_at -790.8!  1119.4!  9.8!
02EC: put_hidden_package_at -451.5!  1119.7!  61.7!
02EC: put_hidden_package_at -567.4!  776.1!  22.8!
02EC: put_hidden_package_at -898.7!  430.4!  10.9!
02EC: put_hidden_package_at -979.2!  266.7!  8.9!
02EC: put_hidden_package_at -856.3!  228.5!  12.9!
02EC: put_hidden_package_at -1072.5!  351.7!  11.2!
02EC: put_hidden_package_at -1161.6!  431.1!  11!
02EC: put_hidden_package_at -975.1!  191.9!  12.6!
02EC: put_hidden_package_at -1033.4!  44!  11.1!
02EC: put_hidden_package_at -994! -250.3!  10.7!
02EC: put_hidden_package_at -1104.9! -120.9!  20.1!
02EC: put_hidden_package_at -1131.6! -355.4!  15!
02EC: put_hidden_package_at -1195.2! -317.7!  10.9!
02EC: put_hidden_package_at -1093.7! -600.1!  26!
02EC: put_hidden_package_at -1179.9! -576.3!  12!
02EC: put_hidden_package_at -1018.2! -874.1!  17.9!
02EC: put_hidden_package_at -855.3! -631.8!  11.3!
02EC: put_hidden_package_at -1179.2! -718.8!  22.8!
02EC: put_hidden_package_at -802.9! -1184.6!  11.1!
02EC: put_hidden_package_at -620.8! -1342.4!  16.3!
02EC: put_hidden_package_at -1024.6! -1494.6!  19.4!
02EC: put_hidden_package_at -1090.2! -1199.2!  11.2!
02EC: put_hidden_package_at -829.2! -1461!  12.6!
02EC: put_hidden_package_at -1160.6! -1333.8!  14.9!
02EC: put_hidden_package_at -1369.3! -1255.7!  18.2!
02EC: put_hidden_package_at -1280.9! -1146.5!  22.2!
02EC: put_hidden_package_at -1773.8! -1053.2!  14.8!
02EC: put_hidden_package_at -1187.3! -1041.4!  14.8!
02EC: put_hidden_package_at -1477.3! -881!  32.4!
02EC: put_hidden_package_at -1561.8! -1059.5!  14.8!
02EC: put_hidden_package_at -1349.1! -1090.4!  24.5!
02EC: put_hidden_package_at -1567.3! -1055.5!  21.3!
02EC: put_hidden_package_at -1366.4! -928!  20.8!
02EC: put_hidden_package_at -1523.5! -819.1!  14.8!
02EC: put_hidden_package_at -1829.1! -887.6!  14.8!
02EC: put_hidden_package_at -1726.5! -419.2!  14.8!
02EC: put_hidden_package_at -1737.2! -299.2!  14.8!
02EC: put_hidden_package_at -1328! -537.1!  13.9!
02EC: put_hidden_package_at -1063.5! -965.5!  14.8!
02EC: put_hidden_package_at -1265.8! -1346.9!  29.6!
055B:  8384?? = create_clothes_pickup  11? at -1200.3! -322.9!  10.9!
0004:  8388?? =  0?  \\ integer values
04F8: unknown_path  1?  225! -1244!  227.4! -1248.5!  249! -1255!  246! -1250.6!  208.4! -1238.4!  209.6! -1243.5!
04F8: unknown_path  6?  235.3! -1299.6!  261.1! -1270.7!  212.2! -1309.6!  228! -1311.3!  221.2! -1309.6!  228! -1311.3!
04F8: unknown_path  6?  220! -1144!  232! -1136!  190.5! -1101.5!  185.5! -1122.7!  278.8! -1112!  269! -1140.5!
04F8: unknown_path  6? -112.5! -1275! -120.5! -1267! -37.7! -1244.15! -36.7! -1270! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3?  324! -735.5!  332! -727.5!  361.6! -715!  338.6! -705.5! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3?  385.6! -602.2!  377.6! -594.2!  374.6! -559!  394.6! -571.5! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3?  146.6! -450.2!  154.6! -440.2!  183.9! -480!  184.6! -447.5! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3?  250.6! -457.2!  240.6! -449.2!  346.8! -466.4!  311.5! -461.5! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  7?  171! -549.2!  179! -557.2!  161.8! -693.4!  168.5! -650.5!  169.5! -693.4!  173! -660!
04F8: unknown_path  2?  305.6! -183.2!  315.6! -191.2!  269.2! -197.8!  276.6! -180.5! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  6?  316.5! -65!  322.5! -58!  296.5!  6.9!  315.7! -11!  369.5!  12.2!  342! -9.7!
04F8: unknown_path  7?  364!  236.2!  372!  244.2!  336.1!  271.4!  337.8!  249.5!  401.5!  213.4!  401!  234!
04F8: unknown_path  6?  364.5!  169!  372.5!  177!  406.7!  151.15!  398.7!  170!  326.5!  182.4!  346!  164.3!
04F8: unknown_path  6? -87! -937! -99! -947! -136! -912.15! -115! -901.6! -56! -875! -95.5! -893.3!
04F8: unknown_path  7?  536!  696.2!  546!  706.2!  516!  753.6!  541.5!  753.5!  506.2!  654.4!  534!  657!
04F8: unknown_path  2?  314!  906!  322!  914!  348.3!  864!  316!  870.8! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  7?  356!  748!  364!  756!  335!  667.6!  356.2!  685.2!  388.5!  846.2!  366!  828!
04F8: unknown_path  6? -34!  1041! -26!  1049!  23.3!  1075!  28!  1030.8!  35.5!  993.4!  39!  1023.3!
04F8: unknown_path  2?  16!  930!  24!  938!  28.3!  874!  10!  881.8! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  6? -368! -480! -378! -490! -253.5! -439! -252.5! -470.5! -451.2! -452.4! -442! -480!
04F8: unknown_path  6? -533! -480! -543! -490! -647! -449! -637.5! -481.5! -451.2! -452.4! -457! -480!
04F8: unknown_path  6? -255! -435! -245! -443! -210.8! -470! -241.5! -472! -298.2! -485! -257! -477.5!
04F8: unknown_path  6? -645! -446! -637! -454! -610.8! -482! -635.5! -472! -684.2! -492! -651! -480.5!
04F8: unknown_path  3? -790! -1490.2! -798! -1498.2! -815.8! -1450.5! -822! -1469! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  6? -809! -1436.7! -800! -1428! -853.3! -1466! -824.5! -1474.8! -808.5! -1382.4! -788! -1392.3!
04F8: unknown_path  7? -870! -1335.7! -862! -1327! -902.3! -1343! -882.5! -1348.8! -880.5! -1297.4! -860! -1307.3!
04F8: unknown_path  3? -924! -1248! -916! -1240! -909.8! -1270.5! -920! -1265! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3? -1224! -788! -1216! -780! -1260.8! -737.5! -1258! -780! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  3? -884! -1070! -876! -1078! -925! -1044.5! -901! -1074! -189.5! -1295.4! -190! -1279.3!
04F8: unknown_path  6? -1130! -711.7! -1138! -719.7! -1111.3! -683! -1134.5! -686.4! -1166! -691.4! -1144.7! -690.3!
04F8: unknown_path  6? -986! -713! -978! -721! -1011.8! -577.4! -989.7! -575.4! -945.5! -660! -969.4! -661.6!
04F8: unknown_path  6? -1012! -392! -1004! -384! -1044.3! -337.8! -1023.7! -336.4! -975! -444! -1000.4! -445.6!
04F8: unknown_path  6? -1112! -372! -1104! -364! -1078.3! -337! -1101.5! -339.4! -1138! -348.4! -1117.3! -346.3!
004E: end_thread

;-------------Mission 1---------------
; Originally: (no description)


:Label0396AE
03A4: name_thread "INTRO"
0004: $ONMISSION =  1?  \\ integer values
0004:  52?? =  0?  \\ integer values
0001: wait  0? ms
016A: fade  0? ()  0? ms
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03AF: set_streaming  0? (disabled)
03AD: set_rubbish  0? (invisible)
054C: use_GXT_table "INTRO"
03EF: player $PLAYER_CHAR make_safe
044D: load_splash "INTRO1"
0169: set_fade_color  2?  2?  2?
0001: wait  250& ms
023C: load_special_actor  1? "SFRENDA"
023C: load_special_actor  2? "SFRENDB"
023C: load_special_actor  3? "CSSONNY"
023C: load_special_actor  4? "SGOONA"
023C: load_special_actor  5? "SGOONB"
02F3: load_object #CUTOBJ01 "SVNTRAY"
02F3: load_object #CUTOBJ02 "DRINK"
02F3: load_object #CUTOBJ03 "MBTBEMP"
02F3: load_object #CUTOBJ04 "SCHAIR"
03AF: set_streaming  0? (disabled)
03AD: set_rubbish  0? (invisible)
04BB: select_interiour  1?  \\ select render area
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -88? (MOB_MOBROOM2)  1?
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -89? (MOB_DETAILSB)  1?
03CB: set_camera  231.4! -1277.7!  19!
04F9: interiour_colors  16?  0?
038B: load_requested_models

:Label0397D5
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label03981F
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039818
0002: jump Label03C3C4

:Label039818
0002: jump Label0397D5

:Label03981F
00D6: if  23?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label039869
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039862
0002: jump Label03C3C4

:Label039862
0002: jump Label03981F

:Label039869
02E4: load_cutscene_data "INT_A"
0244: set_cutscene_pos  231.411! -1277.707!  19.069!
041D: set_camera_near_clip  .1!
02E5:  508?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  508?? "SFRENDA"
02E5:  512?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  512?? "SFRENDB"
02E5:  552?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  552?? "CSSONNY"
02E5:  516?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  516?? "SGOONA"
02E5:  520?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  520?? "SGOONB"
02E5:  604?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  604?? "SVNTRAY"
02E5:  608?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  608?? "DRINK01"
02E5:  612?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  612?? "DRINK02"
02E5:  616?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  616?? "DRINK03"
02E5:  504?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  504?? "MBTBEMP"
02E5:  864?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  864?? "SCHAIR"
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label039983
00D6: if  0?
001A:    1246& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0399C6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label0399BF
0002: jump Label03C3C4

:Label0399BF
0002: jump Label039983

:Label0399C6
00BC: text_highpriority "INT1_A"  10000& ms  1? \\ Tommy Vercetti...Huh! shit.

:Label0399D5
00D6: if  0?
001A:    2708& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039A18
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039A11
0002: jump Label03C3C4

:Label039A11
0002: jump Label0399D5

:Label039A18
00BC: text_highpriority "INT1_B"  10000& ms  1? \\ Didn't think they'd ever let him out.

:Label039A27
00D6: if  0?
001A:    4796& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039A6A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039A63
0002: jump Label03C3C4

:Label039A63
0002: jump Label039A27

:Label039A6A
00BC: text_highpriority "INT1_C"  10000& ms  1? \\ He kept his head down, helps people forget.

:Label039A79
00D6: if  0?
001A:    7086& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039ABC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039AB5
0002: jump Label03C3C4

:Label039AB5
0002: jump Label039A79

:Label039ABC
00BC: text_highpriority "INT1_D"  10000& ms  1? \\ People will remember soon enough.

:Label039ACB
00D6: if  0?
001A:    8404& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039B0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039B07
0002: jump Label03C3C4

:Label039B07
0002: jump Label039ACB

:Label039B0E
00BC: text_highpriority "INT1_E"  10000& ms  1? \\ When they see him walking down the streets of their neighborhoods.

:Label039B1D
00D6: if  0?
001A:    10756& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039B60
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039B59
0002: jump Label03C3C4

:Label039B59
0002: jump Label039B1D

:Label039B60
00BC: text_highpriority "INT1_F"  10000& ms  1? \\ It will be bad for business.

:Label039B6F
00D6: if  0?
001A:    12614& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039BB2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039BAB
0002: jump Label03C3C4

:Label039BAB
0002: jump Label039B6F

:Label039BB2
00BC: text_highpriority "INT1_G"  10000& ms  1? \\ Well, what are we gonna do, Sonny?

:Label039BC1
00D6: if  0?
001A:    14813& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039C04
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039BFD
0002: jump Label03C3C4

:Label039BFD
0002: jump Label039BC1

:Label039C04
00BC: text_highpriority "INT1_H"  10000& ms  1? \\ We treat him like an old friend and keep him busy out of town. OK?

:Label039C13
00D6: if  0?
001A:    18741& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039C56
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039C4F
0002: jump Label03C3C4

:Label039C4F
0002: jump Label039C13

:Label039C56
00BC: text_highpriority "INT1_I"  10000& ms  1? \\ We been talking about expanding down South, right?

:Label039C65
00D6: if  0?
001A:    21294& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039CA8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039CA1
0002: jump Label03C3C4

:Label039CA1
0002: jump Label039C65

:Label039CA8
00BC: text_highpriority "INT1_J"  10000& ms  1? \\ Vice City is twenty-four carat gold these days.

:Label039CB7
00D6: if  0?
001A:    24399& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039CFA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039CF3
0002: jump Label03C3C4

:Label039CF3
0002: jump Label039CB7

:Label039CFA
00BC: text_highpriority "INT1_K"  10000& ms  1? \\ The Colombians, the Mexicans, hell,

:Label039D09
00D6: if  0?
001A:    26496& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039D4C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039D45
0002: jump Label03C3C4

:Label039D45
0002: jump Label039D09

:Label039D4C
00BC: text_highpriority "INT1_L"  10000& ms  1? \\ even those Cuban refugees are cutting themselves a piece of some nice action.

:Label039D5B
00D6: if  0?
001A:    31264& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039D9E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039D97
0002: jump Label03C3C4

:Label039D97
0002: jump Label039D5B

:Label039D9E
00BC: text_highpriority "INT1_M"  10000& ms  1? \\ But it's all drugs, Sonny,

:Label039DAD
00D6: if  0?
001A:    32904&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039DF2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039DEB
0002: jump Label03C3C4

:Label039DEB
0002: jump Label039DAD

:Label039DF2
00BC: text_highpriority "INT1_N"  10000& ms  1? \\ None of the families will touch that shit!

:Label039E01
00D6: if  0?
001A:    35200&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039E46
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039E3F
0002: jump Label03C3C4

:Label039E3F
0002: jump Label039E01

:Label039E46
00BC: text_highpriority "INT1_O"  10000& ms  1? \\ Times are changing.

:Label039E55
00D6: if  0?
001A:    36522&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039E9A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039E93
0002: jump Label03C3C4

:Label039E93
0002: jump Label039E55

:Label039E9A
00BC: text_highpriority "INT1_P"  10000& ms  1? \\ The families can't keep their backs turned while our enemies reap the rewards.

:Label039EA9
00D6: if  0?
001A:    41196&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039EEE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039EE7
0002: jump Label03C3C4

:Label039EE7
0002: jump Label039EA9

:Label039EEE
00BC: text_highpriority "INT1_Q"  10000& ms  1? \\ So, we send someone down to do the dirty work for us...

:Label039EFD
00D6: if  0?
001A:    45232&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039F42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039F3B
0002: jump Label03C3C4

:Label039F3B
0002: jump Label039EFD

:Label039F42
00BC: text_highpriority "INT1_R"  10000& ms  1? \\ and cut ourselves a nice quiet slice. OK?

:Label039F51
00D6: if  0?
001A:    48992&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039F96
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039F8F
0002: jump Label03C3C4

:Label039F8F
0002: jump Label039F51

:Label039F96
00BC: text_highpriority "INT1_S"  10000& ms  1? \\ Who's our contact down there?

:Label039FA5
00D6: if  0?
001A:    50206&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label039FEA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label039FE3
0002: jump Label03C3C4

:Label039FE3
0002: jump Label039FA5

:Label039FEA
00BC: text_highpriority "INT1_T"  10000& ms  1? \\ Ken Rosenberg, schmuck of a lawyer.

:Label039FF9
00D6: if  0?
001A:    52509&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A03E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A037
0002: jump Label03C3C4

:Label03A037
0002: jump Label039FF9

:Label03A03E
00BC: text_highpriority "INT1_U"  10000& ms  1? \\ How's he gonna hold Vercetti's leash?

:Label03A04D
00D6: if  0?
001A:    54340&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A092
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A08B
0002: jump Label03C3C4

:Label03A08B
0002: jump Label03A04D

:Label03A092
00BC: text_highpriority "INT1_V"  10000& ms  1? \\ We don't need him to.

:Label03A0A1
00D6: if  0?
001A:    56291&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A0E6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A0DF
0002: jump Label03C3C4

:Label03A0DF
0002: jump Label03A0A1

:Label03A0E6
00BC: text_highpriority "INT1_W"  10000& ms  1? \\ We just set him loose in Vice City,

:Label03A0F5
00D6: if  0?
001A:    57900&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A13A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A133
0002: jump Label03C3C4

:Label03A133
0002: jump Label03A0F5

:Label03A13A
00BC: text_highpriority "INT1_X"  10000& ms  1? \\ we give him a little cash to get started. OK?

:Label03A149
00D6: if  0?
001A:    61168&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A18E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A187
0002: jump Label03C3C4

:Label03A187
0002: jump Label03A149

:Label03A18E
00BC: text_highpriority "INT1_Y"  10000& ms  1? \\ Give it a few months.

:Label03A19D
00D6: if  0?
001A:    62518&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A1E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A1DB
0002: jump Label03C3C4

:Label03A1DB
0002: jump Label03A19D

:Label03A1E2
00BC: text_highpriority "INT1_Z"  10000& ms  1? \\ Then we go down,

:Label03A1F1
00D6: if  0?
001A:    64169&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A236
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A22F
0002: jump Label03C3C4

:Label03A22F
0002: jump Label03A1F1

:Label03A236
00BC: text_highpriority "INT1_A1"  10000& ms  1? \\ pay him a little visit, right?

:Label03A245
00D6: if  0?
001A:    65706&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A28A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A283
0002: jump Label03C3C4

:Label03A283
0002: jump Label03A245

:Label03A28A
00BC: text_highpriority "INT1_A2"  10000& ms  1? \\ see how he's doing.

:Label03A299
00D6: if  0?
001A:    66784&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A2DE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A2D7
0002: jump Label03C3C4

:Label03A2D7
0002: jump Label03A299

:Label03A2DE
00BE: text_clear_all

:Label03A2E0
00D6: if  0?
001A:    68240&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A325
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A31E
0002: jump Label03C3C4

:Label03A31E
0002: jump Label03A2E0

:Label03A325
00BE: text_clear_all
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  2000& ms

:Label03A336
00D6: if  0?
016B:   fading
004D: jump_if_false Label03A36E
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A367
0002: jump Label03C3C4

:Label03A367
0002: jump Label03A336

:Label03A36E
02EA: end_cutscene
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -88? (MOB_MOBROOM2)  0?
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -89? (MOB_DETAILSB)  0?
04BB: select_interiour  0?  \\ select render area
0001: wait  0? ms
0522: (unknown)
044D: load_splash "INTRO2"
0169: set_fade_color  2?  2?  2?
0001: wait  250& ms
01B6: set_weather  4?
00C0: set_current_time  12?  0?
023C: load_special_actor  1? "CSKEN"
023C: load_special_actor  2? "CSPLAY"
023C: load_special_actor  3? "SGOONA"
023C: load_special_actor  4? "SGOONB"
02F3: load_object #CUTOBJ01 "AIRPLAN"
02F3: load_object #CUTOBJ02 "MERCED"
02F3: load_object #CUTOBJ03 "BRFCASE"
0247: request_model -90? (AP_RADAR1_01)
0247: request_model -91? (VEG_PALM04)
03CB: set_camera -1592! -545!  15!
04E4: unknown_refresh_game_renderer_at -1654! -1388!
038B: load_requested_models

:Label03A47D
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label03A4CD
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A4C6
0002: jump Label03C3C4

:Label03A4C6
0002: jump Label03A47D

:Label03A4CD
00D6: if  22?
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model -90? (AP_RADAR1_01) available
8248:   NOT   model -91? (VEG_PALM04) available
004D: jump_if_false Label03A510
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A509
0002: jump Label03C3C4

:Label03A509
0002: jump Label03A4CD

:Label03A510
0055: put_player $PLAYER_CHAR at -1654! -1388! -100!
0569: "AIRPLAN"
02E4: load_cutscene_data "INT_M"
0244: set_cutscene_pos -1601.536! -548.298!  13.679!
02E5:  564?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  500?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  516?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  516?? "SGOONA"
02E5:  520?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  520?? "SGOONB"
02E5:  832?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  832?? "AIRPLAN"
02E5:  828?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  828?? "MERCED"
0418: (unknown)  828??  1? 
02E5:  524?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  524?? "BRFCASE"
0525: unknown_cutscene_command  564??  828?? "MERCBOD"
0525: unknown_cutscene_command  500??  828?? "MERCBOD"
0525: unknown_cutscene_command  516??  828?? "MERCBOD"
0525: unknown_cutscene_command  520??  828?? "MERCBOD"
016A: fade  1? (back)  3000& ms
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03A631
00D6: if  0?
001A:    4860& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A674
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A66D
0002: jump Label03C3C4

:Label03A66D
0002: jump Label03A631

:Label03A674
00BC: text_highpriority "INT2_A"  10000& ms  1? \\ Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey!

:Label03A683
00D6: if  0?
001A:    6400& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A6C6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A6BF
0002: jump Label03C3C4

:Label03A6BF
0002: jump Label03A683

:Label03A6C6
041D: set_camera_near_clip  .15!

:Label03A6CD
00D6: if  0?
001A:    9600& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A710
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A709
0002: jump Label03C3C4

:Label03A709
0002: jump Label03A6CD

:Label03A710
00BC: text_highpriority "INT2_B"  10000& ms  1? \\ Well, uh, I'm gonna drive you guys to the meet, okay?

:Label03A71F
00D6: if  0?
001A:    12342& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A762
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A75B
0002: jump Label03C3C4

:Label03A75B
0002: jump Label03A71F

:Label03A762
00BC: text_highpriority "INT2_C"  10000& ms  1? \\ Now, I've talked to the suppliers and they are very, huh-ha,

:Label03A771
00D6: if  0?
001A:    15840& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A7B4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A7AD
0002: jump Label03C3C4

:Label03A7AD
0002: jump Label03A771

:Label03A7B4
00BC: text_highpriority "INT2_D"  10000& ms  1? \\ keen to start a business relationship, so, uh,

:Label03A7C3
00D6: if  0?
001A:    17556& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A806
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A7FF
0002: jump Label03C3C4

:Label03A7FF
0002: jump Label03A7C3

:Label03A806
00BC: text_highpriority "INT2_E"  10000& ms  1? \\ if all goes well, we should, uh,

:Label03A815
00D6: if  0?
001A:    20640& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A858
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A851
0002: jump Label03C3C4

:Label03A851
0002: jump Label03A815

:Label03A858
00BC: text_highpriority "INT2_F"  10000& ms  1? \\ be doing very nicely for ourselves, which is, y'know...

:Label03A867
00D6: if  0?
001A:    23018& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A8AA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A8A3
0002: jump Label03C3C4

:Label03A8A3
0002: jump Label03A867

:Label03A8AA
00BC: text_highpriority "INT2_G"  10000& ms  1? \\ good..

:Label03A8B9
00D6: if  0?
001A:    25863& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A8FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A8F5
0002: jump Label03C3C4

:Label03A8F5
0002: jump Label03A8B9

:Label03A8FC
00BC: text_highpriority "INT2_H"  10000& ms  1? \\ Okay, so. They're brothers, okay.

:Label03A90B
00D6: if  0?
001A:    26000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A94E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A947
0002: jump Label03C3C4

:Label03A947
0002: jump Label03A90B

:Label03A94E
00D6: if  0?
001A:    27624& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A991
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A98A
0002: jump Label03C3C4

:Label03A98A
0002: jump Label03A94E

:Label03A991
00BC: text_highpriority "INT2_I"  10000& ms  1? \\ One operates the uh, the business,

:Label03A9A0
00D6: if  0?
001A:    29348& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03A9E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03A9DC
0002: jump Label03C3C4

:Label03A9DC
0002: jump Label03A9A0

:Label03A9E3
00BC: text_highpriority "INT2_J"  10000& ms  1? \\ and the other one does the flying.

:Label03A9F2
00D6: if  0?
001A:    30300& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AA35
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AA2E
0002: jump Label03C3C4

:Label03AA2E
0002: jump Label03A9F2

:Label03AA35
00BE: text_clear_all
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  2000& ms

:Label03AA46
00D6: if  0?
016B:   fading
004D: jump_if_false Label03AA9A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0028:   $CUT_SCENE_TIME >=  33300&&  \\ integer values
004D: jump_if_false Label03AA73
00BE: text_clear_all

:Label03AA73
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AA93
0002: jump Label03C3C4

:Label03AA93
0002: jump Label03AA46

:Label03AA9A
00BE: text_clear_all
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model -90? (AP_RADAR1_01)
0249: release_model -91? (VEG_PALM04)
0001: wait  0? ms
044D: load_splash "INTRO3"
0169: set_fade_color  2?  2?  2?
0001: wait  250& ms
01B6: set_weather  0?
00C0: set_current_time  20?  0?
023C: load_special_actor  1? "CSKEN"
023C: load_special_actor  2? "CSDEAL"
023C: load_special_actor  3? "SGOONA"
023C: load_special_actor  4? "SGOONB"
023C: load_special_actor  5? "CSASSA"
023C: load_special_actor  6? "CSASSB"
023C: load_special_actor  7? "CSASSC"
023C: load_special_actor  8? "CSPLAY"
02F3: load_object #CUTOBJ01 "CS_CHOP"
02F3: load_object #CUTOBJ02 "BRFCASE"
02F3: load_object #CUTOBJ03 "DELCASE"
02F3: load_object #CUTOBJ04 "MERCED"
0247: request_model -92? (DOC_CRANEEGGS04)
0247: request_model -93? (DOC_CRANE_CAB04)
0247: request_model -94? (DOCKFUEL07)
04E4: unknown_refresh_game_renderer_at -692! -1559!
0055: put_player $PLAYER_CHAR at -683.145! -1581.747!  11.53!
03CB: set_camera -692! -1559!  12!
04F9: interiour_colors  14?  0?
038B: load_requested_models

:Label03ABC3
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
823D:   NOT   special_actor  6? loaded
004D: jump_if_false Label03AC11
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AC0A
0002: jump Label03C3C4

:Label03AC0A
0002: jump Label03ABC3

:Label03AC11
00D6: if  25?
823D:   NOT   special_actor  7? loaded
823D:   NOT   special_actor  8? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label03AC63
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AC5C
0002: jump Label03C3C4

:Label03AC5C
0002: jump Label03AC11

:Label03AC63
00D6: if  22?
8248:   NOT   model -92? (DOC_CRANEEGGS04) available
8248:   NOT   model -93? (DOC_CRANE_CAB04) available
8248:   NOT   model -94? (DOCKFUEL07) available
004D: jump_if_false Label03ACA5
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AC9E
0002: jump Label03C3C4

:Label03AC9E
0002: jump Label03AC63

:Label03ACA5
0569: "CS_CHOP"
02E4: load_cutscene_data "INT_D"
0244: set_cutscene_pos -690! -1568!  11.44!
02E5:  500?? = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  572?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  572?? "CSDEAL"
02E5:  516?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  516?? "SGOONA"
02E5:  520?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  520?? "SGOONB"
02E5:  580?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  580?? "CSASSA"
02E5:  584?? = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim  584?? "CSASSB"
02E5:  588?? = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim  588?? "CSASSC"
02E5:  592?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  592?? "CS_CHOP"
0418: (unknown)  592??  1? 
02E5:  524?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  524?? "BRFCASE"
02E5:  528?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  528?? "DELCASE"
02E5:  828?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  828?? "MERCED"
0418: (unknown)  828??  1? 
0525: unknown_cutscene_command  564??  828?? "MERCBOD"
016A: fade  1? (back)  2000& ms
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03ADEE
00D6: if  0?
001A:    6500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AE31
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AE2A
0002: jump Label03C3C4

:Label03AE2A
0002: jump Label03ADEE

:Label03AE31
0598: unknown_cutscene_command  592??  10!  8?

:Label03AE3D
00D6: if  0?
001A:    8743& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AE8C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AE79
0002: jump Label03C3C4

:Label03AE79
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03AE3D

:Label03AE8C
00BC: text_highpriority "INT3_A"  10000& ms  1? \\ Ok, that's them in the chopper.
0598: unknown_cutscene_command  592??  10!  8?

:Label03AEA7
00D6: if  0?
001A:    10784& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AEF6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AEE3
0002: jump Label03C3C4

:Label03AEE3
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03AEA7

:Label03AEF6
00BC: text_highpriority "INT3_B"  10000& ms  1? \\ All right, here's the deal.
0598: unknown_cutscene_command  592??  10!  8?

:Label03AF11
00D6: if  0?
001A:    12040& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AF60
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AF4D
0002: jump Label03C3C4

:Label03AF4D
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03AF11

:Label03AF60
00BC: text_highpriority "INT3_C"  10000& ms  1? \\ They want a straight exchange on open ground.
0598: unknown_cutscene_command  592??  10!  8?

:Label03AF7B
00D6: if  0?
001A:    14488& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03AFCA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03AFB7
0002: jump Label03C3C4

:Label03AFB7
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03AF7B

:Label03AFCA
00BC: text_highpriority "INT3_D"  10000& ms  1? \\ All right? Ok. Stay tight, let's go.
0598: unknown_cutscene_command  592??  10!  4?

:Label03AFE5
00D6: if  0?
001A:    17072& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B034
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B021
0002: jump Label03C3C4

:Label03B021
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03AFE5

:Label03B034
03D5: remove_text "INT3_D" \\ All right? Ok. Stay tight, let's go.
0598: unknown_cutscene_command  592??  10!  4?

:Label03B04A
00D6: if  0?
001A:    20384& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B099
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B086
0002: jump Label03C3C4

:Label03B086
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B04A

:Label03B099
0598: unknown_cutscene_command  592??  10!  4?

:Label03B0A5
00D6: if  0?
001A:    23200& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B0F4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B0E1
0002: jump Label03C3C4

:Label03B0E1
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B0A5

:Label03B0F4
0598: unknown_cutscene_command  592??  10!  4?

:Label03B100
00D6: if  0?
001A:    35596&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B151
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B13E
0002: jump Label03C3C4

:Label03B13E
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B100

:Label03B151
00BC: text_highpriority "INT3_G"  10000& ms  1? \\ Got it?
0598: unknown_cutscene_command  592??  10!  4?

:Label03B16C
00D6: if  0?
001A:    36430&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B1BD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B1AA
0002: jump Label03C3C4

:Label03B1AA
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B16C

:Label03B1BD
00BC: text_highpriority "INT3_H"  10000& ms  1? \\ 100% pure grade-A Colombian, my friend.
0598: unknown_cutscene_command  592??  10!  4?

:Label03B1D8
00D6: if  0?
001A:    39824&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B229
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B216
0002: jump Label03C3C4

:Label03B216
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B1D8

:Label03B229
00BC: text_highpriority "INT3_M"  10000& ms  1? \\ Let me see it.
0598: unknown_cutscene_command  592??  10!  4?

:Label03B244
00D6: if  0?
001A:    40896&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B295
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B282
0002: jump Label03C3C4

:Label03B282
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B244

:Label03B295
00BC: text_highpriority "INT3_I"  10000& ms  1? \\ The greens?
0598: unknown_cutscene_command  592??  10!  4?

:Label03B2B0
00D6: if  0?
001A:    42518&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B301
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B2EE
0002: jump Label03C3C4

:Label03B2EE
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B2B0

:Label03B301
00BC: text_highpriority "INT3_J"  10000& ms  1? \\ Tens and twenties...used.
0598: unknown_cutscene_command  592??  10!  4?

:Label03B31C
00D6: if  0?
001A:    46872&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B36D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B35A
0002: jump Label03C3C4

:Label03B35A
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B31C

:Label03B36D
00BC: text_highpriority "INT3_K"  10000& ms  1? \\ I think we have a deal, my friend. HA HA!
0598: unknown_cutscene_command  592??  10!  4?

:Label03B388
00D6: if  0?
001A:    51100&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B3CD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B3C6
0002: jump Label03C3C4

:Label03B3C6
0002: jump Label03B388

:Label03B3CD
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B3FA
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B3FA
0598: unknown_cutscene_command  592??  10!  4?

:Label03B406
00D6: if  0?
001A:    51233&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B457
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B444
0002: jump Label03C3C4

:Label03B444
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B406

:Label03B457
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B484
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B484
0598: unknown_cutscene_command  592??  10!  4?

:Label03B490
00D6: if  0?
001A:    51366&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B4E1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B4CE
0002: jump Label03C3C4

:Label03B4CE
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B490

:Label03B4E1
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B50E
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B50E
0598: unknown_cutscene_command  592??  10!  4?

:Label03B51A
00D6: if  0?
001A:    51500&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B56B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B558
0002: jump Label03C3C4

:Label03B558
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B51A

:Label03B56B
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B5B8
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!
058A: unknown -696.522! -1577.432!  12.826! -696.492! -1577.354!  12.815!

:Label03B5B8
0598: unknown_cutscene_command  592??  10!  4?

:Label03B5C4
00D6: if  0?
001A:    51633&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B615
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B602
0002: jump Label03C3C4

:Label03B602
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B5C4

:Label03B615
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B642
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B642
0598: unknown_cutscene_command  592??  10!  4?

:Label03B64E
00D6: if  0?
001A:    51733&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B69F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B68C
0002: jump Label03C3C4

:Label03B68C
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B64E

:Label03B69F
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B6CC
058A: unknown -696.442! -1577.358!  12.765! -696.402! -1577.286!  12.749!

:Label03B6CC
0598: unknown_cutscene_command  592??  10!  4?

:Label03B6D8
00D6: if  0?
001A:    51766&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B729
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B716
0002: jump Label03C3C4

:Label03B716
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B6D8

:Label03B729
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B756
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B756
0598: unknown_cutscene_command  592??  10!  4?

:Label03B762
00D6: if  0?
001A:    51900&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B7B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B7A0
0002: jump Label03C3C4

:Label03B7A0
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B762

:Label03B7B3
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B7E0
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B7E0
0598: unknown_cutscene_command  592??  10!  4?

:Label03B7EC
00D6: if  0?
001A:    51966&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B83D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B82A
0002: jump Label03C3C4

:Label03B82A
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B7EC

:Label03B83D
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B86A
058A: unknown -696.448! -1577.274!  12.666! -696.405! -1577.206!  12.643!

:Label03B86A
0598: unknown_cutscene_command  592??  10!  4?

:Label03B876
00D6: if  0?
001A:    52033&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B8C7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B8B4
0002: jump Label03C3C4

:Label03B8B4
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B876

:Label03B8C7
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B914
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!
058A: unknown -696.354! -1578.122!  13.06! -695.836! -1577.301!  13.02!

:Label03B914
0598: unknown_cutscene_command  592??  10!  4?

:Label03B920
00D6: if  0?
001A:    52166&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B971
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B95E
0002: jump Label03C3C4

:Label03B95E
0598: unknown_cutscene_command  592??  10!  4?
0002: jump Label03B920

:Label03B971
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03B99E
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03B99E
0598: unknown_cutscene_command  592??  10!  6?

:Label03B9AA
00D6: if  0?
001A:    52200&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03B9FB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03B9E8
0002: jump Label03C3C4

:Label03B9E8
0598: unknown_cutscene_command  592??  10!  6?
0002: jump Label03B9AA

:Label03B9FB
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BA28
058A: unknown -696.437! -1577.235!  12.658! -696.391! -1577.17!  12.635!

:Label03BA28
0598: unknown_cutscene_command  592??  10!  6?

:Label03BA34
00D6: if  0?
001A:    52256&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BA85
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BA72
0002: jump Label03C3C4

:Label03BA72
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BA34

:Label03BA85
00BC: text_highpriority "INT3_N"  2000& ms  1? \\ Oh Shit!
0598: unknown_cutscene_command  592??  10!  8?

:Label03BAA0
00D6: if  0?
001A:    52300&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BAF1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BADE
0002: jump Label03C3C4

:Label03BADE
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BAA0

:Label03BAF1
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BB1E
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BB1E
0598: unknown_cutscene_command  592??  10!  8?

:Label03BB2A
00D6: if  0?
001A:    52433&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BB7B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BB68
0002: jump Label03C3C4

:Label03BB68
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BB2A

:Label03BB7B
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BBC8
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!
058A: unknown -696.439! -1577.222!  12.653! -696.391! -1577.158!  12.63!

:Label03BBC8
0598: unknown_cutscene_command  592??  10!  8?

:Label03BBD4
00D6: if  0?
001A:    52566&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BC25
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BC12
0002: jump Label03C3C4

:Label03BC12
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BBD4

:Label03BC25
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BC52
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BC52
0598: unknown_cutscene_command  592??  10!  8?

:Label03BC5E
00D6: if  0?
001A:    52666&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BCAF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BC9C
0002: jump Label03C3C4

:Label03BC9C
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BC5E

:Label03BCAF
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BCDC
058A: unknown -696.465! -1577.189!  12.648! -696.419! -1577.213!  12.625!

:Label03BCDC
0598: unknown_cutscene_command  592??  10!  8?

:Label03BCE8
00D6: if  0?
001A:    52700&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BD39
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BD26
0002: jump Label03C3C4

:Label03BD26
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BCE8

:Label03BD39
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BD66
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BD66
0598: unknown_cutscene_command  592??  10!  8?

:Label03BD72
00D6: if  0?
001A:    52833&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BDC3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BDB0
0002: jump Label03C3C4

:Label03BDB0
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BD72

:Label03BDC3
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BDF0
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BDF0
0598: unknown_cutscene_command  592??  10!  8?

:Label03BDFC
00D6: if  0?
001A:    52900&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BE4D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BE3A
0002: jump Label03C3C4

:Label03BE3A
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BDFC

:Label03BE4D
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BE7A
058A: unknown -696.576! -1577.111!  12.686! -696.538! -1577.04!  12.667!

:Label03BE7A
0598: unknown_cutscene_command  592??  10!  8?

:Label03BE86
00D6: if  0?
001A:    52966&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BED7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BEC4
0002: jump Label03C3C4

:Label03BEC4
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BE86

:Label03BED7
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BF04
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BF04
0598: unknown_cutscene_command  592??  10!  8?

:Label03BF10
00D6: if  0?
001A:    53100&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BF61
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BF4E
0002: jump Label03C3C4

:Label03BF4E
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BF10

:Label03BF61
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03BF8E
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03BF8E
0598: unknown_cutscene_command  592??  10!  8?

:Label03BF9A
00D6: if  0?
001A:    53133&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03BFEB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03BFD8
0002: jump Label03C3C4

:Label03BFD8
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03BF9A

:Label03BFEB
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03C018
058A: unknown -696.692! -1577.05!  12.703! -696.665! -1576.973!  12.686!

:Label03C018
0598: unknown_cutscene_command  592??  10!  8?

:Label03C024
00D6: if  0?
001A:    53233&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C075
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C062
0002: jump Label03C3C4

:Label03C062
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03C024

:Label03C075
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03C0A2
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03C0A2
0598: unknown_cutscene_command  592??  10!  8?

:Label03C0AE
00D6: if  0?
001A:    53366&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C0FF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C0EC
0002: jump Label03C3C4

:Label03C0EC
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03C0AE

:Label03C0FF
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03C16C
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!
058A: unknown -696.354! -1578.122!  13.06! -695.836! -1577.301!  13.02!
058A: unknown -696.781! -1576.899!  12.688! -696.676! -1576.918!  12.67!

:Label03C16C
0598: unknown_cutscene_command  592??  10!  8?

:Label03C178
00D6: if  0?
001A:    53500&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C1C9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C1B6
0002: jump Label03C3C4

:Label03C1B6
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03C178

:Label03C1C9
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03C1F6
058A: unknown -684.222! -1577.189!  12.384! -695.416! -1576.626!  12.415!

:Label03C1F6
0598: unknown_cutscene_command  592??  10!  8?

:Label03C202
00D6: if  0?
001A:    57000&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C253
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C240
0002: jump Label03C3C4

:Label03C240
0598: unknown_cutscene_command  592??  10!  8?
0002: jump Label03C202

:Label03C253
00D6: if  0?
001A:    58736&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C298
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C291
0002: jump Label03C3C4

:Label03C291
0002: jump Label03C253

:Label03C298
00BC: text_highpriority "INT3_L"  10000& ms  1? \\ Go on, get out of here! Drive!

:Label03C2A7
00D6: if  0?
001A:    60800&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C2EC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C2E5
0002: jump Label03C3C4

:Label03C2E5
0002: jump Label03C2A7

:Label03C2EC
00BE: text_clear_all

:Label03C2EE
00D6: if  0?
001A:    63212&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03C333
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C32C
0002: jump Label03C3C4

:Label03C32C
0002: jump Label03C2EE

:Label03C333
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  2000& ms

:Label03C342
00D6: if  0?
016B:   fading
004D: jump_if_false Label03C37A
0001: wait  0? ms
0050: gosub Label03CF19
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C373
0002: jump Label03C3C4

:Label03C373
0002: jump Label03C342

:Label03C37A
04FA: reset_interior_colors  0?
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0296: unload_special_actor  6?
0296: unload_special_actor  7?
0296: unload_special_actor  8?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model -92? (DOC_CRANEEGGS04)
0249: release_model -93? (DOC_CRANE_CAB04)
0249: release_model -94? (DOCKFUEL07)
0001: wait  0? ms

:Label03C3C4
044D: load_splash "INTRO4"
0169: set_fade_color  2?  2?  2?
00D6: if  0?
0038:    52?? ==  2?  \\ integer values
004D: jump_if_false Label03C409
016A: fade  0? ()  1000& ms
00BE: text_clear_all

:Label03C3F1
00D6: if  0?
016B:   fading
004D: jump_if_false Label03C409
0001: wait  0? ms
0002: jump Label03C3F1

:Label03C409
01B7: release_weather
00C0: set_current_time  21?  0?
02EA: end_cutscene
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0296: unload_special_actor  6?
0296: unload_special_actor  7?
0296: unload_special_actor  8?
0296: unload_special_actor  9?
0296: unload_special_actor  10?
0296: unload_special_actor  11?
0296: unload_special_actor  12?
0296: unload_special_actor  13?
0296: unload_special_actor  14?
0296: unload_special_actor  15?
0296: unload_special_actor  16?
0296: unload_special_actor  17?
0296: unload_special_actor  18?
0296: unload_special_actor  19?
0296: unload_special_actor  20?
0296: unload_special_actor  21?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
0249: release_model -92? (DOC_CRANEEGGS04)
0249: release_model -93? (DOC_CRANE_CAB04)
0249: release_model -94? (DOCKFUEL07)
0249: release_model -90? (AP_RADAR1_01)
0249: release_model -91? (VEG_PALM04)
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -88? (MOB_MOBROOM2)  0?
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -89? (MOB_DETAILSB)  0?
0001: wait  0? ms
01B7: release_weather
00C0: set_current_time  21?  0?
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03CF: load_wav "INTRO1" as  1?
03CF: load_wav "INTRO2" as  2?

:Label03C529
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label03C547
0001: wait  0? ms
0002: jump Label03C529

:Label03C547
0247: request_model #ADMIRAL
0247: request_model #FAGGIO
023C: load_special_actor  10? "IGKEN"
038B: load_requested_models

:Label03C55F
00D6: if  22?
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #FAGGIO available
823D:   NOT   special_actor  10? loaded
004D: jump_if_false Label03C583
0001: wait  0? ms
0002: jump Label03C55F

:Label03C583
0395: clear_area  0? at  114.2! -823.3! range  9.7!  1!
04E4: unknown_refresh_game_renderer_at  86.428! -852.238!
03CB: set_camera  114.2! -823.3!  9.7!
0395: clear_area  1? at  86.428! -852.238! range  9.325!  50!
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
0055: put_player $PLAYER_CHAR at  86.428! -852.238!  9.325!
0395: clear_area  1? at  86.485! -851.933! range  10!  10!
00A5:  0@ = create_car #ADMIRAL at  83.54! -851.669!  10!
02AC: set_car  0@ immunities  1?  1?  1?  1?  1?
0175: set_car  0@ z_angle_to  330!
01D4: actor $PLAYER_ACTOR go_to_car  0@ and_enter_it_as_a_passenger
0129:  2@ = create_actor  4? #SPECIAL10 in_car  0@ driverseat
01ED: spawn_actor  2@
02AB: set_actor  2@ immunities  1?  1?  1?  1?  1?
00A9: set_car  0@ to_normal_driver
0229: set_car  0@ color_to  84?  84?
00A5:  1@ = create_car #FAGGIO at  127.4! -818.5!  9.5!
0175: set_car  1@ z_angle_to  250.6!
041E: set_radio_station  9? -1?
0249: release_model #ADMIRAL
0249: release_model #FAGGIO

:Label03C6A1
00D6: if  0?
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false Label03C6CC
0001: wait  0? ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03C6C5

:Label03C6C5
0002: jump Label03C6A1

:Label03C6CC
016A: fade  1? (back)  1000& ms
0395: clear_area  1? at  116.583! -796.821! range  11.423!  1!
015F: set_camera_position  116.583! -796.821!  11.423!  0!  0!  0!
0160: point_camera  116.573! -797.821!  11.414!  2?
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label03C764
04BA: unknown_car  0@  20!
00A7: unknown_car  0@ drive_to  103.1! -832.3!  9.317!
00AD: set_car  0@ max_speed_to  30!
00AE: unknown_set_car  0@ to_ignore_traffic_lights  2?
0006:  4@ =  1?  \\ integer values

:Label03C764
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label03C772
00D6: if  21?
8039:   NOT    3@ ==  8?  \\ integer values
8039:   NOT    4@ ==  4?  \\ integer values
004D: jump_if_false Label03CBAB
0001: wait  0? ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03C7A6
0002: jump Label03C952

:Label03C7A6
00D6: if  0?
0039:    4@ ==  1?  \\ integer values
004D: jump_if_false Label03C830
00D6: if  0?
0029:    17@ >=  30000&  \\ integer values
004D: jump_if_false Label03C830
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label03C830
00D6: if  0?
81AF:   NOT   car  0@  0? ()near_point  132.6! -818.278!  9.446! radius  3!  3!  4!
004D: jump_if_false Label03C830
0006:  4@ =  3?  \\ integer values
00AB: put_car  0@ at  132.6! -818.278!  9.446!
0175: set_car  0@ z_angle_to  206.0214!

:Label03C830
00D6: if  0?
0039:    4@ ==  1?  \\ integer values
004D: jump_if_false Label03C88D
00D6: if  0?
01AF:   car  0@  0? ()near_point  103.1! -832.3!  9.317! radius  4!  4!  4!
004D: jump_if_false Label03C88D
00A7: unknown_car  0@ drive_to  113.371! -819.078!  9.317!
0006:  4@ =  2?  \\ integer values

:Label03C88D
00D6: if  0?
0039:    4@ ==  2?  \\ integer values
004D: jump_if_false Label03C8EA
00D6: if  0?
01AF:   car  0@  0? ()near_point  113.371! -819.078!  9.317! radius  4!  4!  4!
004D: jump_if_false Label03C8EA
00A7: unknown_car  0@ drive_to  132.6! -818.278!  9.446!
0006:  4@ =  3?  \\ integer values

:Label03C8EA
00D6: if  0?
0039:    4@ ==  3?  \\ integer values
004D: jump_if_false Label03C952
00D6: if  0?
01AF:   car  0@  0? ()near_point  132.6! -818.278!  9.446! radius  3!  3!  4!
004D: jump_if_false Label03C952
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label03C952
00AD: set_car  0@ max_speed_to  0!
00A9: set_car  0@ to_normal_driver
0006:  4@ =  4?  \\ integer values

:Label03C952
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label03C962

:Label03C962
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label03C99C
03D1: play_wav  1?
00BC: text_highpriority "INTRO1"  10000& ms  1? \\ I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0006:  3@ =  1?  \\ integer values

:Label03C99C
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label03CA1A
00D6: if  0?
0029:    17@ >=  2000&  \\ integer values
004D: jump_if_false Label03CA1A
0395: clear_area  0? at  104.88! -808.433! range  12.108!  1!
015F: set_camera_position  104.88! -808.433!  12.108!  0!  0!  0!
0160: point_camera  105.771! -808.888!  12.091!  2?
0006:  17@ =  0?  \\ integer values
0006:  6@ =  1?  \\ integer values

:Label03CA1A
00D6: if  0?
0039:    3@ ==  1?  \\ integer values
004D: jump_if_false Label03CA72
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label03CA72
03D5: remove_text "INTRO1" \\ I poke my head out of the gutter for one freakin' second and fate shovels shit in my face!
00D6: if  0?
0029:    16@ >=  1000&  \\ integer values
004D: jump_if_false Label03CA72
03D1: play_wav  2?
00BC: text_highpriority "INTRO2"  10000& ms  1? \\ Go get some sleep.
0006:  3@ =  2?  \\ integer values

:Label03CA72
00D6: if  0?
0039:    3@ ==  2?  \\ integer values
004D: jump_if_false Label03CA97
03CF: load_wav "INTRO3" as  1?
0006:  3@ =  3?  \\ integer values

:Label03CA97
00D6: if  0?
0039:    3@ ==  3?  \\ integer values
004D: jump_if_false Label03CAC9
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label03CAC9
03D5: remove_text "INTRO2" \\ Go get some sleep.
0006:  3@ =  4?  \\ integer values

:Label03CAC9
00D6: if  0?
0039:    3@ ==  4?  \\ integer values
004D: jump_if_false Label03CB04
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label03CB04
03CF: load_wav "INTRO4" as  2?
0006:  16@ =  0?  \\ integer values
0006:  3@ =  5?  \\ integer values

:Label03CB04
00D6: if  0?
0039:    3@ ==  5?  \\ integer values
004D: jump_if_false Label03CB43
00D6: if  0?
0029:    16@ >=  900&  \\ integer values
004D: jump_if_false Label03CB43
03D1: play_wav  1?
00BC: text_highpriority "INTRO3"  10000& ms  1? \\ What are you gonna do?
0006:  3@ =  6?  \\ integer values

:Label03CB43
00D6: if  0?
0039:    3@ ==  6?  \\ integer values
004D: jump_if_false Label03CB75
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label03CB75
03D5: remove_text "INTRO3" \\ What are you gonna do?
0006:  3@ =  7?  \\ integer values

:Label03CB75
00D6: if  0?
0039:    3@ ==  7?  \\ integer values
004D: jump_if_false Label03CBA4
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label03CBA4
0006:  16@ =  0?  \\ integer values
0006:  3@ =  8?  \\ integer values

:Label03CBA4
0002: jump Label03C772

:Label03CBAB
00D6: if  0?
001B:    300& >  16@  \\ integer values
004D: jump_if_false Label03CBE9
0001: wait  0? ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03CBD2

:Label03CBD2
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label03CBE2

:Label03CBE2
0002: jump Label03CBAB

:Label03CBE9
03D1: play_wav  2?
00BC: text_highpriority "INTRO4"  10000& ms  1? \\ I'll drop by your office tomorrow and we can start sorting this mess out.
0001: wait  400& ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03CC11

:Label03CC11
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label03CC21

:Label03CC21
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label03CC5B
0001: wait  0? ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03CC44

:Label03CC44
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label03CC54

:Label03CC54
0002: jump Label03CC21

:Label03CC5B
03D5: remove_text "INTRO4" \\ I'll drop by your office tomorrow and we can start sorting this mess out.
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label03CC8D
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CC8D
01D3: actor  2@ leave_car  0@

:Label03CC8D
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CCD8

:Label03CC9D
00D6: if  0?
00DF:   actor  2@ driving
004D: jump_if_false Label03CCD8
0001: wait  0? ms
00D6: if  0?
0119:   car  0@ wrecked
004D: jump_if_false Label03CCC1

:Label03CCC1
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label03CCD1

:Label03CCD1
0002: jump Label03CC9D

:Label03CCD8
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CCFE
0211: actor  2@ walk_to  125.809! -815.263!
0319: set_actor  2@ wander_state_to  1? (off)

:Label03CCFE
0006:  16@ =  0?  \\ integer values

:Label03CD05
00D6: if  0?
001B:    1500& >  16@  \\ integer values
004D: jump_if_false Label03CD33
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CD2C

:Label03CD2C
0002: jump Label03CD05

:Label03CD33
0395: clear_area  0? at  113.655! -815.814! range  11.029!  1!
015F: set_camera_position  113.655! -815.814!  11.029!  0!  0!  0!
0160: point_camera  114.307! -816.57!  11.083!  2?
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CDAC
009F: set_actor  2@ objective_to 1
011C: actor  2@ clear_objective
00A1: put_actor  2@ at  125.809! -815.263!  9.444!

:Label03CDAC
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CDD9
0211: actor  2@ walk_to  116.269! -825.438!
0319: set_actor  2@ wander_state_to  1? (off)
0006:  5@ =  1?  \\ integer values

:Label03CDD9
00D6: if  0?
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false Label03CE0E
00A1: put_actor $PLAYER_ACTOR at  136.457! -817.37!  9.44!
0173: set_actor $PLAYER_ACTOR z_angle_to  225.495!
0002: jump Label03CE22

:Label03CE0E
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  136.457! -817.37!  9.44!

:Label03CE22
00D6: if  0?
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false Label03CE3C
0173: set_actor $PLAYER_ACTOR z_angle_to  225.495!

:Label03CE3C
0006:  17@ =  0?  \\ integer values

:Label03CE43
00D6: if  0?
001B:    1350& >  17@  \\ integer values
004D: jump_if_false Label03CE71
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label03CE6A

:Label03CE6A
0002: jump Label03CE43

:Label03CE71
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03D5: remove_text "INTRO4" \\ I'll drop by your office tomorrow and we can start sorting this mess out.
041E: set_radio_station  1? -1?
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03AD: set_rubbish  1? (visible)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
01C3: remove_references_to_car  0@  \\ Like turning a car into any random car
01C3: remove_references_to_car  1@  \\ Like turning a car into any random car
014C: set_parked_car_generator  7648?? cars_to_generate_to  101?
009B: destroy_actor_instantly  2@
0004:  880?? =  1?  \\ integer values
0004: $ONMISSION =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label03CEE5
02AC: set_car  0@ immunities  0?  0?  0?  0?  0?

:Label03CEE5
0296: unload_special_actor  10?
0249: release_model #ADMIRAL
0249: release_model #FAGGIO
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
044D: load_splash "SPLASH1"
0169: set_fade_color  0?  0?  0?
00D8: mission_cleanup
004E: end_thread
0051: return

:Label03CF19
00D6: if  0?
0038:    52?? ==  0?  \\ integer values
004D: jump_if_false Label03CF49
00D6: if  1?
80E1:   NOT   key_pressed  0?  16?
80E1:   NOT   key_pressed  0?  12?
004D: jump_if_false Label03CF49
0004:  52?? =  1?  \\ integer values

:Label03CF49
00D6: if  0?
0038:    52?? ==  1?  \\ integer values
004D: jump_if_false Label03CF6F
00D6: if  0?
056A: (unknown)
004D: jump_if_false Label03CF6F
0004:  52?? =  2?  \\ integer values

:Label03CF6F
0051: return

;-------------Mission 2---------------
; Originally: An Old Friend


:Label03CF71
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "HOTEL"
0001: wait  0? ms
054C: use_GXT_table "HOTEL"
04F9: interiour_colors  16?  0?
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0336: (unknown) $PLAYER_CHAR  0? 
03AF: set_streaming  0? (disabled)
03AD: set_rubbish  0? (invisible)
04BB: select_interiour  1?  \\ select render area
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -88? (MOB_MOBROOM2)  1?
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -89? (MOB_DETAILSB)  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSSONNY"
02F3: load_object #CUTOBJ01 "PLYPHON"
02F3: load_object #CUTOBJ02 "COLPHON"
02F3: load_object #CUTOBJ03 "MBTBFUL"
02F3: load_object #CUTOBJ04 "SCHAIR"
038B: load_requested_models
03CB: set_camera  231.4! -1277.7!  19!

:Label03D04A
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label03D07C
0001: wait  0? ms
0002: jump Label03D04A

:Label03D07C
02E4: load_cutscene_data "INT_B"
0244: set_cutscene_pos  231.411! -1277.707!  19.069!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  552?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  552?? "CSSONNY"
02E5:  556?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  556?? "PLYPHON"
02E5:  560?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  560?? "COLPHON"
02E5:  504?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  504?? "MBTBFUL"
02E5:  864?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  864?? "SCHAIR"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03D130
00D6: if  0?
001A:    6133& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D153
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D130

:Label03D153
00BC: text_highpriority "INTB_B"  10000& ms  1? \\ Hello Sonny.

:Label03D162
00D6: if  0?
001A:    7184& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D185
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D162

:Label03D185
00BC: text_highpriority "INTB_A"  10000& ms  1? \\ Tommy! Tommy, it's been too long.

:Label03D194
00D6: if  0?
001A:    13174& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D1B7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D194

:Label03D1B7
00BC: text_highpriority "INTB_C"  10000& ms  1? \\ I know, I know. You're just overwhelmed with emotion.

:Label03D1C6
00D6: if  0?
001A:    15932& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D1E9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D1C6

:Label03D1E9
00BC: text_highpriority "INTB_D"  10000& ms  1? \\ Fifteen years - seems like only yesterday.

:Label03D1F8
00D6: if  0?
001A:    19096& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D21B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D1F8

:Label03D21B
00BC: text_highpriority "INTB_E"  10000& ms  1? \\ I guess that's a perspective thing.

:Label03D22A
00D6: if  0?
001A:    20800& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D24D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D22A

:Label03D24D
00BC: text_highpriority "INTB_F"  10000& ms  1? \\ Hey, doing time for the family is no piece of cake,

:Label03D25C
00D6: if  0?
001A:    23076& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D27F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D25C

:Label03D27F
00BC: text_highpriority "INTB_G"  10000& ms  1? \\ but the family looks after its own, ok?

:Label03D28E
00D6: if  0?
001A:    25352& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D2B1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D28E

:Label03D2B1
00BC: text_highpriority "INTB_H"  10000& ms  1? \\ So, how'd the deal go down - you sitting on some white gold?

:Label03D2C0
00D6: if  0?
001A:    29045& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D2E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D2C0

:Label03D2E3
00BC: text_highpriority "INTB_I"  10000& ms  1? \\ Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead.

:Label03D2F2
00D6: if  0?
001A:    32884&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D317
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D2F2

:Label03D317
00BC: text_highpriority "INTB_J"  10000& ms  1? \\ You better be kidding me Tommy. Tell me you still got the money.

:Label03D326
00D6: if  0?
001A:    36816&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D34B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D326

:Label03D34B
00BC: text_highpriority "INTB_K"  10000& ms  1? \\ ...no Sonny...I don't have the money.

:Label03D35A
00D6: if  0?
001A:    39960&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D37F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D35A

:Label03D37F
00BC: text_highpriority "INTB_L"  10000& ms  1? \\ That was my money, Tommy, MY MONEY!

:Label03D38E
00D6: if  0?
001A:    46333&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D3B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D38E

:Label03D3B3
00BC: text_highpriority "INTB_M"  10000& ms  1? \\ You better not be screwing me Tommy because you know I'm not a man to be screwed with!

:Label03D3C2
00D6: if  0?
001A:    49904&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D3E7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D3C2

:Label03D3E7
00BC: text_highpriority "INTB_N"  10000& ms  1? \\ Wait Sonny.

:Label03D3F6
00D6: if  0?
001A:    51480&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D41B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D3F6

:Label03D41B
00BC: text_highpriority "INTB_O"  10000& ms  1? \\ You have my personal assurance that I'm going to get your money back and the drugs.

:Label03D42A
00D6: if  0?
001A:    54960&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D44F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D42A

:Label03D44F
00BC: text_highpriority "INTB_P"  10000& ms  1? \\ And I'm gonna mail you the dicks of those responsible.

:Label03D45E
00D6: if  0?
001A:    56800&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D483
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D45E

:Label03D483
00BC: text_highpriority "INTB_Q"  10000& ms  1? \\ Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I.

:Label03D492
00D6: if  0?
001A:    61668&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D4B7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D492

:Label03D4B7
00BC: text_highpriority "INTB_R"  10000& ms  1? \\ If it was anybody else you'd be DEAD already.

:Label03D4C6
00D6: if  0?
001A:    64584&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D4EB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D4C6

:Label03D4EB
00BC: text_highpriority "INTB_S"  10000& ms  1? \\ But because it's you, because we got history, I'm gonna let you handle this.

:Label03D4FA
00D6: if  0?
001A:    69612&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D51F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D4FA

:Label03D51F
00BC: text_highpriority "INTB_T"  10000& ms  1? \\ Look, Sonny, you got my word.

:Label03D52E
00D6: if  0?
001A:    72104&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D553
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D52E

:Label03D553
00BC: text_highpriority "INTB_U"  10000& ms  1? \\ I'll be in touch.

:Label03D562
00D6: if  0?
001A:    75104&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D587
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D562

:Label03D587
00BE: text_clear_all

:Label03D589
00D6: if  0?
001A:    77104&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D5AE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D589

:Label03D5AE
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label03D5B7
00D6: if  0?
016B:   fading
004D: jump_if_false Label03D5CF
0001: wait  0? ms
0002: jump Label03D5B7

:Label03D5CF
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03CB: set_camera  237.8! -1279.9!  10!
030C: set_mission_points +=  1?
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -88? (MOB_MOBROOM2)  0?
0363: toggle_model_render_at  231.4! -1277.7!  19! radius  50! obj -89? (MOB_DETAILSB)  0?
0164: disable_marker  264??
0164: disable_marker  892??
02A7:  892?? = create_marker  1668?? at  1824??  1828??  1832??
0459: end_thread_named "LAW1"
004F: create_thread Label00B208 
00C0: set_current_time  8?  0?
01B6: set_weather  0?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0001: wait  1000& ms
016A: fade  1? (back)  1500& ms
0055: put_player $PLAYER_CHAR at  223.1! -1276.7!  11!
0171: set_player $PLAYER_CHAR z_angle_to  258!
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
0004: $ONMISSION =  0?  \\ integer values
0004:  888?? =  1?  \\ integer values
01B7: release_weather
04FA: reset_interior_colors  0?
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 3---------------
; Originally: The Party


:Label03D6C5
0050: gosub Label03D6E9
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label03D6E0
0050: gosub Label040645

:Label03D6E0
0050: gosub Label0408FC
004E: end_thread

:Label03D6E9
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "LAWYER1"
0001: wait  0? ms
054C: use_GXT_table "LAWYER1"
058E: unknown_point_command  110.6! -824.2!  9.6! angle  327.9!
0006:  12@ =  0?  \\ integer values
0004:  232?? =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0004:  8400?? =  0?  \\ integer values
0004:  8424?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0004:  8428?? =  0?  \\ integer values
03E6: remove_text_box
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label03D7A3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label03D7A3
0353: refresh_actor $PLAYER_ACTOR

:Label03D7A3
03CF: load_wav "MONO_1" as  1?
04BB: select_interiour  6?  \\ select render area
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "INVITE"
02F3: load_object #CUTOBJ05 "LAWDOOR"
038B: load_requested_models

:Label03D80E
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false Label03D83B
0001: wait  0? ms
0002: jump Label03D80E

:Label03D83B
00D6: if  21?
8248:   NOT   model #CUTOBJ04 available
8248:   NOT   model #CUTOBJ05 available
004D: jump_if_false Label03D85B
0001: wait  0? ms
0002: jump Label03D83B

:Label03D85B
03CB: set_camera  140.6! -1367.4!  13.1!
02E4: load_cutscene_data "LAW_1A"
0244: set_cutscene_pos  141.441! -1366.722!  12.163!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "LWCHARA"
02E5:  768?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  768?? "LWCHARB"
02E5:  808?? = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim  808?? "LCFAN"
02E5:  820?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  820?? "INVITE"
02E5:  840?? = create_cutscene_object #CUTOBJ05
02E6: set_cutscene_anim  840?? "LAWDOOR"
0395: clear_area  1? at  119! -826.8! range  9.8!  .5!
0055: put_player $PLAYER_CHAR at  119! -826.8!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  60!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label03D975
00D6: if  0?
001A:    520& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D998
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D975

:Label03D998
00BC: text_highpriority "LAW1_A"  10000& ms  1? \\ Go get some sleep, he says -

:Label03D9A7
00D6: if  0?
001A:    2808& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D9CA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D9A7

:Label03D9CA
00BC: text_highpriority "LAW1_B"  10000& ms  1? \\ - I have been sitting in this chair all night with the lights off drinking coffee!

:Label03D9D9
00D6: if  0?
001A:    8465& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03D9FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03D9D9

:Label03D9FC
00BC: text_highpriority "LAW1_C"  10000& ms  1? \\ This is a disaster. We are so screwed, man!

:Label03DA0B
00D6: if  0?
001A:    12636& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DA2E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA0B

:Label03DA2E
00BC: text_highpriority "LAW1_D"  10000& ms  1? \\ These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous!

:Label03DA3D
00D6: if  0?
001A:    18310& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DA60
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA3D

:Label03DA60
00BC: text_highpriority "LAW1_E"  10000& ms  1? \\ I did NOT go to law school for this! Ok, now what the hell are we gonna do?

:Label03DA6F
00D6: if  0?
001A:    23141& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DA92
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DA6F

:Label03DA92
00BC: text_highpriority "LAW1_F"  10000& ms  1? \\ Shut up, sit down, relax. I'll tell you what we're gonna do.

:Label03DAA1
00D6: if  0?
001A:    29472& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DAC4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DAA1

:Label03DAC4
00BC: text_highpriority "LAW1_G"  10000& ms  1? \\ You're gonna find out who took our cocaine - and then, I'm gonna kill them.

:Label03DAD3
00D6: if  0?
001A:    34436&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DAF8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DAD3

:Label03DAF8
00BC: text_highpriority "LAW1_H"  10000& ms  1? \\ That's a good idea. That's a GREAT idea. Let me think, let me think, let me think.

:Label03DB07
00D6: if  0?
001A:    38414&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DB2C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB07

:Label03DB2C
00BC: text_highpriority "LAW1_I"  10000& ms  1? \\ - OH! There's this retired Colonel, Colonel Juan Garcia Cortez.

:Label03DB3B
00D6: if  0?
001A:    43502&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DB60
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB3B

:Label03DB60
00BC: text_highpriority "LAW1_J"  10000& ms  1? \\ He's the one that helped me set up this deal

:Label03DB6F
00D6: if  0?
001A:    45330&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DB94
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DB6F

:Label03DB94
00BC: text_highpriority "LAW1_K"  10000& ms  1? \\ well away from Vice City's established thugs. Ok?

:Label03DBA3
00D6: if  0?
001A:    48666&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DBC8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DBA3

:Label03DBC8
00BC: text_highpriority "LAW1_L"  10000& ms  1? \\ Now, listen. He's holding his party out in the bay on his expensive yacht

:Label03DBD7
00D6: if  0?
001A:    52276&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DBFC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DBD7

:Label03DBFC
00BC: text_highpriority "LAW1_M"  10000& ms  1? \\ and all of Vice City's big players are gonna be there. OK?

:Label03DC0B
00D6: if  0?
001A:    54976&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DC30
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC0B

:Label03DC30
00BC: text_highpriority "LAW1_N"  10000& ms  1? \\ I have an invite, of course I have an invite,

:Label03DC3F
00D6: if  0?
001A:    57081&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DC64
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC3F

:Label03DC64
00BC: text_highpriority "LAW1_O"  10000& ms  1? \\ but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen.

:Label03DC73
00D6: if  0?
001A:    60482&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DC98
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DC73

:Label03DC98
00BC: text_highpriority "LAW1_P"  10000& ms  1? \\ I told you, shut up! I'll go myself...

:Label03DCA7
00D6: if  0?
001A:    63363&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DCCC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DCA7

:Label03DCCC
00BC: text_highpriority "LAW1_Q"  10000& ms  1? \\ Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do.

:Label03DCDB
00D6: if  0?
001A:    69392&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DD00
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DCDB

:Label03DD00
00BC: text_highpriority "LAW1_R"  10000& ms  1? \\ I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons.

:Label03DD0F
00D6: if  0?
001A:    73341&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DD34
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD0F

:Label03DD34
00BC: text_highpriority "LAW1_S"  10000& ms  1? \\ What's wrong with the way I'm dressed?

:Label03DD43
00D6: if  0?
001A:    74197&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DD68
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD43

:Label03DD68
00BC: text_highpriority "LAW1_T"  10000& ms  1? \\ Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable.

:Label03DD77
00D6: if  0?
001A:    80061&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DD9C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DD77

:Label03DD9C
00BC: text_highpriority "LAW1_U"  10000& ms  1? \\ OK, go, c'mon...

:Label03DDAB
00D6: if  0?
001A:    82432&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DDD0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DDAB

:Label03DDD0
00BE: text_clear_all

:Label03DDD2
00D6: if  0?
001A:    83692&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03DDF7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03DDD2

:Label03DDF7
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label03DE3F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label03DE3F
03D1: play_wav  1?

:Label03DE25
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label03DE3F
0001: wait  0? ms
0002: jump Label03DE25

:Label03DE3F
00D6: if  0?
016B:   fading
004D: jump_if_false Label03DE57
0001: wait  0? ms
0002: jump Label03DE3F

:Label03DE57
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03C8: rotate_player_180_degrees
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0249: release_model #CUTOBJ05
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  117.1! -825.6!  9.8!
0247: request_model #HMYST
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
0001: wait  500& ms
016A: fade  1? (back)  1500& ms

:Label03DEB9
00D6: if  24?
8248:   NOT   model #HMYST available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #STRETCH available
8248:   NOT   model #BANSHEE available
004D: jump_if_false Label03DEE7
0001: wait  0? ms
0002: jump Label03DEB9

:Label03DEE7
01B5: force_weather  0?
0005:  396?? =  95.4!  \\ floating-point values
0005:  400?? = -1135.5!  \\ floating-point values
0005:  404?? =  9.4!  \\ floating-point values
0005:  8452?? = -237!  \\ floating-point values
0005:  8456?? = -1360.1!  \\ floating-point values
0005:  8460?? =  7.07!  \\ floating-point values
0005:  8440?? =  101.8!  \\ floating-point values
0005:  8444?? = -1479.1!  \\ floating-point values
0005:  8448?? =  10.4!  \\ floating-point values
014C: set_parked_car_generator  7796?? cars_to_generate_to  0?
00BC: text_highpriority "LAW1_1"  10000& ms  1? \\ ~g~Go get some new threads from Rafael's clothes shop.
02A8:  236?? = create_marker  28? at  396??  400??  404??
0001: wait  3500& ms
03E5: text_box "HELP20" \\ Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's.
03E7: flash_hud  8?
0001: wait  2000& ms
03E7: flash_hud -1?

:Label03DF87
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  396??  400??  404?? radius  1.5!  1.5!  3!
004D: jump_if_false Label03DFBC
0001: wait  0? ms
0002: jump Label03DF87

:Label03DFBC
0164: disable_marker  236??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0247: request_model #FREEWAY
015F: set_camera_position  91.813! -1131.116!  17.251!  0!  0!  0!
0160: point_camera  92.39! -1131.74!  16.724!  2?
0211: actor $PLAYER_ACTOR walk_to  96.4! -1136.7!
0001: wait  1300& ms
016A: fade  0? ()  1000& ms

:Label03E01F
00D6: if  0?
016B:   fading
004D: jump_if_false Label03E037
0001: wait  0? ms
0002: jump Label03E01F

:Label03E037
00D6: if  0?
8248:   NOT   model #FREEWAY available
004D: jump_if_false Label03E052
0001: wait  0? ms
0002: jump Label03E037

:Label03E052
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  2?
004D: jump_if_false Label03E069
0110: clear_player $PLAYER_CHAR wanted_level

:Label03E069
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label03E09D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label03E09D
0353: refresh_actor $PLAYER_ACTOR

:Label03E09D
03CF: load_wav "LAW1_7" as  1?
03CF: load_wav "LAW1_8" as  2?
0395: clear_area  0? at  94.9! -1135! range  9.4!  1!
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  94.9! -1135!  9.4!
0171: set_player $PLAYER_CHAR z_angle_to  57.9!
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
0395: clear_area  0? at  78.3! -1130.1! range  9.8!  8!
00A5:  14@ = create_car #FREEWAY at  78.3! -1130.1! -100!
0175: set_car  14@ z_angle_to  180!
0129:  13@ = create_actor  4? #HMYST in_car  14@ driverseat
0243: set_actor  13@ ped_stats_to  16?
01ED: spawn_actor  13@
00AD: set_car  14@ max_speed_to  0!
016A: fade  1? (back)  1500& ms
015F: set_camera_position  94.027! -1134.133!  10.002!  0!  0!  0!
0160: point_camera  94.724! -1134.82!  9.797!  2?
0001: wait  1000& ms
0460: set_camera_pointing_time  5!  3000&
015F: set_camera_position  94.027! -1134.133!  10.002!  0!  0!  0!
0160: point_camera  94.656! -1134.754!  10.469!  1?
0006:  17@ =  0?  \\ integer values

:Label03E1D5
00D6: if  0?
8019:   NOT    17@ >  5000&  \\ integer values
004D: jump_if_false Label03E20B
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label03E204
0002: jump Label03E20B

:Label03E204
0002: jump Label03E1D5

:Label03E20B
00D6: if  0?
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E258
0395: clear_area  0? at  78.3! -1130.1! range  9.8!  8!
00A7: unknown_car  14@ drive_to  78! -1141.3!  9.8!
00AD: set_car  14@ max_speed_to  6!
00AE: unknown_set_car  14@ to_ignore_traffic_lights  3?

:Label03E258
00D6: if  0?
8118:   NOT   actor  13@ dead
004D: jump_if_false Label03E270
022E: set_player $PLAYER_CHAR to_look_at_actor  13@

:Label03E270
0395: clear_area  0? at  78.3! -1130.1! range  9.8!  10!
0395: clear_area  0? at  78! -1143.3! range  9.8!  10!
015F: set_camera_position  76.009! -1140.519!  9.861!  0!  0!  0!
0160: point_camera  76.83! -1139.953!  9.938!  2?
0006:  17@ =  0?  \\ integer values

:Label03E2DA
00D6: if  0?
8019:   NOT    17@ >  500&  \\ integer values
004D: jump_if_false Label03E2F8
0001: wait  0? ms
0002: jump Label03E2DA

:Label03E2F8
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label03E31A
03D1: play_wav  1?
00BC: text_highpriority "LAW1_12"  1200& ms  1? \\ Hmmmm...nice bike.

:Label03E31A
0006:  17@ =  0?  \\ integer values

:Label03E321
00D6: if  0?
8019:   NOT    17@ >  3500&  \\ integer values
004D: jump_if_false Label03E35E
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label03E357
0004:  232?? =  1?  \\ integer values
0002: jump Label03E3DD

:Label03E357
0002: jump Label03E321

:Label03E35E
00D6: if  0?
8118:   NOT   actor  13@ dead
004D: jump_if_false Label03E399
00D6: if  0?
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E399
00D6: if  0?
00DB:   actor  13@ in_car  14@
004D: jump_if_false Label03E399
01D3: actor  13@ leave_car  14@

:Label03E399
0006:  17@ =  0?  \\ integer values

:Label03E3A0
00D6: if  0?
8019:   NOT    17@ >  1000&  \\ integer values
004D: jump_if_false Label03E3DD
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label03E3D6
0004:  232?? =  1?  \\ integer values
0002: jump Label03E3DD

:Label03E3D6
0002: jump Label03E3A0

:Label03E3DD
00D6: if  0?
0038:    232?? ==  1?  \\ integer values
004D: jump_if_false Label03E47F
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  13@ dead
004D: jump_if_false Label03E478
00D6: if  0?
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E478
00D6: if  0?
00DB:   actor  13@ in_car  14@
004D: jump_if_false Label03E478
0362: remove_actor  13@ from_car_and_place_at  77.1! -1140.6!  9.4!
0395: clear_area  0? at  77.1! -1140.6! range  9.4!  1!
00AB: put_car  14@ at  78! -1138.6! -100!
0175: set_car  14@ z_angle_to  180!

:Label03E478
016A: fade  1? (back)  1000& ms

:Label03E47F
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
011C: actor $PLAYER_ACTOR clear_objective
00D6: if  0?
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E4B2
01C3: remove_references_to_car  14@  \\ Like turning a car into any random car
0249: release_model #FREEWAY

:Label03E4B2
00BC: text_highpriority "LAW1_2"  10000& ms  1? \\ ~g~Get to the Colonel's boat.
018A:  76?? = create_checkpoint_at  8452??  8456??  8460??

:Label03E4CF
00D6: if  1?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  8452??  8456??  8460?? radius  4!  4!  4!
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  8452??  8456??  8460?? radius  4!  4!  4!
004D: jump_if_false Label03E795
0001: wait  0? ms
00D6: if  1?
0038:    8424?? ==  0?  \\ integer values
8118:   NOT   actor  13@ dead
004D: jump_if_false Label03E56C
00D6: if  0?
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E56C
00D6: if  0?
80DB:   NOT   actor  13@ in_car  14@
004D: jump_if_false Label03E56C
0211: actor  13@ walk_to  74.9! -1177.6!
0004:  8424?? =  1?  \\ integer values

:Label03E56C
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label03E616
00D6: if  1?
8118:   NOT   actor  13@ dead
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E60F
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  13@ radius  20!  20!  10!
004D: jump_if_false Label03E60F
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  14@
004D: jump_if_false Label03E60F
0319: set_actor  13@ wander_state_to  1? (off)
011A: set_actor  13@ flags  1?
0006:  2@ =  1?  \\ integer values
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label03E60F
03D1: play_wav  2?
00BC: text_highpriority "LAW1_13"  1000& ms  1? \\ No! My Bike!
0006:  17@ =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label03E60F
0002: jump Label03E6D2

:Label03E616
00D6: if  1?
8118:   NOT   actor  13@ dead
8119:   NOT   car  14@ wrecked
004D: jump_if_false Label03E6D2
00D6: if  0?
80DB:   NOT   actor  13@ in_car  14@
004D: jump_if_false Label03E6AD
00D6: if  0?
0184:   actor  13@ health >=  99?
004D: jump_if_false Label03E68B
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label03E67C
0372: set_actor  13@ anim  16? wait_state_time  1000& ms
020F: actor  13@ look_at_player $PLAYER_CHAR
0002: jump Label03E684

:Label03E67C
01D5: actor  13@ go_to_and_drive_car  14@

:Label03E684
0002: jump Label03E6A6

:Label03E68B
00D6: if  0?
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label03E6A6
01D5: actor  13@ go_to_and_drive_car  14@

:Label03E6A6
0002: jump Label03E6D2

:Label03E6AD
00AD: set_car  14@ max_speed_to  15!
00A7: unknown_car  14@ drive_to  505.9!  61!  11!
00AE: unknown_set_car  14@ to_ignore_traffic_lights  2?

:Label03E6D2
00D6: if  1?
0038:    8400?? ==  0?  \\ integer values
00F5:   player $PLAYER_CHAR  0? ()near_point  8452??  8456??  8460?? radius  80!  150!  40!
004D: jump_if_false Label03E78E
00A5:  8408?? = create_car #CHEETAH at -236.6! -1374.6! -100!
0175: set_car  8408?? z_angle_to  280.3!
00A5:  8412?? = create_car #INFERNUS at -240.8! -1355.3! -100!
0175: set_car  8412?? z_angle_to  99.8!
00A5:  8416?? = create_car #STRETCH at -244.2! -1339.2! -100!
0175: set_car  8416?? z_angle_to  103.8!
00A5:  8420?? = create_car #BANSHEE at -233.3! -1386! -100!
0175: set_car  8420?? z_angle_to  96.8!
0004:  8400?? =  1?  \\ integer values

:Label03E78E
0002: jump Label03E4CF

:Label03E795
0164: disable_marker  76??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -229.438! -1364.204!  12.607!  0!  0!  0!
0160: point_camera -230.424! -1364.068!  12.511!  2?
0001: wait  1000& ms
016A: fade  0? ()  1500& ms
00BA: text_styled "LAW_1"  20000& ms  2? \\ The Party

:Label03E7F3
00D6: if  0?
016B:   fading
004D: jump_if_false Label03E80B
0001: wait  0? ms
0002: jump Label03E7F3

:Label03E80B
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  0?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label03EA5A
00DA:  8432?? = player $PLAYER_CHAR car
00AA:  8464?? = car  8432?? x_pos,  8468?? = car  8432?? y_pos,  8472?? = car  8432?? z_pos
0174:  8476?? = car  8432?? z_angle
03F3: get_car  8432?? color  3@  4@
0441:  8436?? = car  8432?? model
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  8432??
004D: jump_if_false Label03EA53
012A: put_player $PLAYER_CHAR at -246.5! -1360.5!  7.1! and_remove_from_car
00A6: destroy_car  8432??
0004:  8428?? =  1?  \\ integer values

:Label03EA53
0002: jump Label03EA6E

:Label03EA5A
0055: put_player $PLAYER_CHAR at -246.5! -1360.5!  7.1!

:Label03EA6E
00A6: destroy_car  8408??
00A6: destroy_car  8412??
00A6: destroy_car  8416??
00A6: destroy_car  8420??
00D6: if  0?
8118:   NOT   actor  13@ dead
004D: jump_if_false Label03EA97
01C2: remove_references_to_actor  13@  \\ Like turning an actor into a random pedestrian

:Label03EA97
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label03EAC0
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label03EAF8
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label03EAC0

:Label03EAF8
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03B7: process_cut_scene_only  0? (true)
03AF: set_streaming  0? (disabled)
0522: (unknown)
0545: (unknown)
023C: load_special_actor  1? "CSPLAY2"
023C: load_special_actor  2? "CSDIAZ"
023C: load_special_actor  3? "CSMERC2"
023C: load_special_actor  4? "CSCANDY"
023C: load_special_actor  5? "CSGONZ"
023C: load_special_actor  6? "CSJEZZ"
023C: load_special_actor  7? "CSBJ"
023C: load_special_actor  8? "CSERVRA"
023C: load_special_actor  9? "CSRICH"
023C: load_special_actor  10? "CSDIREC"
023C: load_special_actor  11? "CGONA"
023C: load_special_actor  12? "DGOONA"
023C: load_special_actor  13? "DGOONB"
023C: load_special_actor  14? "CSAVERY"
023C: load_special_actor  15? "CSDLOVE"
023C: load_special_actor  16? "CSKENT"
023C: load_special_actor  17? "CSALSB2"
023C: load_special_actor  18? "CSCOLO"
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model -8? (YT_MAIN_BODY)
0247: request_model -9? (YT_MAIN_BODY2)
0247: request_model -113? (BIG_POLY_TINGS_B)
038B: load_requested_models

:Label03EBFB
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
823D:   NOT   special_actor  6? loaded
004D: jump_if_false Label03EC29
0001: wait  0? ms
0002: jump Label03EBFB

:Label03EC29
00D6: if  24?
823D:   NOT   special_actor  7? loaded
823D:   NOT   special_actor  8? loaded
823D:   NOT   special_actor  9? loaded
823D:   NOT   special_actor  10? loaded
823D:   NOT   special_actor  12? loaded
004D: jump_if_false Label03EC53
0001: wait  0? ms
0002: jump Label03EC29

:Label03EC53
00D6: if  25?
823D:   NOT   special_actor  13? loaded
823D:   NOT   special_actor  14? loaded
823D:   NOT   special_actor  15? loaded
823D:   NOT   special_actor  16? loaded
823D:   NOT   special_actor  17? loaded
823D:   NOT   special_actor  18? loaded
004D: jump_if_false Label03EC81
0001: wait  0? ms
0002: jump Label03EC53

:Label03EC81
00D6: if  24?
8248:   NOT   model #WFYG1 available
8248:   NOT   model #WFYG2 available
8248:   NOT   model -8? (YT_MAIN_BODY) available
8248:   NOT   model -9? (YT_MAIN_BODY2) available
8248:   NOT   model -113? (BIG_POLY_TINGS_B) available
004D: jump_if_false Label03ECAB
0001: wait  0? ms
0002: jump Label03EC81

:Label03ECAB
02E4: load_cutscene_data "LAW_1B"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  648?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  648?? "CSMERC"
02E5:  660?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  660?? "CSCANDY"
02E5:  664?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  664?? "CSGONZ"
02E5:  688?? = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim  688?? "CSJEZZ"
02E5:  708?? = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim  708?? "CSBJ"
02E5:  11@ = create_cutscene_object #SPECIAL08
02E6: set_cutscene_anim  11@ "CSERVRA"
02E5:  6@ = create_cutscene_object #SPECIAL09
02E6: set_cutscene_anim  6@ "CSRICH"
02E5:  652?? = create_cutscene_object #SPECIAL10
02E6: set_cutscene_anim  652?? "CSDIREC"
02E5:  7@ = create_cutscene_object #SPECIAL11
02E6: set_cutscene_anim  7@ "CGONA"
02E5:  8@ = create_cutscene_object #SPECIAL12
02E6: set_cutscene_anim  8@ "DGOONA"
02E5:  9@ = create_cutscene_object #SPECIAL13
02E6: set_cutscene_anim  9@ "DGOONB"
02E5:  596?? = create_cutscene_object #SPECIAL14
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  876?? = create_cutscene_object #SPECIAL15
02E6: set_cutscene_anim  876?? "CSDLOVE"
02E5:  568?? = create_cutscene_object #SPECIAL16
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  10@ = create_cutscene_object #SPECIAL17
02E6: set_cutscene_anim  10@ "CSALSB"
02E5:  600?? = create_cutscene_object #SPECIAL18
02E6: set_cutscene_anim  600?? "CSCOLO"
02E5:  0@ = create_cutscene_object #WFYG1
02E6: set_cutscene_anim  0@ "WFYG1"
02E5:  1@ = create_cutscene_object #WFYG2
02E6: set_cutscene_anim  1@ "WFYG2"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
029B:  8404?? = init_object -113? (BIG_POLY_TINGS_B) at  1792??  1796??  1800??
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00BE: text_clear_all

:Label03EEB5
00D6: if  0?
001A:    11329& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EED8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EEB5

:Label03EED8
00BC: text_highpriority "LAWP_1"  10000& ms  1? \\ Buenas noches.

:Label03EEE7
00D6: if  0?
001A:    13188& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EF0A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EEE7

:Label03EF0A
00BC: text_highpriority "LAWP_2"  10000& ms  1? \\ I understand you are here on the behalf of Mr. Rosenberg,

:Label03EF19
00D6: if  0?
001A:    16708& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EF3C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF19

:Label03EF3C
00BC: text_highpriority "LAWP_3"  10000& ms  1? \\ I hope any recent problems have not affected his health, or uh,

:Label03EF4B
00D6: if  0?
001A:    20045& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EF6E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF4B

:Label03EF6E
00BC: text_highpriority "LAWP_4"  10000& ms  1? \\ mental well being, Mr...uh?

:Label03EF7D
00D6: if  0?
001A:    22161& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EFA0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EF7D

:Label03EFA0
00BC: text_highpriority "LAWP_5"  10000& ms  1? \\ Vercetti. He's just got a touch of...agoraphobia.

:Label03EFAF
00D6: if  0?
001A:    26685& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03EFD2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EFAF

:Label03EFD2
00BC: text_highpriority "LAWP_6"  10000& ms  1? \\ Excellent, excellent. And you?

:Label03EFE1
00D6: if  0?
001A:    28985& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F004
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03EFE1

:Label03F004
00BC: text_highpriority "LAWP_7"  10000& ms  1? \\ I just want my merchandise.

:Label03F013
00D6: if  0?
001A:    30685& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F036
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F013

:Label03F036
00BC: text_highpriority "LAWP_8"  10000& ms  1? \\ Ah. It's an unfortunate set of circumstances for all involved.

:Label03F045
00D6: if  0?
001A:    35229&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F06A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F045

:Label03F06A
00BC: text_highpriority "LAWP_9"  10000& ms  1? \\ Of course I have initiated my own lines of inquiry,

:Label03F079
00D6: if  0?
001A:    38229&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F09E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F079

:Label03F09E
00BC: text_highpriority "LAWP_10"  10000& ms  1? \\ but such a delicate matter will take time.

:Label03F0AD
00D6: if  0?
001A:    40853&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F0D2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F0AD

:Label03F0D2
00BC: text_highpriority "LAWP_11"  10000& ms  1? \\ Perhaps we will talk later.

:Label03F0E1
00D6: if  0?
001A:    42509&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F106
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F0E1

:Label03F106
00BC: text_highpriority "LAWP_12"  10000& ms  1? \\ Meanwhile, let me introduce you to my daughter,

:Label03F115
00D6: if  0?
001A:    44583&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F13A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F115

:Label03F13A
00BC: text_highpriority "LAWP_13"  10000& ms  1? \\ Mercedes!

:Label03F149
00D6: if  0?
001A:    47037&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F16E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F149

:Label03F16E
00BC: text_highpriority "LAWP_14"  10000& ms  1? \\ Caramia, could you look after our guest while I attend to my necessary obligations?

:Label03F17D
00D6: if  0?
001A:    52149&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F1A2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F17D

:Label03F1A2
00BC: text_highpriority "LAWP_15"  10000& ms  1? \\ Of course, daddy.

:Label03F1B1
00D6: if  0?
001A:    53893&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F1D6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F1B1

:Label03F1D6
00BC: text_highpriority "LAWP_16"  10000& ms  1? \\ Please excuse me.

:Label03F1E5
00D6: if  0?
001A:    55613&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F20A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F1E5

:Label03F20A
00BC: text_highpriority "LAWP_17"  10000& ms  1? \\ Mercedes!?

:Label03F219
00D6: if  0?
001A:    56697&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F23E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F219

:Label03F23E
00BC: text_highpriority "LAWP_18"  10000& ms  1? \\ You try living with it.

:Label03F24D
00D6: if  0?
001A:    59025&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F272
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F24D

:Label03F272
00BC: text_highpriority "LAWP_19"  10000& ms  1? \\ Anyway, let me point out some of our more distinguished guests...

:Label03F281
00D6: if  0?
001A:    62885&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F2A6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F281

:Label03F2A6
00BC: text_highpriority "LAWP_20"  10000& ms  1? \\ That's our congressman Alex Shrub with rising silicone star Candy Suxxx...

:Label03F2B5
00D6: if  0?
001A:    68309&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F2DA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F2B5

:Label03F2DA
00BC: text_highpriority "LAWP_21"  10000& ms  1? \\ And have you met my lovely wife Laura? No?

:Label03F2E9
00D6: if  0?
001A:    70783&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F30E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F2E9

:Label03F30E
00BC: text_highpriority "LAWP_22"  10000& ms  1? \\ Well, unfortunately she's in Alabama. This is Candy.

:Label03F31D
00D6: if  0?
001A:    73163&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F342
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F31D

:Label03F342
00BC: text_highpriority "LAWP_23"  10000& ms  1? \\ And over there we have the Vice City Mambas' star tight end, BJ -

:Label03F351
00D6: if  0?
001A:    77173&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F376
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F351

:Label03F376
00BC: text_highpriority "LAWP_24"  10000& ms  1? \\ always the charmer.

:Label03F385
00D6: if  0?
001A:    79309&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F3AA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F385

:Label03F3AA
00BC: text_highpriority "LAWP_25"  10000& ms  1? \\ I blocked down on him and then I put him in a wheelchair!

:Label03F3B9
00D6: if  0?
001A:    82073&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F3DE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F3B9

:Label03F3DE
00BC: text_highpriority "LAWP_26"  10000& ms  1? \\ Haha, that is good!

:Label03F3ED
00D6: if  0?
001A:    84485&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F412
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F3ED

:Label03F412
00BC: text_highpriority "LAWP_27"  10000& ms  1? \\ Well now, I'm looking at some prime real estate property.

:Label03F421
00D6: if  0?
001A:    86381&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F446
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F421

:Label03F446
00BC: text_highpriority "LAWP_28"  10000& ms  1? \\ And that poolside amphibian is Jezz Torrent,

:Label03F455
00D6: if  0?
001A:    89181&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F47A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F455

:Label03F47A
00BC: text_highpriority "LAWP_29"  10000& ms  1? \\ lead singer with Love Fist.

:Label03F489
00D6: if  0?
001A:    90941&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F4AE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F489

:Label03F4AE
00BC: text_highpriority "LAWP_30"  10000& ms  1? \\ Can I tell yous - do you know how they play ping-pong in Thailand?

:Label03F4BD
00D6: if  0?
001A:    95519&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F4E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F4BD

:Label03F4E2
00BC: text_highpriority "LAWP_31"  10000& ms  1? \\ Let me tell you's,

:Label03F4F1
00D6: if  0?
001A:    96827&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F516
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F4F1

:Label03F516
00BC: text_highpriority "LAWP_32"  10000& ms  1? \\ it does not involve a paddle, if you know what I mean!

:Label03F525
00D6: if  0?
001A:    99557&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F54A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F525

:Label03F54A
00BC: text_highpriority "LAWP_33"  10000& ms  1? \\ Impotent.

:Label03F559
00D6: if  0?
001A:    100981&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F57E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F559

:Label03F57E
00BC: text_highpriority "LAWP_34"  10000& ms  1? \\ And the chatty trio.

:Label03F58D
00D6: if  0?
001A:    102213&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F5B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F58D

:Label03F5B2
00BC: text_highpriority "LAWP_35"  10000& ms  1? \\ That sleeping sweat gland is Papa's right hand gimp, Gonzalez

:Label03F5C1
00D6: if  0?
001A:    106309&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F5E6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F5C1

:Label03F5E6
00BC: text_highpriority "LAWP_36"  10000& ms  1? \\ and the other two are Pastor Richards

:Label03F5F5
00D6: if  0?
001A:    108929&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F61A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F5F5

:Label03F61A
00BC: text_highpriority "LAWP_37"  10000& ms  1? \\ and pseudo intellectual film director, Steve Scott.

:Label03F629
00D6: if  0?
001A:    112581&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F64E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F629

:Label03F64E
00BC: text_highpriority "LAWP_38"  10000& ms  1? \\ ...passion with the nympho invaders,

:Label03F65D
00D6: if  0?
001A:    114053&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F682
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F65D

:Label03F682
00BC: text_highpriority "LAWP_39"  10000& ms  1? \\ when the giant shark comes in and

:Label03F691
00D6: if  0?
001A:    115737&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F6B6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F691

:Label03F6B6
00BC: text_highpriority "LAWP_40"  10000& ms  1? \\ just bites their dicks off!

:Label03F6C5
00D6: if  0?
001A:    117845&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F6EA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F6C5

:Label03F6EA
00BC: text_highpriority "LAWP_41"  10000& ms  1? \\ Ha now, you never saw anything like that before, have you?

:Label03F6F9
00D6: if  0?
001A:    119447&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F71E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F6F9

:Label03F71E
00BC: text_highpriority "LAWP_42"  10000& ms  1? \\ Colonel!

:Label03F72D
00D6: if  0?
001A:    120817&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F752
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F72D

:Label03F752
00BC: text_highpriority "LAWP_43"  10000& ms  1? \\ your parties as ever are a triumph, hahahaha!

:Label03F761
00D6: if  0?
001A:    125301&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F786
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F761

:Label03F786
00BC: text_highpriority "LAWP_44"  10000& ms  1? \\ I can only apologize for my late arrival.

:Label03F795
00D6: if  0?
001A:    128354&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F7BA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F795

:Label03F7BA
00BC: text_highpriority "LAWP_45"  10000& ms  1? \\ Ah, de nada amigo. How do we find you?

:Label03F7C9
00D6: if  0?
001A:    130562&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F7EE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F7C9

:Label03F7EE
00BC: text_highpriority "LAWP_46"  10000& ms  1? \\ Our business is very trying - barbarians at the gates.

:Label03F7FD
00D6: if  0?
001A:    134137&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F822
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F7FD

:Label03F822
00BC: text_highpriority "LAWP_47"  10000& ms  1? \\ A time for rewarding one's friends and liquidating one's enemies, amigo.

:Label03F831
00D6: if  0?
001A:    139457&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F856
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F831

:Label03F856
00BC: text_highpriority "LAWP_48"  10000& ms  1? \\ Who's the loudmouth?

:Label03F865
00D6: if  0?
001A:    140909&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F88A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F865

:Label03F88A
00BC: text_highpriority "LAWP_49"  10000& ms  1? \\ Ricardo Diaz. He's Mr. Coke.

:Label03F899
00D6: if  0?
001A:    143688&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F8BE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F899

:Label03F8BE
00BC: text_highpriority "LAWP_50"  10000& ms  1? \\ Mercedes!

:Label03F8CD
00D6: if  0?
001A:    144983&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F8F2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F8CD

:Label03F8F2
00BC: text_highpriority "LAWP_51"  10000& ms  1? \\ Oh, I was just taking my friend back into town.

:Label03F901
00D6: if  0?
001A:    147884&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F926
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F901

:Label03F926
00BC: text_highpriority "LAWP_52"  10000& ms  1? \\ Another time, Ricardo!

:Label03F935
00D6: if  0?
001A:    150069&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F95A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F935

:Label03F95A
00BC: text_highpriority "LAWP_53"  10000& ms  1? \\ Let's get out of here.

:Label03F969
00D6: if  0?
001A:    151669&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F98E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F969

:Label03F98E
00BC: text_highpriority "LAWP_54"  10000& ms  1? \\ Actually, take me to the Pole Position club.

:Label03F99D
00D6: if  0?
001A:    152669&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label03F9C2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label03F99D

:Label03F9C2
00BE: text_clear_all
00BA: text_styled "BEACH1"  3000& ms  2? \\ Ocean Beach
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label03F9DC
00D6: if  0?
016B:   fading
004D: jump_if_false Label03F9F4
0001: wait  0? ms
0002: jump Label03F9DC

:Label03F9F4
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0296: unload_special_actor  6?
0296: unload_special_actor  7?
0296: unload_special_actor  8?
0296: unload_special_actor  9?
0296: unload_special_actor  10?
0296: unload_special_actor  11?
0296: unload_special_actor  12?
0296: unload_special_actor  13?
0296: unload_special_actor  14?
0296: unload_special_actor  15?
0296: unload_special_actor  16?
0296: unload_special_actor  17?
0296: unload_special_actor  18?
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model -8? (YT_MAIN_BODY)
0249: release_model -9? (YT_MAIN_BODY2)
0108: destroy_object  8404??
0249: release_model -113? (BIG_POLY_TINGS_B)
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  1?
023C: load_special_actor  3? "IGMERC2"
03CF: load_wav "LAW1_1" as  1?
03CF: load_wav "LAW1_2" as  2?
0247: request_model #FREEWAY
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #STRETCH
0247: request_model #BANSHEE
04E4: unknown_refresh_game_renderer_at -246.5! -1360.5!
038B: load_requested_models
03AF: set_streaming  1? (enabled)
03B7: process_cut_scene_only  1? (false)

:Label03FC82
00D6: if  25?
8248:   NOT   model #FREEWAY available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #STRETCH available
8248:   NOT   model #BANSHEE available
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label03FCB5
0001: wait  0? ms
0002: jump Label03FC82

:Label03FCB5
0395: clear_area  1? at -246.5! -1360.5! range  7.1!  1!
0395: clear_area  1? at -249.1! -1362.1! range  7.1!  1!
0395: clear_area  1? at -236.6! -1374.6! range  7.1!  1!
0395: clear_area  1? at -240.8! -1355.3! range  7.1!  1!
0395: clear_area  1? at -244.2! -1339.2! range  7.1!  1!
0395: clear_area  1? at -233.3! -1386! range  7.1!  1!
00A5:  8408?? = create_car #CHEETAH at -236.6! -1374.6! -100!
0175: set_car  8408?? z_angle_to  280.3!
00A5:  8412?? = create_car #INFERNUS at -240.8! -1355.3! -100!
0175: set_car  8412?? z_angle_to  99.8!
00A5:  8416?? = create_car #STRETCH at -244.2! -1339.2! -100!
0175: set_car  8416?? z_angle_to  103.8!
00A5:  8420?? = create_car #BANSHEE at -233.3! -1386! -100!
0175: set_car  8420?? z_angle_to  96.8!
00D6: if  0?
0038:    8428?? ==  1?  \\ integer values
004D: jump_if_false Label03FE06
0247: request_model  8436??
038B: load_requested_models
00A5:  8432?? = create_car  8436?? at  8464??  8468??  8472??
0175: set_car  8432?? z_angle_to  8476??
0229: set_car  8432?? color_to  3@  4@

:Label03FE06
03CB: set_camera -245.8! -1360.7!  7.1!
0055: put_player $PLAYER_CHAR at -245.8! -1360.7!  7.1!
0171: set_player $PLAYER_CHAR z_angle_to  276!
009A:  8396?? = create_actor  5? #SPECIAL03 at -244.5! -1362.1!  7.1!
039E: (unknown)  8396??  1? 
0526: unknown_actor  8396??  1?
0187:  5@ = create_marker_above_actor  8396??
0164: disable_marker  5@
0173: set_actor  8396?? z_angle_to  276!
0245: set_actor  8396?? walk_style_to  46?
0319: set_actor  8396?? wander_state_to  1? (off)
01DF: tie_actor  8396?? to_player $PLAYER_CHAR
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00D6: if  0?
0118:   actor  8396?? dead
004D: jump_if_false Label03FEC9
00BC: text_highpriority "LAW1_4"  5000& ms  1? \\ ~r~You killed the Colonel's daughter!
0002: jump Label040645

:Label03FEC9
00BC: text_highpriority "LAW1_3"  5000& ms  1? \\ ~g~Take the Colonel's daughter to the Pole Position club.
018A:  76?? = create_checkpoint_at  8440??  8444??  8448??
0006:  17@ =  0?  \\ integer values
01C3: remove_references_to_car  8408??  \\ Like turning a car into any random car
01C3: remove_references_to_car  8412??  \\ Like turning a car into any random car
01C3: remove_references_to_car  8416??  \\ Like turning a car into any random car
01C3: remove_references_to_car  8420??  \\ Like turning a car into any random car
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
00D6: if  0?
0038:    8428?? ==  1?  \\ integer values
004D: jump_if_false Label03FF2C
0249: release_model  8436??

:Label03FF2C
00D6: if  21?
80FE:   NOT   actor  8396??  1? (in-sphere)near_point  8440??  8444??  8448?? radius  2.5!  2.5!  3!
80F8:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point  8440??  8444??  8448?? radius  2.5!  2.5!  3!
004D: jump_if_false Label0402A7
0001: wait  0? ms
00D6: if  0?
0118:   actor  8396?? dead
004D: jump_if_false Label03FF9F
00BC: text_highpriority "LAW1_4"  5000& ms  1? \\ ~r~You killed the Colonel's daughter!
0002: jump Label040645

:Label03FF9F
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label04027A
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  8396?? radius  30!  30!  10!
004D: jump_if_false Label040000
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label03FFF9
0164: disable_marker  5@
0187:  5@ = create_marker_above_actor  8396??
0006:  12@ =  1?  \\ integer values

:Label03FFF9
0002: jump Label04003E

:Label040000
00D6: if  0?
0039:    12@ ==  1?  \\ integer values
004D: jump_if_false Label04003E
00D6: if  0?
8320:   NOT   actor  8396?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label04003E
01E0: clear_leader  8396??
01DF: tie_actor  8396?? to_player $PLAYER_CHAR
0164: disable_marker  5@
0006:  12@ =  0?  \\ integer values

:Label04003E
00D6: if  0?
00DF:   actor  8396?? driving
004D: jump_if_false Label04027A
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label0400B7
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label040082
03D1: play_wav  1?
00BC: text_highpriority "LAW1_5"  5000& ms  1? \\ Will you be working for my father?

:Label040082
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0400B7
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "LAW1_6"  5000& ms  1? \\ Maybe.
0004:  152?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label0400B7
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label0401B2
00D6: if  0?
847A:   NOT  8396??
004D: jump_if_false Label0401B2
00D6: if  2?
0038:    156?? ==  0?  \\ integer values
0038:    152?? ==  1?  \\ integer values
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label0401B2
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label040130
03CF: load_wav "LAW1_3" as  1?
03CF: load_wav "LAW1_2" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label04014A

:Label040130
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label04014A
0004:  136?? =  1?  \\ integer values

:Label04014A
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label0401B2
03D1: play_wav  1?
00BC: text_highpriority "LAW1_7"  5000& ms  1? \\ Do you mind me resting my hand in your lap?
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0401B2
0001: wait  1000& ms
03D1: play_wav  2?
00BC: text_highpriority "LAW1_8"  5000& ms  1? \\ Maybe...
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  156?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label0401B2
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label04027A
00D6: if  2?
0038:    160?? ==  0?  \\ integer values
0038:    152?? ==  1?  \\ integer values
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label04027A
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label04020F
03CF: load_wav "LAW1_4" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label040225

:Label04020F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label040225
0004:  136?? =  1?  \\ integer values

:Label040225
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label04027A
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label04027A
0001: wait  500& ms
03D1: play_wav  1?
00BC: text_highpriority "LAW1_9"  5000& ms  1? \\ It's so difficult having a rich and powerful father. Vamos.
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  160?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label04027A
00D6: if  0?
0118:   actor  8396?? dead
004D: jump_if_false Label0402A0
00BC: text_highpriority "LAW1_4"  5000& ms  1? \\ ~r~You killed the Colonel's daughter!
0002: jump Label040645

:Label0402A0
0002: jump Label03FF2C

:Label0402A7
0164: disable_marker  76??
0004:  232?? =  0?  \\ integer values
03CF: load_wav "LAW1_5" as  1?
03CF: load_wav "LAW1_6" as  2?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label0402EE
022E: set_player $PLAYER_CHAR to_look_at_actor  8396??

:Label0402EE
043C: unknown_set_game_sounds  0?
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
0108: destroy_object  4028??
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label040396
00D6: if  0?
00DF:   actor  8396?? driving
004D: jump_if_false Label040360
0395: clear_area  1? at  98.1! -1475.3! range  9.4!  1!
0362: remove_actor  8396?? from_car_and_place_at  98.1! -1475.3!  9.4!
0173: set_actor  8396?? z_angle_to  33!
0002: jump Label040396

:Label040360
0395: clear_area  1? at  98.1! -1475.3! range  9.4!  1!
00A1: put_actor  8396?? at  98.1! -1475.3!  9.4!
0173: set_actor  8396?? z_angle_to  33!

:Label040396
0001: wait  0? ms
016A: fade  1? (back)  1000& ms
015F: set_camera_position  93.918! -1480.097!  10.341!  0!  0!  0!
0160: point_camera  94.234! -1479.158!  10.476!  2?
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label040404
01E0: clear_leader  8396??
0319: set_actor  8396?? wander_state_to  0? (wander)
011C: actor  8396?? clear_objective
0211: actor  8396?? walk_to  97! -1471.4!

:Label040404
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label040426
03D1: play_wav  1?
00BC: text_highpriority "LAW1_10"  5000& ms  1? \\ See you around, handsome!

:Label040426
0006:  17@ =  0?  \\ integer values

:Label04042D
00D6: if  0?
80ED:   NOT   actor  8396??  0? ()near_point_on_foot  97! -1471.4! radius  .4!  .4!
004D: jump_if_false Label0404D3
0001: wait  0? ms
00D6: if  0?
0118:   actor  8396?? dead
004D: jump_if_false Label040484
00BC: text_highpriority "LAW1_4"  5000& ms  1? \\ ~r~You killed the Colonel's daughter!
0002: jump Label040645
0002: jump Label040493

:Label040484
0211: actor  8396?? walk_to  97! -1471.4!

:Label040493
00D6: if  0?
0019:    17@ >  10000&  \\ integer values
004D: jump_if_false Label0404AD
0002: jump Label040656

:Label0404AD
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0404CC
0004:  232?? =  1?  \\ integer values
0002: jump Label04060C

:Label0404CC
0002: jump Label04042D

:Label0404D3
00D6: if  0?
8118:   NOT   actor  8396?? dead
004D: jump_if_false Label04052A
011C: actor  8396?? clear_objective
0211: actor  8396?? walk_to  93.5! -1464.9!
015F: set_camera_position  98.558! -1472.228!  9.79!  0!  0!  0!
0160: point_camera  97.862! -1471.546!  10!  2?

:Label04052A
0006:  17@ =  0?  \\ integer values

:Label040531
00D6: if  0?
80ED:   NOT   actor  8396??  0? ()near_point_on_foot  93.5! -1464.9! radius  1.5!  1.5!
004D: jump_if_false Label04060C
0001: wait  0? ms
00D6: if  0?
0118:   actor  8396?? dead
004D: jump_if_false Label040588
00BC: text_highpriority "LAW1_4"  5000& ms  1? \\ ~r~You killed the Colonel's daughter!
0002: jump Label040645
0002: jump Label040597

:Label040588
0211: actor  8396?? walk_to  93.5! -1464.9!

:Label040597
00D6: if  0?
0019:    17@ >  10000&  \\ integer values
004D: jump_if_false Label0405B1
0002: jump Label040656

:Label0405B1
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0405D0
0004:  232?? =  1?  \\ integer values
0002: jump Label04060C

:Label0405D0
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label040605
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label040605
03D1: play_wav  2?
00BC: text_highpriority "LAW1_11"  2000& ms  1? \\ I'm sure you will.

:Label040605
0002: jump Label040531

:Label04060C
00D6: if  0?
0038:    232?? ==  1?  \\ integer values
004D: jump_if_false Label040631
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
016A: fade  1? (back)  1000& ms

:Label040631
009B: destroy_actor_instantly  8396??
02EB: restore_camera_with_jumpcut
043C: unknown_set_game_sounds  1?
00BE: text_clear_all
0002: jump Label040656

:Label040645
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label040656
0004: $PASSED_LAW1_THE_PARTY =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  100?  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  100?
0318: set_latest_mission_passed "LAW_1" \\ The Party
030C: set_mission_points +=  1?
004F: create_thread Label00B2B6 
04EC: unknown_zone_info "OCEAND1"  1?  200&  0?  200&  300&  0?  0?  100?  100?  100?  500&  500&
04EC: unknown_zone_info "OCEAND1"  0?  200&  0?  250&  300&  0?  0?  100?  50?  100?  500&  500&
04EC: unknown_zone_info "OCEAND2"  1?  200&  0?  200&  300&  0?  0?  100?  100?  100?  500&  500&
04EC: unknown_zone_info "OCEAND2"  0?  200&  0?  250&  300&  0?  0?  100?  50?  100?  500&  500&
04EC: unknown_zone_info "BEACH1"  1?  300&  0?  250&  250&  0?  0?  100?  100?  0?  500&  500&
04EC: unknown_zone_info "BEACH1"  0?  300&  0?  250&  250&  0?  0?  100?  0?  100?  500&  500&
04EC: unknown_zone_info "BEACH2"  1?  260&  0?  240&  250&  0?  0?  100?  50?  100?  500&  500&
04EC: unknown_zone_info "BEACH2"  0?  200&  0?  300&  300&  0?  0?  100?  0?  100?  500&  500&
04EC: unknown_zone_info "STREET3"  1?  300&  0?  350&  200&  0?  0?  100?  0?  50?  500&  500&
04EC: unknown_zone_info "STREET3"  0?  250&  0?  300&  250&  0?  0?  150&  0?  50?  500&  500&
04EC: unknown_zone_info "CLUB2"  1?  300&  0?  350&  200&  0?  0?  100?  0?  50?  500&  500&
04EC: unknown_zone_info "CLUB2"  0?  250&  0?  300&  250&  0?  0?  150&  0?  50?  500&  500&
04EC: unknown_zone_info "SHOP2"  1?  300&  0?  350&  200&  0?  0?  100?  0?  50?  500&  500&
04EC: unknown_zone_info "SHOP2"  0?  250&  0?  300&  250&  0?  0?  100?  0?  100?  500&  500&
055B:  5136?? = create_clothes_pickup  1? at  226.4! -1265.6!  20.1!
0004:  5108?? =  1?  \\ integer values
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!
0004:  5060?? =  1?  \\ integer values
004F: create_thread Label02B4BF 
0051: return

:Label0408FC
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  76??
0164: disable_marker  236??
0164: disable_marker  5@
0108: destroy_object  4028??
029B:  4028?? = init_object -23? (STRIPCLBDRCLSD) at  97.203! -1469.731!  10.578!
01C7: spawn_object  4028??
0249: release_model #FREEWAY
0249: release_model #HMYST
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #STRETCH
0249: release_model #BANSHEE
014C: set_parked_car_generator  7796?? cars_to_generate_to  101?
0296: unload_special_actor  3?
040D: unload_wav  1?
040D: unload_wav  2?
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 4---------------
; Originally: Back Alley Brawl


:Label04096D
0050: gosub Label040991
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label040988
0050: gosub Label043D70

:Label040988
0050: gosub Label043DC3
004E: end_thread

:Label040991
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "LAWYER2"
0001: wait  0? ms
054C: use_GXT_table "LAWYER2"
058E: unknown_point_command  110.6! -824.2!  9.6! angle  327.9!
0006:  14@ =  0?  \\ integer values
0004:  8528?? =  0?  \\ integer values
0004:  8532?? =  0?  \\ integer values
0004:  8536?? =  0?  \\ integer values
0004:  8540?? =  0?  \\ integer values
0004:  8544?? =  0?  \\ integer values
0004:  8548?? =  0?  \\ integer values
0004:  8552?? =  0?  \\ integer values
0004:  8480?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0004:  8484?? =  0?  \\ integer values
0004:  224?? =  0?  \\ integer values
0005:  8572?? =  433.7!  \\ floating-point values
0005:  8576?? = -575.9!  \\ floating-point values
0005:  8580?? =  9.7!  \\ floating-point values
0006:  6@ =  0?  \\ integer values
0004:  8488?? =  0?  \\ integer values
0004:  8560?? =  0?  \\ integer values
0004:  8564?? =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0006:  13@ =  0?  \\ integer values
0004:  8492?? =  0?  \\ integer values
0004:  8568?? =  0?  \\ integer values
03E6: remove_text_box
04BB: select_interiour  6?  \\ select render area
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label040AF0
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label040B22
0001: wait  0? ms
0002: jump Label040AF0

:Label040B22
03CB: set_camera  140.6! -1367.4!  13.1!
02E4: load_cutscene_data "LAW_2A"
0244: set_cutscene_pos  141.441! -1366.722!  12.163!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "LWCHARA"
02E5:  768?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  768?? "LWCHARB"
02E5:  808?? = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim  808?? "LCFAN"
02E5:  840?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  840?? "LAWDOOR"
0395: clear_area  1? at  119! -826.8! range  9.8!  .5!
0055: put_player $PLAYER_CHAR at  119! -826.8!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  60!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label040C27
00D6: if  0?
001A:    987& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040C4A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C27

:Label040C4A
00BC: text_highpriority "LAW2_A"  10000& ms  1? \\ Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out?

:Label040C59
00D6: if  0?
001A:    6800& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040C7C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C59

:Label040C7C
00BC: text_highpriority "LAW2_B"  10000& ms  1? \\ That there are more criminals in this town than in prison. We need a lead from the streets...

:Label040C8B
00D6: if  0?
001A:    11088& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040CAE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040C8B

:Label040CAE
00BC: text_highpriority "LAW2_C"  10000& ms  1? \\ Ok, let me think, let me think, let me think -

:Label040CBD
00D6: if  0?
001A:    12888& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040CE0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040CBD

:Label040CE0
00BC: text_highpriority "LAW2_D"  10000& ms  1? \\ - AH! I've got it!

:Label040CEF
00D6: if  0?
001A:    14496& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040D12
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040CEF

:Label040D12
00BC: text_highpriority "LAW2_E"  10000& ms  1? \\ Ok, There's this limey, some music industry slimeball,

:Label040D21
00D6: if  0?
001A:    17164& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040D44
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D21

:Label040D44
00BC: text_highpriority "LAW2_F"  10000& ms  1? \\ goes by the name of Kent Paul.

:Label040D53
00D6: if  0?
001A:    18793& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040D76
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D53

:Label040D76
00BC: text_highpriority "LAW2_G"  10000& ms  1? \\ Anyway, he's got his nose so far up most of Vice City's ass

:Label040D85
00D6: if  0?
001A:    22223& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040DA8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040D85

:Label040DA8
00BC: text_highpriority "LAW2_H"  10000& ms  1? \\ that if anybody knows the whereabouts of 20 k's of coke,

:Label040DB7
00D6: if  0?
001A:    25376& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040DDA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040DB7

:Label040DDA
00BC: text_highpriority "LAW2_I"  10000& ms  1? \\ it's this guy, all right? He's always at The Malibu.

:Label040DE9
00D6: if  0?
001A:    28768& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040E0C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040DE9

:Label040E0C
00BC: text_highpriority "LAW2_J"  10000& ms  1? \\ I'll go pay him a visit.

:Label040E1B
00D6: if  0?
001A:    31266& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040E3E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E1B

:Label040E3E
00BC: text_highpriority "LAW2_K"  10000& ms  1? \\ Take it easy now.

:Label040E4D
00D6: if  0?
001A:    32433& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040E70
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E4D

:Label040E70
00BE: text_clear_all

:Label040E72
00D6: if  0?
001A:    33422&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label040E97
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label040E72

:Label040E97
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label040EA0
00D6: if  0?
016B:   fading
004D: jump_if_false Label040EB8
0001: wait  0? ms
0002: jump Label040EA0

:Label040EB8
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03C8: rotate_player_180_degrees
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  117.1! -825.6!  9.8!
0004:  3972?? =  1?  \\ integer values
0108: destroy_object  4052??
029B:  4052?? = init_object -20? (OD_CLBDR_OPEN) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4048?? =  1?  \\ integer values
0004:  4044?? =  0?  \\ integer values
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "LAW2_6"  10000& ms  2? \\ ~g~Go to the Malibu Club and find Kent Paul.
018A:  15@ = create_checkpoint_at  2052??  2056??  2060??

:Label040F4F
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  491! -77.7!  10.4! radius  2!  2!  3!
004D: jump_if_false Label040FD9
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point  491! -77.7!  10.4! radius  2!  2!  3!
004D: jump_if_false Label040FD2
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label040FD2
00DA:  8496?? = player $PLAYER_CHAR car
0002: jump Label040FD9

:Label040FD2
0002: jump Label040F4F

:Label040FD9
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  502.203! -95.118!  10.771!  0!  0!  0!
0160: point_camera  501.811! -94.212!  10.93!  2?
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label041070
00D6: if  0?
8119:   NOT   car  8496?? wrecked
004D: jump_if_false Label041055
00AB: put_car  8496?? at  496.3! -82.8!  9!
0175: set_car  8496?? z_angle_to  116.6!

:Label041055
012A: put_player $PLAYER_CHAR at  493.2! -79.7!  10.4! and_remove_from_car
0002: jump Label041084

:Label041070
0055: put_player $PLAYER_CHAR at  493.2! -79.7!  10.4!

:Label041084
0171: set_player $PLAYER_CHAR z_angle_to  58!
0211: actor $PLAYER_ACTOR walk_to  487.8! -74.3!
0001: wait  1000& ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms

:Label0410B1
00D6: if  0?
016B:   fading
004D: jump_if_false Label0410C9
0001: wait  0? ms
0002: jump Label0410B1

:Label0410C9
011C: actor $PLAYER_ACTOR clear_objective
0004:  3972?? =  0?  \\ integer values
0108: destroy_object  4052??
029B:  4052?? = init_object -25? (OD_CLBDR_CLOSE) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4044?? =  1?  \\ integer values
0004:  4048?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0247: request_model #INFERNUS
0247: request_model #COLT45
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label041120
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label041158
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label041120

:Label041158
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKENT"
023C: load_special_actor  3? "BOUNCA"
023C: load_special_actor  4? "FLOOZYB"
04BB: select_interiour  17?  \\ select render area
04F9: interiour_colors  1?  0?
038B: load_requested_models

:Label0411A1
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label0411C7
0001: wait  0? ms
0002: jump Label0411A1

:Label0411C7
03CB: set_camera  476.972! -65.499!  8.943!
0395: clear_area  1? at  476.972! -65.499! range  8.943!  15!
02E4: load_cutscene_data "LAW_2B"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
041D: set_camera_near_clip  .3!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  568?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  0@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  0@ "BOUNCA"
02E5:  700?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  700?? "FLOOZYB"
0395: clear_area  1? at  493.1! -82.4! range  9.8!  1!
0055: put_player $PLAYER_CHAR at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!
016A: fade  1? (back)  1500& ms
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0412AA
00D6: if  0?
001A:    1018& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0412CD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0412AA

:Label0412CD
00BC: text_highpriority "LAW2B_A"  10000& ms  1? \\ Where'd you pop up from?

:Label0412DC
00D6: if  0?
001A:    2526& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0412FF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0412DC

:Label0412FF
00BC: text_highpriority "LAW2B_B"  10000& ms  1? \\ I've been looking for a bird like you for ages, mate...

:Label04130E
00D6: if  0?
001A:    5339& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041331
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04130E

:Label041331
00BC: text_highpriority "LAW2B_D"  10000& ms  1? \\ I'm looking for some English guy...

:Label041340
00D6: if  0?
001A:    9000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041363
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041340

:Label041363
00BC: text_highpriority "LAW2B_C"  10000& ms  1? \\ Kent Paul, mate. Yeah, I'm the guvnor 'round here.

:Label041372
00D6: if  0?
001A:    11311& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041395
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041372

:Label041395
00BC: text_highpriority "LAW2B_E"  10000& ms  1? \\ I sort things out, you know what I mean?

:Label0413A4
00D6: if  0?
001A:    12536& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0413C7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0413A4

:Label0413C7
00BC: text_highpriority "LAW2B_F"  10000& ms  1? \\ I'll treat you. Whatever you want, I'll get you, girl.

:Label0413D6
00D6: if  0?
001A:    14601& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0413F9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0413D6

:Label0413F9
00BC: text_highpriority "LAW2B_G"  10000& ms  1? \\ Don't you worry about a thing, mate.

:Label041408
00D6: if  0?
001A:    16228& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04142B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041408

:Label04142B
00BC: text_highpriority "LAW2B_H"  10000& ms  1? \\ Get lost, honey.

:Label04143A
00D6: if  0?
001A:    18290& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04145D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04143A

:Label04145D
00BC: text_highpriority "LAW2B_I"  10000& ms  1? \\ Oi oi oi oi oi!

:Label04146C
00D6: if  0?
001A:    20060& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04148F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04146C

:Label04148F
00BC: text_highpriority "LAW2B_J"  10000& ms  1? \\ You Kent Paul? I'm a friend of Rosenberg's...

:Label04149E
00D6: if  0?
001A:    23582& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0414C1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04149E

:Label0414C1
00BC: text_highpriority "LAW2B_K"  10000& ms  1? \\ Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser!

:Label0414D0
00D6: if  0?
001A:    31000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0414F3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0414D0

:Label0414F3
00BC: text_highpriority "LAW2B_L"  10000& ms  1? \\ That guy could defend an innocent man all the way to death row!

:Label041502
00D6: if  0?
001A:    34762&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041527
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041502

:Label041527
00BC: text_highpriority "LAW2B_M"  10000& ms  1? \\ Give us another drink, bruv.

:Label041536
00D6: if  0?
001A:    36141&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04155B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041536

:Label04155B
00BC: text_highpriority "LAW2B_N"  10000& ms  1? \\ Everybody's a comedian.

:Label04156A
00D6: if  0?
001A:    37719&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04158F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04156A

:Label04158F
00BC: text_highpriority "LAW2B_O"  10000& ms  1? \\ Listen to me, I'm missing twenty keys and a lot of cash...

:Label04159E
00D6: if  0?
001A:    40549&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0415C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04159E

:Label0415C3
00BC: text_highpriority "LAW2B_P"  10000& ms  1? \\ Drugs, mate? It's a mug's game.

:Label0415D2
00D6: if  0?
001A:    42314&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0415F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0415D2

:Label0415F7
00BC: text_highpriority "LAW2B_Q"  10000& ms  1? \\ What do you know about it?

:Label041606
00D6: if  0?
001A:    44319&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04162B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label041606

:Label04162B
00BC: text_highpriority "LAW2B_R"  10000& ms  1? \\ Oi oi! What I was coming to was,

:Label04163A
00D6: if  0?
001A:    46344&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04165F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04163A

:Label04165F
00BC: text_highpriority "LAW2B_S"  10000& ms  1? \\ there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive.

:Label04166E
00D6: if  0?
001A:    50737&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041693
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04166E

:Label041693
00BC: text_highpriority "LAW2B_T"  10000& ms  1? \\ He's been looking real pleased with himself lately. You could go and check him out...?!

:Label0416A2
00D6: if  0?
001A:    54654&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0416C7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0416A2

:Label0416C7
00BC: text_highpriority "LAW2B_U"  10000& ms  1? \\ I will - and I'll be seeing you around.

:Label0416D6
00D6: if  0?
001A:    60868&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0416FB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0416D6

:Label0416FB
00BC: text_highpriority "LAW2B_V"  10000& ms  1? \\ Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out!

:Label04170A
00D6: if  0?
001A:    64355&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04172F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04170A

:Label04172F
00BC: text_highpriority "LAW2B_W"  10000& ms  1? \\ Give me a drink - and where's that slut!

:Label04173E
00D6: if  0?
001A:    66768&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label041763
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04173E

:Label041763
00BE: text_clear_all
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label04176E
00D6: if  0?
016B:   fading
004D: jump_if_false Label041786
0001: wait  0? ms
0002: jump Label04176E

:Label041786
00BA: text_styled "BEACH3"  5000& ms  2? \\ Vice Point
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  493.1! -82.4!  9.8!
0004:  3972?? =  0?  \\ integer values
023C: load_special_actor  3? "CHEF"
023C: load_special_actor  4? "IGBUDDY"
0247: request_model #CELLPHONE
038B: load_requested_models

:Label0417EC
00D6: if  21?
8248:   NOT   model #INFERNUS available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label04180C
0001: wait  0? ms
0002: jump Label0417EC

:Label04180C
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0164: disable_marker  15@
009A:  8500?? = create_actor  5? #SPECIAL03 at  8572??  8576??  8580??
0173: set_actor  8500?? z_angle_to  70!
0223: set_actor  8500?? health_to  100?
052B: actor  8500?? hold_cellphone  1?
01ED: spawn_actor  8500??
00BC: text_highpriority "LAW2_7"  10000& ms  2? \\ ~g~Go and find the chef on Ocean Drive.
0187:  76?? = create_marker_above_actor  8500??
0006:  17@ =  0?  \\ integer values

:Label04186A
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041E0C
0001: wait  0? ms
00D6: if  0?
0038:    8560?? ==  0?  \\ integer values
004D: jump_if_false Label041C6D
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041C66
00D6: if  0?
8184:   NOT   actor  8500?? health >=  99?
004D: jump_if_false Label0418C8
052B: actor  8500?? hold_cellphone  0?
01CA: actor  8500?? kill_player $PLAYER_CHAR
0004:  8560?? =  1?  \\ integer values

:Label0418C8
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  8500?? radius  8!  8!  3!
004D: jump_if_false Label041A24
00D6: if  0?
0038:    8564?? ==  0?  \\ integer values
004D: jump_if_false Label041A24
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label04191E
03E2: actor $PLAYER_ACTOR exit_car

:Label04191E
015F: set_camera_position  434.913! -575.577!  11.245!  0!  0!  0!
0160: point_camera  433.925! -575.73!  11.256!  2?
0001: wait  2000& ms
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041A24
015F: set_camera_position  431.418! -566.374!  16.361!  0!  0!  0!
0160: point_camera  431.554! -567.186!  15.795!  2?
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label0419C9
022C: set_actor  8500?? to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor  8500??
020E: actor  8500?? look_at_actor $PLAYER_ACTOR
020E: actor $PLAYER_ACTOR look_at_actor  8500??

:Label0419C9
0006:  17@ =  0?  \\ integer values

:Label0419D0
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label041A12
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label041A0B
012A: put_player $PLAYER_CHAR at  428.4! -573.7!  9.7! and_remove_from_car

:Label041A0B
0002: jump Label0419D0

:Label041A12
0211: actor $PLAYER_ACTOR walk_to  8572??  8576??
0004:  8564?? =  1?  \\ integer values

:Label041A24
00D6: if  0?
0038:    8564?? ==  1?  \\ integer values
004D: jump_if_false Label041C66
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041C66
00D6: if  1?
0038:    152?? ==  0?  \\ integer values
0019:    17@ >  0?  \\ integer values
004D: jump_if_false Label041B4F
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label041A97
03CF: load_wav "LAW2_1" as  1?
03CF: load_wav "LAW2_2" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label041AB1

:Label041A97
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label041AB1
0004:  136?? =  1?  \\ integer values

:Label041AB1
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label041B4F
04E2: $PLAYER_CHAR  1?
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041AE5
052B: actor  8500?? hold_cellphone  0?

:Label041AE5
00BC: text_highpriority "LAW2_1"  2000& ms  2? \\ Hey, whatchoo lookin' at?
0372: set_actor  8500?? anim  19? wait_state_time  10000& ms
0293:  72?? = current_controls
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label041B4F
0372: set_actor  8500?? anim  0? wait_state_time  100? ms
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "LAW2_2"  2000& ms  2? \\ You better start talking..
0004:  152?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label041B4F
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041B88
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  8500?? radius  .7!  .7!  2!
004D: jump_if_false Label041B88
011C: actor $PLAYER_ACTOR clear_objective

:Label041B88
00D6: if  2?
0038:    152?? ==  1?  \\ integer values
0038:    156?? ==  0?  \\ integer values
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label041C66
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label041BD5
03CF: load_wav "LAW2_3" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label041BEB

:Label041BD5
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label041BEB
0004:  136?? =  1?  \\ integer values

:Label041BEB
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label041C66
03D1: play_wav  1?
00BC: text_highpriority "LAW2_3"  2000& ms  2? \\ Hey, make me, you prick!
04E3: unknown_player $PLAYER_CHAR  2?  60000&&
0372: set_actor  8500?? anim  19? wait_state_time  1500& ms
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label041C66
04E2: $PLAYER_CHAR  0?
0004:  152?? =  1?  \\ integer values
0004:  156?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  8560?? =  1?  \\ integer values

:Label041C66
0002: jump Label041E05

:Label041C6D
00D6: if  0?
0039:    13@ ==  0?  \\ integer values
004D: jump_if_false Label041D20
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041D0A
022F: set_actor  8500?? stop_looking
01CA: actor  8500?? kill_player $PLAYER_CHAR
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor  8500?? anim  0? wait_state_time  0? ms
0293:  72?? = current_controls
00D6: if  21?
0038:    72?? ==  0?  \\ integer values
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label041CD2
03E5: text_box "HELP17" \\ Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:Label041CD2
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label041CEE
03E5: text_box "HELP18" \\ Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack the chef.

:Label041CEE
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label041D0A
03E5: text_box "HELP55" \\ Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack the chef.

:Label041D0A
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006:  13@ =  1?  \\ integer values

:Label041D20
00D6: if  0?
8118:   NOT   actor  8500?? dead
004D: jump_if_false Label041E05
00D6: if  0?
80FF:   NOT   actor  8500??  0? ()near_point_on_foot  433.7! -575.9!  9.7! radius  8!  8!  3!
004D: jump_if_false Label041D8F
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label041D88
0211: actor  8500?? walk_to  433.7! -575.9!
0006:  12@ =  1?  \\ integer values

:Label041D88
0002: jump Label041DBF

:Label041D8F
00D6: if  0?
0039:    12@ ==  1?  \\ integer values
004D: jump_if_false Label041DBF
00D6: if  0?
0126:   actor  8500?? walking
004D: jump_if_false Label041DBF
052B: actor  8500?? hold_cellphone  1?
0006:  12@ =  0?  \\ integer values

:Label041DBF
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  433.7! -575.9!  9.7! radius  8!  8!  3!
004D: jump_if_false Label041E05
052B: actor  8500?? hold_cellphone  0?
01CA: actor  8500?? kill_player $PLAYER_CHAR
0006:  12@ =  0?  \\ integer values

:Label041E05
0002: jump Label04186A

:Label041E0C
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
022F: set_actor $PLAYER_ACTOR stop_looking
0164: disable_marker  76??
00D6: if  0?
056D:   unknown_actor  8500?? dead_but_active
004D: jump_if_false Label041E67
04A5: unknown_store_dead_actor  8500?? position_to  8572??  8576??  8580??
0009:  8580?? +=  .5!  \\ floating-point values
0213:  10@ = create_pickup #CELLPHONE type  3? at  8572??  8576??  8580??
0002: jump Label041E7A

:Label041E67
0213:  10@ = create_pickup #CELLPHONE type  3? at  8572??  8576??  8580??

:Label041E7A
03DC:  11@ = create_marker_above_pickup  10@
00BC: text_highpriority "LAW2_11"  5000& ms  2? \\ ~g~Pick up his cell phone.

:Label041E91
00D6: if  0?
8214:   NOT   pickup  10@ picked_up
004D: jump_if_false Label041EAC
0001: wait  0? ms
0002: jump Label041E91

:Label041EAC
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03D5: remove_text "LAW2_11" \\ ~g~Pick up his cell phone.
03E5: text_box "LAW2_12" \\ Cell phone acquired! You can now receive phone calls.
0164: disable_marker  11@
0001: wait  1500& ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label041EE0
00D6: if  0?
016B:   fading
004D: jump_if_false Label041EF8
0001: wait  0? ms
0002: jump Label041EE0

:Label041EF8
03E6: remove_text_box
009B: destroy_actor_instantly  8500??
0164: disable_marker  76??
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label041F10
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label041F48
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label041F10

:Label041F48
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
02F3: load_object #CUTOBJ01 "GUNCOLT"
03CB: set_camera  440.163! -567.622!  10.031!
038B: load_requested_models

:Label041F8D
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label041FB4
0001: wait  0? ms
0002: jump Label041F8D

:Label041FB4
0395: clear_area  1? at  8572??  8576?? range  8580??  20!
02E4: load_cutscene_data "LAW_2C"
0244: set_cutscene_pos  440.163! -567.622!  10.031!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  1@ "CHEF01"
02E5:  2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  2@ "CHEF02"
02E5:  3@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  3@ "CHEF03"
02E5:  9@ = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  9@ "GUNCOLT"
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label04208C
012A: put_player $PLAYER_CHAR at  433! -574.5!  9.6! and_remove_from_car
0002: jump Label0420A0

:Label04208C
0055: put_player $PLAYER_CHAR at  433! -574.5!  9.6!

:Label0420A0
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0420B6
00D6: if  0?
001A:    3050& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0420D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0420B6

:Label0420D9
00BC: text_highpriority "LAW2C_A"  10000& ms  1? \\ Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty.

:Label0420E8
00D6: if  0?
001A:    9000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04210B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0420E8

:Label04210B
00BC: text_highpriority "LAW2C_B"  10000& ms  1? \\ You want some, too?

:Label04211A
00D6: if  0?
001A:    10080& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04213D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04211A

:Label04213D
00BC: text_highpriority "LAW2C_C"  10000& ms  1? \\ Hey, chill. I want what you want, brother.

:Label04214C
00D6: if  0?
001A:    13080& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04216F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04214C

:Label04216F
00BC: text_highpriority "LAW2C_D"  10000& ms  1? \\ Oh, yeah? And what's that?

:Label04217E
00D6: if  0?
001A:    14250& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0421A1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04217E

:Label0421A1
00BC: text_highpriority "LAW2C_E"  10000& ms  1? \\ Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead.

:Label0421B0
00D6: if  0?
001A:    21170& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0421D3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0421B0

:Label0421D3
00BC: text_highpriority "LAW2C_F"  10000& ms  1? \\ Accidents happen. Get lost.

:Label0421E2
00D6: if  0?
001A:    23160& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label042205
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0421E2

:Label042205
00BC: text_highpriority "LAW2C_G"  10000& ms  1? \\ Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass.

:Label042214
00D6: if  0?
001A:    28030& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label042237
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042214

:Label042237
00BC: text_highpriority "LAW2C_H"  10000& ms  1? \\ The way I see it - we two hombres in a strange town. We need to watch each other's back.

:Label042246
00D6: if  0?
001A:    34070&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04226B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042246

:Label04226B
00BC: text_highpriority "LAW2C_I"  10000& ms  1? \\ My back's just fine, brother...

:Label04227A
00D6: if  0?
001A:    36060&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04229F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04227A

:Label04229F
00BC: text_highpriority "LAW2C_J"  10000& ms  1? \\ You sure about that? Here, take this.

:Label0422AE
00D6: if  0?
001A:    39100&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0422D3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0422AE

:Label0422D3
00BC: text_highpriority "LAW2C_K"  10000& ms  1? \\ Follow me!

:Label0422E2
00D6: if  0?
001A:    40100&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label042307
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0422E2

:Label042307
00BE: text_clear_all

:Label042309
00D6: if  0?
001A:    40744&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04232E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label042309

:Label04232E
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label042337
00D6: if  0?
016B:   fading
004D: jump_if_false Label04234F
0001: wait  0? ms
0002: jump Label042337

:Label04234F
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0247: request_model #CLEAVER
0247: request_model #KNIFECUR

:Label042373
00D6: if  21?
8248:   NOT   model #CLEAVER available
8248:   NOT   model #KNIFECUR available
004D: jump_if_false Label042393
0001: wait  0? ms
0002: jump Label042373

:Label042393
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0423BE
012A: put_player $PLAYER_CHAR at  433! -574.5!  9.6! and_remove_from_car
0002: jump Label0423D2

:Label0423BE
0055: put_player $PLAYER_CHAR at  433! -574.5!  9.6!

:Label0423D2
0171: set_player $PLAYER_CHAR z_angle_to  327!
0395: clear_area  0? at  265.7! -929.3! range  9.7!  4!
009A: $LANCE_VANCE = create_actor  5? #SPECIAL04 at  433.1! -575.8!  9.6!
0173: set_actor $LANCE_VANCE z_angle_to  143!
0243: set_actor $LANCE_VANCE ped_stats_to  16?
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
0568: $LANCE_VANCE  1?
0446: (unknown) $LANCE_VANCE  0? 
01B2: give_actor $LANCE_VANCE weapon  17? ammo  9999&  \\ Load the weapon model before using this
0187:  228?? = create_marker_above_actor $LANCE_VANCE
0395: clear_area  0? at  431.3! -655.4! range  9.7!  6!
00A5:  104?? = create_car #INFERNUS at  431.3! -655.4!  10.6!
0224: set_car  104?? health_to  2000&
020A: set_car  104?? door_status_to  1?
0175: set_car  104?? z_angle_to  156!
0229: set_car  104?? color_to  1?  1?
0186:  8556?? = create_marker_above_car  104??
039E: (unknown) $LANCE_VANCE  1? 
0526: unknown_actor $LANCE_VANCE  1?
01B1: give_player $PLAYER_CHAR weapon  17? ammo  34?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  17?
0395: clear_area  0? at  439! -567.7! range  9.6!  1!
009A:  8504?? = create_actor  5? #SPECIAL03 at  439.2! -567.9!  9.6!
01ED: spawn_actor  8504??
0243: set_actor  8504?? ped_stats_to  16?
01B2: give_actor  8504?? weapon  8? ammo  0?  \\ Load the weapon model before using this
0173: set_actor  8504?? z_angle_to  154!
0395: clear_area  0? at  437.4! -567.8! range  9.6!  1!
009A:  8508?? = create_actor  5? #SPECIAL03 at  438.2! -567.8!  9.6!
01ED: spawn_actor  8508??
0243: set_actor  8508?? ped_stats_to  16?
01B2: give_actor  8508?? weapon  5? ammo  0?  \\ Load the weapon model before using this
0173: set_actor  8508?? z_angle_to  154!
0395: clear_area  0? at  435.4! -566.2! range  9.6!  1!
009A:  8512?? = create_actor  5? #SPECIAL03 at  437.2! -567.4!  9.6!
01ED: spawn_actor  8512??
0243: set_actor  8512?? ped_stats_to  16?
01B2: give_actor  8512?? weapon  8? ammo  0?  \\ Load the weapon model before using this
0173: set_actor  8512?? z_angle_to  154!
0006:  17@ =  0?  \\ integer values
03CF: load_wav "LAW2_4" as  1?
02A3: toggle_widescreen  1? (on)
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label0425DE
04C6: $PLAYER_ACTOR  8508??

:Label0425DE
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
015F: set_camera_position  430.001! -576.716!  11.667!  0!  0!  0!
0160: point_camera  430.808! -576.17!  11.442!  2?
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label042641
0239: actor $LANCE_VANCE run_to  421! -598.1!

:Label042641
0001: wait  1000& ms
015F: set_camera_position  430.575! -575.37!  11.484!  0!  0!  0!
0160: point_camera  430.389! -576.35!  11.405!  2?
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04268C
03D1: play_wav  1?

:Label04268C
00BC: text_highpriority "LAW2_4"  2000& ms  2? \\ This way!
0001: wait  500& ms
0293:  72?? = current_controls
00D6: if  21?
0038:    72?? ==  0?  \\ integer values
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label0426C8
03E5: text_box "GUN_2A" \\ Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426C8
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label0426E4
03E5: text_box "GUN_2C" \\ Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label0426E4
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label042700
03E5: text_box "GUN_2D" \\ Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire!

:Label042700
011C: actor $PLAYER_ACTOR clear_objective
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label042729
0002: jump Label043D70

:Label042729
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label04274F
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label04274F
0006:  17@ =  0?  \\ integer values
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
041E: set_radio_station  3? -1?
03CF: load_wav "LANAMU1" as  1?
03CF: load_wav "LANAMU2" as  2?
0006:  16@ =  0?  \\ integer values

:Label042789
00D6: if  21?
80DC:   NOT   player $PLAYER_CHAR driving  104??
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label042D05
0001: wait  0? ms
00D6: if  0?
0038:    8492?? ==  0?  \\ integer values
004D: jump_if_false Label042801
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label042801
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label0427F0
03E5: text_box "HELP2A2" \\ Press the ~h~~k~~PED_SPRINT~~w~ button when running to ~h~sprint
0002: jump Label0427FA

:Label0427F0
03E5: text_box "HELP2_A" \\ Press the ~h~~k~~PED_SPRINT~ ~w~button when running to ~h~sprint

:Label0427FA
0004:  8492?? =  1?  \\ integer values

:Label042801
00D6: if  0?
0038:    8492?? ==  1?  \\ integer values
004D: jump_if_false Label042837
00D6: if  0?
0019:    16@ >  9000&  \\ integer values
004D: jump_if_false Label042837
03E5: text_box "HELP3" \\ You can only sprint for short periods before becoming tired.
0004:  8492?? =  2?  \\ integer values

:Label042837
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label042A1E
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  427.6! -584.7!  10.6! radius  1!  1!  5!
004D: jump_if_false Label04288D
0239: actor $LANCE_VANCE run_to  421! -598.1!
0411: (unknown) $LANCE_VANCE  0? 

:Label04288D
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  421! -598.1!  10.6! radius  1!  1!  5!
004D: jump_if_false Label0428D3
0239: actor $LANCE_VANCE run_to  413.3! -614.3!
0411: (unknown) $LANCE_VANCE  0? 

:Label0428D3
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  413.3! -614.3!  10.6! radius  1!  1!  5!
004D: jump_if_false Label042919
0239: actor $LANCE_VANCE run_to  405.6! -632.4!
0411: (unknown) $LANCE_VANCE  0? 

:Label042919
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  405.6! -632.4!  10.6! radius  1!  1!  5!
004D: jump_if_false Label04295F
0239: actor $LANCE_VANCE run_to  429.1! -648.7!
0411: (unknown) $LANCE_VANCE  0? 

:Label04295F
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  429.1! -648.7!  10.6! radius  1!  1!  5!
004D: jump_if_false Label0429BE
00D6: if  0?
0038:    8484?? ==  0?  \\ integer values
004D: jump_if_false Label0429BE
0239: actor $LANCE_VANCE run_to  429.5! -653.7!
0411: (unknown) $LANCE_VANCE  0? 
0004:  8484?? =  1?  \\ integer values

:Label0429BE
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label042A1E
00D6: if  0?
00FE:   actor $LANCE_VANCE  0? ()near_point  429.5! -653.7!  10.6! radius  1!  1!  5!
004D: jump_if_false Label042A1E
01ED: spawn_actor $LANCE_VANCE
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label042A1E
01D4: actor $LANCE_VANCE go_to_car  104?? and_enter_it_as_a_passenger

:Label042A1E
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label042A44
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label042A44
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label042A5B
0002: jump Label043D70

:Label042A5B
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label042BC2
00D6: if  0?
0039:    8@ ==  0?  \\ integer values
004D: jump_if_false Label042AE4
00D6: if  0?
8118:   NOT   actor  8504?? dead
004D: jump_if_false Label042A9F
011A: set_actor  8504?? flags  1?
01CA: actor  8504?? kill_player $PLAYER_CHAR

:Label042A9F
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label042ABE
011A: set_actor  8508?? flags  1?
01CA: actor  8508?? kill_player $PLAYER_CHAR

:Label042ABE
00D6: if  0?
8118:   NOT   actor  8512?? dead
004D: jump_if_false Label042ADD
011A: set_actor  8512?? flags  1?
01CA: actor  8512?? kill_player $PLAYER_CHAR

:Label042ADD
0006:  8@ =  1?  \\ integer values

:Label042AE4
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8118:   NOT   actor  8504?? dead
004D: jump_if_false Label042B35
00D6: if  0?
8510:   NOT   unknown_actor  8504?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label042B35
009E: unknown_set_actor  8504?? path  380??  384??  388?? radius  2!  1?

:Label042B35
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label042B78
00D6: if  0?
8510:   NOT   unknown_actor  8508?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label042B78
009E: unknown_set_actor  8508?? path  380??  384??  388?? radius  2!  1?

:Label042B78
00D6: if  0?
8118:   NOT   actor  8512?? dead
004D: jump_if_false Label042BBB
00D6: if  0?
8510:   NOT   unknown_actor  8512?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label042BBB
009E: unknown_set_actor  8512?? path  380??  384??  388?? radius  2!  1?

:Label042BBB
0006:  17@ =  0?  \\ integer values

:Label042BC2
00D6: if  1?
0118:   actor  8504?? dead
0038:    8532?? ==  0?  \\ integer values
004D: jump_if_false Label042BE7
000A:  14@ +=  1?  \\ integer values
0004:  8532?? =  1?  \\ integer values

:Label042BE7
00D6: if  1?
0118:   actor  8508?? dead
0038:    8536?? ==  0?  \\ integer values
004D: jump_if_false Label042C0C
000A:  14@ +=  1?  \\ integer values
0004:  8536?? =  1?  \\ integer values

:Label042C0C
00D6: if  1?
0118:   actor  8512?? dead
0038:    8540?? ==  0?  \\ integer values
004D: jump_if_false Label042C31
000A:  14@ +=  1?  \\ integer values
0004:  8540?? =  1?  \\ integer values

:Label042C31
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label042CFE
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label042CFE
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  5!  5!  10!
004D: jump_if_false Label042CB4
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label042CAD
0164: disable_marker  228??
0187:  228?? = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000& ms  2? \\ ~g~You've left Lance behind! Go and get him!
0004:  224?? =  1?  \\ integer values

:Label042CAD
0002: jump Label042CFE

:Label042CB4
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label042CFE
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label042CDF
01D4: actor $LANCE_VANCE go_to_car  104?? and_enter_it_as_a_passenger

:Label042CDF
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label042CF7
0164: disable_marker  228??

:Label042CF7
0004:  224?? =  0?  \\ integer values

:Label042CFE
0002: jump Label042789

:Label042D05
0164: disable_marker  8556??
0164: disable_marker  228??
02A8:  4@ = create_marker  16? at  2124??  2128??  2132??
0001: wait  1000& ms
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label042D46
03D1: play_wav  1?
00BC: text_highpriority "LAW2_16"  4000& ms  2? \\ One thing you gotta realize about this town. You gotta pack some heat.

:Label042D46
0001: wait  500& ms

:Label042D4B
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label042D65
0001: wait  0? ms
0002: jump Label042D4B

:Label042D65
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label042D87
03D1: play_wav  2?
00BC: text_highpriority "LAW2_17"  2000& ms  2? \\ C'mon, the local gun shop's a couple of blocks away.

:Label042D87
0004:  8488?? =  1?  \\ integer values
0001: wait  2000& ms
014C: set_parked_car_generator  7328?? cars_to_generate_to  0?
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label042DC0
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label042DC0
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label042DD7
0002: jump Label043D70

:Label042DD7
00BC: text_highpriority "LAW2_15"  10000& ms  2? \\ ~g~Go to Ammu-Nation.
0006:  16@ =  0?  \\ integer values

:Label042DED
00D6: if  0?
80F8:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -53.7! -1482.9!  10.4! radius  3!  4!  3!
004D: jump_if_false Label0431CA
0001: wait  0? ms
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label042E47
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label042E47
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label042E5E
0002: jump Label043D70

:Label042E5E
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  10!  10!  10!
004D: jump_if_false Label042EBE
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label042EB7
0164: disable_marker  228??
0187:  228?? = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000& ms  2? \\ ~g~You've left Lance behind! Go and get him!
0004:  224?? =  1?  \\ integer values

:Label042EB7
0002: jump Label042F08

:Label042EBE
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label042F08
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label042EE9
01D4: actor $LANCE_VANCE go_to_car  104?? and_enter_it_as_a_passenger

:Label042EE9
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label042F01
0164: disable_marker  228??

:Label042F01
0004:  224?? =  0?  \\ integer values

:Label042F08
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label042F5B
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label042F54
00D6: if  0?
0038:    8488?? ==  0?  \\ integer values
004D: jump_if_false Label042F54
0164: disable_marker  8556??
0186:  8556?? = create_marker_above_car  104??
0004:  8488?? =  1?  \\ integer values

:Label042F54
0002: jump Label042F79

:Label042F5B
00D6: if  0?
0038:    8488?? ==  1?  \\ integer values
004D: jump_if_false Label042F79
0164: disable_marker  8556??
0004:  8488?? =  0?  \\ integer values

:Label042F79
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label04306A
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8118:   NOT   actor  8504?? dead
004D: jump_if_false Label042FDD
00D6: if  0?
8510:   NOT   unknown_actor  8504?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label042FDD
009E: unknown_set_actor  8504?? path  380??  384??  388?? radius  2!  1?

:Label042FDD
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label043020
00D6: if  0?
8510:   NOT   unknown_actor  8508?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label043020
009E: unknown_set_actor  8508?? path  380??  384??  388?? radius  2!  1?

:Label043020
00D6: if  0?
8118:   NOT   actor  8512?? dead
004D: jump_if_false Label043063
00D6: if  0?
8510:   NOT   unknown_actor  8512?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label043063
009E: unknown_set_actor  8512?? path  380??  384??  388?? radius  2!  1?

:Label043063
0006:  17@ =  0?  \\ integer values

:Label04306A
00D6: if  0?
8118:   NOT   actor  8504?? dead
004D: jump_if_false Label0430A5
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  8504?? radius  120!  120!
004D: jump_if_false Label04309E
01C2: remove_references_to_actor  8504??  \\ Like turning an actor into a random pedestrian

:Label04309E
0002: jump Label0430AA

:Label0430A5
01C2: remove_references_to_actor  8504??  \\ Like turning an actor into a random pedestrian

:Label0430AA
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label0430E5
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  8508?? radius  120!  120!
004D: jump_if_false Label0430DE
01C2: remove_references_to_actor  8508??  \\ Like turning an actor into a random pedestrian

:Label0430DE
0002: jump Label0430EA

:Label0430E5
01C2: remove_references_to_actor  8508??  \\ Like turning an actor into a random pedestrian

:Label0430EA
00D6: if  0?
8118:   NOT   actor  8512?? dead
004D: jump_if_false Label043125
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  8512?? radius  120!  120!
004D: jump_if_false Label04311E
01C2: remove_references_to_actor  8512??  \\ Like turning an actor into a random pedestrian

:Label04311E
0002: jump Label04312A

:Label043125
01C2: remove_references_to_actor  8512??  \\ Like turning an actor into a random pedestrian

:Label04312A
00D6: if  0?
0039:    7@ ==  0?  \\ integer values
004D: jump_if_false Label0431C3
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label0431C3
03E5: text_box "LAW3_15" \\ Follow the ~h~Gun blip~w~ on the radar to find ~h~Ammu-Nation.
03E7: flash_hud  8?

:Label04315D
00D6: if  0?
8019:   NOT    16@ >  5000&  \\ integer values
004D: jump_if_false Label0431B8
0001: wait  0? ms
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label04319A
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label04319A
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label0431B1
0002: jump Label043D70

:Label0431B1
0002: jump Label04315D

:Label0431B8
03E7: flash_hud -1?
0006:  7@ =  1?  \\ integer values

:Label0431C3
0002: jump Label042DED

:Label0431CA
03CF: load_wav "LAW2_5" as  2?
0164: disable_marker  4@
00D6: if  0?
8118:   NOT   actor  3412?? dead
004D: jump_if_false Label0431F0
022F: set_actor  3412?? stop_looking

:Label0431F0
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
015F: set_camera_position -54.73! -1479.25!  11.418!  0!  0!  0!
0160: point_camera -55.647! -1479.631!  11.299!  2?
03E5: text_box "LAW3_11" \\ Stand in the ~q~pink marker~w~ to view the weapons on offer.
0006:  16@ =  0?  \\ integer values

:Label04323B
00D6: if  0?
8019:   NOT    16@ >  1000&  \\ integer values
004D: jump_if_false Label043259
0001: wait  0? ms
0002: jump Label04323B

:Label043259
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label04328F
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label043288
0002: jump Label04352C

:Label043288
0002: jump Label043259

:Label04328F
015F: set_camera_position -63.091! -1483.06!  12.398!  0!  0!  0!
0160: point_camera -63.189! -1484.055!  12.396!  2?
03E5: text_box "LAW3_12" \\ You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button.
0006:  16@ =  0?  \\ integer values
0001: wait  500& ms

:Label0432D8
00D6: if  0?
8019:   NOT    16@ >  3500&  \\ integer values
004D: jump_if_false Label043344
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04333D

:Label043300
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label043336
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  3500&  \\ integer values
004D: jump_if_false Label04332F
0002: jump Label04352C

:Label04332F
0002: jump Label043300

:Label043336
0002: jump Label04352C

:Label04333D
0002: jump Label0432D8

:Label043344
015F: set_camera_position -61.233! -1482.864!  11.818!  0!  0!  0!
0160: point_camera -61.601! -1483.793!  11.811!  2?
03E5: text_box "LAW3_13" \\ If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button.
0006:  16@ =  0?  \\ integer values

:Label043388
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label0433BE
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0433B7
0002: jump Label04352C

:Label0433B7
0002: jump Label043388

:Label0433BE
015F: set_camera_position -68.227! -1479.893!  11.67!  0!  0!  0!
0160: point_camera -67.359! -1480.372!  11.544!  2?
03E5: text_box "LAW3_14" \\ You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button.
0006:  16@ =  0?  \\ integer values

:Label043402
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label043438
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label043431
0002: jump Label04352C

:Label043431
0002: jump Label043402

:Label043438
015F: set_camera_position -63.091! -1483.06!  12.398!  0!  0!  0!
0160: point_camera -63.189! -1484.055!  12.396!  2?
03E5: text_box "HELP46" \\ There are eight different types of weapon.
0006:  16@ =  0?  \\ integer values

:Label04347C
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label0434B2
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0434AB
0002: jump Label04352C

:Label0434AB
0002: jump Label04347C

:Label0434B2
015F: set_camera_position -61.233! -1482.864!  11.818!  0!  0!  0!
0160: point_camera -61.601! -1483.793!  11.811!  2?
03E5: text_box "HELP47" \\ You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun.
0006:  16@ =  0?  \\ integer values

:Label0434F6
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label04352C
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label043525
0002: jump Label04352C

:Label043525
0002: jump Label0434F6

:Label04352C
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
018A:  4@ = create_checkpoint_at  242.6! -1281.2!  10!
00BC: text_highpriority "LAW2_10"  15000& ms  2? \\ ~g~Drive back to the hotel.
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label043580
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label043580
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label043597
0002: jump Label043D70

:Label043597
00D6: if  22?
80B1:   NOT   car  104??  0? ()in_cube  272.8! -1341.5!  16!  212.5! -1280!  8!
8448:   NOT   actor $LANCE_VANCE in_car  104??
8448:   NOT   actor $PLAYER_ACTOR in_car  104??
004D: jump_if_false Label043872
0001: wait  0? ms
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label043601
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label043601
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label043618
0002: jump Label043D70

:Label043618
00D6: if  2?
00B1:   car  104??  0? ()in_cube  272.9! -1220.6!  16!  212.5! -1280!  8!
0448:   actor $LANCE_VANCE in_car  104??
0448:   actor $PLAYER_ACTOR in_car  104??
004D: jump_if_false Label04365F
0002: jump Label043872

:Label04365F
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  10!  10!  10!
004D: jump_if_false Label0436BF
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label0436B8
0164: disable_marker  228??
0187:  228?? = create_marker_above_actor $LANCE_VANCE
00BC: text_highpriority "LAW2_13"  5000& ms  2? \\ ~g~You've left Lance behind! Go and get him!
0004:  224?? =  1?  \\ integer values

:Label0436B8
0002: jump Label043709

:Label0436BF
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label043709
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label0436EA
01D4: actor $LANCE_VANCE go_to_car  104?? and_enter_it_as_a_passenger

:Label0436EA
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label043702
0164: disable_marker  228??

:Label043702
0004:  224?? =  0?  \\ integer values

:Label043709
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  104??
004D: jump_if_false Label04375C
00D6: if  0?
80DB:   NOT   actor $LANCE_VANCE in_car  104??
004D: jump_if_false Label043755
00D6: if  0?
0038:    8488?? ==  0?  \\ integer values
004D: jump_if_false Label043755
0164: disable_marker  8556??
0186:  8556?? = create_marker_above_car  104??
0004:  8488?? =  1?  \\ integer values

:Label043755
0002: jump Label04377A

:Label04375C
00D6: if  0?
0038:    8488?? ==  1?  \\ integer values
004D: jump_if_false Label04377A
0164: disable_marker  8556??
0004:  8488?? =  0?  \\ integer values

:Label04377A
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label04386B
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8118:   NOT   actor  8504?? dead
004D: jump_if_false Label0437DE
00D6: if  0?
8510:   NOT   unknown_actor  8504?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label0437DE
009E: unknown_set_actor  8504?? path  380??  384??  388?? radius  2!  1?

:Label0437DE
00D6: if  0?
8118:   NOT   actor  8508?? dead
004D: jump_if_false Label043821
00D6: if  0?
8510:   NOT   unknown_actor  8508?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label043821
009E: unknown_set_actor  8508?? path  380??  384??  388?? radius  2!  1?

:Label043821
00D6: if  0?
8118:   NOT   actor  8512?? dead
004D: jump_if_false Label043864
00D6: if  0?
8510:   NOT   unknown_actor  8512?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label043864
009E: unknown_set_actor  8512?? path  380??  384??  388?? radius  2!  1?

:Label043864
0006:  17@ =  0?  \\ integer values

:Label04386B
0002: jump Label043597

:Label043872
016A: fade  0? ()  500& ms

:Label043879
00D6: if  0?
016B:   fading
004D: jump_if_false Label043891
0001: wait  0? ms
0002: jump Label043879

:Label043891
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label0438B4
0174:  8584?? = car  104?? z_angle

:Label0438B4
00D6: if  0?
00B1:   car  104??  0? ()in_cube  272.8! -1341.5!  16!  212.5! -1280!  8!
004D: jump_if_false Label0439CA
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label0439C3
00AD: set_car  104?? max_speed_to  0!
00AE: unknown_set_car  104?? to_ignore_traffic_lights  3?
0395: clear_area  1? at  232.1! -1323.4! range  10.9!  40!
00AB: put_car  104?? at  236.7! -1308.2! -100!
0175: set_car  104?? z_angle_to  347.3!
00AD: set_car  104?? max_speed_to  20!
00A7: unknown_car  104?? drive_to  242.35! -1279.9!  10.9!
0395: clear_area  1? at  242.2! -1279.9! range  10.9!  20!
0395: clear_area  0? at  247.264! -1281.508! range  10.495!  40!
015F: set_camera_position  239.295! -1283.295!  10.713!  0!  0!  0!
0160: point_camera  239.799! -1282.436!  10.622!  2?
0004:  8568?? =  1?  \\ integer values

:Label0439C3
0002: jump Label043AA2

:Label0439CA
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label043AA2
00AD: set_car  104?? max_speed_to  0!
00AE: unknown_set_car  104?? to_ignore_traffic_lights  3?
0395: clear_area  1? at  246.3! -1257.7! range  10.9!  40!
00AB: put_car  104?? at  246.3! -1257.7! -100!
0175: set_car  104?? z_angle_to  171.8!
00AD: set_car  104?? max_speed_to  20!
00A7: unknown_car  104?? drive_to  242.2! -1279.9!  10.9!
0395: clear_area  1? at  242.2! -1279.9! range  10.9!  20!
0395: clear_area  0? at  247.264! -1281.508! range  10.495!  40!
015F: set_camera_position  237.96! -1286.392!  10.586!  0!  0!  0!
0160: point_camera  238.473! -1285.534!  10.609!  2?

:Label043AA2
016A: fade  1? (back)  1000& ms
0001: wait  3000& ms
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label043AC6
01D3: actor $PLAYER_ACTOR leave_car  104??

:Label043AC6
0001: wait  1300& ms
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label043AE0
04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat

:Label043AE0
00D6: if  0?
0038:    8568?? ==  0?  \\ integer values
004D: jump_if_false Label043B2C
015F: set_camera_position  237.787! -1282.583!  12.615!  0!  0!  0!
0160: point_camera  238.638! -1282.366!  12.135!  2?
0002: jump Label043B5F

:Label043B2C
015F: set_camera_position  239.975! -1273.806!  12.873!  0!  0!  0!
0160: point_camera  240.511! -1274.468!  12.35!  2?

:Label043B5F
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label043B7F
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR

:Label043B7F
0001: wait  1000& ms
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label043B97
03D1: play_wav  2?

:Label043B97
00BC: text_highpriority "LAW2_5"  4000& ms  2? \\ I'm going to go see what I can dig up. I'll be watching you, Tommy.
0001: wait  4000& ms
00D6: if  0?
8119:   NOT   car  104?? wrecked
004D: jump_if_false Label043CC4
0395: clear_area  0? at  200.2! -1460.3! range  10.9!  40!
0395: clear_area  0? at  242.2! -1279.9! range  10.9!  40!
03BA: clear_cars_from_cube  213.4! -1376.9!  0!  279.7! -1216.2!  30!
00D6: if  0?
0038:    8568?? ==  0?  \\ integer values
004D: jump_if_false Label043C57
015F: set_camera_position  245.135! -1276.517!  11.71!  0!  0!  0!
0160: point_camera  244.775! -1277.43!  11.519!  2?
0002: jump Label043C8A

:Label043C57
015F: set_camera_position  242.804! -1271.559!  10.617!  0!  0!  0!
0160: point_camera  242.975! -1272.544!  10.603!  2?

:Label043C8A
00A7: unknown_car  104?? drive_to  200.2! -1460.3!  10.9!
00AD: set_car  104?? max_speed_to  40!
00AE: unknown_set_car  104?? to_ignore_traffic_lights  3?
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label043CC4
022F: set_actor $LANCE_VANCE stop_looking

:Label043CC4
0006:  17@ =  0?  \\ integer values

:Label043CCB
00D6: if  0?
81AF:   NOT   car  104??  0? ()near_point  200.2! -1460.3!  10.9! radius  4!  4!  4!
004D: jump_if_false Label043D5D
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  4000&  \\ integer values
004D: jump_if_false Label043D19
0002: jump Label043D62

:Label043D19
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label043D3F
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label043D70

:Label043D3F
00D6: if  0?
0119:   car  104?? wrecked
004D: jump_if_false Label043D56
0002: jump Label043D70

:Label043D56
0002: jump Label043CCB

:Label043D5D
022F: set_actor $PLAYER_ACTOR stop_looking

:Label043D62
02EB: restore_camera_with_jumpcut
00A6: destroy_car  104??
0002: jump Label043D81

:Label043D70
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label043D81
0004: $PASSED_LAW2_BACK_ALLEY_BRAWL =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  200&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  200&
0318: set_latest_mission_passed "LAW_2" \\ Back Alley Brawl
030C: set_mission_points +=  1?
004F: create_thread Label00B370 
0051: return

:Label043DC3
0004: $ONMISSION =  0?  \\ integer values
0108: destroy_object  4052??
029B:  4052?? = init_object -25? (OD_CLBDR_CLOSE) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4044?? =  1?  \\ integer values
0004:  4048?? =  0?  \\ integer values
0004:  3972?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #INFERNUS
0249: release_model #CLEAVER
0249: release_model #COLT45
0249: release_model #CELLPHONE
0249: release_model #KNIFECUR
0296: unload_special_actor  3?
0296: unload_special_actor  4?
040D: unload_wav  1?
040D: unload_wav  2?
0164: disable_marker  15@
0164: disable_marker  76??
0164: disable_marker  228??
0164: disable_marker  4@
014C: set_parked_car_generator  7328?? cars_to_generate_to  101?
0164: disable_marker  11@
0215: destroy_pickup  10@
0164: disable_marker  8556??
00D8: mission_cleanup
0051: return

;-------------Mission 5---------------
; Originally: Jury Fury


:Label043E62
0050: gosub Label043E86
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label043E7D
0050: gosub Label045DD3

:Label043E7D
0050: gosub Label045E2D
004E: end_thread

:Label043E86
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "LAWYER3"
0001: wait  0? ms
054C: use_GXT_table "LAWYER3"
058E: unknown_point_command  110.6! -824.2!  9.6! angle  327.9!
0006:  9@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  10@ =  0?  \\ integer values
0004:  8604?? =  0?  \\ integer values
0004:  8640?? =  0?  \\ integer values
0004:  8600?? =  0?  \\ integer values
0004:  8668?? =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  14@ =  0?  \\ integer values
0004:  8648?? =  0?  \\ integer values
0004:  8608?? =  0?  \\ integer values
03E6: remove_text_box
03CF: load_wav "MONO15" as  1?
04BB: select_interiour  6?  \\ select render area
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label043F71
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label043FA3
0001: wait  0? ms
0002: jump Label043F71

:Label043FA3
03CB: set_camera  140.6! -1367.4!  13.1!
02E4: load_cutscene_data "LAW_3"
0244: set_cutscene_pos  141.441! -1366.722!  12.163!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "LWCHARA"
02E5:  768?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  768?? "LWCHARB"
02E5:  808?? = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim  808?? "LCFAN"
02E5:  840?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  840?? "LAWDOOR"
0395: clear_area  1? at  119! -826.8! range  9.8!  .5!
0055: put_player $PLAYER_CHAR at  119! -826.8!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  60!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0440A8
00D6: if  0?
001A:    3008& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0440CB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0440A8

:Label0440CB
00BC: text_highpriority "LAW3_A"  10000& ms  1? \\ Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants!

:Label0440DA
00D6: if  0?
001A:    9424& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0440FD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0440DA

:Label0440FD
00BC: text_highpriority "LAW3_B"  10000& ms  1? \\ Hey, those psychos from up north - they've been on the horn, and they're coming down here soon.

:Label04410C
00D6: if  0?
001A:    13402& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04412F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04410C

:Label04412F
00BC: text_highpriority "LAW3_C"  10000& ms  1? \\ Now where is the goddamn money?!

:Label04413E
00D6: if  0?
001A:    15408& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label044161
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04413E

:Label044161
00BC: text_highpriority "LAW3_D"  10000& ms  1? \\ Relax, relax. We're not at that part yet.

:Label044170
00D6: if  0?
001A:    18308& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label044193
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044170

:Label044193
00BC: text_highpriority "LAW3_E"  10000& ms  1? \\ Ohhh... I thought that you were taking care of this, I really did!

:Label0441A2
00D6: if  0?
001A:    22306& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0441C5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0441A2

:Label0441C5
00BC: text_highpriority "LAW3_F"  10000& ms  1? \\ And now those guidos say we gotta do them a favor.

:Label0441D4
00D6: if  0?
001A:    24656& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0441F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0441D4

:Label0441F7
00BC: text_highpriority "LAW3_G"  10000& ms  1? \\ You mean I gotta do 'em a favor.

:Label044206
00D6: if  0?
001A:    26240& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label044229
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044206

:Label044229
00BC: text_highpriority "LAW3_H"  10000& ms  1? \\ Oh, of course that's what I mean. Do I look like I can intimidate a jury?

:Label044238
00D6: if  0?
001A:    30832& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04425B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044238

:Label04425B
00BC: text_highpriority "LAW3_I"  10000& ms  1? \\ I couldn't intimidate a child - and believe me, I've tried.

:Label04426A
00D6: if  0?
001A:    33842&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04428F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04426A

:Label04428F
00BC: text_highpriority "LAW3_J"  10000& ms  1? \\ Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud.

:Label04429E
00D6: if  0?
001A:    38624&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0442C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04429E

:Label0442C3
00BC: text_highpriority "LAW3_K"  10000& ms  1? \\ You gotta take these guys OUT!

:Label0442D2
00D6: if  0?
001A:    40752&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0442F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0442D2

:Label0442F7
00BC: text_highpriority "LAW3_L"  10000& ms  1? \\ I understand. Help the jury change their minds. Don't worry about it.

:Label044306
00D6: if  0?
001A:    43488&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04432B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044306

:Label04432B
00BC: text_highpriority "LAW3_M"  10000& ms  1? \\ No no no no no - NO! I tried that. The jury case didn't go so well,

:Label04433A
00D6: if  0?
001A:    49133&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04435F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04433A

:Label04435F
00BC: text_highpriority "LAW3_N"  10000& ms  1? \\ so MAKE them change their minds.

:Label04436E
00D6: if  0?
001A:    51776&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label044393
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04436E

:Label044393
00BE: text_clear_all

:Label044395
00D6: if  0?
001A:    52896&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0443BA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label044395

:Label0443BA
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label044402
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label044402
03D1: play_wav  1?

:Label0443E8
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label044402
0001: wait  0? ms
0002: jump Label0443E8

:Label044402
00D6: if  0?
016B:   fading
004D: jump_if_false Label04441A
0001: wait  0? ms
0002: jump Label044402

:Label04441A
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0247: request_model #HMORI
0247: request_model #BMYBU
0247: request_model #ADMIRAL
0247: request_model #BFYBE
0247: request_model #SPAND
0247: request_model #GLENDALE
0247: request_model #HMYAP
0247: request_model #HAMMER
0247: request_model #SENTINEL
0247: request_model #WMOGO
023C: load_special_actor  4? "SPANDXA"
0004:  8616?? =  0?  \\ integer values
0004:  8620?? =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0004:  8652?? =  0?  \\ integer values
0004:  8656?? =  0?  \\ integer values
0004:  8612?? =  0?  \\ integer values

:Label0444AD
00D6: if  25?
8248:   NOT   model #HMORI available
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #BFYBE available
8248:   NOT   model #SPAND available
8248:   NOT   model #GLENDALE available
8248:   NOT   model #BMYBU available
004D: jump_if_false Label0444DE
0001: wait  0? ms
0002: jump Label0444AD

:Label0444DE
00D6: if  22?
8248:   NOT   model #HMYAP available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #WMOGO available
004D: jump_if_false Label044501
0001: wait  0? ms
0002: jump Label0444DE

:Label044501
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  117.1! -825.6!  9.8!
03CF: load_wav "LAW3_24" as  1?
0001: wait  0? ms
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03C8: rotate_player_180_degrees
016A: fade  1? (back)  1000& ms
015F: set_camera_position  110.714! -816.945!  14.589!  0!  0!  0!
0160: point_camera  111.238! -817.658!  14.123!  2?
0395: clear_area  1? at  95.8! -843.2! range  10!  20!
00A5:  0@ = create_car #GLENDALE at  95.8! -843.2!  10!
0129:  15@ = create_actor  4? #WMOGO in_car  0@ driverseat
0175: set_car  0@ z_angle_to  316!
0395: clear_area  1? at  113.7! -825! range  9.7!  10!
009A:  1@ = create_actor  4? #HMYAP at  113.7! -825!  9.7!
0173: set_actor  1@ z_angle_to  67!
01ED: spawn_actor  1@
0372: set_actor  1@ anim  3? wait_state_time  3000& ms

:Label0445FB
00D6: if  0?
016B:   fading
004D: jump_if_false Label044613
0001: wait  0? ms
0002: jump Label0445FB

:Label044613
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label044637
0211: actor  1@ walk_to  104! -819.8!

:Label044637
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label04467E
00AD: set_car  0@ max_speed_to  40!
00AE: unknown_set_car  0@ to_ignore_traffic_lights  3?
04BA: unknown_car  0@  20!
00A0:  8684?? = actor  1@ x_pos,  8688?? = actor  1@ y_pos,  8692?? = actor  1@ z_pos
02C2: car  0@ drive_to_point  8684??  8688??  8692??

:Label04467E
0006:  16@ =  0?  \\ integer values

:Label044685
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label0446F7
0001: wait  0? ms
00D6: if  0?
0118:   actor  1@ dead
004D: jump_if_false Label0446F0
00D6: if  0?
0039:    4@ ==  0?  \\ integer values
004D: jump_if_false Label0446F0
04A5: unknown_store_dead_actor  1@ position_to  8696??  8700??  8704??
0009:  8704?? +=  .5!  \\ floating-point values
0213:  3@ = create_pickup #HAMMER type  3? at  8696??  8700??  8704??
0006:  4@ =  1?  \\ integer values

:Label0446F0
0002: jump Label044685

:Label0446F7
00D6: if  0?
8118:   NOT   actor  15@ dead
004D: jump_if_false Label044726
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label044726
01D3: actor  15@ leave_car  0@
0243: set_actor  15@ ped_stats_to  39?

:Label044726
015F: set_camera_position  110.834! -827.258!  12.204!  0!  0!  0!
0160: point_camera  111.632! -826.843!  11.761!  2?
00BC: text_highpriority "LAW3_24"  3000& ms  2? \\ ~g~That hammer would be useful.
0006:  16@ =  0?  \\ integer values

:Label04476F
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label0447CF
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  15@ dead
004D: jump_if_false Label0447C8
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label0447C8
00D6: if  0?
80DB:   NOT   actor  15@ in_car  0@
004D: jump_if_false Label0447C8
0239: actor  15@ run_to  137.6! -786.9!

:Label0447C8
0002: jump Label04476F

:Label0447CF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0447E2
03D1: play_wav  1?

:Label0447E2
02A8:  8660?? = create_marker  18? at  2160??  2164??  2168??
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees

:Label044801
00D6: if  0?
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label04481B
0001: wait  0? ms
0002: jump Label044801

:Label04481B
0249: release_model #GLENDALE
0249: release_model #WMOGO
0249: release_model #HMYAP
01C2: remove_references_to_actor  15@  \\ Like turning an actor into a random pedestrian
0395: clear_area  1? at  191.4! -1026.7! range  9.4!  2!
009A:  8588?? = create_actor  4? #HMORI at  191.4! -1026.7!  9.4!
0243: set_actor  8588?? ped_stats_to  39?
02A9: set_actor  8588?? immune_to_nonplayer  1?
0187:  8628?? = create_marker_above_actor  8588??
0223: set_actor  8588?? health_to  300&
0173: set_actor  8588?? z_angle_to  202!
01ED: spawn_actor  8588??
0319: set_actor  8588?? wander_state_to  1? (off)
0395: clear_area  1? at  189.3! -1033! range  10.2!  4!
00A5:  8636?? = create_car #ADMIRAL at  189.3! -1033!  9.4!
0175: set_car  8636?? z_angle_to  261!
020A: set_car  8636?? door_status_to  3?
01EC: unknown_car  8636?? flag  1?
053F: unknown_car  8636?? flag  0?
009A:  8596?? = create_actor  4? #BFYBE at  191.6! -1028!  9.4!
0243: set_actor  8596?? ped_stats_to  39?
01ED: spawn_actor  8596??
0395: clear_area  1? at  536.4!  217.4! range  13.6!  4!
00A5:  8664?? = create_car #SENTINEL at  536.4!  217.4!  13.6!
0175: set_car  8664?? z_angle_to  270!
020A: set_car  8664?? door_status_to  3?
0186:  8632?? = create_marker_above_car  8664??
00AD: set_car  8664?? max_speed_to  0!
01EC: unknown_car  8664?? flag  1?
00BC: text_highpriority "LAW3_7"  15000& ms  2? \\ ~g~Go and intimidate the two jurors, but DON'T kill them!
0001: wait  4000& ms
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label044987
0519: unknown_car  8636?? flag  1?

:Label044987
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label04499E
0519: unknown_car  8664?? flag  1?

:Label04499E
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label0449B5
04D7: lock_actor  8588?? in_current_position  1?

:Label0449B5
00D6: if  0?
8118:   NOT   actor  8596?? dead
004D: jump_if_false Label0449CC
04D7: lock_actor  8596?? in_current_position  1?

:Label0449CC
03E5: text_box "HELP23" \\ You can follow the ~h~hammer blip~w~ on the radar if you want to buy melee weapons from the hardware store.
03E7: flash_hud  8?
0001: wait  2000& ms
03E7: flash_hud -1?
0006:  17@ =  0?  \\ integer values
0209:  8640?? = random_int  0?  6?
0050: gosub Label045ED8
0006:  16@ =  0?  \\ integer values

:Label044A01
00D6: if  0?
8038:   NOT    8612?? ==  2?  \\ integer values
004D: jump_if_false Label045DCC
0001: wait  0? ms
00D6: if  0?
0038:    8616?? ==  0?  \\ integer values
004D: jump_if_false Label044A7C
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label044A56
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044A7C

:Label044A56
00D6: if  0?
050D:  8588??
004D: jump_if_false Label044A7C
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label044A7C
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label0451D4
00D6: if  0?
0039:    14@ ==  0?  \\ integer values
004D: jump_if_false Label044B09
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  8636?? radius  30!  30!  0?
004D: jump_if_false Label044B09
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label044B02
0519: unknown_car  8636?? flag  0?
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label044AEB
04D7: lock_actor  8588?? in_current_position  0?

:Label044AEB
00D6: if  0?
8118:   NOT   actor  8596?? dead
004D: jump_if_false Label044B02
04D7: lock_actor  8596?? in_current_position  0?

:Label044B02
0006:  14@ =  1?  \\ integer values

:Label044B09
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label0451D4
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label0451D4
00D6: if  0?
00DB:   actor  8588?? in_car  8636??
004D: jump_if_false Label0451D4
00D6: if  0?
8185:   NOT   car  8636?? health >=  700&
004D: jump_if_false Label044B6C
01D3: actor  8588?? leave_car  8636??
020A: set_car  8636?? door_status_to  1?
0006:  9@ =  1?  \\ integer values
0004:  8604?? =  1?  \\ integer values

:Label044B6C
00D6: if  1?
0039:    9@ ==  0?  \\ integer values
0038:    8616?? ==  0?  \\ integer values
004D: jump_if_false Label0451D4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label044BFB
00DA:  8624?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  8624?? wrecked
004D: jump_if_false Label044BFB
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  197.1! -1033.8!  10.2! radius  8!  6!  4!
004D: jump_if_false Label044BFB
00AB: put_car  8624?? at  201.9! -1020.8!  9.4!
0175: set_car  8624?? z_angle_to  180!

:Label044BFB
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label044C12
01EC: unknown_car  8636?? flag  0?

:Label044C12
020A: set_car  8636?? door_status_to  7?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00AD: set_car  8636?? max_speed_to  0!
015F: set_camera_position  183.803! -1029.408!  11.956!  0!  0!  0!
0160: point_camera  184.615! -1029.963!  11.78!  2?
0395: clear_area  1? at  189.3! -1033! range  10.2!  10!
0395: clear_area  1? at  208.8! -1008.1! range  9.5!  10!
00A5:  8644?? = create_car #SPAND at  208.8! -1008.1!  9.5!
0129:  11@ = create_actor  4? #SPECIAL04 in_car  8644?? driverseat
0243: set_actor  11@ ped_stats_to  14?
0175: set_car  8644?? z_angle_to  165!
00AD: set_car  8644?? max_speed_to  40!
04BA: unknown_car  8644??  19!
00AE: unknown_set_car  8644?? to_ignore_traffic_lights  3?
00A7: unknown_car  8644?? drive_to  203.5! -1037.7!  10.1!
01EC: unknown_car  8644?? flag  1?
0395: clear_area  1? at  202.8! -1035.7! range  10.1!  10!
00A7: unknown_car  8636?? drive_to  202.8! -1035.7!  10.1!
00AD: set_car  8636?? max_speed_to  50!
00AE: unknown_set_car  8636?? to_ignore_traffic_lights  3?
0006:  17@ =  0?  \\ integer values

:Label044D3F
00D6: if  0?
8019:   NOT    17@ >  1200&  \\ integer values
004D: jump_if_false Label044DB0
0001: wait  0? ms
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label044D83
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044DA9

:Label044D83
00D6: if  0?
050D:  8588??
004D: jump_if_false Label044DA9
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label044DA9
0002: jump Label044D3F

:Label044DB0
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label044E11
053F: unknown_car  8636?? flag  1?
04FE: unknown_car  8636?? flag  0?
050B:  8636??
00D6: if  0?
8119:   NOT   car  8644?? wrecked
004D: jump_if_false Label044DE8
050B:  8644??

:Label044DE8
00A9: set_car  8636?? to_normal_driver
00AD: set_car  8636?? max_speed_to  0!
00D6: if  0?
8119:   NOT   car  8644?? wrecked
004D: jump_if_false Label044E11
00AD: set_car  8644?? max_speed_to  0!

:Label044E11
0006:  17@ =  0?  \\ integer values

:Label044E18
00D6: if  0?
8019:   NOT    17@ >  250&  \\ integer values
004D: jump_if_false Label044E89
0001: wait  0? ms
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label044E5C
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044E82

:Label044E5C
00D6: if  0?
050D:  8588??
004D: jump_if_false Label044E82
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label044E82
0002: jump Label044E18

:Label044E89
00D6: if  0?
8119:   NOT   car  8644?? wrecked
004D: jump_if_false Label044EC9
0407: create_coordinate  8672??  8676??  8680?? from_car  8644?? offset  0! -3!  0!
0213:  12@ = create_pickup #HAMMER type  3? at  8672??  8676??  8680??

:Label044EC9
00D6: if  0?
8019:   NOT    17@ >  500&  \\ integer values
004D: jump_if_false Label044F3A
0001: wait  0? ms
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label044F0D
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044F33

:Label044F0D
00D6: if  0?
050D:  8588??
004D: jump_if_false Label044F33
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label044F33
0002: jump Label044EC9

:Label044F3A
00D6: if  0?
8119:   NOT   car  8644?? wrecked
004D: jump_if_false Label044F7A
0407: create_coordinate  8672??  8676??  8680?? from_car  8644?? offset  0! -3!  0!
0213:  13@ = create_pickup #HAMMER type  3? at  8672??  8676??  8680??

:Label044F7A
0006:  17@ =  0?  \\ integer values

:Label044F81
00D6: if  0?
8019:   NOT    17@ >  1500&  \\ integer values
004D: jump_if_false Label044FF2
0001: wait  0? ms
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label044FC5
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label044FEB

:Label044FC5
00D6: if  0?
050D:  8588??
004D: jump_if_false Label044FEB
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label044FEB
0002: jump Label044F81

:Label044FF2
02A3: toggle_widescreen  0? (off)
015F: set_camera_position  206.657! -1030.398!  13.139!  0!  0!  0!
0160: point_camera  206.057! -1031.136!  12.829!  2?
00D6: if  0?
0038:    8608?? ==  0?  \\ integer values
004D: jump_if_false Label04505A
03E5: text_box "HELP40" \\ You can smash cars up by using the hammer or a similar weapon.
0006:  16@ =  0?  \\ integer values
0004:  8608?? =  1?  \\ integer values
0002: jump Label045069

:Label04505A
00BC: text_highpriority "LAW3_9"  4000& ms  2? \\ ~g~Smash up the Juror's car to get him out!

:Label045069
0006:  17@ =  0?  \\ integer values

:Label045070
00D6: if  0?
8019:   NOT    17@ >  4000&  \\ integer values
004D: jump_if_false Label045182
0001: wait  0? ms
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label0450B4
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label0450DA

:Label0450B4
00D6: if  0?
050D:  8588??
004D: jump_if_false Label0450DA
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label0450DA
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04517B

:Label0450EB
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label045174
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  4000&  \\ integer values
004D: jump_if_false Label04511A
0002: jump Label045182

:Label04511A
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label045147
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04516D

:Label045147
00D6: if  0?
050D:  8588??
004D: jump_if_false Label04516D
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label04516D
0002: jump Label0450EB

:Label045174
0002: jump Label045182

:Label04517B
0002: jump Label045070

:Label045182
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label04519A
0223: set_actor  8588?? health_to  300&

:Label04519A
00D6: if  0?
8119:   NOT   car  8644?? wrecked
004D: jump_if_false Label0451B1
01EC: unknown_car  8644?? flag  0?

:Label0451B1
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "LAW3_9"  6000& ms  2? \\ ~g~Smash up the Juror's car to get him out!
0006:  9@ =  1?  \\ integer values

:Label0451D4
00D6: if  0?
0119:   car  8636?? wrecked
004D: jump_if_false Label0451F2
0050: gosub Label045F8E
0002: jump Label045613

:Label0451F2
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045613
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label0452C7
00D6: if  0?
0038:    8648?? ==  0?  \\ integer values
004D: jump_if_false Label0452C7
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  8636?? radius  20!  20!  0?
004D: jump_if_false Label0452C7
00D6: if  22?
02DF: unknown_player $PLAYER_CHAR
8184:   NOT   actor  8588?? health >=  299&
0457:   unknown_player $PLAYER_CHAR unknown_actor  8588??
004D: jump_if_false Label0452C7
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label0452C0
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label04529A
01D5: actor  8588?? go_to_and_drive_car  8636??
02A9: set_actor  8588?? immune_to_nonplayer  1?
0223: set_actor  8588?? health_to  300&

:Label04529A
00D6: if  0?
8118:   NOT   actor  8596?? dead
004D: jump_if_false Label0452C0
0239: actor  8596?? run_to  227.2! -1040.8!
0006:  10@ =  1?  \\ integer values

:Label0452C0
0004:  8648?? =  1?  \\ integer values

:Label0452C7
00D6: if  0?
81AF:   NOT   car  8636??  0? ()near_point  189.3! -1033!  9.4! radius  2!  2!  2!
004D: jump_if_false Label045328
00D6: if  0?
8185:   NOT   car  8636?? health >=  600&
004D: jump_if_false Label045328
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label045328
0006:  9@ =  1?  \\ integer values
0004:  8604?? =  1?  \\ integer values

:Label045328
00D6: if  0?
0038:    8616?? ==  0?  \\ integer values
004D: jump_if_false Label045613
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label04542D
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label04542D
00D6: if  0?
00DB:   actor  8588?? in_car  8636??
004D: jump_if_false Label04542D
00D6: if  0?
8185:   NOT   car  8636?? health >=  950&
004D: jump_if_false Label04542D
00D6: if  0?
0038:    8668?? ==  0?  \\ integer values
004D: jump_if_false Label04542D
03CF: load_wav "LAW3_11" as  2?

:Label04539E
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label045422
0001: wait  0? ms
00D6: if  0?
0119:   car  8636?? wrecked
004D: jump_if_false Label0453C8
0050: gosub Label045F8E

:Label0453C8
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label0453F5
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04541B

:Label0453F5
00D6: if  0?
050D:  8588??
004D: jump_if_false Label04541B
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label04541B
0002: jump Label04539E

:Label045422
03D1: play_wav  2?
0004:  8668?? =  1?  \\ integer values

:Label04542D
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045520
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label045520
00D6: if  0?
00DB:   actor  8588?? in_car  8636??
004D: jump_if_false Label045520
00D6: if  0?
8185:   NOT   car  8636?? health >=  850&
004D: jump_if_false Label045520
00D6: if  0?
0038:    8668?? ==  1?  \\ integer values
004D: jump_if_false Label045520
03CF: load_wav "LAW3_13" as  2?

:Label045491
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label045515
0001: wait  0? ms
00D6: if  0?
0119:   car  8636?? wrecked
004D: jump_if_false Label0454BB
0050: gosub Label045F8E

:Label0454BB
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label0454E8
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label04550E

:Label0454E8
00D6: if  0?
050D:  8588??
004D: jump_if_false Label04550E
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label04550E
0002: jump Label045491

:Label045515
03D1: play_wav  2?
0004:  8668?? =  2?  \\ integer values

:Label045520
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045613
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label045613
00D6: if  0?
00DB:   actor  8588?? in_car  8636??
004D: jump_if_false Label045613
00D6: if  0?
8185:   NOT   car  8636?? health >=  750&
004D: jump_if_false Label045613
00D6: if  0?
0038:    8668?? ==  2?  \\ integer values
004D: jump_if_false Label045613
03CF: load_wav "LAW3_12" as  2?

:Label045584
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label045608
0001: wait  0? ms
00D6: if  0?
0119:   car  8636?? wrecked
004D: jump_if_false Label0455AE
0050: gosub Label045F8E

:Label0455AE
00D6: if  0?
0118:   actor  8588?? dead
004D: jump_if_false Label0455DB
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3
0002: jump Label045601

:Label0455DB
00D6: if  0?
050D:  8588??
004D: jump_if_false Label045601
00BC: text_highpriority "LAW3_8"  5000& ms  2? \\ ~r~You killed a Juror!
0002: jump Label045DD3

:Label045601
0002: jump Label045584

:Label045608
03D1: play_wav  2?
0004:  8668?? =  3?  \\ integer values

:Label045613
00D6: if  0?
8118:   NOT   actor  8596?? dead
004D: jump_if_false Label04568A
00D6: if  0?
0039:    10@ ==  0?  \\ integer values
004D: jump_if_false Label045683
00D6: if  21?
8184:   NOT   actor  8596?? health >=  99?
0039:    5@ ==  1?  \\ integer values
004D: jump_if_false Label045683
0239: actor  8596?? run_to  227.2! -1040.8!
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label04567C
02A9: set_actor  8588?? immune_to_nonplayer  1?
0223: set_actor  8588?? health_to  300&

:Label04567C
0006:  10@ =  1?  \\ integer values

:Label045683
0002: jump Label045691

:Label04568A
0006:  10@ =  1?  \\ integer values

:Label045691
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label045937
00D6: if  0?
8118:   NOT   actor  8596?? dead
004D: jump_if_false Label045713
00D6: if  0?
0039:    8@ ==  0?  \\ integer values
004D: jump_if_false Label045713
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  8588?? radius  50!  50!
004D: jump_if_false Label045713
020E: actor  8588?? look_at_actor  8596??
020E: actor  8596?? look_at_actor  8588??
03F9: make_actors  8588??  8596?? converse_in  999999999&& ms
03F9: make_actors  8596??  8588?? converse_in  999999999&& ms
0006:  8@ =  1?  \\ integer values

:Label045713
00D6: if  0?
0039:    10@ ==  1?  \\ integer values
004D: jump_if_false Label04576D
00D6: if  0?
0039:    5@ ==  0?  \\ integer values
004D: jump_if_false Label04576D
00D6: if  0?
0038:    8600?? ==  0?  \\ integer values
004D: jump_if_false Label04576D
0467: unknown_actor  8588??
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045766
01D5: actor  8588?? go_to_and_drive_car  8636??

:Label045766
0004:  8600?? =  1?  \\ integer values

:Label04576D
00D6: if  22?
031D:   actor  8588?? hit_by_weapon  46?
031D:   actor  8588?? hit_by_weapon  40?
031D:   actor  8588?? hit_by_weapon  39?
004D: jump_if_false Label0457E4
00D6: if  0?
0039:    5@ ==  0?  \\ integer values
004D: jump_if_false Label0457E4
0008:  8652?? +=  1?  \\ integer values
0467: unknown_actor  8588??
00D6: if  0?
0038:    8604?? ==  0?  \\ integer values
004D: jump_if_false Label0457D5
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label0457D5
01D5: actor  8588?? go_to_and_drive_car  8636??

:Label0457D5
0223: set_actor  8588?? health_to  300&
0006:  5@ =  1?  \\ integer values

:Label0457E4
00D6: if  22?
031D:   actor  8588?? hit_by_weapon  46?
031D:   actor  8588?? hit_by_weapon  40?
031D:   actor  8588?? hit_by_weapon  39?
004D: jump_if_false Label04585B
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label04585B
0008:  8652?? +=  1?  \\ integer values
0467: unknown_actor  8588??
00D6: if  0?
0038:    8604?? ==  0?  \\ integer values
004D: jump_if_false Label04584C
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label04584C
01D5: actor  8588?? go_to_and_drive_car  8636??

:Label04584C
0223: set_actor  8588?? health_to  300&
0006:  6@ =  1?  \\ integer values

:Label04585B
00D6: if  22?
031D:   actor  8588?? hit_by_weapon  46?
031D:   actor  8588?? hit_by_weapon  40?
031D:   actor  8588?? hit_by_weapon  39?
004D: jump_if_false Label0458D2
00D6: if  0?
0039:    7@ ==  0?  \\ integer values
004D: jump_if_false Label0458D2
0008:  8652?? +=  1?  \\ integer values
0467: unknown_actor  8588??
00D6: if  0?
0038:    8604?? ==  0?  \\ integer values
004D: jump_if_false Label0458C3
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label0458C3
01D5: actor  8588?? go_to_and_drive_car  8636??

:Label0458C3
0223: set_actor  8588?? health_to  300&
0006:  7@ =  1?  \\ integer values

:Label0458D2
00D6: if  0?
0038:    8652?? ==  3?  \\ integer values
004D: jump_if_false Label0458EB
0050: gosub Label045F8E

:Label0458EB
00D6: if  0?
0039:    9@ ==  1?  \\ integer values
004D: jump_if_false Label045937
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label045937
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045937
00D6: if  0?
80DB:   NOT   actor  8588?? in_car  8636??
004D: jump_if_false Label045937
0050: gosub Label045F8E

:Label045937
00D6: if  0?
0038:    8608?? ==  1?  \\ integer values
004D: jump_if_false Label04596D
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label04596D
03E5: text_box "HELP53" \\ Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or ~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons.
0004:  8608?? =  2?  \\ integer values

:Label04596D
00D6: if  0?
0119:   car  8664?? wrecked
004D: jump_if_false Label045984
0002: jump Label045A2F

:Label045984
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label045DC5
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label045A1C
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  8664?? radius  20!  20!  0?
004D: jump_if_false Label045A1C
00BC: text_highpriority "LAW3_20"  15000& ms  2? \\ ~g~Smash up the Juror's car!
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label0459EB
0519: unknown_car  8664?? flag  0?

:Label0459EB
00D6: if  0?
0038:    8608?? ==  0?  \\ integer values
004D: jump_if_false Label045A15
03E5: text_box "HELP40" \\ You can smash cars up by using the hammer or a similar weapon.
0006:  16@ =  0?  \\ integer values
0004:  8608?? =  1?  \\ integer values

:Label045A15
0006:  2@ =  1?  \\ integer values

:Label045A1C
00D6: if  0?
8185:   NOT   car  8664?? health >=  600&
004D: jump_if_false Label045DC5

:Label045A2F
00D6: if  0?
0038:    8620?? ==  0?  \\ integer values
004D: jump_if_false Label045DC5
016A: fade  0? ()  500& ms
03CF: load_wav "LAW3_20" as  2?

:Label045A54
00D6: if  0?
016B:   fading
004D: jump_if_false Label045A6C
0001: wait  0? ms
0002: jump Label045A54

:Label045A6C
03CB: set_camera  551.8!  194.5!  13.6!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label045A9F
020A: set_car  8664?? door_status_to  1?

:Label045A9F
0395: clear_area  1? at  542!  207.8! range  13.8!  1!
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label045AE2
0055: put_player $PLAYER_CHAR at  542!  207.8!  13.8!
0002: jump Label045AF6

:Label045AE2
012A: put_player $PLAYER_CHAR at  542!  207.8!  13.8! and_remove_from_car

:Label045AF6
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label045B40
00D6: if  0?
01AD:   car  8664??  0? ()near_point  551.8!  194.5!  4!  4!
004D: jump_if_false Label045B40
00AB: put_car  8664?? at  541.7!  196!  13.8!

:Label045B40
0171: set_player $PLAYER_CHAR z_angle_to  225!
0395: clear_area  1? at  551.8!  194.5! range  13.8!  1!
009A:  8592?? = create_actor  4? #BMYBU at  551.8!  194.5!  13.6!
0173: set_actor  8592?? z_angle_to  35!
0164: disable_marker  8632??
015F: set_camera_position  553.126!  190.922!  15.789!  0!  0!  0!
0160: point_camera  552.636!  191.782!  15.65!  2?
0211: actor $PLAYER_ACTOR walk_to  551.8!  194.5!

:Label045BCB
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label045BE5
0001: wait  0? ms
0002: jump Label045BCB

:Label045BE5
016A: fade  1? (back)  500& ms
03D1: play_wav  2?
00BC: text_highpriority "LAW3_21"  3000& ms  2? \\ I can't believe this is happening!
0001: wait  1500& ms
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label045C17
03D1: play_wav  1?

:Label045C17
03CF: load_wav "LAW3_23" as  2?
00D6: if  0?
0038:    8640?? ==  0?  \\ integer values
004D: jump_if_false Label045C44
00BC: text_highpriority "LAW3_1"  3000& ms  1? \\ Giorgio sends his regards.

:Label045C44
00D6: if  0?
0038:    8640?? ==  1?  \\ integer values
004D: jump_if_false Label045C65
00BC: text_highpriority "LAW3_2"  3000& ms  1? \\ Remember, guilty is a dirty word.

:Label045C65
00D6: if  0?
0038:    8640?? ==  2?  \\ integer values
004D: jump_if_false Label045C86
00BC: text_highpriority "LAW3_3"  3000& ms  1? \\ Innocent until I say otherwise.

:Label045C86
00D6: if  0?
0038:    8640?? ==  3?  \\ integer values
004D: jump_if_false Label045CA7
00BC: text_highpriority "LAW3_4"  3000& ms  1? \\ You know he's not guilty.

:Label045CA7
00D6: if  0?
0038:    8640?? ==  4?  \\ integer values
004D: jump_if_false Label045CC8
00BC: text_highpriority "LAW3_5"  3000& ms  1? \\ You remember Giorgio? You remember he's innocent.

:Label045CC8
00D6: if  0?
0038:    8640?? ==  5?  \\ integer values
004D: jump_if_false Label045CE9
00BC: text_highpriority "LAW3_6"  3000& ms  1? \\ Not guilty, understand? Good.

:Label045CE9
0001: wait  1500& ms

:Label045CEE
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label045D08
0001: wait  0? ms
0002: jump Label045CEE

:Label045D08
00D6: if  0?
8118:   NOT   actor  8592?? dead
004D: jump_if_false Label045D27
0239: actor  8592?? run_to  535.7!  177.3!

:Label045D27
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label045D3A
03D1: play_wav  2?

:Label045D3A
015F: set_camera_position  548.683!  203.05!  13.808!  0!  0!  0!
0160: point_camera  548.314!  202.122!  13.859!  2?
0001: wait  3000& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011C: actor $PLAYER_ACTOR clear_objective
009B: destroy_actor_instantly  8592??
01C3: remove_references_to_car  8664??  \\ Like turning a car into any random car
0209:  8640?? = random_int  0?  6?
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label045DB0
01EC: unknown_car  8664?? flag  0?

:Label045DB0
0050: gosub Label045ED8
0008:  8612?? +=  1?  \\ integer values
0004:  8620?? =  1?  \\ integer values

:Label045DC5
0002: jump Label044A01

:Label045DCC
0002: jump Label045DE4

:Label045DD3
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label045DE4
0004: $PASSED_LAW3_JURY_FURY =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  400&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  400&
0318: set_latest_mission_passed "LAW_3" \\ Jury Fury
030C: set_mission_points +=  1?
0004:  3468?? =  1?  \\ integer values
004F: create_thread Label00B42A 
0051: return

:Label045E2D
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  8628??
0164: disable_marker  8632??
0164: disable_marker  8660??
0249: release_model #HMORI
0249: release_model #ADMIRAL
0249: release_model #BFYBE
0249: release_model #SPAND
0249: release_model #GLENDALE
0249: release_model #BMYBU
0249: release_model #HAMMER
0249: release_model #HMYAP
0249: release_model #SENTINEL
0249: release_model #WMOGO
01C3: remove_references_to_car  0@  \\ Like turning a car into any random car
01C3: remove_references_to_car  8636??  \\ Like turning a car into any random car
01C3: remove_references_to_car  8664??  \\ Like turning a car into any random car
0215: destroy_pickup  12@
0215: destroy_pickup  13@
0215: destroy_pickup  3@
0296: unload_special_actor  4?
040D: unload_wav  1?
040D: unload_wav  2?
00D8: mission_cleanup
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label045EBF
01EC: unknown_car  8636?? flag  0?
053F: unknown_car  8636?? flag  1?

:Label045EBF
00D6: if  0?
8119:   NOT   car  8664?? wrecked
004D: jump_if_false Label045ED6
01EC: unknown_car  8664?? flag  0?

:Label045ED6
0051: return

:Label045ED8
00D6: if  0?
0038:    8640?? ==  0?  \\ integer values
004D: jump_if_false Label045EF6
03CF: load_wav "LAW3_1" as  1?

:Label045EF6
00D6: if  0?
0038:    8640?? ==  1?  \\ integer values
004D: jump_if_false Label045F14
03CF: load_wav "LAW3_2" as  1?

:Label045F14
00D6: if  0?
0038:    8640?? ==  2?  \\ integer values
004D: jump_if_false Label045F32
03CF: load_wav "LAW3_3" as  1?

:Label045F32
00D6: if  0?
0038:    8640?? ==  3?  \\ integer values
004D: jump_if_false Label045F50
03CF: load_wav "LAW3_4" as  1?

:Label045F50
00D6: if  0?
0038:    8640?? ==  4?  \\ integer values
004D: jump_if_false Label045F6E
03CF: load_wav "LAW3_5" as  1?

:Label045F6E
00D6: if  0?
0038:    8640?? ==  5?  \\ integer values
004D: jump_if_false Label045F8C
03CF: load_wav "LAW3_6" as  1?

:Label045F8C
0051: return

:Label045F8E
00D6: if  0?
0038:    8616?? ==  0?  \\ integer values
004D: jump_if_false Label04626B
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label04626B
016A: fade  0? ()  500& ms
04E2: $PLAYER_CHAR  1?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
022E: set_player $PLAYER_CHAR to_look_at_actor  8588??
0164: disable_marker  8628??
011C: actor  8588?? clear_objective
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label045FEE
03D1: play_wav  1?

:Label045FEE
03CF: load_wav "LAW3_22" as  2?
00D6: if  0?
0038:    8640?? ==  0?  \\ integer values
004D: jump_if_false Label04601B
00BC: text_highpriority "LAW3_1"  3000& ms  1? \\ Giorgio sends his regards.

:Label04601B
00D6: if  0?
0038:    8640?? ==  1?  \\ integer values
004D: jump_if_false Label04603C
00BC: text_highpriority "LAW3_2"  3000& ms  1? \\ Remember, guilty is a dirty word.

:Label04603C
00D6: if  0?
0038:    8640?? ==  2?  \\ integer values
004D: jump_if_false Label04605D
00BC: text_highpriority "LAW3_3"  3000& ms  1? \\ Innocent until I say otherwise.

:Label04605D
00D6: if  0?
0038:    8640?? ==  3?  \\ integer values
004D: jump_if_false Label04607E
00BC: text_highpriority "LAW3_4"  3000& ms  1? \\ You know he's not guilty.

:Label04607E
00D6: if  0?
0038:    8640?? ==  4?  \\ integer values
004D: jump_if_false Label04609F
00BC: text_highpriority "LAW3_5"  3000& ms  1? \\ You remember Giorgio? You remember he's innocent.

:Label04609F
00D6: if  0?
0038:    8640?? ==  5?  \\ integer values
004D: jump_if_false Label0460C0
00BC: text_highpriority "LAW3_6"  3000& ms  1? \\ Not guilty, understand? Good.

:Label0460C0
00D6: if  0?
016B:   fading
004D: jump_if_false Label0460D8
0001: wait  0? ms
0002: jump Label0460C0

:Label0460D8
03CB: set_camera  204.5! -1007.6!  9.4!
0006:  17@ =  0?  \\ integer values
015F: set_camera_position  203.625! -1010.455!  10.988!  0!  0!  0!
0160: point_camera  203.922! -1009.509!  10.862!  2?
0230: set_player $PLAYER_CHAR stop_looking
0395: clear_area  1? at  202.7! -1016.4! range  9.6!  1!
0055: put_player $PLAYER_CHAR at  202.7! -1016.4!  9.6!
009B: destroy_actor_instantly  8588??
0395: clear_area  1? at  204.5! -1007.6! range  9.4!  5!
009A:  8588?? = create_actor  4? #HMORI at  204.5! -1007.6!  9.4!
016A: fade  1? (back)  500& ms
00D6: if  0?
8118:   NOT   actor  8588?? dead
004D: jump_if_false Label0461BD
011A: set_actor  8588?? flags  1?
0319: set_actor  8588?? wander_state_to  1? (off)
0239: actor  8588?? run_to  215.6! -958.6!

:Label0461BD
0006:  17@ =  0?  \\ integer values

:Label0461C4
00D6: if  0?
8019:   NOT    17@ >  5000&  \\ integer values
004D: jump_if_false Label046204
0001: wait  0? ms
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0461FD
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0461FD
03D1: play_wav  2?

:Label0461FD
0002: jump Label0461C4

:Label046204
0209:  8640?? = random_int  0?  6?
0050: gosub Label045ED8
0171: set_player $PLAYER_CHAR z_angle_to  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
04E2: $PLAYER_CHAR  0?
0008:  8612?? +=  1?  \\ integer values
009B: destroy_actor_instantly  8588??
01C3: remove_references_to_car  8636??  \\ Like turning a car into any random car
01C3: remove_references_to_car  8644??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  11@  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8119:   NOT   car  8636?? wrecked
004D: jump_if_false Label046264
020A: set_car  8636?? door_status_to  1?

:Label046264
0004:  8616?? =  1?  \\ integer values

:Label04626B
0051: return

;-------------Mission 6---------------
; Originally: Riot


:Label04626D
0050: gosub Label046291
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label046288
0050: gosub Label0485A1

:Label046288
0050: gosub Label04864F
004E: end_thread

:Label046291
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "LAWYER4"
0001: wait  0? ms
054C: use_GXT_table "LAWYER4"
058E: unknown_point_command  110.6! -824.2!  9.6! angle  327.9!
0005:  396?? =  95.4!  \\ floating-point values
0005:  400?? = -1135.5!  \\ floating-point values
0005:  404?? =  9.4!  \\ floating-point values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0004:  164?? =  0?  \\ integer values
0004:  168?? =  0?  \\ integer values
0004:  8792?? =  0?  \\ integer values
0004:  8888?? =  0?  \\ integer values
0004:  8820?? =  0?  \\ integer values
0004:  8824?? =  0?  \\ integer values
0004:  8844?? =  0?  \\ integer values
0004:  8848?? =  0?  \\ integer values
0006:  0@ =  0?  \\ integer values
0006:  1@ =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  9@ =  0?  \\ integer values
0006:  10@ =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
0006:  13@ =  0?  \\ integer values
0006:  14@ =  0?  \\ integer values
0006:  15@ =  0?  \\ integer values
0004:  8868?? =  0?  \\ integer values
0004:  8872?? =  0?  \\ integer values
0004:  8876?? =  0?  \\ integer values
0004:  8880?? =  0?  \\ integer values
0004:  8884?? =  0?  \\ integer values
0004:  232?? =  0?  \\ integer values
0004:  8900?? =  0?  \\ integer values
0004:  8904?? =  0?  \\ integer values
0004:  8908?? =  0?  \\ integer values
0004:  8912?? =  0?  \\ integer values
0004:  8916?? =  0?  \\ integer values
0004:  8920?? =  0?  \\ integer values
0004:  8924?? =  0?  \\ integer values
0004:  8928?? =  0?  \\ integer values
0004:  8932?? =  0?  \\ integer values
0004:  8936?? =  0?  \\ integer values
0004:  8940?? =  0?  \\ integer values
0004:  8944?? =  0?  \\ integer values
0004:  8948?? =  0?  \\ integer values
0004:  8952?? =  0?  \\ integer values
0004:  8956?? =  0?  \\ integer values
0004:  8960?? =  0?  \\ integer values
0004:  8964?? =  0?  \\ integer values
0004:  8968?? =  0?  \\ integer values
0004:  8972?? =  0?  \\ integer values
0004:  8976?? =  0?  \\ integer values
0004:  8980?? =  0?  \\ integer values
0004:  8816?? =  0?  \\ integer values
0004:  8796?? =  127?  \\ integer values
0004:  8984?? =  0?  \\ integer values
0004:  8988?? =  0?  \\ integer values
03E6: remove_text_box
0004:  8852?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0464C7
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0464C7
0353: refresh_actor $PLAYER_ACTOR

:Label0464C7
04BB: select_interiour  6?  \\ select render area
03CF: load_wav "MONO_8" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSAVERY"
02F3: load_object #CUTOBJ01 "LWCHARA"
02F3: load_object #CUTOBJ02 "LWCHARB"
02F3: load_object #CUTOBJ03 "LCFAN"
02F3: load_object #CUTOBJ04 "LAWDOOR"
038B: load_requested_models

:Label046531
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false Label046562
0001: wait  0? ms
0002: jump Label046531

:Label046562
00D6: if  0?
8248:   NOT   model #CUTOBJ04 available
004D: jump_if_false Label04657D
0001: wait  0? ms
0002: jump Label046562

:Label04657D
03CB: set_camera  140.6! -1367.4!  13.1!
02E4: load_cutscene_data "LAW_4"
0244: set_cutscene_pos  141.441! -1366.722!  12.163!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  596?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "LWCHARA"
02E5:  768?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  768?? "LWCHARB"
02E5:  808?? = create_cutscene_object #CUTOBJ03
04BC: "LCFAN"
02E6: set_cutscene_anim  808?? "LCFAN"
02E5:  840?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  840?? "LAWDOOR"
0395: clear_area  1? at  119! -826.8! range  9.8!  .5!
0055: put_player $PLAYER_CHAR at  119! -826.8!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  60!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label046696
00D6: if  0?
001A:    45? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0466B8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046696

:Label0466B8
00BC: text_highpriority "LAW4_A"  10000& ms  1? \\ Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later.

:Label0466C7
00D6: if  0?
001A:    4210& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0466EA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0466C7

:Label0466EA
00BC: text_highpriority "LAW4_B"  10000& ms  1? \\ Tommy, this is Avery Carrington - I believe you met at the party?

:Label0466F9
00D6: if  0?
001A:    7190& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04671C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0466F9

:Label04671C
00BC: text_highpriority "LAW4_C"  10000& ms  1? \\ Not in person.

:Label04672B
00D6: if  0?
001A:    8052& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04674E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04672B

:Label04674E
00BC: text_highpriority "LAW4_D"  10000& ms  1? \\ Howdy.

:Label04675D
00D6: if  0?
001A:    9403& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046780
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04675D

:Label046780
00BC: text_highpriority "LAW4_E"  10000& ms  1? \\ Avery here has a proposition.

:Label04678F
00D6: if  0?
001A:    13088& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0467B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04678F

:Label0467B2
00BC: text_highpriority "LAW4_F"  10000& ms  1? \\ Haven't we got other things on our mind?

:Label0467C1
00D6: if  0?
001A:    15052& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0467E4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0467C1

:Label0467E4
00BC: text_highpriority "LAW4_G"  10000& ms  1? \\ I'm trying to keep the wolves from the door, so could you please cut me some slack?

:Label0467F3
00D6: if  0?
001A:    19432& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046816
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0467F3

:Label046816
00BC: text_highpriority "LAW4_H"  10000& ms  1? \\ I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor.

:Label046825
00D6: if  0?
001A:    23825& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046848
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046825

:Label046848
00BC: text_highpriority "LAW4_I"  10000& ms  1? \\ Now just calm down, both of you.

:Label046857
00D6: if  0?
001A:    26892& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04687A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046857

:Label04687A
00BC: text_highpriority "LAW4_J"  10000& ms  1? \\ Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap.

:Label046889
00D6: if  0?
001A:    32978&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0468AE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046889

:Label0468AE
00BC: text_highpriority "LAW4_K"  10000& ms  1? \\ Ok. What could I do for ya'?

:Label0468BD
00D6: if  0?
001A:    34995&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0468E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0468BD

:Label0468E2
00BC: text_highpriority "LAW4_L"  10000& ms  1? \\ This delivery company's got its depot on some prime land. They won't sell.

:Label0468F1
00D6: if  0?
001A:    40136&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046916
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0468F1

:Label046916
00BC: text_highpriority "LAW4_M"  10000& ms  1? \\ They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out.

:Label046925
00D6: if  0?
001A:    46049&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04694A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046925

:Label04694A
00BC: text_highpriority "LAW4_N"  10000& ms  1? \\ Head on down there and stir up a hornet's nest

:Label046959
00D6: if  0?
001A:    48481&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04697E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046959

:Label04697E
00BC: text_highpriority "LAW4_O"  10000& ms  1? \\ - the security will have their hands full and then you can sneak in and put 'em out of business.

:Label04698D
00D6: if  0?
001A:    52177&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0469B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04698D

:Label0469B2
00BC: text_highpriority "LAW4_P"  10000& ms  1? \\ And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it.

:Label0469C1
00D6: if  0?
001A:    56220&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0469E6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0469C1

:Label0469E6
00BC: text_highpriority "LAW4_Q"  10000& ms  1? \\ Should be a riot.

:Label0469F5
00D6: if  0?
001A:    57286&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046A1A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0469F5

:Label046A1A
00BC: text_highpriority "LAW4_R"  10000& ms  1? \\ If the balls drop like they should, stop by my office sometime...

:Label046A29
00D6: if  0?
001A:    60052&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046A4E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046A29

:Label046A4E
016A: fade  0? ()  1500& ms

:Label046A55
00D6: if  0?
001A:    61052&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label046A7A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label046A55

:Label046A7A
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label046ABB
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label046ABB
03D1: play_wav  1?

:Label046AA1
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label046ABB
0001: wait  0? ms
0002: jump Label046AA1

:Label046ABB
00D6: if  0?
016B:   fading
004D: jump_if_false Label046AD3
0001: wait  0? ms
0002: jump Label046ABB

:Label046AD3
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03C8: rotate_player_180_degrees
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  117.1! -825.6!  9.8!
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0215: destroy_pickup  5140??
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
00BC: text_highpriority "LAW1_1"  10000& ms  1? \\ ~g~Go get some new threads from Rafael's clothes shop.
02A8:  236?? = create_marker  28? at  396??  400??  404??
018A:  76?? = create_checkpoint_at  299! -314.6!  11.4!
0247: request_model #SPAND
023C: load_special_actor  4? "SPANDXA"
023C: load_special_actor  5? "SPANDXB"
0247: request_model #NITESTICK
0247: request_model #GDA
0247: request_model -114? (BARREL4)
0247: request_model #COLT45
04ED: unknown_load_skin "RIOT"

:Label046B99
00D6: if  22?
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
84EE:   NOT   unknown_skin "RIOT" loaded
004D: jump_if_false Label046BC1
0001: wait  0? ms
0002: jump Label046B99

:Label046BC1
00D6: if  24?
8248:   NOT   model #SPAND available
8248:   NOT   model #NITESTICK available
8248:   NOT   model #GDA available
8248:   NOT   model -114? (BARREL4) available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label046BEE
0001: wait  0? ms
0002: jump Label046BC1

:Label046BEE
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  299! -314.6!  11.4! radius  70!  70!  30!
004D: jump_if_false Label046C6C
0001: wait  0? ms
00D6: if  0?
0038:    8852?? ==  0?  \\ integer values
004D: jump_if_false Label046C65
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  396??  400??  404?? radius  1.2!  1.2!  3!
004D: jump_if_false Label046C65
0050: gosub Label048DF8

:Label046C65
0002: jump Label046BEE

:Label046C6C
0552:  8796??
009A:  8708?? = create_actor  4? #SPECIAL04 at  304.7! -316.8!  10.9!
01ED: spawn_actor  8708??
0243: set_actor  8708?? ped_stats_to  16?
02A9: set_actor  8708?? immune_to_nonplayer  1?
0372: set_actor  8708?? anim  29? wait_state_time  99999999&& ms
009A:  8712?? = create_actor  4? #SPECIAL05 at  302.8! -318.8!  10.9!
01ED: spawn_actor  8712??
0243: set_actor  8712?? ped_stats_to  16?
02A9: set_actor  8712?? immune_to_nonplayer  1?
0372: set_actor  8712?? anim  29? wait_state_time  99999999&& ms
009A:  8716?? = create_actor  4? #SPECIAL04 at  301.6! -316.7!  10.9!
01ED: spawn_actor  8716??
0243: set_actor  8716?? ped_stats_to  16?
02A9: set_actor  8716?? immune_to_nonplayer  1?
0372: set_actor  8716?? anim  29? wait_state_time  99999999&& ms
009A:  8720?? = create_actor  4? #SPECIAL05 at  299.8! -318.2!  10.9!
01ED: spawn_actor  8720??
0243: set_actor  8720?? ped_stats_to  16?
02A9: set_actor  8720?? immune_to_nonplayer  1?
0372: set_actor  8720?? anim  29? wait_state_time  99999999&& ms
009A:  8724?? = create_actor  4? #SPECIAL04 at  300.9! -321.6!  10.9!
01ED: spawn_actor  8724??
0243: set_actor  8724?? ped_stats_to  16?
02A9: set_actor  8724?? immune_to_nonplayer  1?
0372: set_actor  8724?? anim  29? wait_state_time  99999999&& ms
009A:  8728?? = create_actor  4? #SPECIAL05 at  299! -322.1!  10.9!
01ED: spawn_actor  8728??
0243: set_actor  8728?? ped_stats_to  16?
02A9: set_actor  8728?? immune_to_nonplayer  1?
0372: set_actor  8728?? anim  29? wait_state_time  99999999&& ms
009A:  8732?? = create_actor  4? #SPECIAL04 at  295! -320.7!  10.9!
01ED: spawn_actor  8732??
0243: set_actor  8732?? ped_stats_to  16?
02A9: set_actor  8732?? immune_to_nonplayer  1?
0372: set_actor  8732?? anim  29? wait_state_time  99999999&& ms
009A:  8736?? = create_actor  4? #SPECIAL05 at  293.5! -317.8!  10.9!
01ED: spawn_actor  8736??
0243: set_actor  8736?? ped_stats_to  16?
02A9: set_actor  8736?? immune_to_nonplayer  1?
0372: set_actor  8736?? anim  29? wait_state_time  99999999&& ms
009A:  8740?? = create_actor  4? #SPECIAL04 at  296.2! -325.3!  10.9!
01ED: spawn_actor  8740??
0243: set_actor  8740?? ped_stats_to  16?
02A9: set_actor  8740?? immune_to_nonplayer  1?
0372: set_actor  8740?? anim  29? wait_state_time  99999999&& ms
009A:  8744?? = create_actor  4? #SPECIAL05 at  299.3! -329.3!  10.9!
01ED: spawn_actor  8744??
0243: set_actor  8744?? ped_stats_to  16?
02A9: set_actor  8744?? immune_to_nonplayer  1?
0372: set_actor  8744?? anim  29? wait_state_time  99999999&& ms
009A:  8748?? = create_actor  4? #SPECIAL04 at  303.8! -329.7!  10.9!
01ED: spawn_actor  8748??
0243: set_actor  8748?? ped_stats_to  16?
02A9: set_actor  8748?? immune_to_nonplayer  1?
0372: set_actor  8748?? anim  29? wait_state_time  99999999&& ms
009A:  8752?? = create_actor  4? #SPECIAL05 at  308.5! -328.4!  10.9!
01ED: spawn_actor  8752??
0243: set_actor  8752?? ped_stats_to  16?
02A9: set_actor  8752?? immune_to_nonplayer  1?
0372: set_actor  8752?? anim  29? wait_state_time  99999999&& ms
009A:  8756?? = create_actor  4? #SPECIAL04 at  310.2! -324.2!  10.9!
01ED: spawn_actor  8756??
0243: set_actor  8756?? ped_stats_to  16?
02A9: set_actor  8756?? immune_to_nonplayer  1?
0372: set_actor  8756?? anim  29? wait_state_time  99999999&& ms
009A:  8760?? = create_actor  4? #SPECIAL05 at  305.6! -322.2!  10.9!
01ED: spawn_actor  8760??
0243: set_actor  8760?? ped_stats_to  16?
02A9: set_actor  8760?? immune_to_nonplayer  1?
0372: set_actor  8760?? anim  29? wait_state_time  99999999&& ms
009A:  8764?? = create_actor  4? #SPECIAL04 at  300! -317.5!  10.9!
01ED: spawn_actor  8764??
0243: set_actor  8764?? ped_stats_to  16?
02A9: set_actor  8764?? immune_to_nonplayer  1?
0372: set_actor  8764?? anim  29? wait_state_time  99999999&& ms
009A:  8768?? = create_actor  4? #SPECIAL05 at  294.9! -317.6!  10.9!
01ED: spawn_actor  8768??
0243: set_actor  8768?? ped_stats_to  16?
02A9: set_actor  8768?? immune_to_nonplayer  1?
0372: set_actor  8768?? anim  29? wait_state_time  99999999&& ms
009A:  8772?? = create_actor  4? #SPECIAL04 at  291! -320!  10.9!
01ED: spawn_actor  8772??
0243: set_actor  8772?? ped_stats_to  16?
02A9: set_actor  8772?? immune_to_nonplayer  1?
0372: set_actor  8772?? anim  29? wait_state_time  99999999&& ms
009A:  8776?? = create_actor  4? #SPECIAL05 at  293! -324.8!  10.9!
01ED: spawn_actor  8776??
0243: set_actor  8776?? ped_stats_to  16?
02A9: set_actor  8776?? immune_to_nonplayer  1?
0372: set_actor  8776?? anim  29? wait_state_time  99999999&& ms
009A:  8780?? = create_actor  4? #SPECIAL04 at  291.6! -317.2!  10.9!
01ED: spawn_actor  8780??
0243: set_actor  8780?? ped_stats_to  16?
02A9: set_actor  8780?? immune_to_nonplayer  1?
0372: set_actor  8780?? anim  29? wait_state_time  99999999&& ms
009A:  8784?? = create_actor  4? #SPECIAL05 at  301.1! -324!  10.9!
01ED: spawn_actor  8784??
0243: set_actor  8784?? ped_stats_to  16?
02A9: set_actor  8784?? immune_to_nonplayer  1?
0372: set_actor  8784?? anim  29? wait_state_time  99999999&& ms
009A:  8788?? = create_actor  4? #SPECIAL04 at  297.6! -327.649!  10.9!
01ED: spawn_actor  8788??
0243: set_actor  8788?? ped_stats_to  16?
02A9: set_actor  8788?? immune_to_nonplayer  1?
0372: set_actor  8788?? anim  29? wait_state_time  99999999&& ms
009A:  8832?? = create_actor  5? #GDA at  301.2! -311.5!  10.9!
01ED: spawn_actor  8832??
0243: set_actor  8832?? ped_stats_to  16?
0173: set_actor  8832?? z_angle_to  180!
02A9: set_actor  8832?? immune_to_nonplayer  1?
01B2: give_actor  8832?? weapon  4? ammo  0?  \\ Load the weapon model before using this
009A:  8836?? = create_actor  5? #GDA at  303.2! -311.5!  10.9!
01ED: spawn_actor  8836??
0243: set_actor  8836?? ped_stats_to  16?
0173: set_actor  8836?? z_angle_to  180!
02A9: set_actor  8836?? immune_to_nonplayer  1?
01B2: give_actor  8836?? weapon  4? ammo  0?  \\ Load the weapon model before using this
009A:  8840?? = create_actor  5? #GDA at  304! -298.7!  10.9!
01ED: spawn_actor  8840??
0243: set_actor  8840?? ped_stats_to  16?
0173: set_actor  8840?? z_angle_to  180!
02A9: set_actor  8840?? immune_to_nonplayer  1?
0223: set_actor  8840?? health_to  70?
01B2: give_actor  8840?? weapon  17? ammo  300&  \\ Load the weapon model before using this
0350: unknown_actor  8840?? not_scared_flag  1?
00A5:  8804?? = create_car #SPAND at  286.7! -302.1!  11.9!
0175: set_car  8804?? z_angle_to  270!
00A5:  8808?? = create_car #SPAND at  312.2! -304.7!  11.9!
0175: set_car  8808?? z_angle_to  90!
00A5:  8812?? = create_car #SPAND at  312.2! -300.7!  11.9!
0175: set_car  8812?? z_angle_to  90!
0107:  8828?? = create_object -114? (BARREL4) at  309.3! -298.6!  10.9!
0107:  8800?? = create_object -114? (BARREL4) at  284.3! -312.4!  10.9!
035D: make_object  8800?? targetable
035D: make_object  8828?? targetable
0006:  17@ =  0?  \\ integer values

:Label04725D
00D6: if  22?
8119:   NOT   car  8804?? wrecked
8119:   NOT   car  8808?? wrecked
8119:   NOT   car  8812?? wrecked
004D: jump_if_false Label04850C
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  8708?? dead
004D: jump_if_false Label0472CD
00D6: if  2?
8184:   NOT   actor  8708?? health >=  99?
0039:    0@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0472C6
0008:  8848?? +=  1?  \\ integer values
053D:  8708??
01CA: actor  8708?? kill_player $PLAYER_CHAR
0006:  0@ =  1?  \\ integer values

:Label0472C6
0002: jump Label0472F4

:Label0472CD
00D6: if  0?
0038:    8900?? ==  0?  \\ integer values
004D: jump_if_false Label0472F4
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8900?? =  1?  \\ integer values

:Label0472F4
00D6: if  0?
8118:   NOT   actor  8712?? dead
004D: jump_if_false Label047346
00D6: if  2?
8184:   NOT   actor  8712?? health >=  99?
0039:    1@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label04733F
0008:  8848?? +=  1?  \\ integer values
053D:  8712??
01CA: actor  8712?? kill_player $PLAYER_CHAR
0006:  1@ =  1?  \\ integer values

:Label04733F
0002: jump Label04736D

:Label047346
00D6: if  0?
0038:    8904?? ==  0?  \\ integer values
004D: jump_if_false Label04736D
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8904?? =  1?  \\ integer values

:Label04736D
00D6: if  0?
8118:   NOT   actor  8716?? dead
004D: jump_if_false Label0473BF
00D6: if  2?
8184:   NOT   actor  8716?? health >=  99?
0039:    2@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0473B8
0008:  8848?? +=  1?  \\ integer values
053D:  8716??
01CA: actor  8716?? kill_player $PLAYER_CHAR
0006:  2@ =  1?  \\ integer values

:Label0473B8
0002: jump Label0473E6

:Label0473BF
00D6: if  0?
0038:    8908?? ==  0?  \\ integer values
004D: jump_if_false Label0473E6
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8908?? =  1?  \\ integer values

:Label0473E6
00D6: if  0?
8118:   NOT   actor  8720?? dead
004D: jump_if_false Label047438
00D6: if  2?
8184:   NOT   actor  8720?? health >=  99?
0039:    3@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047431
0008:  8848?? +=  1?  \\ integer values
053D:  8720??
01CA: actor  8720?? kill_player $PLAYER_CHAR
0006:  3@ =  1?  \\ integer values

:Label047431
0002: jump Label04745F

:Label047438
00D6: if  0?
0038:    8912?? ==  0?  \\ integer values
004D: jump_if_false Label04745F
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8912?? =  1?  \\ integer values

:Label04745F
00D6: if  0?
8118:   NOT   actor  8724?? dead
004D: jump_if_false Label0474B1
00D6: if  2?
8184:   NOT   actor  8724?? health >=  99?
0039:    4@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0474AA
0008:  8848?? +=  1?  \\ integer values
053D:  8724??
01CA: actor  8724?? kill_player $PLAYER_CHAR
0006:  4@ =  1?  \\ integer values

:Label0474AA
0002: jump Label0474D8

:Label0474B1
00D6: if  0?
0038:    8916?? ==  0?  \\ integer values
004D: jump_if_false Label0474D8
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8916?? =  1?  \\ integer values

:Label0474D8
00D6: if  0?
8118:   NOT   actor  8728?? dead
004D: jump_if_false Label04752A
00D6: if  2?
8184:   NOT   actor  8728?? health >=  99?
0039:    5@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047523
0008:  8848?? +=  1?  \\ integer values
053D:  8728??
01CA: actor  8728?? kill_player $PLAYER_CHAR
0006:  5@ =  1?  \\ integer values

:Label047523
0002: jump Label047551

:Label04752A
00D6: if  0?
0038:    8920?? ==  0?  \\ integer values
004D: jump_if_false Label047551
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8920?? =  1?  \\ integer values

:Label047551
00D6: if  0?
8118:   NOT   actor  8732?? dead
004D: jump_if_false Label0475A3
00D6: if  2?
8184:   NOT   actor  8732?? health >=  99?
0039:    6@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label04759C
0008:  8848?? +=  1?  \\ integer values
053D:  8732??
01CA: actor  8732?? kill_player $PLAYER_CHAR
0006:  6@ =  1?  \\ integer values

:Label04759C
0002: jump Label0475CA

:Label0475A3
00D6: if  0?
0038:    8924?? ==  0?  \\ integer values
004D: jump_if_false Label0475CA
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8924?? =  1?  \\ integer values

:Label0475CA
00D6: if  0?
8118:   NOT   actor  8736?? dead
004D: jump_if_false Label04761C
00D6: if  2?
8184:   NOT   actor  8736?? health >=  99?
0039:    7@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047615
0008:  8848?? +=  1?  \\ integer values
053D:  8736??
01CA: actor  8736?? kill_player $PLAYER_CHAR
0006:  7@ =  1?  \\ integer values

:Label047615
0002: jump Label047643

:Label04761C
00D6: if  0?
0038:    8928?? ==  0?  \\ integer values
004D: jump_if_false Label047643
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8928?? =  1?  \\ integer values

:Label047643
00D6: if  0?
8118:   NOT   actor  8740?? dead
004D: jump_if_false Label047695
00D6: if  2?
8184:   NOT   actor  8740?? health >=  99?
0039:    8@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label04768E
0008:  8848?? +=  1?  \\ integer values
053D:  8740??
01CA: actor  8740?? kill_player $PLAYER_CHAR
0006:  8@ =  1?  \\ integer values

:Label04768E
0002: jump Label0476BC

:Label047695
00D6: if  0?
0038:    8932?? ==  0?  \\ integer values
004D: jump_if_false Label0476BC
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8932?? =  1?  \\ integer values

:Label0476BC
00D6: if  0?
8118:   NOT   actor  8744?? dead
004D: jump_if_false Label04770E
00D6: if  2?
8184:   NOT   actor  8744?? health >=  99?
0039:    9@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047707
0008:  8848?? +=  1?  \\ integer values
053D:  8744??
01CA: actor  8744?? kill_player $PLAYER_CHAR
0006:  9@ =  1?  \\ integer values

:Label047707
0002: jump Label047735

:Label04770E
00D6: if  0?
0038:    8936?? ==  0?  \\ integer values
004D: jump_if_false Label047735
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8936?? =  1?  \\ integer values

:Label047735
00D6: if  0?
8118:   NOT   actor  8748?? dead
004D: jump_if_false Label047787
00D6: if  2?
8184:   NOT   actor  8748?? health >=  99?
0039:    10@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047780
0008:  8848?? +=  1?  \\ integer values
053D:  8748??
01CA: actor  8748?? kill_player $PLAYER_CHAR
0006:  10@ =  1?  \\ integer values

:Label047780
0002: jump Label0477AE

:Label047787
00D6: if  0?
0038:    8940?? ==  0?  \\ integer values
004D: jump_if_false Label0477AE
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8940?? =  1?  \\ integer values

:Label0477AE
00D6: if  0?
8118:   NOT   actor  8752?? dead
004D: jump_if_false Label047800
00D6: if  2?
8184:   NOT   actor  8752?? health >=  99?
0039:    11@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0477F9
0008:  8848?? +=  1?  \\ integer values
053D:  8752??
01CA: actor  8752?? kill_player $PLAYER_CHAR
0006:  11@ =  1?  \\ integer values

:Label0477F9
0002: jump Label047827

:Label047800
00D6: if  0?
0038:    8944?? ==  0?  \\ integer values
004D: jump_if_false Label047827
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8944?? =  1?  \\ integer values

:Label047827
00D6: if  0?
8118:   NOT   actor  8756?? dead
004D: jump_if_false Label047879
00D6: if  2?
8184:   NOT   actor  8756?? health >=  99?
0039:    12@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047872
0008:  8848?? +=  1?  \\ integer values
053D:  8756??
01CA: actor  8756?? kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label047872
0002: jump Label0478A0

:Label047879
00D6: if  0?
0038:    8948?? ==  0?  \\ integer values
004D: jump_if_false Label0478A0
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8948?? =  1?  \\ integer values

:Label0478A0
00D6: if  0?
8118:   NOT   actor  8760?? dead
004D: jump_if_false Label0478F2
00D6: if  2?
8184:   NOT   actor  8760?? health >=  99?
0039:    13@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0478EB
0008:  8848?? +=  1?  \\ integer values
053D:  8760??
01CA: actor  8760?? kill_player $PLAYER_CHAR
0006:  13@ =  1?  \\ integer values

:Label0478EB
0002: jump Label047919

:Label0478F2
00D6: if  0?
0038:    8952?? ==  0?  \\ integer values
004D: jump_if_false Label047919
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8952?? =  1?  \\ integer values

:Label047919
00D6: if  0?
8118:   NOT   actor  8764?? dead
004D: jump_if_false Label04796B
00D6: if  2?
8184:   NOT   actor  8764?? health >=  99?
0039:    14@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047964
0008:  8848?? +=  1?  \\ integer values
053D:  8764??
01CA: actor  8764?? kill_player $PLAYER_CHAR
0006:  14@ =  1?  \\ integer values

:Label047964
0002: jump Label047992

:Label04796B
00D6: if  0?
0038:    8956?? ==  0?  \\ integer values
004D: jump_if_false Label047992
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8956?? =  1?  \\ integer values

:Label047992
00D6: if  0?
8118:   NOT   actor  8768?? dead
004D: jump_if_false Label0479E4
00D6: if  2?
8184:   NOT   actor  8768?? health >=  99?
0039:    15@ ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label0479DD
0008:  8848?? +=  1?  \\ integer values
053D:  8768??
01CA: actor  8768?? kill_player $PLAYER_CHAR
0006:  15@ =  1?  \\ integer values

:Label0479DD
0002: jump Label047A0B

:Label0479E4
00D6: if  0?
0038:    8960?? ==  0?  \\ integer values
004D: jump_if_false Label047A0B
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8960?? =  1?  \\ integer values

:Label047A0B
00D6: if  0?
8118:   NOT   actor  8772?? dead
004D: jump_if_false Label047A5D
00D6: if  2?
8184:   NOT   actor  8772?? health >=  99?
0038:    8868?? ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047A56
0008:  8848?? +=  1?  \\ integer values
053D:  8772??
01CA: actor  8772?? kill_player $PLAYER_CHAR
0004:  8868?? =  1?  \\ integer values

:Label047A56
0002: jump Label047A84

:Label047A5D
00D6: if  0?
0038:    8964?? ==  0?  \\ integer values
004D: jump_if_false Label047A84
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8964?? =  1?  \\ integer values

:Label047A84
00D6: if  0?
8118:   NOT   actor  8776?? dead
004D: jump_if_false Label047AD6
00D6: if  2?
8184:   NOT   actor  8776?? health >=  99?
0038:    8872?? ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047ACF
0008:  8848?? +=  1?  \\ integer values
053D:  8776??
01CA: actor  8776?? kill_player $PLAYER_CHAR
0004:  8872?? =  1?  \\ integer values

:Label047ACF
0002: jump Label047AFD

:Label047AD6
00D6: if  0?
0038:    8968?? ==  0?  \\ integer values
004D: jump_if_false Label047AFD
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8968?? =  1?  \\ integer values

:Label047AFD
00D6: if  0?
8118:   NOT   actor  8780?? dead
004D: jump_if_false Label047B4F
00D6: if  2?
8184:   NOT   actor  8780?? health >=  99?
0038:    8876?? ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047B48
0008:  8848?? +=  1?  \\ integer values
053D:  8780??
01CA: actor  8780?? kill_player $PLAYER_CHAR
0004:  8876?? =  1?  \\ integer values

:Label047B48
0002: jump Label047B76

:Label047B4F
00D6: if  0?
0038:    8972?? ==  0?  \\ integer values
004D: jump_if_false Label047B76
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8972?? =  1?  \\ integer values

:Label047B76
00D6: if  0?
8118:   NOT   actor  8784?? dead
004D: jump_if_false Label047BC8
00D6: if  2?
8184:   NOT   actor  8784?? health >=  99?
0038:    8880?? ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047BC1
0008:  8848?? +=  1?  \\ integer values
053D:  8784??
01CA: actor  8784?? kill_player $PLAYER_CHAR
0004:  8880?? =  1?  \\ integer values

:Label047BC1
0002: jump Label047BEF

:Label047BC8
00D6: if  0?
0038:    8976?? ==  0?  \\ integer values
004D: jump_if_false Label047BEF
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8976?? =  1?  \\ integer values

:Label047BEF
00D6: if  0?
8118:   NOT   actor  8788?? dead
004D: jump_if_false Label047C41
00D6: if  2?
8184:   NOT   actor  8788?? health >=  99?
0038:    8884?? ==  0?  \\ integer values
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047C3A
0008:  8848?? +=  1?  \\ integer values
053D:  8788??
01CA: actor  8788?? kill_player $PLAYER_CHAR
0004:  8884?? =  1?  \\ integer values

:Label047C3A
0002: jump Label047C68

:Label047C41
00D6: if  0?
0038:    8980?? ==  0?  \\ integer values
004D: jump_if_false Label047C68
0008:  8792?? +=  1?  \\ integer values
0050: gosub Label049043
0004:  8980?? =  1?  \\ integer values

:Label047C68
00D6: if  0?
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047CAC
00D6: if  0?
0018:    8848?? >  3?  \\ integer values
004D: jump_if_false Label047C93
0050: gosub Label048970

:Label047C93
00D6: if  0?
0018:    8792?? >  2?  \\ integer values
004D: jump_if_false Label047CAC
0050: gosub Label048970

:Label047CAC
00D6: if  0?
0018:    8792?? >  14?  \\ integer values
004D: jump_if_false Label047CDB
00D6: if  0?
0038:    8816?? ==  0?  \\ integer values
004D: jump_if_false Label047CDB
0552:  0?
0004:  8816?? =  1?  \\ integer values

:Label047CDB
00D6: if  0?
0038:    8820?? ==  0?  \\ integer values
004D: jump_if_false Label047D30
00D6: if  0?
0038:    8852?? ==  0?  \\ integer values
004D: jump_if_false Label047D30
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  396??  400??  404?? radius  1.2!  1.2!  3!
004D: jump_if_false Label047D30
0050: gosub Label048DF8

:Label047D30
00D6: if  0?
0118:   actor  8832?? dead
004D: jump_if_false Label047D96
00D6: if  0?
0038:    8984?? ==  0?  \\ integer values
004D: jump_if_false Label047D96
00D6: if  0?
056D:   unknown_actor  8832?? dead_but_active
004D: jump_if_false Label047D8F
04A5: unknown_store_dead_actor  8832?? position_to  8992??  8996??  9000??
0009:  9000?? +=  .5!  \\ floating-point values
032B:  8892?? = create_weapon_pickup #COLT45  3? ammo  17? at  8992??  8996??  9000??

:Label047D8F
0004:  8984?? =  1?  \\ integer values

:Label047D96
00D6: if  0?
0118:   actor  8836?? dead
004D: jump_if_false Label047DFC
00D6: if  0?
0038:    8988?? ==  0?  \\ integer values
004D: jump_if_false Label047DFC
00D6: if  0?
056D:   unknown_actor  8836?? dead_but_active
004D: jump_if_false Label047DF5
04A5: unknown_store_dead_actor  8836?? position_to  8992??  8996??  9000??
0009:  9000?? +=  .5!  \\ floating-point values
032B:  8896?? = create_weapon_pickup #COLT45  3? ammo  17? at  8992??  8996??  9000??

:Label047DF5
0004:  8988?? =  1?  \\ integer values

:Label047DFC
00D6: if  0?
0038:    8820?? ==  1?  \\ integer values
004D: jump_if_false Label04804A
00D6: if  0?
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label048043
00D6: if  0?
0038:    8824?? ==  0?  \\ integer values
004D: jump_if_false Label048043
00D6: if  21?
8118:   NOT   actor  8832?? dead
8118:   NOT   actor  8836?? dead
004D: jump_if_false Label047ED3
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03CF: load_wav "LAW4_10" as  1?
015F: set_camera_position  303.649! -309.1!  13.43!  0!  0!  0!
0160: point_camera  303.292! -309.982!  13.122!  2?
0001: wait  500& ms

:Label047E97
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label047EB1
0001: wait  0? ms
0002: jump Label047E97

:Label047EB1
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label047ED3
03D1: play_wav  1?
00BC: text_highpriority "LAW4_5"  2000& ms  1? \\ Sticks out, boys! Let's crack some commie skulls!

:Label047ED3
0164: disable_marker  76??
0164: disable_marker  236??
00D6: if  0?
8119:   NOT   car  8804?? wrecked
004D: jump_if_false Label047EF5
0186:  8856?? = create_marker_above_car  8804??

:Label047EF5
00D6: if  0?
8119:   NOT   car  8808?? wrecked
004D: jump_if_false Label047F0D
0186:  8860?? = create_marker_above_car  8808??

:Label047F0D
00D6: if  0?
8119:   NOT   car  8812?? wrecked
004D: jump_if_false Label047F25
0186:  8864?? = create_marker_above_car  8812??

:Label047F25
018C: play_sound  3? at  298! -313.6!  11!
018D:  48?? = create_sound  2? at  298! -313.6!  11!

:Label047F4E
00D6: if  0?
834E:   NOT unknown_move_object  7112?? to  304! -313.6!  11! unknown_angle  .1!  .1!  0!  0?
004D: jump_if_false Label047F89
0001: wait  0? ms
0002: jump Label047F4E

:Label047F89
018E: stop_sound  48??
018C: play_sound  3? at  304! -313.6!  11!
00D6: if  0?
8118:   NOT   actor  8832?? dead
004D: jump_if_false Label047FC6
0243: set_actor  8832?? ped_stats_to  30?
011A: set_actor  8832?? flags  16?
011A: set_actor  8832?? flags  1?

:Label047FC6
00D6: if  0?
8118:   NOT   actor  8836?? dead
004D: jump_if_false Label047FEB
0243: set_actor  8836?? ped_stats_to  30?
011A: set_actor  8836?? flags  16?
011A: set_actor  8836?? flags  1?

:Label047FEB
00D6: if  0?
8118:   NOT   actor  8840?? dead
004D: jump_if_false Label048009
011A: set_actor  8840?? flags  1?
02E2: set_actor  8840?? weapon_accuracy_to  10?

:Label048009
00D6: if  21?
8118:   NOT   actor  8832?? dead
8118:   NOT   actor  8836?? dead
004D: jump_if_false Label04802D
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:Label04802D
00BC: text_highpriority "LAW4_14"  8000& ms  1? \\ ~g~Destroy the vans in the compound!
0004:  8824?? =  1?  \\ integer values

:Label048043
0002: jump Label04823D

:Label04804A
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  299! -314.6!  11.4! radius  20!  20!  10!
004D: jump_if_false Label04823D
00D6: if  1?
0038:    152?? ==  0?  \\ integer values
0019:    17@ >  6000&  \\ integer values
004D: jump_if_false Label048158
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label0480CC
03CF: load_wav "LAW4_1A" as  1?
03CF: load_wav "LAW4_1B" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label0480E6

:Label0480CC
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label0480E6
0004:  136?? =  1?  \\ integer values

:Label0480E6
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label048158
03D1: play_wav  1?
00BC: text_highpriority "LAW4_1"  3000& ms  1? \\ Please disperse. The management will discuss any grievances in the appropriate manner!
00D6: if  1?
03D2:   wav  1? ended
0019:    17@ >  19000&  \\ integer values
004D: jump_if_false Label048158
03D1: play_wav  2?
00BC: text_highpriority "LAW4_2"  3000& ms  1? \\ Please disperse. Go back to your homes!
0004:  152?? =  1?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label048158
00D6: if  2?
0038:    152?? ==  1?  \\ integer values
0038:    156?? ==  0?  \\ integer values
0019:    17@ >  10000&  \\ integer values
004D: jump_if_false Label04823D
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label0481B1
03CF: load_wav "LAW4_1C" as  1?
03CF: load_wav "LAW4_1D" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label0481CB

:Label0481B1
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label0481CB
0004:  136?? =  1?  \\ integer values

:Label0481CB
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label04823D
03D1: play_wav  1?
00BC: text_highpriority "LAW4_3"  2000& ms  1? \\ Please disperse! This is inappropriate!
00D6: if  1?
03D2:   wav  1? ended
0019:    17@ >  23000&  \\ integer values
004D: jump_if_false Label04823D
03D1: play_wav  2?
00BC: text_highpriority "LAW4_4"  2000& ms  1? \\ Please disperse. You will all end up on the streets.
0004:  156?? =  1?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label04823D
00D6: if  0?
0038:    8888?? ==  0?  \\ integer values
004D: jump_if_false Label04849F
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  315.9! -313!  9!  282.4! -297.7!  15!
004D: jump_if_false Label04849F
00D6: if  0?
8118:   NOT   actor  8840?? dead
004D: jump_if_false Label0482C9
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
015F: set_camera_position  301.571! -303.655!  15.242!  0!  0!  0!
0160: point_camera  302.286! -303.089!  14.833!  2?

:Label0482C9
03E5: text_box "HELP38" \\ If you take out someone who's holding a weapon, they will drop it.
0001: wait  500& ms
0006:  16@ =  0?  \\ integer values

:Label0482DF
00D6: if  0?
8019:   NOT    16@ >  2500&  \\ integer values
004D: jump_if_false Label04834B
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label048344

:Label048307
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04833D
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label048336
0002: jump Label0483C8

:Label048336
0002: jump Label048307

:Label04833D
0002: jump Label0483C8

:Label048344
0002: jump Label0482DF

:Label04834B
0006:  16@ =  0?  \\ integer values
03E5: text_box "HELP39" \\ You can target and shoot explosive barrels but keep your distance.

:Label04835C
00D6: if  0?
8019:   NOT    16@ >  3500&  \\ integer values
004D: jump_if_false Label0483C8
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0483C1

:Label048384
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0483BA
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  3500&  \\ integer values
004D: jump_if_false Label0483B3
0002: jump Label0483C8

:Label0483B3
0002: jump Label048384

:Label0483BA
0002: jump Label0483C8

:Label0483C1
0002: jump Label04835C

:Label0483C8
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0?
8118:   NOT   actor  8840?? dead
004D: jump_if_false Label0483EA
0350: unknown_actor  8840?? not_scared_flag  0?

:Label0483EA
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label048412
03E5: text_box "HELP58" \\ While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.
0002: jump Label04841C

:Label048412
03E5: text_box "HELP59" \\ While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets.

:Label04841C
00D6: if  0?
0038:    8824?? ==  0?  \\ integer values
004D: jump_if_false Label048498
00D6: if  0?
8118:   NOT   actor  8832?? dead
004D: jump_if_false Label048454
0243: set_actor  8832?? ped_stats_to  30?
011A: set_actor  8832?? flags  1?
01CA: actor  8832?? kill_player $PLAYER_CHAR

:Label048454
00D6: if  0?
8118:   NOT   actor  8836?? dead
004D: jump_if_false Label04847A
0243: set_actor  8836?? ped_stats_to  30?
011A: set_actor  8836?? flags  1?
01CA: actor  8836?? kill_player $PLAYER_CHAR

:Label04847A
00D6: if  0?
8118:   NOT   actor  8840?? dead
004D: jump_if_false Label048498
011A: set_actor  8840?? flags  1?
02E2: set_actor  8840?? weapon_accuracy_to  10?

:Label048498
0004:  8888?? =  1?  \\ integer values

:Label04849F
00D6: if  0?
0038:    8844?? ==  0?  \\ integer values
004D: jump_if_false Label0484FE
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  299! -314.6!  11.4! radius  20!  20!  10!
004D: jump_if_false Label0484FE
00BC: text_highpriority "LAW4_13"  8000& ms  1? \\ ~g~Start fighting with at least 4 workers to get a riot started.
0006:  17@ =  0?  \\ integer values
0004:  8844?? =  1?  \\ integer values

:Label0484FE
0050: gosub Label049002
0002: jump Label04725D

:Label04850C
00D6: if  0?
0038:    8824?? ==  0?  \\ integer values
004D: jump_if_false Label04859A
018C: play_sound  3? at  298! -313.6!  11!
018D:  48?? = create_sound  2? at  298! -313.6!  11!

:Label048547
00D6: if  0?
834E:   NOT unknown_move_object  7112?? to  304! -313.6!  11! unknown_angle  .15!  .15!  0!  0?
004D: jump_if_false Label048582
0001: wait  0? ms
0002: jump Label048547

:Label048582
018E: stop_sound  48??
018C: play_sound  3? at  304! -313.6!  11!

:Label04859A
0002: jump Label0485C6

:Label0485A1
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
01BC: put_object  7112?? at  298! -313.6!  11!
0051: return

:Label0485C6
0004: $PASSED_LAW4_RIOT =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
0318: set_latest_mission_passed "LAW_4" \\ Riot
030C: set_mission_points +=  1?
0164: disable_marker  892??
0164: disable_marker  972??
0004:  3616?? =  1?  \\ integer values
055B:  5144?? = create_clothes_pickup  3? at  364.2!  1086.1!  19!
0004:  5064?? =  1?  \\ integer values
004F: create_thread Label02B4E9 
02A7:  972?? = create_marker  1684?? at  1860??  1864??  1868??
004F: create_thread Label00BC71 
0051: return

:Label04864F
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  76??
0164: disable_marker  236??
0164: disable_marker  8856??
0164: disable_marker  8860??
0164: disable_marker  8864??
0249: release_model #SPAND
0249: release_model #NITESTICK
0249: release_model #GDA
0249: release_model -114? (BARREL4)
0249: release_model #COLT45
00D6: if  0?
0038:    5060?? ==  1?  \\ integer values
004D: jump_if_false Label0486B3
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!

:Label0486B3
0215: destroy_pickup  8892??
0215: destroy_pickup  8896??
0296: unload_special_actor  4?
0296: unload_special_actor  5?
040D: unload_wav  1?
040D: unload_wav  2?
0552:  0?
00D6: if  0?
8118:   NOT   actor  8708?? dead
004D: jump_if_false Label0486ED
053D:  8708??
02A9: set_actor  8708?? immune_to_nonplayer  0?

:Label0486ED
00D6: if  0?
8118:   NOT   actor  8712?? dead
004D: jump_if_false Label048709
053D:  8712??
02A9: set_actor  8712?? immune_to_nonplayer  0?

:Label048709
00D6: if  0?
8118:   NOT   actor  8716?? dead
004D: jump_if_false Label048725
053D:  8716??
02A9: set_actor  8716?? immune_to_nonplayer  0?

:Label048725
00D6: if  0?
8118:   NOT   actor  8720?? dead
004D: jump_if_false Label048741
053D:  8720??
02A9: set_actor  8720?? immune_to_nonplayer  0?

:Label048741
00D6: if  0?
8118:   NOT   actor  8724?? dead
004D: jump_if_false Label04875D
053D:  8724??
02A9: set_actor  8724?? immune_to_nonplayer  0?

:Label04875D
00D6: if  0?
8118:   NOT   actor  8728?? dead
004D: jump_if_false Label048779
053D:  8728??
02A9: set_actor  8728?? immune_to_nonplayer  0?

:Label048779
00D6: if  0?
8118:   NOT   actor  8732?? dead
004D: jump_if_false Label048795
053D:  8732??
02A9: set_actor  8732?? immune_to_nonplayer  0?

:Label048795
00D6: if  0?
8118:   NOT   actor  8736?? dead
004D: jump_if_false Label0487B1
053D:  8736??
02A9: set_actor  8736?? immune_to_nonplayer  0?

:Label0487B1
00D6: if  0?
8118:   NOT   actor  8740?? dead
004D: jump_if_false Label0487CD
053D:  8740??
02A9: set_actor  8740?? immune_to_nonplayer  0?

:Label0487CD
00D6: if  0?
8118:   NOT   actor  8744?? dead
004D: jump_if_false Label0487E9
053D:  8744??
02A9: set_actor  8744?? immune_to_nonplayer  0?

:Label0487E9
00D6: if  0?
8118:   NOT   actor  8748?? dead
004D: jump_if_false Label048805
053D:  8748??
02A9: set_actor  8748?? immune_to_nonplayer  0?

:Label048805
00D6: if  0?
8118:   NOT   actor  8752?? dead
004D: jump_if_false Label048821
053D:  8752??
02A9: set_actor  8752?? immune_to_nonplayer  0?

:Label048821
00D6: if  0?
8118:   NOT   actor  8756?? dead
004D: jump_if_false Label04883D
053D:  8756??
02A9: set_actor  8756?? immune_to_nonplayer  0?

:Label04883D
00D6: if  0?
8118:   NOT   actor  8760?? dead
004D: jump_if_false Label048859
053D:  8760??
02A9: set_actor  8760?? immune_to_nonplayer  0?

:Label048859
00D6: if  0?
8118:   NOT   actor  8764?? dead
004D: jump_if_false Label048875
053D:  8764??
02A9: set_actor  8764?? immune_to_nonplayer  0?

:Label048875
00D6: if  0?
8118:   NOT   actor  8768?? dead
004D: jump_if_false Label048891
053D:  8768??
02A9: set_actor  8768?? immune_to_nonplayer  0?

:Label048891
00D6: if  0?
8118:   NOT   actor  8772?? dead
004D: jump_if_false Label0488AD
053D:  8772??
02A9: set_actor  8772?? immune_to_nonplayer  0?

:Label0488AD
00D6: if  0?
8118:   NOT   actor  8776?? dead
004D: jump_if_false Label0488C9
053D:  8776??
02A9: set_actor  8776?? immune_to_nonplayer  0?

:Label0488C9
00D6: if  0?
8118:   NOT   actor  8780?? dead
004D: jump_if_false Label0488E5
053D:  8780??
02A9: set_actor  8780?? immune_to_nonplayer  0?

:Label0488E5
00D6: if  0?
8118:   NOT   actor  8784?? dead
004D: jump_if_false Label048901
053D:  8784??
02A9: set_actor  8784?? immune_to_nonplayer  0?

:Label048901
00D6: if  0?
8118:   NOT   actor  8788?? dead
004D: jump_if_false Label04891D
053D:  8788??
02A9: set_actor  8788?? immune_to_nonplayer  0?

:Label04891D
00D6: if  0?
8118:   NOT   actor  8832?? dead
004D: jump_if_false Label048934
02A9: set_actor  8832?? immune_to_nonplayer  0?

:Label048934
00D6: if  0?
8118:   NOT   actor  8836?? dead
004D: jump_if_false Label04894B
02A9: set_actor  8836?? immune_to_nonplayer  0?

:Label04894B
00D6: if  0?
8118:   NOT   actor  8840?? dead
004D: jump_if_false Label048962
02A9: set_actor  8840?? immune_to_nonplayer  0?

:Label048962
04EF: unknown_unload_skin "RIOT"
00D8: mission_cleanup
0051: return

:Label048970
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  8708?? dead
004D: jump_if_false Label04899E
053D:  8708??
0243: set_actor  8708?? ped_stats_to  30?
011A: set_actor  8708?? flags  16?
011A: set_actor  8708?? flags  1?

:Label04899E
00D6: if  0?
8118:   NOT   actor  8712?? dead
004D: jump_if_false Label0489C8
053D:  8712??
0243: set_actor  8712?? ped_stats_to  30?
011A: set_actor  8712?? flags  16?
011A: set_actor  8712?? flags  1?

:Label0489C8
00D6: if  0?
8118:   NOT   actor  8716?? dead
004D: jump_if_false Label0489F2
053D:  8716??
0243: set_actor  8716?? ped_stats_to  30?
011A: set_actor  8716?? flags  16?
011A: set_actor  8716?? flags  1?

:Label0489F2
00D6: if  0?
8118:   NOT   actor  8720?? dead
004D: jump_if_false Label048A1C
053D:  8720??
0243: set_actor  8720?? ped_stats_to  30?
011A: set_actor  8720?? flags  16?
011A: set_actor  8720?? flags  1?

:Label048A1C
00D6: if  0?
8118:   NOT   actor  8724?? dead
004D: jump_if_false Label048A46
053D:  8724??
0243: set_actor  8724?? ped_stats_to  30?
011A: set_actor  8724?? flags  16?
011A: set_actor  8724?? flags  1?

:Label048A46
00D6: if  0?
8118:   NOT   actor  8728?? dead
004D: jump_if_false Label048A70
053D:  8728??
0243: set_actor  8728?? ped_stats_to  30?
011A: set_actor  8728?? flags  16?
011A: set_actor  8728?? flags  1?

:Label048A70
00D6: if  0?
8118:   NOT   actor  8732?? dead
004D: jump_if_false Label048A9A
053D:  8732??
0243: set_actor  8732?? ped_stats_to  30?
011A: set_actor  8732?? flags  16?
011A: set_actor  8732?? flags  1?

:Label048A9A
00D6: if  0?
8118:   NOT   actor  8736?? dead
004D: jump_if_false Label048AC4
053D:  8736??
0243: set_actor  8736?? ped_stats_to  30?
011A: set_actor  8736?? flags  16?
011A: set_actor  8736?? flags  1?

:Label048AC4
00D6: if  0?
8118:   NOT   actor  8740?? dead
004D: jump_if_false Label048AEE
053D:  8740??
0243: set_actor  8740?? ped_stats_to  30?
011A: set_actor  8740?? flags  16?
011A: set_actor  8740?? flags  1?

:Label048AEE
00D6: if  0?
8118:   NOT   actor  8744?? dead
004D: jump_if_false Label048B18
053D:  8744??
0243: set_actor  8744?? ped_stats_to  30?
011A: set_actor  8744?? flags  16?
011A: set_actor  8744?? flags  1?

:Label048B18
00D6: if  0?
8118:   NOT   actor  8748?? dead
004D: jump_if_false Label048B42
053D:  8748??
0243: set_actor  8748?? ped_stats_to  30?
011A: set_actor  8748?? flags  16?
011A: set_actor  8748?? flags  1?

:Label048B42
00D6: if  0?
8118:   NOT   actor  8752?? dead
004D: jump_if_false Label048B6C
053D:  8752??
0243: set_actor  8752?? ped_stats_to  30?
011A: set_actor  8752?? flags  16?
011A: set_actor  8752?? flags  1?

:Label048B6C
00D6: if  0?
8118:   NOT   actor  8756?? dead
004D: jump_if_false Label048B96
053D:  8756??
0243: set_actor  8756?? ped_stats_to  30?
011A: set_actor  8756?? flags  16?
011A: set_actor  8756?? flags  1?

:Label048B96
00D6: if  0?
8118:   NOT   actor  8760?? dead
004D: jump_if_false Label048BC0
053D:  8760??
0243: set_actor  8760?? ped_stats_to  30?
011A: set_actor  8760?? flags  16?
011A: set_actor  8760?? flags  1?

:Label048BC0
00D6: if  0?
8118:   NOT   actor  8764?? dead
004D: jump_if_false Label048BEA
053D:  8764??
0243: set_actor  8764?? ped_stats_to  30?
011A: set_actor  8764?? flags  16?
011A: set_actor  8764?? flags  1?

:Label048BEA
00D6: if  0?
8118:   NOT   actor  8768?? dead
004D: jump_if_false Label048C14
053D:  8768??
0243: set_actor  8768?? ped_stats_to  30?
011A: set_actor  8768?? flags  16?
011A: set_actor  8768?? flags  1?

:Label048C14
00D6: if  0?
8118:   NOT   actor  8772?? dead
004D: jump_if_false Label048C3E
053D:  8772??
0243: set_actor  8772?? ped_stats_to  30?
011A: set_actor  8772?? flags  16?
011A: set_actor  8772?? flags  1?

:Label048C3E
00D6: if  0?
8118:   NOT   actor  8776?? dead
004D: jump_if_false Label048C68
053D:  8776??
0243: set_actor  8776?? ped_stats_to  30?
011A: set_actor  8776?? flags  16?
011A: set_actor  8776?? flags  1?

:Label048C68
00D6: if  0?
8118:   NOT   actor  8780?? dead
004D: jump_if_false Label048C92
053D:  8780??
0243: set_actor  8780?? ped_stats_to  30?
011A: set_actor  8780?? flags  16?
011A: set_actor  8780?? flags  1?

:Label048C92
00D6: if  0?
8118:   NOT   actor  8784?? dead
004D: jump_if_false Label048CBC
053D:  8784??
0243: set_actor  8784?? ped_stats_to  30?
011A: set_actor  8784?? flags  16?
011A: set_actor  8784?? flags  1?

:Label048CBC
00D6: if  0?
8118:   NOT   actor  8788?? dead
004D: jump_if_false Label048CE6
053D:  8788??
0243: set_actor  8788?? ped_stats_to  30?
011A: set_actor  8788?? flags  16?
011A: set_actor  8788?? flags  1?

:Label048CE6
00D6: if  0?
0038:    8852?? ==  0?  \\ integer values
004D: jump_if_false Label048DE8
00D6: if  0?
8118:   NOT   actor  8708?? dead
004D: jump_if_false Label048D10
01CA: actor  8708?? kill_player $PLAYER_CHAR

:Label048D10
00D6: if  0?
8118:   NOT   actor  8716?? dead
004D: jump_if_false Label048D28
01CA: actor  8716?? kill_player $PLAYER_CHAR

:Label048D28
00D6: if  0?
8118:   NOT   actor  8724?? dead
004D: jump_if_false Label048D40
01CA: actor  8724?? kill_player $PLAYER_CHAR

:Label048D40
00D6: if  0?
8118:   NOT   actor  8732?? dead
004D: jump_if_false Label048D58
01CA: actor  8732?? kill_player $PLAYER_CHAR

:Label048D58
00D6: if  0?
8118:   NOT   actor  8740?? dead
004D: jump_if_false Label048D70
01CA: actor  8740?? kill_player $PLAYER_CHAR

:Label048D70
00D6: if  0?
8118:   NOT   actor  8748?? dead
004D: jump_if_false Label048D88
01CA: actor  8748?? kill_player $PLAYER_CHAR

:Label048D88
00D6: if  0?
8118:   NOT   actor  8756?? dead
004D: jump_if_false Label048DA0
01CA: actor  8756?? kill_player $PLAYER_CHAR

:Label048DA0
00D6: if  0?
8118:   NOT   actor  8764?? dead
004D: jump_if_false Label048DB8
01CA: actor  8764?? kill_player $PLAYER_CHAR

:Label048DB8
00D6: if  0?
8118:   NOT   actor  8772?? dead
004D: jump_if_false Label048DD0
01CA: actor  8772?? kill_player $PLAYER_CHAR

:Label048DD0
00D6: if  0?
8118:   NOT   actor  8780?? dead
004D: jump_if_false Label048DE8
01CA: actor  8780?? kill_player $PLAYER_CHAR

:Label048DE8
0004:  8820?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values
0051: return

:Label048DF8
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  91.813! -1131.116!  17.251!  0!  0!  0!
0160: point_camera  92.39! -1131.74!  16.724!  2?
0211: actor $PLAYER_ACTOR walk_to  96.4! -1136.7!
0001: wait  1300& ms
016A: fade  0? ()  1000& ms

:Label048E51
00D6: if  0?
016B:   fading
004D: jump_if_false Label048E69
0001: wait  0? ms
0002: jump Label048E51

:Label048E69
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  2?
004D: jump_if_false Label048E80
0110: clear_player $PLAYER_CHAR wanted_level

:Label048E80
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label048EB4
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER3"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label048EB4
0353: refresh_actor $PLAYER_ACTOR

:Label048EB4
0395: clear_area  0? at  94.9! -1135! range  9.4!  1!
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  94.9! -1135!  9.4!
0171: set_player $PLAYER_CHAR z_angle_to  57.9!
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
016A: fade  1? (back)  1500& ms
015F: set_camera_position  94.027! -1134.133!  10.002!  0!  0!  0!
0160: point_camera  94.724! -1134.82!  9.797!  2?
0001: wait  1000& ms
0460: set_camera_pointing_time  5!  3000&
015F: set_camera_position  94.027! -1134.133!  10.002!  0!  0!  0!
0160: point_camera  94.656! -1134.754!  10.469!  1?
0006:  17@ =  0?  \\ integer values

:Label048F79
00D6: if  0?
8019:   NOT    17@ >  5000&  \\ integer values
004D: jump_if_false Label048FB6
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label048FAF
0004:  232?? =  1?  \\ integer values
0002: jump Label048FB6

:Label048FAF
0002: jump Label048F79

:Label048FB6
00D6: if  0?
0038:    232?? ==  1?  \\ integer values
004D: jump_if_false Label048FDB
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
016A: fade  1? (back)  1000& ms

:Label048FDB
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
011C: actor $PLAYER_ACTOR clear_objective
0164: disable_marker  236??
0004:  8852?? =  1?  \\ integer values
0051: return

:Label049002
00D6: if  0?
0119:   car  8804?? wrecked
004D: jump_if_false Label049017
0164: disable_marker  8856??

:Label049017
00D6: if  0?
0119:   car  8808?? wrecked
004D: jump_if_false Label04902C
0164: disable_marker  8860??

:Label04902C
00D6: if  0?
0119:   car  8812?? wrecked
004D: jump_if_false Label049041
0164: disable_marker  8864??

:Label049041
0051: return

:Label049043
00D6: if  0?
0038:    8816?? ==  0?  \\ integer values
004D: jump_if_false Label049061
000C:  8796?? -=  6?  \\ integer values
0552:  8796??

:Label049061
0051: return

;-------------Mission 7---------------
; Originally: Treacherous Swine


:Label049063
03A4: name_thread "GENERL1"
0050: gosub Label049091
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label049088
0050: gosub Label04B307

:Label049088
0050: gosub Label04B388
004E: end_thread

:Label049091
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "GENERA1"
058E: unknown_point_command -163! -1439.4!  9! angle  201.5!
0004:  9056?? =  0?  \\ integer values
0004:  9060?? =  0?  \\ integer values
0004:  9068?? =  0?  \\ integer values
0004:  9072?? =  0?  \\ integer values
0004:  9076?? =  0?  \\ integer values
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
023C: load_special_actor  3? "CGONA"
023C: load_special_actor  4? "CSERVRB"
02F3: load_object #CUTOBJ01 "LOBTRAY"
02F3: load_object #CUTOBJ02 "LOBSTER"
02F3: load_object #CUTOBJ03 "COKNIFE"
02F3: load_object #CUTOBJ04 "COLTRAY"
0247: request_model -115? (BIG_POLY_TINGS)
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
03CB: set_camera  1792??  1796??  1800??
038B: load_requested_models

:Label049360
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label049386
0001: wait  0? ms
0002: jump Label049360

:Label049386
00D6: if  24?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
8248:   NOT   model #CUTOBJ04 available
8248:   NOT   model -115? (BIG_POLY_TINGS) available
004D: jump_if_false Label0493B4
0001: wait  0? ms
0002: jump Label049386

:Label0493B4
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
029B:  2864?? = init_object -115? (BIG_POLY_TINGS) at  1792??  1796??  1800??
02E4: load_cutscene_data "COL_1"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  600?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  600?? "CSCOLO"
02E5:  772?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  772?? "CGONA"
02E5:  624?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  624?? "CSERVRB"
02E5:  792?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  792?? "LOBTRAY"
02E5:  796?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  796?? "LOBSTER"
02E5:  800?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  800?? "COKNIFE"
02E5:  804?? = create_cutscene_object #CUTOBJ04
02E6: set_cutscene_anim  804?? "COLTRAY"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0494D4
00D6: if  0?
001A:    1250& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0494F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0494D4

:Label0494F7
00BC: text_highpriority "GEN1_A"  10000& ms  1? \\ Mr. Vercetti!

:Label049506
00D6: if  0?
001A:    3050& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label049529
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049506

:Label049529
00BC: text_highpriority "GEN1_B"  10000& ms  1? \\ Colonel.

:Label049538
00D6: if  0?
001A:    4110& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04955B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049538

:Label04955B
00BC: text_highpriority "GEN1_C"  10000& ms  1? \\ Thank you for coming. Please sit. Lobster?

:Label04956A
00D6: if  0?
001A:    8180& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04958D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04956A

:Label04958D
00BC: text_highpriority "GEN1_D"  10000& ms  1? \\ No - thanks.

:Label04959C
00D6: if  0?
001A:    10130& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0495BF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04959C

:Label0495BF
00BC: text_highpriority "GEN1_E"  10000& ms  1? \\ I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust.

:Label0495CE
00D6: if  0?
001A:    17220& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0495F1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0495CE

:Label0495F1
00BC: text_highpriority "GEN1_F"  10000& ms  1? \\ I've been carrying Gonzalez for years, but now his incompetence reaches new heights!

:Label049600
00D6: if  0?
001A:    23040& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label049623
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049600

:Label049623
00BC: text_highpriority "GEN1_G"  10000& ms  1? \\ It is only right that you kill Gonzalez...

:Label049632
00D6: if  0?
001A:    25170& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label049655
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049632

:Label049655
00BC: text_highpriority "GEN1_H"  10000& ms  1? \\ Did he do it? It's the money that's important to me.

:Label049664
00D6: if  0?
001A:    28100& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label049687
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049664

:Label049687
00BC: text_highpriority "GEN1_I"  10000& ms  1? \\ For this kindness I'll reward you, and then we will find your money together.

:Label049696
00D6: if  0?
001A:    34160&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0496BB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label049696

:Label0496BB
00BC: text_highpriority "GEN1_J"  10000& ms  1? \\ He will be at his Penthouse, half drunk probably. Use this...

:Label0496CA
00D6: if  0?
001A:    37160&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0496EF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0496CA

:Label0496EF
00BE: text_clear_all

:Label0496F1
00D6: if  0?
001A:    42112&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label049716
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0496F1

:Label049716
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label04971F
00D6: if  0?
016B:   fading
004D: jump_if_false Label049737
0001: wait  0? ms
0002: jump Label04971F

:Label049737
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0108: destroy_object  2864??
0249: release_model -115? (BIG_POLY_TINGS)
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
0249: release_model #CUTOBJ04
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  1?
04E4: unknown_refresh_game_renderer_at -244.2799! -1360.67!
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
01B6: set_weather  4?
0247: request_model #CHNSAW
0247: request_model #CLA

:Label0499B8
00D6: if  21?
8248:   NOT   model #CHNSAW available
8248:   NOT   model #CLA available
004D: jump_if_false Label0499D7
0001: wait  0? ms
0002: jump Label0499B8

:Label0499D7
023C: load_special_actor  1? "IGGONZ"

:Label0499E3
00D6: if  0?
823D:   NOT   special_actor  1? loaded
004D: jump_if_false Label0499FD
0001: wait  0? ms
0002: jump Label0499E3

:Label0499FD
038B: load_requested_models
022B: create_forbidden_for_peds_cube  479.9! -1.4!  11!  450.3!  59.5!  40!
01B1: give_player $PLAYER_CHAR weapon  11? ammo  1?  \\ Load the weapon model before using this
018A:  9044?? = create_checkpoint_at  476.8!  30.4!  11!
0376:  9032?? = create_random_actor -242.8! -1342.5!  7.1!
0173: set_actor  9032?? z_angle_to  204.5!
0376:  9036?? = create_random_actor -240.8! -1344.1!  7.1!
0173: set_actor  9036?? z_angle_to  89.6!
0376:  9040?? = create_random_actor -242.3! -1344.7!  7.1!
0173: set_actor  9040?? z_angle_to  349.2!
03F9: make_actors  9032??  9036?? converse_in  86400000&& ms
03F9: make_actors  9040??  9036?? converse_in  86400000&& ms
0108: destroy_object  7264??
029B:  9016?? = init_object -116? (SPAD_DR_OPEN3) at  464.663!  30.336!  23.881!
01C7: spawn_object  9016??
0108: destroy_object  7260??
029B:  9020?? = init_object -117? (SPAD_DR_OPEN2) at  461.961!  31.436!  31.24!
01C7: spawn_object  9020??
0108: destroy_object  7256??
029B:  9024?? = init_object -118? (SPAD_DR_OPEN1) at  454.321!  31.436!  35.198!
01C7: spawn_object  9024??
029B:  9028?? = init_object -119? (SEXYPOOLCOVER) at  470.68!  30.336!  30.19!
01C7: spawn_object  9028??
016A: fade  1? (back)  1500& ms
0006:  17@ =  0?  \\ integer values
00BC: text_highpriority "GEN1_05"  5000& ms  1? \\ ~g~Go and kill Gonzalez!

:Label049B48
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  476.5!  27.3!  11.28!  474.8!  33!  14.3!
004D: jump_if_false Label049C48
0001: wait  0? ms
00D6: if  0?
0038:    9076?? ==  0?  \\ integer values
004D: jump_if_false Label049BBC
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label049BBC
01C2: remove_references_to_actor  9032??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9036??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9040??  \\ Like turning an actor into a random pedestrian
0004:  9076?? =  1?  \\ integer values

:Label049BBC
00D6: if  0?
8118:   NOT   actor  9032?? dead
004D: jump_if_false Label049BE1
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049BE1
01C2: remove_references_to_actor  9032??  \\ Like turning an actor into a random pedestrian

:Label049BE1
00D6: if  0?
8118:   NOT   actor  9036?? dead
004D: jump_if_false Label049C06
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049C06
01C2: remove_references_to_actor  9036??  \\ Like turning an actor into a random pedestrian

:Label049C06
00D6: if  0?
8118:   NOT   actor  9040?? dead
004D: jump_if_false Label049C2B
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label049C2B
01C2: remove_references_to_actor  9040??  \\ Like turning an actor into a random pedestrian

:Label049C2B
03A1: unknown_clear_point  475.5!  30.3!  11! radius  3!
0002: jump Label049B48

:Label049C48
00BE: text_clear_all
0164: disable_marker  9044??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
01B1: give_player $PLAYER_CHAR weapon  11? ammo  1?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  11?
009A:  9004?? = create_actor  4? #SPECIAL01 at  466!  38.2!  32!
01ED: spawn_actor  9004??
0223: set_actor  9004?? health_to  150&
02A9: set_actor  9004?? immune_to_nonplayer  1?
0245: set_actor  9004?? walk_style_to  50?
009A:  9008?? = create_actor  4? #CLA at  466.1!  40.1!  32!
01ED: spawn_actor  9008??
0173: set_actor  9008?? z_angle_to  180!
03F9: make_actors  9004??  9008?? converse_in  9999999&& ms
009A:  9012?? = create_actor  4? #CLA at  464.3!  43.7!  32!
01ED: spawn_actor  9012??
0239: actor $PLAYER_ACTOR run_to  475.7!  30.3!
0006:  16@ =  0?  \\ integer values

:Label049D04
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label049D22
0002: jump Label049D55

:Label049D22
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label049D4E
00D6: if  0?
0126:   actor $PLAYER_ACTOR walking
004D: jump_if_false Label049D4E
0192: set_actor $PLAYER_ACTOR objective_to_stand_still
0002: jump Label049D55

:Label049D4E
0002: jump Label049D04

:Label049D55
011C: actor $PLAYER_ACTOR clear_objective
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label049D69
00D6: if  0?
016B:   fading
004D: jump_if_false Label049D81
0001: wait  0? ms
0002: jump Label049D69

:Label049D81
0055: put_player $PLAYER_CHAR at  454.4!  31.3!  33.86!
0171: set_player $PLAYER_CHAR z_angle_to  270!
015F: set_camera_position  468.1!  41!  33.5!  0!  0!  0!
0160: point_camera  461!  32.8!  33!  2?
016A: fade  1? (back)  500& ms
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label049DFF
0211: actor $PLAYER_ACTOR walk_to  460.7!  27.5!

:Label049DFF
00D6: if  1?
80E3:   NOT   player $PLAYER_CHAR  0? ()near_point  460.7!  27.5! radius  .5!  .5!
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label049EAF
0001: wait  0? ms
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  460.7!  27.5! radius  4!  4!
004D: jump_if_false Label049EA8
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label049E8F
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label049E88
0004:  244?? =  0?  \\ integer values
0002: jump Label04A1D2

:Label049E88
0002: jump Label049EA8

:Label049E8F
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label049EA8
0004:  244?? =  1?  \\ integer values

:Label049EA8
0002: jump Label049DFF

:Label049EAF
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label049ECC
011C: actor $PLAYER_ACTOR clear_objective
0210: player $PLAYER_CHAR look_at_actor  9004??

:Label049ECC
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
03CF: load_wav "COL1_5" as  1?

:Label049EE2
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label049EFC
0001: wait  0? ms
0002: jump Label049EE2

:Label049EFC
00BC: text_highpriority "GEN1_10"  4000& ms  1? \\ I'm going to shut that big mouth of yours!
03D1: play_wav  1?

:Label049F0F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label049F7A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label049F5A
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label049F53
0004:  244?? =  0?  \\ integer values
0002: jump Label04A1D2

:Label049F53
0002: jump Label049F73

:Label049F5A
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label049F73
0004:  244?? =  1?  \\ integer values

:Label049F73
0002: jump Label049F0F

:Label049F7A
040D: unload_wav  1?
03D5: remove_text "GEN1_10" \\ I'm going to shut that big mouth of yours!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label049FBB
0372: set_actor  9004?? anim  0? wait_state_time  100? ms
020F: actor  9004?? look_at_player $PLAYER_CHAR
0372: set_actor  9004?? anim  0? wait_state_time  100? ms

:Label049FBB
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label049FD0
011C: actor  9008?? clear_objective

:Label049FD0
015F: set_camera_position  462.4!  23.3!  36.2!  0!  0!  0!
0160: point_camera  459.2!  33.1!  34!  2?
03CF: load_wav "COL1_1" as  1?

:Label04A00F
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04A029
0001: wait  0? ms
0002: jump Label04A00F

:Label04A029
00BC: text_highpriority "GEN1_06"  4000& ms  1? \\ Eh! He's got a blade!
03D1: play_wav  1?

:Label04A03C
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label04A0A7
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04A087
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label04A080
0004:  244?? =  0?  \\ integer values
0002: jump Label04A1D2

:Label04A080
0002: jump Label04A0A0

:Label04A087
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label04A0A0
0004:  244?? =  1?  \\ integer values

:Label04A0A0
0002: jump Label04A03C

:Label04A0A7
040D: unload_wav  1?
03D5: remove_text "GEN1_06" \\ Eh! He's got a blade!
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A0DD
0372: set_actor  9004?? anim  0? wait_state_time  100? ms
0239: actor  9004?? run_to  466.1!  42.7!

:Label04A0DD
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label04A0F5
01CA: actor  9008?? kill_player $PLAYER_CHAR

:Label04A0F5
00D6: if  0?
8118:   NOT   actor  9012?? dead
004D: jump_if_false Label04A10D
01CA: actor  9012?? kill_player $PLAYER_CHAR

:Label04A10D
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
03CF: load_wav "COL1_6" as  1?

:Label04A123
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04A13D
0001: wait  0? ms
0002: jump Label04A123

:Label04A13D
00BC: text_highpriority "GEN1_11"  4000& ms  1? \\ Stop running you fat slimeball!
03D1: play_wav  1?

:Label04A150
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label04A1BB
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04A19B
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label04A194
0004:  244?? =  0?  \\ integer values
0002: jump Label04A1D2

:Label04A194
0002: jump Label04A1B4

:Label04A19B
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label04A1B4
0004:  244?? =  1?  \\ integer values

:Label04A1B4
0002: jump Label04A150

:Label04A1BB
040D: unload_wav  1?
03D5: remove_text "GEN1_11" \\ Stop running you fat slimeball!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms

:Label04A1D2
0108: destroy_object  7256??
0108: destroy_object  9024??
029B:  7256?? = init_object -76? (SPAD_DR_CLOSED1) at  465.375!  30.336!  33.181!
01C7: spawn_object  7256??
0055: put_player $PLAYER_CHAR at  460.7!  27.5!  33.8!
00BE: text_clear_all
040D: unload_wav  1?
040D: unload_wav  2?
011C: actor $PLAYER_ACTOR clear_objective
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label04A23B
01CA: actor  9008?? kill_player $PLAYER_CHAR

:Label04A23B
00D6: if  0?
8118:   NOT   actor  9012?? dead
004D: jump_if_false Label04A253
01CA: actor  9012?? kill_player $PLAYER_CHAR

:Label04A253
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A274
0372: set_actor  9004?? anim  0? wait_state_time  100? ms
0187:  9048?? = create_marker_above_actor  9004??

:Label04A274
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0006:  16@ =  0?  \\ integer values
0006:  17@ =  250&  \\ integer values

:Label04A290
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A57C
00D6: if  0?
0038:    9056?? ==  0?  \\ integer values
004D: jump_if_false Label04A318
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A318
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  466.1!  42.7! radius  1!  1!
004D: jump_if_false Label04A309
0239: actor  9004?? run_to  472.3!  42.8!
0004:  9056?? =  1?  \\ integer values
0002: jump Label04A318

:Label04A309
0239: actor  9004?? run_to  466.1!  42.7!

:Label04A318
00D6: if  0?
0038:    9056?? ==  1?  \\ integer values
004D: jump_if_false Label04A38C
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A38C
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  472.3!  42.8! radius  1!  1!
004D: jump_if_false Label04A37D
0239: actor  9004?? run_to  472.5!  35.9!
0004:  9056?? =  2?  \\ integer values
0002: jump Label04A38C

:Label04A37D
0239: actor  9004?? run_to  472.3!  42.8!

:Label04A38C
00D6: if  0?
0038:    9056?? ==  2?  \\ integer values
004D: jump_if_false Label04A4A6
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A4A6
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  472.5!  35.9! radius  1!  1!
004D: jump_if_false Label04A497
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04A46A
03CF: load_wav "COL1_2" as  1?

:Label04A410
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04A42A
0001: wait  0? ms
0002: jump Label04A410

:Label04A42A
00BC: text_highpriority "GEN1_07"  4000& ms  1? \\ Go away from me, you cheap bastard!
03D1: play_wav  1?

:Label04A43D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A45C
0001: wait  0? ms
0002: jump Label04A43D

:Label04A45C
040D: unload_wav  1?
03D5: remove_text "GEN1_07" \\ Go away from me, you cheap bastard!

:Label04A46A
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A489
0239: actor  9004?? run_to  464!  35.6!

:Label04A489
0004:  9056?? =  3?  \\ integer values
0002: jump Label04A4A6

:Label04A497
0239: actor  9004?? run_to  472.5!  35.9!

:Label04A4A6
00D6: if  0?
0038:    9056?? ==  3?  \\ integer values
004D: jump_if_false Label04A51A
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A51A
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  464!  35.6! radius  1!  1!
004D: jump_if_false Label04A50B
0239: actor  9004?? run_to  463!  31.6!
0004:  9056?? =  4?  \\ integer values
0002: jump Label04A51A

:Label04A50B
0239: actor  9004?? run_to  464!  35.6!

:Label04A51A
00D6: if  0?
0038:    9056?? ==  4?  \\ integer values
004D: jump_if_false Label04A575
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A575
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  463!  31.6! radius  1!  1!
004D: jump_if_false Label04A575
011C: actor  9004?? clear_objective
0350: unknown_actor  9004?? not_scared_flag  1?
0002: jump Label04A5CF

:Label04A575
0002: jump Label04A5C1

:Label04A57C
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "GEN1_19"  5000& ms  1? \\ ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
00D6: if  21?
0329:   garage  2736?? respray_done
0329:   garage  2740?? respray_done
004D: jump_if_false Label04A5BA

:Label04A5BA
0002: jump Label04AFD1

:Label04A5C1
0050: gosub Label04B461
0002: jump Label04A290

:Label04A5CF
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
015F: set_camera_position  470.2!  37.1!  34.2!  0!  0!  0!
0160: point_camera  460.1!  31!  32!  2?
0006:  16@ =  0?  \\ integer values

:Label04A61B
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A677
00D6: if  0?
00EC:   actor  9004??  0? ()near_point  457.8!  31.4! radius  1!  1!
004D: jump_if_false Label04A668
011C: actor  9004?? clear_objective
0002: jump Label04A698
0002: jump Label04A677

:Label04A668
0239: actor  9004?? run_to  457.8!  31.4!

:Label04A677
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label04A691
0002: jump Label04A698

:Label04A691
0002: jump Label04A61B

:Label04A698
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label04A6A7
00D6: if  0?
016B:   fading
004D: jump_if_false Label04A6BF
0001: wait  0? ms
0002: jump Label04A6A7

:Label04A6BF
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A6ED
00A1: put_actor  9004?? at  474.7!  29.9!  11.07!
0173: set_actor  9004?? z_angle_to  92.5!

:Label04A6ED
016A: fade  1? (back)  500& ms
015F: set_camera_position  484.2!  37!  12.8!  0!  0!  0!
0160: point_camera  479.7!  27.5!  11.5!  2?
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A74D
0350: unknown_actor  9004?? not_scared_flag  0?
0239: actor  9004?? run_to  482.8!  30.9!

:Label04A74D
03CF: load_wav "COL1_3" as  1?

:Label04A759
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04A773
0001: wait  0? ms
0002: jump Label04A759

:Label04A773
00BC: text_highpriority "GEN1_08"  4000& ms  1? \\ Oh sweet Jesus, I've wasted my life and my looks!
03D1: play_wav  1?

:Label04A786
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A7A5
0001: wait  0? ms
0002: jump Label04A786

:Label04A7A5
040D: unload_wav  1?
03D5: remove_text "GEN1_08" \\ Oh sweet Jesus, I've wasted my life and my looks!
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A7D7
01BE: set_actor  9004?? to_look_at_spot  474.7!  29.9!  11.07!

:Label04A7D7
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A7FB
0239: actor  9004?? run_to  402.1! -462.2!

:Label04A7FB
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04A849
00A1: put_actor $PLAYER_ACTOR at  474.7!  29.9!  11.07!
0173: set_actor $PLAYER_ACTOR z_angle_to  92.5!

:Label04A849
0350: unknown_actor $PLAYER_ACTOR not_scared_flag  0?
0239: actor $PLAYER_ACTOR run_to  482.8!  30.9!
03CF: load_wav "COL1_7" as  1?

:Label04A86B
00D6: if  1?
83D0:   NOT   wav  1? loaded
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A88A
0001: wait  0? ms
0002: jump Label04A86B

:Label04A88A
00BC: text_highpriority "GEN1_12"  4000& ms  1? \\ Stand still and I'll make it quick!
03D1: play_wav  1?

:Label04A89D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04A8BC
0001: wait  0? ms
0002: jump Label04A89D

:Label04A8BC
040D: unload_wav  1?
03D5: remove_text "GEN1_12" \\ Stand still and I'll make it quick!
0001: wait  1500& ms
0108: destroy_object  9016??
0108: destroy_object  7264??
029B:  7264?? = init_object -78? (SPAD_DR_CLOSED3) at  464.663!  30.336!  23.881!
01C7: spawn_object  7264??
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "GEN1_05"  5000& ms  1? \\ ~g~Go and kill Gonzalez!
0006:  16@ =  0?  \\ integer values
0006:  17@ =  250&  \\ integer values

:Label04A92B
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04ADAA
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label04AA44
00D6: if  0?
8510:   NOT   unknown_actor  9004?? on_path  402.1! -462.2!  10.1! radius  1!
004D: jump_if_false Label04A998
009E: unknown_set_actor  9004?? path  402.1! -462.2!  10.1! radius  1!  1?
0002: jump Label04A9A7

:Label04A998
0239: actor  9004?? run_to  402.1! -462.2!

:Label04A9A7
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label04AA3D
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  9008?? radius  5!  5!  5!
004D: jump_if_false Label04AA35
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8510:   NOT   unknown_actor  9008?? on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label04AA23
009E: unknown_set_actor  9008?? path  380??  384??  388?? radius  1!  1?
0002: jump Label04AA2E

:Label04AA23
0239: actor  9008?? run_to  380??  384??

:Label04AA2E
0002: jump Label04AA3D

:Label04AA35
01CA: actor  9008?? kill_player $PLAYER_CHAR

:Label04AA3D
0006:  16@ =  0?  \\ integer values

:Label04AA44
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label04AAF4
00D6: if  0?
8118:   NOT   actor  9012?? dead
004D: jump_if_false Label04AAED
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  9012?? radius  5!  5!  5!
004D: jump_if_false Label04AAE5
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8510:   NOT   unknown_actor  9012?? on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label04AAD3
009E: unknown_set_actor  9012?? path  380??  384??  388?? radius  1!  1?
0002: jump Label04AADE

:Label04AAD3
0239: actor  9012?? run_to  380??  384??

:Label04AADE
0002: jump Label04AAED

:Label04AAE5
01CA: actor  9012?? kill_player $PLAYER_CHAR

:Label04AAED
0006:  17@ =  0?  \\ integer values

:Label04AAF4
00D6: if  0?
0038:    9060?? ==  0?  \\ integer values
004D: jump_if_false Label04AB99
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04AB99
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label04AB64
00A1: put_actor  9008?? at  477!  28.7!  11!
0173: set_actor  9008?? z_angle_to  272.4!

:Label04AB64
00D6: if  0?
8118:   NOT   actor  9012?? dead
004D: jump_if_false Label04AB92
00A1: put_actor  9012?? at  477!  32.7!  11!
0173: set_actor  9012?? z_angle_to  272.4!

:Label04AB92
0004:  9060?? =  1?  \\ integer values

:Label04AB99
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  9004?? radius  5!  5!
004D: jump_if_false Label04ABEA
00D6: if  0?
0038:    9056?? ==  4?  \\ integer values
004D: jump_if_false Label04ABD1
0004:  9056?? =  5?  \\ integer values

:Label04ABD1
00D6: if  0?
0038:    9056?? ==  6?  \\ integer values
004D: jump_if_false Label04ABEA
0004:  9056?? =  7?  \\ integer values

:Label04ABEA
00D6: if  0?
0038:    9056?? ==  5?  \\ integer values
004D: jump_if_false Label04AC69
03CF: load_wav "COL1_4" as  1?

:Label04AC08
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04AC22
0001: wait  0? ms
0002: jump Label04AC08

:Label04AC22
00BC: text_highpriority "GEN1_09"  4000& ms  1? \\ I pay you double, Tommy, DOUBLE!
03D1: play_wav  1?

:Label04AC35
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04AC54
0001: wait  0? ms
0002: jump Label04AC35

:Label04AC54
040D: unload_wav  1?
03D5: remove_text "GEN1_09" \\ I pay you double, Tommy, DOUBLE!
0004:  9056?? =  6?  \\ integer values

:Label04AC69
00D6: if  0?
0118:   actor  9004?? dead
004D: jump_if_false Label04ACBE
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "GEN1_19"  5000& ms  1? \\ ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
00D6: if  21?
0329:   garage  2736?? respray_done
0329:   garage  2740?? respray_done
004D: jump_if_false Label04ACB7

:Label04ACB7
0002: jump Label04AFD1

:Label04ACBE
00D6: if  0?
0038:    9056?? ==  7?  \\ integer values
004D: jump_if_false Label04AD5C
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  9004?? radius  5!  5!
004D: jump_if_false Label04AD55
03CF: load_wav "COL1_8" as  1?

:Label04ACFB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label04AD15
0001: wait  0? ms
0002: jump Label04ACFB

:Label04AD15
00BC: text_highpriority "GEN1_13"  4000& ms  1? \\ Quit your squealing, no one cares, fatso!
03D1: play_wav  1?

:Label04AD28
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04AD47
0001: wait  0? ms
0002: jump Label04AD28

:Label04AD47
040D: unload_wav  1?
03D5: remove_text "GEN1_13" \\ Quit your squealing, no one cares, fatso!

:Label04AD55
0004:  9056?? =  8?  \\ integer values

:Label04AD5C
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04ADA3
00D6: if  0?
00FE:   actor  9004??  0? ()near_point  398.3! -469.8!  11.9! radius  15!  15!  15!
004D: jump_if_false Label04ADA3
0002: jump Label04ADF6

:Label04ADA3
0002: jump Label04ADEF

:Label04ADAA
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "GEN1_19"  5000& ms  1? \\ ~g~The Vice City Police are on to you!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
00D6: if  21?
0329:   garage  2736?? respray_done
0329:   garage  2740?? respray_done
004D: jump_if_false Label04ADE8

:Label04ADE8
0002: jump Label04AFD1

:Label04ADEF
0002: jump Label04A92B

:Label04ADF6
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
0004:  4000?? =  1?  \\ integer values
03CB: set_camera  393.5! -476.4!  12.3!
0395: clear_area  1? at  405.5! -473.2! range  9!  30!
015F: set_camera_position  403.96! -463.42!  15.2!  0!  0!  0!
0160: point_camera  396.33! -472.82!  11.8!  2?
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  398.3! -469.8!  11.9! radius  15!  15!  15!
004D: jump_if_false Label04AEAF
0055: put_player $PLAYER_CHAR at  401.6179! -464.7001!  9.6664!

:Label04AEAF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04AEFD
0055: put_player $PLAYER_CHAR at  479.5!  30.11!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  274.5!

:Label04AEFD
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04AF30
011C: actor  9004?? clear_objective
00A1: put_actor  9004?? at  405.5! -473.2!  9!
0173: set_actor  9004?? z_angle_to  49!

:Label04AF30
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  9004?? dead
004D: jump_if_false Label04AF94
00D6: if  0?
8510:   NOT   unknown_actor  9004?? on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label04AF85
009E: unknown_set_actor  9004?? path  393.5! -476.4!  12.3! radius  1!  1?
0002: jump Label04AF94

:Label04AF85
0239: actor  9004?? run_to  393.5! -476.4!

:Label04AF94
0001: wait  3000& ms
0004:  4000?? =  0?  \\ integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
009B: destroy_actor_instantly  9004??
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "GEN1_18"  5000& ms  1? \\ ~r~Gonzalez has made it safely to the Police Station!
0002: jump Label04B307

:Label04AFD1
0164: disable_marker  9048??
00D6: if  0?
8038:   NOT    9056?? ==  1?  \\ integer values
004D: jump_if_false Label04AFEF
0004:  9056?? =  0?  \\ integer values

:Label04AFEF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04B03F
0108: destroy_object  7256??
029B:  9024?? = init_object -118? (SPAD_DR_OPEN1) at  454.321!  31.436!  35.198!
01C7: spawn_object  9024??

:Label04B03F
00BB: text_lowpriority "GEN1_23"  10000& ms  1? \\ ~g~Go back through the doors to return to the ground floor.

:Label04B04E
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  434.7!  51.5!  45.6!  480.4!  12!  24!
004D: jump_if_false Label04B1C5
0001: wait  0? ms
03A1: unknown_clear_point  461.7!  31.5!  29.9! radius  3!
03A1: unknown_clear_point  454.1!  31.3!  33.8! radius  3!
00D6: if  21?
0057:   player $PLAYER_CHAR  0? ()in_cube  463.22!  32.4!  30.2!  462.04!  30.47!  32.5!
0057:   player $PLAYER_CHAR  0? ()in_cube  455.9!  30.33!  33.83!  454.15!  32.56!  36.57!
004D: jump_if_false Label04B1BE
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label04B112
00D6: if  0?
016B:   fading
004D: jump_if_false Label04B12A
0001: wait  0? ms
0002: jump Label04B112

:Label04B12A
0108: destroy_object  9024??
0108: destroy_object  9020??
0108: destroy_object  9016??
0108: destroy_object  7256??
0108: destroy_object  7260??
0108: destroy_object  7264??
029B:  7256?? = init_object -76? (SPAD_DR_CLOSED1) at  465.375!  30.336!  33.181!
01C7: spawn_object  7256??
029B:  7260?? = init_object -77? (SPAD_DR_CLOSED2) at  465.375!  30.336!  33.181!
01C7: spawn_object  7260??
029B:  7264?? = init_object -78? (SPAD_DR_CLOSED3) at  464.663!  30.336!  23.881!
01C7: spawn_object  7264??
0055: put_player $PLAYER_CHAR at  479.5!  30.11!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  274.5!
016A: fade  1? (back)  500& ms

:Label04B1BE
0002: jump Label04B04E

:Label04B1C5
03D5: remove_text "GEN1_23" \\ ~g~Go back through the doors to return to the ground floor.
00BB: text_lowpriority "GEN1_20"  10000& ms  1? \\ ~g~Get into a vehicle.

:Label04B1DE
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label04B200
0001: wait  0? ms
0050: gosub Label04B461
0002: jump Label04B1DE

:Label04B200
03D5: remove_text "GEN1_20" \\ ~g~Get into a vehicle.
00BB: text_lowpriority "GEN1_21"  5000& ms  1? \\ ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~.
0335: set_free_paynspray_to  1? (true)
018A:  9052?? = create_checkpoint_at  327.2!  429.9!  10.3!

:Label04B231
0001: wait  0? ms
00D6: if  21?
0329:   garage  2736?? respray_done
0329:   garage  2740?? respray_done
004D: jump_if_false Label04B26C
0164: disable_marker  9052??
0001: wait  4000& ms
03D5: remove_text "GEN1_22" \\ Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0002: jump Label04B318
0002: jump Label04B285

:Label04B26C
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label04B285
0002: jump Label04B318

:Label04B285
00D6: if  0?
0038:    9056?? ==  0?  \\ integer values
004D: jump_if_false Label04B2DD
00D6: if  1?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point  327.2!  429.9!  10.3! radius  2.5!  2.5!  2.5!
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label04B2DD
03E5: text_box "GEN1_22" \\ Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free.
0004:  9056?? =  1?  \\ integer values

:Label04B2DD
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label04B2F9
0164: disable_marker  9052??
0002: jump Label04AFD1

:Label04B2F9
0050: gosub Label04B461
0002: jump Label04B231

:Label04B307
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label04B318
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  250&  5000& ms  1? \\ MISSION PASSED! $~1~
055B:  5160?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!
0004:  5080?? =  1?  \\ integer values
004F: create_thread Label02B564 
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  250&
0318: set_latest_mission_passed "COL_1" \\ Treacherous Swine
030C: set_mission_points +=  1?
0004:  3620?? =  1?  \\ integer values
004F: create_thread Label00B592 
0004: $PASSED_COL1_TREACHEROUS_SWINE =  1?  \\ integer values
0051: return

:Label04B388
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
034F: destroy_actor_with_fade  9004??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0249: release_model #CLA
0249: release_model #CHNSAW
0335: set_free_paynspray_to  0? (false)
01B7: release_weather
0004:  4000?? =  0?  \\ integer values
0108: destroy_object  9024??
0108: destroy_object  9020??
0108: destroy_object  9016??
0108: destroy_object  7256??
0108: destroy_object  7260??
0108: destroy_object  7264??
029B:  7256?? = init_object -76? (SPAD_DR_CLOSED1) at  465.375!  30.336!  33.181!
01C7: spawn_object  7256??
029B:  7260?? = init_object -77? (SPAD_DR_CLOSED2) at  465.375!  30.336!  33.181!
01C7: spawn_object  7260??
029B:  7264?? = init_object -78? (SPAD_DR_CLOSED3) at  464.663!  30.336!  23.881!
01C7: spawn_object  7264??
0108: destroy_object  9028??
0164: disable_marker  9044??
0164: disable_marker  9048??
0164: disable_marker  9052??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
022A: remove_forbidden_for_peds_cube  479.9! -1.4!  11!  450.3!  59.5!  40!
00D8: mission_cleanup
0051: return

:Label04B461
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label04B511
00D6: if  0?
8118:   NOT   actor  9008?? dead
004D: jump_if_false Label04B50A
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  9008?? radius  7!  7!  7!
004D: jump_if_false Label04B502
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8510:   NOT   unknown_actor  9008?? on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label04B4F0
009E: unknown_set_actor  9008?? path  380??  384??  388?? radius  1!  1?
0002: jump Label04B4FB

:Label04B4F0
0239: actor  9008?? run_to  380??  384??

:Label04B4FB
0002: jump Label04B50A

:Label04B502
01CA: actor  9008?? kill_player $PLAYER_CHAR

:Label04B50A
0006:  16@ =  0?  \\ integer values

:Label04B511
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label04B5C1
00D6: if  0?
8118:   NOT   actor  9012?? dead
004D: jump_if_false Label04B5BA
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  9012?? radius  7!  7!  7!
004D: jump_if_false Label04B5B2
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8510:   NOT   unknown_actor  9012?? on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label04B5A0
009E: unknown_set_actor  9012?? path  380??  384??  388?? radius  1!  1?
0002: jump Label04B5AB

:Label04B5A0
0239: actor  9012?? run_to  380??  384??

:Label04B5AB
0002: jump Label04B5BA

:Label04B5B2
01CA: actor  9012?? kill_player $PLAYER_CHAR

:Label04B5BA
0006:  17@ =  0?  \\ integer values

:Label04B5C1
0051: return

;-------------Mission 8---------------
; Originally: Mall Shootout


:Label04B5C3
0050: gosub Label04B5E7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label04B5DE
0050: gosub Label04DC6A

:Label04B5DE
0050: gosub Label04DCC4
004E: end_thread

:Label04B5E7
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
03A4: name_thread "COL2"
0001: wait  0? ms
054C: use_GXT_table "GENERA2"
058E: unknown_point_command -163! -1439.4!  9! angle  201.5!
0004:  9112?? =  0?  \\ integer values
0004:  9116?? =  0?  \\ integer values
0004:  9120?? = -1?  \\ integer values
0004:  9092?? =  0?  \\ integer values
0004:  9124?? =  0?  \\ integer values
0004:  9096?? =  0?  \\ integer values
0005:  392?? =  0!  \\ floating-point values
0004:  9100?? =  0?  \\ integer values
0004:  9104?? =  0?  \\ integer values
0004:  9108?? =  0?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0004:  10240?? =  0?  \\ integer values
0004:  10244?? =  0?  \\ integer values
0004:  10248?? =  0?  \\ integer values
0004:  10252?? =  0?  \\ integer values
0004:  10256?? =  0?  \\ integer values
0004:  10268?? =  0?  \\ integer values
0004:  10272?? =  0?  \\ integer values
0004:  10276?? =  0?  \\ integer values
0004:  9128?? =  2?  \\ integer values
0004:  9136?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
023C: load_special_actor  3? "CGONB"
023C: load_special_actor  4? "CSERVRB"
0247: request_model -8? (YT_MAIN_BODY)
0247: request_model -9? (YT_MAIN_BODY2)
0247: request_model -10? (YT_DOORS14)
0247: request_model -11? (YT_TMP_BOAT)
0247: request_model -12? (LODMAIN_BODY)
0247: request_model -115? (BIG_POLY_TINGS)
0247: request_model -14? (YT_GANGPLNK_TMP)
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
029B:  2864?? = init_object -115? (BIG_POLY_TINGS) at  1792??  1796??  1800??
038B: load_requested_models

:Label04B720
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label04B746
0001: wait  0? ms
0002: jump Label04B720

:Label04B746
00D6: if  25?
8248:   NOT   model -8? (YT_MAIN_BODY) available
8248:   NOT   model -9? (YT_MAIN_BODY2) available
8248:   NOT   model -10? (YT_DOORS14) available
8248:   NOT   model -11? (YT_TMP_BOAT) available
8248:   NOT   model -12? (LODMAIN_BODY) available
8248:   NOT   model -115? (BIG_POLY_TINGS) available
004D: jump_if_false Label04B774
0001: wait  0? ms
0002: jump Label04B746

:Label04B774
00D6: if  0?
8248:   NOT   model -14? (YT_GANGPLNK_TMP) available
004D: jump_if_false Label04B78E
0001: wait  0? ms
0002: jump Label04B774

:Label04B78E
041D: set_camera_near_clip  .1!
02E4: load_cutscene_data "COL_2"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSCOLO"
02E5:  9080?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  9080?? "CGONB"
02E5:  9084?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  9084?? "CSERVRB"
04E4: unknown_refresh_game_renderer_at -244.2799! -1360.67!
03CB: set_camera -244.2799! -1360.67!  7.0786!
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
041D: set_camera_near_clip  .3!
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04B8A0
00D6: if  0?
001A:    5347& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B8C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B8A0

:Label04B8C3
00BC: text_highpriority "COL2_A"  10000& ms  1? \\ Tommy! Come, join me.

:Label04B8D2
00D6: if  0?
001A:    9864& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B8F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B8D2

:Label04B8F5
00BC: text_highpriority "COL2_B"  10000& ms  1? \\ This looks delicious, huh? Tapir snout?

:Label04B904
00D6: if  0?
001A:    13052& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B927
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B904

:Label04B927
00BC: text_highpriority "COL2_C"  10000& ms  1? \\ Uhhh... no, no. No, thanks.

:Label04B936
00D6: if  0?
001A:    14891& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B959
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B936

:Label04B959
00BC: text_highpriority "COL2_D"  10000& ms  1? \\ Tommy, you are like a pampas breeze that has freed me from the stench of corruption,

:Label04B968
00D6: if  0?
001A:    20085& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B98B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B968

:Label04B98B
00BC: text_highpriority "COL2_E"  10000& ms  1? \\ although, I must appear to mourn his passing and carry on with business as usual.

:Label04B99A
00D6: if  0?
001A:    24630& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B9BD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B99A

:Label04B9BD
00BC: text_highpriority "COL2_F"  10000& ms  1? \\ This isn't getting me any closer to my money...

:Label04B9CC
00D6: if  0?
001A:    26918& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04B9EF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B9CC

:Label04B9EF
00BC: text_highpriority "COL2_G"  10000& ms  1? \\ Tommy, my friend, you are not in Liberty now. Here we do things differently.

:Label04B9FE
00D6: if  0?
001A:    33020&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04BA23
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04B9FE

:Label04BA23
00BC: text_highpriority "COL2_H"  10000& ms  1? \\ I will continue with my enquiries but in the meantime I have a valuable deal to close.

:Label04BA32
00D6: if  0?
001A:    38898&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04BA57
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA32

:Label04BA57
00BC: text_highpriority "COL2_I"  10000& ms  1? \\ A favor for a friend, Cortez?

:Label04BA66
00D6: if  0?
001A:    40828&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04BA8B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA66

:Label04BA8B
00BC: text_highpriority "COL2_J"  10000& ms  1? \\ You're a good friend, Tommy. I knew you would not let me down.

:Label04BA9A
00D6: if  0?
001A:    44168&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04BABF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BA9A

:Label04BABF
00BC: text_highpriority "COL2_K"  10000& ms  1? \\ I need you to meet a courier who has obtained some valuable technology for me...

:Label04BACE
00D6: if  0?
001A:    48182&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04BAF3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04BACE

:Label04BAF3
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label04BB04
00D6: if  0?
016B:   fading
004D: jump_if_false Label04BB1C
0001: wait  0? ms
0002: jump Label04BB04

:Label04BB1C
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label04BB34
0001: wait  0? ms
0002: jump Label04BB1C

:Label04BB34
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0108: destroy_object  2864??
0249: release_model -8? (YT_MAIN_BODY)
0249: release_model -9? (YT_MAIN_BODY2)
0249: release_model -10? (YT_DOORS14)
0249: release_model -11? (YT_TMP_BOAT)
0249: release_model -12? (LODMAIN_BODY)
0249: release_model -115? (BIG_POLY_TINGS)
0249: release_model -14? (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #PCJ600
0247: request_model #COLT45
0247: request_model #UZI
023C: load_special_actor  1? "FSFA"
023C: load_special_actor  2? "COURIER"
03CF: load_wav "COL2_1" as  1?
03CF: load_wav "COL2_2" as  2?
038B: load_requested_models

:Label04BBB8
00D6: if  24?
8248:   NOT   model #PCJ600 available
8248:   NOT   model #COLT45 available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label04BBE5
0001: wait  0? ms
0002: jump Label04BBB8

:Label04BBE5
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "COL2_B1"  15000& ms  1? \\ ~g~Meet the courier at the mall.
01BD:  9132?? = current_time_in_ms
0008:  9132?? +=  20000&  \\ integer values
009A:  0@ = create_actor  4? #SPECIAL02 at  6.1112! -937.0656!  15.076!
02A9: set_actor  0@ immune_to_nonplayer  1?
0411: (unknown)  0@  0? 
0173: set_actor  0@ z_angle_to  262.8159!
01ED: spawn_actor  0@
02A9: set_actor  0@ immune_to_nonplayer  1?
0350: unknown_actor  0@ not_scared_flag  1?
0243: set_actor  0@ ped_stats_to  16?
0489: unknown_actor  0@ flag  1?
0481:  6!
0187:  9088?? = create_marker_above_actor  0@
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label04BD5A
009A:  1@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
009A:  2@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
009A:  3@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
009A:  4@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
009A:  6@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
009A:  7@ = create_actor  4? #SPECIAL01 at -15.6727! -929.0634!  15.066!
009A:  8@ = create_actor  4? #SPECIAL01 at -10.2667! -937.9695!  9.4077!
009A:  9@ = create_actor  4? #SPECIAL01 at -9.9934! -939.7717!  9.4492!
009A:  11@ = create_actor  4? #SPECIAL01 at -15.225! -949.0593!  15.072!

:Label04BD5A
0004:  244?? =  0?  \\ integer values

:Label04BD61
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
0018:    9092?? >  0?  \\ integer values
004D: jump_if_false Label04BD9C
00D6: if  0?
0038:    9108?? ==  0?  \\ integer values
004D: jump_if_false Label04BD9C
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  9108?? =  1?  \\ integer values

:Label04BD9C
00D6: if  0?
001A:    12? >  9112??  \\ integer values
004D: jump_if_false Label04BE16
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label04BDD4
00BC: text_highpriority "COL2_F1"  5000& ms  1? \\ ~r~You killed the contact!
0002: jump Label04DC6A

:Label04BDD4
00D6: if  0?
001A:    1? >  9112??  \\ integer values
004D: jump_if_false Label04BE11
00D6: if  0?
8184:   NOT   actor  0@ health >=  95?
004D: jump_if_false Label04BE0A
01B2: give_actor  0@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04BE0A
0002: jump Label04BE16

:Label04BE11
048F:  0@

:Label04BE16
00D6: if  0?
0038:    9136?? ==  0?  \\ integer values
004D: jump_if_false Label04BE77
00D6: if  0?
001C:    19244?? >  9132??  \\ integer values
004D: jump_if_false Label04BE77
03E6: remove_text_box
03E5: text_box "AMMUHLP" \\ If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~Gun blip~w~ on the radar.
0164: disable_marker  1732??
02A8:  1732?? = create_marker  16? at  2124??  2128??  2132??
03E7: flash_hud  8?
0084:  9132?? =  19244??  \\ integer values and handles
0008:  9132?? +=  3000&  \\ integer values
0004:  9136?? =  1?  \\ integer values

:Label04BE77
00D6: if  0?
0038:    9136?? ==  1?  \\ integer values
004D: jump_if_false Label04BEA7
00D6: if  0?
001C:    19244?? >  9132??  \\ integer values
004D: jump_if_false Label04BEA7
03E7: flash_hud -1?
0004:  9136?? =  2?  \\ integer values

:Label04BEA7
00D6: if  0?
0038:    9124?? ==  0?  \\ integer values
004D: jump_if_false Label04BF06
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  3.353! -938.9778! radius  100!  100!
004D: jump_if_false Label04BF06
03E6: remove_text_box
03E5: text_box "BLIPHLP" \\ The blip on the radar is a triangle pointing up, this shows that the target is higher than the player.
03E7: flash_hud  8?
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  3000&  \\ integer values
0004:  9124?? =  1?  \\ integer values

:Label04BF06
00D6: if  0?
0038:    9124?? ==  1?  \\ integer values
004D: jump_if_false Label04BF36
00D6: if  0?
001C:    19244?? >  9096??  \\ integer values
004D: jump_if_false Label04BF36
03E7: flash_hud -1?
0004:  9124?? =  2?  \\ integer values

:Label04BF36
00D6: if  1?
0018:    9112?? >  1?  \\ integer values
001A:    12? >  9112??  \\ integer values
004D: jump_if_false Label04C096
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04C07D
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label04C076
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
00D6: if  0?
001A:    5? >  9112??  \\ integer values
004D: jump_if_false Label04BFBE
009A:  1@ = create_actor  4? #SPECIAL01 at  4.2931! -947.4683!  20.733!
009A:  2@ = create_actor  4? #SPECIAL01 at  2.4581! -947.4636!  20.733!

:Label04BFBE
00D6: if  0?
001A:    9? >  9112??  \\ integer values
004D: jump_if_false Label04C000
009A:  3@ = create_actor  4? #SPECIAL01 at  2.7139! -936.8358!  9.3967!
009A:  4@ = create_actor  4? #SPECIAL01 at  4.6123! -937.3372!  9.3965!

:Label04C000
00D6: if  0?
001A:    11? >  9112??  \\ integer values
004D: jump_if_false Label04C058
0411: (unknown)  0@  0? 
02A9: set_actor  0@ immune_to_nonplayer  0?
00A1: put_actor  0@ at -8.3703! -934.7144!  9.4119!
0411: (unknown)  0@  0? 
0502: unknown_actor  0@ go_to  1.7873! -928.6034!
0411: (unknown)  0@  0? 
0004:  9120?? =  4?  \\ integer values

:Label04C058
0004:  9112?? =  12?  \\ integer values
0084:  9116?? =  19244??  \\ integer values and handles
000C:  9116?? -=  500&  \\ integer values
0004:  244?? =  2?  \\ integer values

:Label04C076
0002: jump Label04C096

:Label04C07D
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label04C096
0004:  244?? =  1?  \\ integer values

:Label04C096
00D6: if  0?
0038:    9112?? ==  13?  \\ integer values
004D: jump_if_false Label04C179
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -39.0665! -968.8087!  9.4111!  47.3099! -909.2296!  33.5801!
004D: jump_if_false Label04C113
01C2: remove_references_to_actor  1@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  2@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  3@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  \\ Like turning an actor into a random pedestrian
0004:  9112?? =  14?  \\ integer values
0002: jump Label04C179

:Label04C113
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label04C179
00D6: if  0?
0038:    9120?? ==  7?  \\ integer values
004D: jump_if_false Label04C179
00D6: if  0?
02CB:   actor  0@ bounding_sphere_visible
004D: jump_if_false Label04C179
01C2: remove_references_to_actor  1@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  2@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  3@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  4@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  \\ Like turning an actor into a random pedestrian
0004:  9112?? =  14?  \\ integer values

:Label04C179
00D6: if  0?
0038:    9112?? ==  12?  \\ integer values
004D: jump_if_false Label04C49C
00D6: if  21?
03D2:   wav  1? ended
0038:    244?? ==  2?  \\ integer values
004D: jump_if_false Label04C49C
00D6: if  21?
03D0:   wav  2? loaded
0038:    244?? ==  2?  \\ integer values
004D: jump_if_false Label04C49C
00D6: if  0?
001C:    19244?? >  9116??  \\ integer values
004D: jump_if_false Label04C49C
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434! -939.0732!  15.4658!
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0?
8038:   NOT    244?? ==  2?  \\ integer values
004D: jump_if_false Label04C20E
03D1: play_wav  2?

:Label04C20E
0004:  10428?? =  0?  \\ integer values
009A:  6@ = create_actor  4? #SPECIAL01 at  18.9999! -928.7729!  15.0727!
0291: unknown_actor  6@ unknown_behavior_flag  1?
0243: set_actor  6@ ped_stats_to  16?
011A: set_actor  6@ flags  1?
01B2: give_actor  6@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  6@ kill_player $PLAYER_CHAR
009A:  7@ = create_actor  4? #SPECIAL01 at -15.6727! -929.0634!  15.066!
0291: unknown_actor  7@ unknown_behavior_flag  1?
0243: set_actor  7@ ped_stats_to  16?
011A: set_actor  7@ flags  1?
01B2: give_actor  7@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  7@ kill_player $PLAYER_CHAR
009A:  8@ = create_actor  4? #SPECIAL01 at -10.2667! -937.9695!  9.4077!
0291: unknown_actor  8@ unknown_behavior_flag  1?
0243: set_actor  8@ ped_stats_to  16?
011A: set_actor  8@ flags  1?
01B2: give_actor  8@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  8@ kill_player $PLAYER_CHAR
009A:  9@ = create_actor  4? #SPECIAL01 at -9.9934! -939.7717!  9.4492!
0291: unknown_actor  9@ unknown_behavior_flag  1?
0243: set_actor  9@ ped_stats_to  16?
011A: set_actor  9@ flags  1?
01B2: give_actor  9@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  9@ kill_player $PLAYER_CHAR
009A:  11@ = create_actor  4? #SPECIAL01 at -15.225! -949.0593!  15.072!
0291: unknown_actor  11@ unknown_behavior_flag  1?
0243: set_actor  11@ ped_stats_to  16?
011A: set_actor  11@ flags  1?
01B2: give_actor  11@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  11@ kill_player $PLAYER_CHAR
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label04C387
0291: unknown_actor  1@ unknown_behavior_flag  1?
0243: set_actor  1@ ped_stats_to  16?
011A: set_actor  1@ flags  1?
01B2: give_actor  1@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  1@ kill_player $PLAYER_CHAR

:Label04C387
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label04C3BE
0291: unknown_actor  2@ unknown_behavior_flag  1?
0243: set_actor  2@ ped_stats_to  16?
011A: set_actor  2@ flags  1?
01B2: give_actor  2@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  2@ kill_player $PLAYER_CHAR

:Label04C3BE
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label04C3F5
0291: unknown_actor  3@ unknown_behavior_flag  1?
0243: set_actor  3@ ped_stats_to  16?
011A: set_actor  3@ flags  1?
01B2: give_actor  3@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  3@ kill_player $PLAYER_CHAR

:Label04C3F5
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label04C42C
0291: unknown_actor  4@ unknown_behavior_flag  1?
0243: set_actor  4@ ped_stats_to  16?
011A: set_actor  4@ flags  1?
01B2: give_actor  4@ weapon  17? ammo  999&  \\ Load the weapon model before using this
01CA: actor  4@ kill_player $PLAYER_CHAR

:Label04C42C
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label04C495
0187:  9088?? = create_marker_above_actor  0@
00BC: text_highpriority "COL2_B2"  10000& ms  1? \\ ~g~The courier is fleeing with the guidance chips! Don't let him get away!
00A5:  5@ = create_car #PCJ600 at  41.7295! -897.1017!  9.3919!
0175: set_car  5@ z_angle_to  359.1412!
00A5:  12@ = create_car #PCJ600 at  36.1736! -895.8868!  9.3919!
0175: set_car  12@ z_angle_to  266.8658!

:Label04C495
0004:  9112?? =  13?  \\ integer values

:Label04C49C
00D6: if  0?
0018:    9112?? >  12?  \\ integer values
004D: jump_if_false Label04C4D9
00D6: if  0?
80E3:   NOT   player $PLAYER_CHAR  0? ()near_point  36.1736! -895.8868! radius  120!  120!
004D: jump_if_false Label04C4D9
01C3: remove_references_to_car  12@  \\ Like turning a car into any random car

:Label04C4D9
00D6: if  0?
0038:    9112?? ==  11?  \\ integer values
004D: jump_if_false Label04C58F
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label04C58F
00D6: if  0?
001C:    19244?? >  9116??  \\ integer values
004D: jump_if_false Label04C58F
015F: set_camera_position -16.767! -942.2947!  10.064!  0!  0!  0!
0160: point_camera -15.8789! -941.8711!  10.2422!  2?
0395: clear_area  0? at -5.4288! -939.4909! range  13.0343!  10!
022A: remove_forbidden_for_peds_cube  .778! -944.7307!  14.4913!  7.0235! -931.7332!  23.0981!
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  2000&  \\ integer values
0004:  9112?? =  12?  \\ integer values

:Label04C58F
00D6: if  0?
0038:    9112?? ==  10?  \\ integer values
004D: jump_if_false Label04C60F
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label04C60F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04C60F
00D6: if  0?
001C:    19244?? >  9116??  \\ integer values
004D: jump_if_false Label04C60F
03CF: load_wav "COL2_8" as  2?
03D1: play_wav  1?
00BC: text_highpriority "COL2_9"  5000& ms  1? \\ You American idiot! They followed you here!
0004:  9120?? =  0?  \\ integer values
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  2000&  \\ integer values
0004:  9112?? =  11?  \\ integer values

:Label04C60F
00D6: if  0?
0038:    9112?? ==  9?  \\ integer values
004D: jump_if_false Label04C71A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04C71A
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label04C71A
015F: set_camera_position  2.7282! -949.3295!  23.6051!  0!  0!  0!
0160: point_camera  2.7581! -948.4955!  23.054!  2?
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label04C6AB
00A1: put_actor  1@ at  4.2931! -947.4683! -100!
011C: actor  1@ clear_objective
020F: actor  1@ look_at_player $PLAYER_CHAR
04C6:  1@ $PLAYER_ACTOR

:Label04C6AB
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label04C6E4
00A1: put_actor  2@ at  2.4581! -947.4636! -100!
011C: actor  2@ clear_objective
020F: actor  2@ look_at_player $PLAYER_CHAR
04C6:  2@ $PLAYER_ACTOR

:Label04C6E4
00BC: text_highpriority "COL2_6A"  5000& ms  1? \\ Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over!
03D1: play_wav  2?
03CF: load_wav "COL2_9" as  1?
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  1000&  \\ integer values
0004:  9112?? =  10?  \\ integer values

:Label04C71A
00D6: if  0?
0038:    9112?? ==  8?  \\ integer values
004D: jump_if_false Label04C79D
009A:  3@ = create_actor  4? #SPECIAL01 at  2.5231! -924.9479!  9.3967!
009A:  4@ = create_actor  4? #SPECIAL01 at  5.3188! -924.7693!  9.3965!
0411: (unknown)  3@  0? 
0211: actor  3@ walk_to  2.7139! -936.8358!
0411: (unknown)  3@  0? 
0411: (unknown)  4@  0? 
0211: actor  4@ walk_to  4.6123! -937.3372!
0411: (unknown)  4@  0? 
0004:  9112?? =  9?  \\ integer values

:Label04C79D
00D6: if  0?
0038:    9112?? ==  7?  \\ integer values
004D: jump_if_false Label04C80B
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label04C80B
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04C80B
00BC: text_highpriority "COL2_5"  2000& ms  1? \\ Oh...d'accord.
03D1: play_wav  1?
03CF: load_wav "COL2_6A" as  2?
01D2: actor  0@ follow_player $PLAYER_CHAR
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  700&  \\ integer values
0004:  9112?? =  8?  \\ integer values

:Label04C80B
00D6: if  0?
0038:    9112?? ==  6?  \\ integer values
004D: jump_if_false Label04C871
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04C871
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label04C871
00BC: text_highpriority "COL2_4"  3000& ms  1? \\ Look, Cortez sent me. Just give me the damn chips.
03D1: play_wav  2?
03CF: load_wav "COL2_5" as  1?
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  4000&  \\ integer values
0004:  9112?? =  7?  \\ integer values

:Label04C871
00D6: if  0?
0038:    9112?? ==  5?  \\ integer values
004D: jump_if_false Label04C8C7
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label04C8C7
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04C8C7
00BC: text_highpriority "COL2_3"  2000& ms  1? \\ Ah, comment?
03D1: play_wav  1?
03CF: load_wav "COL2_4" as  2?
0004:  9112?? =  6?  \\ integer values

:Label04C8C7
00D6: if  0?
0038:    9112?? ==  4?  \\ integer values
004D: jump_if_false Label04C9D2
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label04C9D2
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04C9D2
015F: set_camera_position  3.8965! -930.553!  16.1132!  0!  0!  0!
0160: point_camera  3.8828! -931.5497!  16.1934!  2?
020F: actor  0@ look_at_player $PLAYER_CHAR
00BC: text_highpriority "COL2_2"  5000& ms  1? \\ What?
03D1: play_wav  2?
03CF: load_wav "COL2_3" as  1?
009A:  1@ = create_actor  4? #SPECIAL01 at  4.6792! -951.7053!  20.733!
009A:  2@ = create_actor  4? #SPECIAL01 at  2.1545! -954.6406!  20.733!
0411: (unknown)  1@  0? 
0211: actor  1@ walk_to  4.2931! -947.4683!
0411: (unknown)  1@  0? 
0411: (unknown)  2@  0? 
0211: actor  2@ walk_to  2.4581! -947.4636!
0411: (unknown)  2@  0? 
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  1000&  \\ integer values
0004:  9112?? =  5?  \\ integer values

:Label04C9D2
00D6: if  0?
0038:    9112?? ==  3?  \\ integer values
004D: jump_if_false Label04CA76
00D6: if  0?
001C:    19244?? >  9116??  \\ integer values
004D: jump_if_false Label04CA76
0172:  9140?? = actor  0@ z_angle
000D:  9140?? -=  12!  \\ floating-point values
00D6: if  0?
0022:    115.6022! >  9140??  \\ floating-point values
004D: jump_if_false Label04CA61
0005:  9140?? =  115.6022!  \\ floating-point values
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04CA61
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  1500&  \\ integer values
0004:  9112?? =  4?  \\ integer values
00BC: text_highpriority "COL2_1"  5000& ms  1? \\ Ze rain, she is tres wet zis time of the year...
03D1: play_wav  1?

:Label04CA61
0173: set_actor  0@ z_angle_to  9140??
022F: set_actor  0@ stop_looking
022D: set_actor  0@ to_look_at_player $PLAYER_CHAR

:Label04CA76
00D6: if  0?
0038:    9112?? ==  2?  \\ integer values
004D: jump_if_false Label04CABC
00D6: if  0?
001C:    19244?? >  9116??  \\ integer values
004D: jump_if_false Label04CABC
0372: set_actor  0@ anim  3? wait_state_time  900& ms
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  1000&  \\ integer values
0004:  9112?? =  3?  \\ integer values

:Label04CABC
00D6: if  0?
0038:    9112?? ==  1?  \\ integer values
004D: jump_if_false Label04CAE5
0084:  9116?? =  19244??  \\ integer values and handles
0008:  9116?? +=  500&  \\ integer values
0004:  9112?? =  2?  \\ integer values

:Label04CAE5
00D6: if  0?
0038:    9112?? ==  0?  \\ integer values
004D: jump_if_false Label04CC14
00D6: if  0?
00FC:   player $PLAYER_CHAR  0? ()near_actor  0@ on_foot radius  3!  3!  2!
004D: jump_if_false Label04CC14
0164: disable_marker  9088??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
011C: actor  0@ clear_objective
0395: clear_area  1? at  4.1929! -938.9565! range  15.076!  5!
0055: put_player $PLAYER_CHAR at  3.0914! -938.557!  15.076!
0210: player $PLAYER_CHAR look_at_actor  0@
015F: set_camera_position  8.1222! -935.515!  17.0304!  0!  0!  0!
0160: point_camera  7.3126! -936.0714!  16.8437!  2?
00A1: put_actor  0@ at  6.1112! -937.0656!  15.076!
0173: set_actor  0@ z_angle_to  262.8159!
022B: create_forbidden_for_peds_cube  .778! -944.7307!  14.4913!  7.0235! -931.7332!  23.0981!
0395: clear_area  0? at  3.6782! -939.0247! range  16.0038!  6!
0164: disable_marker  1732??
04CE:  1732?? = unknown_create_marker  16? at  2124??  2128??  2132??
0004:  9112?? =  1?  \\ integer values

:Label04CC14
00D6: if  0?
0018:    9112?? >  10?  \\ integer values
004D: jump_if_false Label04DC63
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label04D9F4
00A0:  9144?? = actor  0@ x_pos,  9148?? = actor  0@ y_pos,  9152?? = actor  0@ z_pos
00D6: if  0?
0038:    9120?? ==  0?  \\ integer values
004D: jump_if_false Label04CC81
0411: (unknown)  0@  0? 
0502: unknown_actor  0@ go_to  1.8336! -938.0876!
0411: (unknown)  0@  0? 
02A9: set_actor  0@ immune_to_nonplayer  0?
0004:  9120?? =  1?  \\ integer values

:Label04CC81
00D6: if  0?
0038:    9120?? ==  1?  \\ integer values
004D: jump_if_false Label04CCD6
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  1.8336! -938.0876! radius  1!  1!
004D: jump_if_false Label04CCD6
0502: unknown_actor  0@ go_to -11.6307! -938.0319!
0411: (unknown)  0@  0? 
0004:  9120?? =  2?  \\ integer values

:Label04CCD6
00D6: if  0?
0038:    9120?? ==  2?  \\ integer values
004D: jump_if_false Label04CD2B
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot -11.6307! -938.0319! radius  1!  1!
004D: jump_if_false Label04CD2B
0502: unknown_actor  0@ go_to -11.4825! -935.4515!
0411: (unknown)  0@  0? 
0004:  9120?? =  3?  \\ integer values

:Label04CD2B
00D6: if  0?
0038:    9120?? ==  3?  \\ integer values
004D: jump_if_false Label04CD80
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot -11.4825! -935.4515! radius  1!  1!
004D: jump_if_false Label04CD80
0502: unknown_actor  0@ go_to  1.7873! -928.6034!
0411: (unknown)  0@  0? 
0004:  9120?? =  4?  \\ integer values

:Label04CD80
00D6: if  0?
0038:    9120?? ==  4?  \\ integer values
004D: jump_if_false Label04CDD5
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  1.7873! -928.6034! radius  1!  1!
004D: jump_if_false Label04CDD5
0502: unknown_actor  0@ go_to  5.9929! -904.009!
0411: (unknown)  0@  0? 
0004:  9120?? =  5?  \\ integer values

:Label04CDD5
00D6: if  0?
0038:    9120?? ==  5?  \\ integer values
004D: jump_if_false Label04CE2A
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  5.9929! -904.009! radius  1!  1!
004D: jump_if_false Label04CE2A
0502: unknown_actor  0@ go_to  40.2117! -897.6254!
0411: (unknown)  0@  0? 
0004:  9120?? =  6?  \\ integer values

:Label04CE2A
00D6: if  0?
0038:    9120?? ==  6?  \\ integer values
004D: jump_if_false Label04CE8F
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  40.2117! -897.6254! radius  1!  1!
004D: jump_if_false Label04CE8F
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04CE8F
0319: set_actor  0@ wander_state_to  1? (off)
0411: (unknown)  0@  1? 
01D5: actor  0@ go_to_and_drive_car  5@
0004:  9120?? =  7?  \\ integer values

:Label04CE8F
00D6: if  0?
0018:    9112?? >  13?  \\ integer values
004D: jump_if_false Label04CF84
00D6: if  0?
0038:    9120?? ==  7?  \\ integer values
004D: jump_if_false Label04CF84
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04CF32
00D6: if  0?
00DB:   actor  0@ in_car  5@
004D: jump_if_false Label04CF2B
00A7: unknown_car  5@ drive_to  267.4104!  1287.846!  16.1968!
00AD: set_car  5@ max_speed_to  25!
00AE: unknown_set_car  5@ to_ignore_traffic_lights  2?
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label04CF24
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  6000&  \\ integer values

:Label04CF24
0004:  9120?? =  8?  \\ integer values

:Label04CF2B
0002: jump Label04CF84

:Label04CF32
00D6: if  0?
82D8:   NOT   actor  0@ currentweapon ==  23?
004D: jump_if_false Label04CF53
01B2: give_actor  0@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
011C: actor  0@ clear_objective

:Label04CF53
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label04CF7C
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  6000&  \\ integer values

:Label04CF7C
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04CF84
00D6: if  0?
0018:    9120?? >  7?  \\ integer values
004D: jump_if_false Label04D075
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04D075
00D6: if  0?
00DB:   actor  0@ in_car  5@
004D: jump_if_false Label04D075
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00A0:  1780?? = actor  0@ x_pos,  1784?? = actor  0@ y_pos,  1788?? = actor  0@ z_pos
0086:  19448?? =  380??  \\ floating-point values only
0061:  19448?? -=  1780??  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0061:  19452?? -=  1784??  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0005:  27940?? =  800!  \\ floating-point values
0071:  27940?? /=  19456??  \\ floating-point values
00D6: if  0?
0020:    27940?? >  38!  \\ floating-point values
004D: jump_if_false Label04D04E
0005:  27940?? =  38!  \\ floating-point values

:Label04D04E
00D6: if  0?
0022:    10! >  27940??  \\ floating-point values
004D: jump_if_false Label04D06D
0005:  27940?? =  10!  \\ floating-point values

:Label04D06D
00AD: set_car  5@ max_speed_to  27940??

:Label04D075
00D6: if  0?
0038:    9120?? ==  8?  \\ integer values
004D: jump_if_false Label04D20D
00D6: if  0?
80DF:   NOT   actor  0@ driving
004D: jump_if_false Label04D11E
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04D0E6
00D6: if  0?
0038:    10248?? ==  0?  \\ integer values
004D: jump_if_false Label04D0D0
0004:  10248?? =  1?  \\ integer values
0084:  10348?? =  19244??  \\ integer values and handles
0008:  10348?? +=  6000&  \\ integer values

:Label04D0D0
01D5: actor  0@ go_to_and_drive_car  5@
0004:  9120?? =  9?  \\ integer values
0002: jump Label04D117

:Label04D0E6
01D0: actor  0@ avoid_player $PLAYER_CHAR
00D6: if  0?
0038:    10256?? ==  0?  \\ integer values
004D: jump_if_false Label04D117
0004:  10256?? =  1?  \\ integer values
0084:  10356?? =  19244??  \\ integer values and handles
0008:  10356?? +=  6000&  \\ integer values

:Label04D117
0002: jump Label04D20D

:Label04D11E
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04D20D
00D6: if  0?
0038:    9100?? ==  0?  \\ integer values
004D: jump_if_false Label04D187
00D6: if  0?
01AD:   car  5@  0? ()near_point  267.4104!  1287.846!  15!  15!
004D: jump_if_false Label04D187
0477: unknown_car  5@  6?  200&
0084:  9104?? =  19244??  \\ integer values and handles
0008:  9104?? +=  199&  \\ integer values
0004:  9100?? =  1?  \\ integer values

:Label04D187
00D6: if  0?
0038:    9100?? ==  1?  \\ integer values
004D: jump_if_false Label04D1BD
00D6: if  0?
001C:    19244?? >  9104??  \\ integer values
004D: jump_if_false Label04D1BD
0477: unknown_car  5@  3?  5000&
0004:  9100?? =  2?  \\ integer values

:Label04D1BD
00D6: if  0?
0038:    9100?? ==  2?  \\ integer values
004D: jump_if_false Label04D20D
00D6: if  0?
01C1:   car  5@ stopped
004D: jump_if_false Label04D20D
0477: unknown_car  5@  1?  5000&
0502: unknown_actor  0@ go_to  266.123!  1297.013!
0411: (unknown)  0@  0? 
0004:  9120?? =  10?  \\ integer values
0004:  9100?? =  3?  \\ integer values

:Label04D20D
00D6: if  0?
0038:    9120?? ==  9?  \\ integer values
004D: jump_if_false Label04D2C7
00D6: if  0?
8119:   NOT   car  5@ wrecked
004D: jump_if_false Label04D275
00D6: if  0?
00DB:   actor  0@ in_car  5@
004D: jump_if_false Label04D26E
00AD: set_car  5@ max_speed_to  25!
00AE: unknown_set_car  5@ to_ignore_traffic_lights  2?
00A7: unknown_car  5@ drive_to  267.4104!  1287.846!  16.1968!
0004:  9120?? =  8?  \\ integer values

:Label04D26E
0002: jump Label04D2C7

:Label04D275
00D6: if  0?
82D8:   NOT   actor  0@ currentweapon ==  23?
004D: jump_if_false Label04D296
01B2: give_actor  0@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
011C: actor  0@ clear_objective

:Label04D296
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label04D2BF
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  6000&  \\ integer values

:Label04D2BF
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label04D2C7
00D6: if  0?
0038:    9120?? ==  10?  \\ integer values
004D: jump_if_false Label04D381
00D6: if  0?
001A:    4? >  9100??  \\ integer values
004D: jump_if_false Label04D32E
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  266.123!  1297.013! radius  1!  1!
004D: jump_if_false Label04D32E
0502: unknown_actor  0@ go_to  264.7184!  1307.362!
0411: (unknown)  0@  0? 
0004:  9100?? =  4?  \\ integer values

:Label04D32E
00D6: if  0?
0038:    9100?? ==  4?  \\ integer values
004D: jump_if_false Label04D381
00D6: if  0?
00ED:   actor  0@  0? ()near_point_on_foot  264.7184!  1307.362! radius  1!  1!
004D: jump_if_false Label04D381
009B: destroy_actor_instantly  0@
00BC: text_highpriority "COL2_F4"  5000& ms  1? \\ ~r~The courier has escaped! You failed to get the guidance chips.
0002: jump Label04DC6A

:Label04D381
00D6: if  0?
0038:    10240?? ==  2?  \\ integer values
004D: jump_if_false Label04D3B7
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D3B7
0004:  10240?? =  3?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D3B7
00D6: if  0?
0038:    10240?? ==  1?  \\ integer values
004D: jump_if_false Label04D3E3
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D3E3
03D1: play_wav  1?
0004:  10240?? =  2?  \\ integer values

:Label04D3E3
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label04D421
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D421
03CF: load_wav "COL2_7" as  1?
0004:  10240?? =  1?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label04D421
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label04D4EE
00D6: if  0?
0038:    10244?? ==  3?  \\ integer values
004D: jump_if_false Label04D469
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D469
0004:  10244?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D469
00D6: if  0?
0038:    10244?? ==  2?  \\ integer values
004D: jump_if_false Label04D4B0
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D4B0
00A0:  1780?? = actor  0@ x_pos,  1784?? = actor  0@ y_pos,  1788?? = actor  0@ z_pos
03D7: set_wav  1? location  1780??  1784??  1788??
03D1: play_wav  1?
0004:  10244?? =  3?  \\ integer values

:Label04D4B0
00D6: if  0?
0038:    10244?? ==  1?  \\ integer values
004D: jump_if_false Label04D4EE
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D4EE
03CF: load_wav "COL2_10" as  1?
0004:  10244?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label04D4EE
00D6: if  0?
0018:    10248?? >  0?  \\ integer values
004D: jump_if_false Label04D5BB
00D6: if  0?
0038:    10248?? ==  3?  \\ integer values
004D: jump_if_false Label04D536
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D536
0004:  10248?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D536
00D6: if  0?
0038:    10248?? ==  2?  \\ integer values
004D: jump_if_false Label04D57D
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D57D
00A0:  1780?? = actor  0@ x_pos,  1784?? = actor  0@ y_pos,  1788?? = actor  0@ z_pos
03D7: set_wav  1? location  1780??  1784??  1788??
03D1: play_wav  1?
0004:  10248?? =  3?  \\ integer values

:Label04D57D
00D6: if  0?
0038:    10248?? ==  1?  \\ integer values
004D: jump_if_false Label04D5BB
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D5BB
03CF: load_wav "COL2_11" as  1?
0004:  10248?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label04D5BB
00D6: if  0?
0018:    10252?? >  0?  \\ integer values
004D: jump_if_false Label04D688
00D6: if  0?
0038:    10252?? ==  3?  \\ integer values
004D: jump_if_false Label04D603
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D603
0004:  10252?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D603
00D6: if  0?
0038:    10252?? ==  2?  \\ integer values
004D: jump_if_false Label04D64A
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D64A
00A0:  1780?? = actor  0@ x_pos,  1784?? = actor  0@ y_pos,  1788?? = actor  0@ z_pos
03D7: set_wav  1? location  1780??  1784??  1788??
03D1: play_wav  1?
0004:  10252?? =  3?  \\ integer values

:Label04D64A
00D6: if  0?
0038:    10252?? ==  1?  \\ integer values
004D: jump_if_false Label04D688
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D688
03CF: load_wav "COL2_12" as  1?
0004:  10252?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label04D688
00D6: if  0?
0018:    10256?? >  0?  \\ integer values
004D: jump_if_false Label04D755
00D6: if  0?
0038:    10256?? ==  3?  \\ integer values
004D: jump_if_false Label04D6D0
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D6D0
0004:  10256?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D6D0
00D6: if  0?
0038:    10256?? ==  2?  \\ integer values
004D: jump_if_false Label04D717
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D717
00A0:  1780?? = actor  0@ x_pos,  1784?? = actor  0@ y_pos,  1788?? = actor  0@ z_pos
03D7: set_wav  1? location  1780??  1784??  1788??
03D1: play_wav  1?
0004:  10256?? =  3?  \\ integer values

:Label04D717
00D6: if  0?
0038:    10256?? ==  1?  \\ integer values
004D: jump_if_false Label04D755
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D755
03CF: load_wav "COL2_13" as  1?
0004:  10256?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label04D755
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  15!  15!
004D: jump_if_false Label04D794
00D6: if  0?
0038:    9128?? ==  0?  \\ integer values
004D: jump_if_false Label04D78D
0004:  9128?? =  1?  \\ integer values

:Label04D78D
0002: jump Label04D79B

:Label04D794
0004:  9128?? =  0?  \\ integer values

:Label04D79B
00D6: if  0?
0018:    9112?? >  12?  \\ integer values
004D: jump_if_false Label04D9ED
00D6: if  0?
0038:    10268?? ==  2?  \\ integer values
004D: jump_if_false Label04D7E3
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D7E3
0004:  10268?? =  3?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D7E3
00D6: if  0?
0038:    10268?? ==  1?  \\ integer values
004D: jump_if_false Label04D80F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D80F
03D1: play_wav  1?
0004:  10268?? =  2?  \\ integer values

:Label04D80F
00D6: if  0?
0038:    9128?? ==  1?  \\ integer values
004D: jump_if_false Label04D86D
00D6: if  0?
0038:    10268?? ==  0?  \\ integer values
004D: jump_if_false Label04D86D
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D86D
03CF: load_wav "COL2_14" as  1?
0004:  10268?? =  1?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0004:  9128?? =  2?  \\ integer values
0002: jump Label04BD61

:Label04D86D
00D6: if  0?
0038:    10272?? ==  2?  \\ integer values
004D: jump_if_false Label04D8A3
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D8A3
0004:  10272?? =  3?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D8A3
00D6: if  0?
0038:    10272?? ==  1?  \\ integer values
004D: jump_if_false Label04D8CF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D8CF
03D1: play_wav  1?
0004:  10272?? =  2?  \\ integer values

:Label04D8CF
00D6: if  0?
0038:    9128?? ==  1?  \\ integer values
004D: jump_if_false Label04D92D
00D6: if  0?
0038:    10272?? ==  0?  \\ integer values
004D: jump_if_false Label04D92D
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D92D
03CF: load_wav "COL2_15" as  1?
0004:  10272?? =  1?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0004:  9128?? =  2?  \\ integer values
0002: jump Label04BD61

:Label04D92D
00D6: if  0?
0038:    10276?? ==  2?  \\ integer values
004D: jump_if_false Label04D963
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label04D963
0004:  10276?? =  3?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label04BD61

:Label04D963
00D6: if  0?
0038:    10276?? ==  1?  \\ integer values
004D: jump_if_false Label04D98F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04D98F
03D1: play_wav  1?
0004:  10276?? =  2?  \\ integer values

:Label04D98F
00D6: if  0?
0038:    9128?? ==  1?  \\ integer values
004D: jump_if_false Label04D9ED
00D6: if  0?
0038:    10276?? ==  0?  \\ integer values
004D: jump_if_false Label04D9ED
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label04D9ED
03CF: load_wav "COL2_16" as  1?
0004:  10276?? =  1?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0004:  9128?? =  2?  \\ integer values
0002: jump Label04BD61

:Label04D9ED
0002: jump Label04DC63

:Label04D9F4
00D6: if  0?
0038:    9092?? ==  0?  \\ integer values
004D: jump_if_false Label04DAAC
040D: unload_wav  1?
040D: unload_wav  2?
00D6: if  0?
84AD:   NOT  0@
004D: jump_if_false Label04DA96
00BC: text_highpriority "COL2_F2"  5000& ms  1? \\ ~g~The courier is dead. Grab the guidance chips.
0164: disable_marker  9088??
00D6: if  0?
056D:   unknown_actor  0@ dead_but_active
004D: jump_if_false Label04DA69
04A5: unknown_store_dead_actor  0@ position_to  1780??  1784??  1788??
0213:  10@ = create_pickup -120? (BRIEFCASE) type  3? at  1780??  1784??  1788??
0002: jump Label04DA7B

:Label04DA69
0213:  10@ = create_pickup -120? (BRIEFCASE) type  3? at  9144??  9148??  9152??

:Label04DA7B
0164: disable_marker  9088??
03DC:  9088?? = create_marker_above_pickup  10@
0004:  9092?? =  1?  \\ integer values
0002: jump Label04DAAC

:Label04DA96
00BC: text_highpriority "COL2_F3"  5000& ms  1? \\ ~r~The guidance chips are at the bottom of the sea.
0002: jump Label04DC6A

:Label04DAAC
00D6: if  0?
0038:    9092?? ==  1?  \\ integer values
004D: jump_if_false Label04DB10
00D6: if  0?
0214:   pickup  10@ picked_up
004D: jump_if_false Label04DB10
0004:  9092?? =  2?  \\ integer values
0164: disable_marker  9088??
018A:  9088?? = create_checkpoint_at -245.002! -1360.817!  7.0786!
00BC: text_highpriority "COL2_B3"  5000& ms  1? \\ ~g~Take the guidance chips back to the Colonel.
018C: play_sound  1? at  0!  0!  0!

:Label04DB10
00D6: if  0?
0038:    9092?? ==  2?  \\ integer values
004D: jump_if_false Label04DC63
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -245.002! -1360.817!  7.0786! radius  2!  2!  3!
004D: jump_if_false Label04DC63
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
0001: wait  0? ms
0001: wait  0? ms
015F: set_camera_position -245.1924! -1364.166!  8.6417!  0!  0!  0!
0160: point_camera -246.0084! -1363.588!  8.6193!  2?
0055: put_player $PLAYER_CHAR at -245.002! -1360.817!  7.0786!
02A3: toggle_widescreen  1? (on)
0239: actor $PLAYER_ACTOR run_to -258.4183! -1360.653!
0001: wait  1000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1000& ms

:Label04DBDA
00D6: if  0?
016B:   fading
004D: jump_if_false Label04DBF2
0001: wait  0? ms
0002: jump Label04DBDA

:Label04DBF2
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1000& ms

:Label04DC44
00D6: if  0?
016B:   fading
004D: jump_if_false Label04DC5C
0001: wait  0? ms
0002: jump Label04DC44

:Label04DC5C
0002: jump Label04DC7B

:Label04DC63
0002: jump Label04BD61

:Label04DC6A
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label04DC7B
0004: $PASSED_COL2_MALL_SHOOTOUT =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  500&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  500&
0318: set_latest_mission_passed "COL_2" \\ Mall Shootout
0394: play_music  1?
030C: set_mission_points +=  1?
0004:  3608?? =  1?  \\ integer values
004F: create_thread Label00B640 
0051: return

:Label04DCC4
0004: $ONMISSION =  0?  \\ integer values
00D6: if  0?
0038:    9092?? ==  1?  \\ integer values
004D: jump_if_false Label04DCE2
0215: destroy_pickup  10@

:Label04DCE2
034F: destroy_actor_with_fade  0@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  1@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  2@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  3@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  4@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  6@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  7@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  8@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  9@  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  11@  \\ The actor fades away like a ghost
0164: disable_marker  1732??
04CE:  1732?? = unknown_create_marker  16? at  2124??  2128??  2132??
0164: disable_marker  9088??
022A: remove_forbidden_for_peds_cube  .778! -944.7307!  14.4913!  7.0235! -931.7332!  23.0981!
0249: release_model #PCJ600
0249: release_model #COLT45
0249: release_model #UZI
0296: unload_special_actor  1?
0296: unload_special_actor  2?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 9---------------
; Originally: Guardian Angels


:Label04DD6E
03A4: name_thread "GENERL3"
0050: gosub Label04DD9C
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label04DD93
0050: gosub Label0543AC

:Label04DD93
0050: gosub Label05440B
004E: end_thread

:Label04DD9C
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "GENERA3"
058E: unknown_point_command -163! -1439.4!  9! angle  201.5!
0004:  9440?? =  0?  \\ integer values
0005:  9444?? =  156.0404!  \\ floating-point values
0005:  9448?? = -1193.324!  \\ floating-point values
0005:  9452?? =  17.8427!  \\ floating-point values
0005:  9472?? =  462.29!  \\ floating-point values
0005:  9476?? = -486!  \\ floating-point values
0005:  9480?? =  10.48!  \\ floating-point values
0005:  9456?? =  463.4609!  \\ floating-point values
0005:  9460?? = -461.3178!  \\ floating-point values
0005:  9464?? =  9.486246!  \\ floating-point values
0005:  9468?? =  178.791!  \\ floating-point values
0005:  9236?? =  457.6495!  \\ floating-point values
0005:  9240?? = -512.88!  \\ floating-point values
0005:  9244?? =  9.899856!  \\ floating-point values
0005:  9248?? =  454.1362!  \\ floating-point values
0005:  9252?? = -503.9373!  \\ floating-point values
0005:  9256?? =  16.9188!  \\ floating-point values
0005:  9264?? =  462.877!  \\ floating-point values
0005:  9268?? = -514.963!  \\ floating-point values
0005:  9272?? =  16.951!  \\ floating-point values
0005:  9276?? =  12.838!  \\ floating-point values
0005:  9212?? =  446.7785!  \\ floating-point values
0005:  9216?? = -525.1792!  \\ floating-point values
0005:  9220?? =  9.5282!  \\ floating-point values
0005:  9224?? =  315.6846!  \\ floating-point values
0004:  9484?? =  0?  \\ integer values
0004:  9492?? =  0?  \\ integer values
0005:  9496?? =  497.03!  \\ floating-point values
0005:  9500?? = -518.829!  \\ floating-point values
0005:  9504?? =  10.6891!  \\ floating-point values
0005:  9508?? =  163.719!  \\ floating-point values
0005:  9512?? =  455.754!  \\ floating-point values
0005:  9516?? = -528.0207!  \\ floating-point values
0004:  9524?? =  0?  \\ integer values
0005:  9528?? =  423.574!  \\ floating-point values
0005:  9532?? = -513.052!  \\ floating-point values
0005:  9536?? =  9.774!  \\ floating-point values
0005:  9540?? =  248.0281!  \\ floating-point values
0005:  9544?? =  451.082!  \\ floating-point values
0005:  9548?? = -523.164!  \\ floating-point values
0005:  9552?? =  10.4!  \\ floating-point values
0004:  9560?? =  0?  \\ integer values
0005:  9564?? =  486.535!  \\ floating-point values
0005:  9568?? = -537.118!  \\ floating-point values
0005:  9572?? =  11.191!  \\ floating-point values
0005:  9576?? =  250.382!  \\ floating-point values
0004:  9584?? =  0?  \\ integer values
0005:  9588?? =  465.478!  \\ floating-point values
0005:  9592?? = -416.186!  \\ floating-point values
0005:  9596?? =  11.2568!  \\ floating-point values
0005:  9600?? =  172.784!  \\ floating-point values
0005:  9604?? =  459.131!  \\ floating-point values
0005:  9608?? = -485.317!  \\ floating-point values
0005:  9612?? =  11.136!  \\ floating-point values
0004:  9620?? =  0?  \\ integer values
0005:  9624?? =  425.64!  \\ floating-point values
0005:  9628?? = -513.68!  \\ floating-point values
0005:  9632?? =  9.785!  \\ floating-point values
0005:  9636?? =  245.37!  \\ floating-point values
0005:  9640?? =  451.121!  \\ floating-point values
0005:  9644?? = -519.82!  \\ floating-point values
0005:  9648?? =  10.486!  \\ floating-point values
0004:  9336?? =  0?  \\ integer values
0004:  9340?? =  0?  \\ integer values
0004:  9344?? =  0?  \\ integer values
0004:  9348?? =  0?  \\ integer values
0004:  9352?? =  0?  \\ integer values
0004:  9356?? =  0?  \\ integer values
0004:  9360?? =  0?  \\ integer values
0004:  9364?? =  0?  \\ integer values
0004:  9368?? =  0?  \\ integer values
0004:  9372?? =  0?  \\ integer values
0004:  9664?? =  0?  \\ integer values
0004:  9668?? =  0?  \\ integer values
0004:  9672?? =  0?  \\ integer values
0004:  9676?? =  0?  \\ integer values
0004:  9680?? =  0?  \\ integer values
0004:  9200?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
0004:  9708?? =  0?  \\ integer values
0004:  9712?? =  0?  \\ integer values
0004:  9716?? =  0?  \\ integer values
0004:  9160?? =  0?  \\ integer values
0004:  9720?? =  0?  \\ integer values
0004:  9204?? =  0?  \\ integer values
0004:  9736?? =  0?  \\ integer values
0004:  9724?? =  0?  \\ integer values
0004:  9824?? =  0?  \\ integer values
0004:  9828?? =  0?  \\ integer values
0004:  9832?? =  0?  \\ integer values
0004:  9664?? =  0?  \\ integer values
0004:  9440?? =  0?  \\ integer values
0004:  9844?? =  0?  \\ integer values
0004:  9852?? =  0?  \\ integer values
0004:  9856?? =  0?  \\ integer values
0004:  9860?? =  0?  \\ integer values
0004:  9864?? =  0?  \\ integer values
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  0?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  0?
03CF: load_wav "MONO_9" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
03CB: set_camera  1792??  1796??  1800??
038B: load_requested_models

:Label04E351
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label04E36F
0001: wait  0? ms
0002: jump Label04E351

:Label04E36F
041D: set_camera_near_clip  .1!
02E4: load_cutscene_data "COL_3A"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  600?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  600?? "CSCOLO"
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label04E42B
00D6: if  0?
001A:    2880& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E44E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E42B

:Label04E44E
00BC: text_highpriority "GEN3_A"  10000& ms  1? \\ Thomas, I appreciate your coming.

:Label04E45D
00D6: if  0?
001A:    4968& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E480
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E45D

:Label04E480
00BC: text_highpriority "GEN3_B"  10000& ms  1? \\ Forgive me for getting straight to business.

:Label04E48F
00D6: if  0?
001A:    8932& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E4B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E48F

:Label04E4B2
00BC: text_highpriority "GEN3_C"  10000& ms  1? \\ Diaz has asked me to oversee a minor business transaction.

:Label04E4C1
00D6: if  0?
001A:    11868& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E4E4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E4C1

:Label04E4E4
00BC: text_highpriority "GEN3_D"  10000& ms  1? \\ Let's hope it goes better than last time, huh?

:Label04E4F3
00D6: if  0?
001A:    13573& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E516
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E4F3

:Label04E516
00BC: text_highpriority "GEN3_E"  10000& ms  1? \\ Which is why I thought of you, my friend.

:Label04E525
00D6: if  0?
001A:    16601& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E548
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E525

:Label04E548
00BC: text_highpriority "GEN3_F"  10000& ms  1? \\ I've dropped some protection at the multistory carpark.

:Label04E557
00D6: if  0?
001A:    19737& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E57A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E557

:Label04E57A
00BC: text_highpriority "GEN3_G"  10000& ms  1? \\ Pick it up - then go and watch over Diaz's men at the drop off.

:Label04E589
00D6: if  0?
001A:    23717& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E5AC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E589

:Label04E5AC
00BC: text_highpriority "GEN3_H"  10000& ms  1? \\ Gracias, amigo.

:Label04E5BB
00D6: if  0?
001A:    24768& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label04E5DE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label04E5BB

:Label04E5DE
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label04E613
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label04E613
03D1: play_wav  1?
0004:  9864?? =  1?  \\ integer values

:Label04E613
00D6: if  0?
016B:   fading
004D: jump_if_false Label04E62B
0001: wait  0? ms
0002: jump Label04E613

:Label04E62B
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -95? (LODCARGOSHP03)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -96? (LODCARGOSHP04)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -97? (LODCARGOSHP05)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -98? (LODCARGOSHP24)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -99? (LODCARGOSHP25)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -100? (LODCARGOSHP28)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -101? (LODCARGOSHP32)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -102? (LODCARGOSHP35)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -103? (LODCARGOSHP41)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -104? (LODCARGOSHP47)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -105? (LODCARGOSHP50)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -106? (LODCARGOSHP51)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -107? (LODCARGOSHP64)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -108? (LODCARGOSHP70)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -109? (LODCARGOSHP71)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -110? (LODCARGOSHP72)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -111? (LODCARGOSHP73)  1?
0363: toggle_model_render_at -647! -1323!  19.9! radius  100! obj -112? (LODARGOHULL2)  1?
04E4: unknown_refresh_game_renderer_at -244.2799! -1360.67!
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
04BB: select_interiour  0?  \\ select render area
0247: request_model #ADMIRAL
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #INFERNUS
0247: request_model #UZI
0247: request_model #RUGER
023C: load_special_actor  1? "IGBUDDY"
023C: load_special_actor  2? "IGDIAZ"

:Label04E88B
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label04E8A9
0001: wait  0? ms
0002: jump Label04E88B

:Label04E8A9
00D6: if  24?
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #CLA available
8248:   NOT   model #CLB available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #UZI available
004D: jump_if_false Label04E8D6
0001: wait  0? ms
0002: jump Label04E8A9

:Label04E8D6
00D6: if  0?
8248:   NOT   model #RUGER available
004D: jump_if_false Label04E8F1
0001: wait  0? ms
0002: jump Label04E8D6

:Label04E8F1
00D6: if  0?
0038:    9864?? ==  1?  \\ integer values
004D: jump_if_false Label04E91D

:Label04E903
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label04E91D
0001: wait  0? ms
0002: jump Label04E903

:Label04E91D
03CF: load_wav "COL3_1" as  1?
03CF: load_wav "COL3_2" as  2?

:Label04E935
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label04E953
0001: wait  0? ms
0002: jump Label04E935

:Label04E953
01B6: set_weather  4?
016A: fade  1? (back)  1500& ms
032B:  9156?? = create_weapon_pickup #RUGER  3? ammo  210& at  9444??  9448??  9452??
03DC:  9432?? = create_marker_above_pickup  9156??
00BC: text_highpriority "GEN3_20"  10000& ms  2? \\ ~g~The Colonel has arranged some firepower for you at the multistory carpark.
0481:  3!

:Label04E992
0001: wait  0? ms
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  457.6495! -512.88! radius  100!  100!
004D: jump_if_false Label04E9C3
010D: set_player $PLAYER_CHAR wanted_level_to  0?

:Label04E9C3
00D6: if  0?
0038:    9200?? ==  0?  \\ integer values
004D: jump_if_false Label04EB0B
00D6: if  0?
0038:    9440?? ==  0?  \\ integer values
004D: jump_if_false Label04EB0B
00D6: if  0?
0214:   pickup  9156?? picked_up
004D: jump_if_false Label04EB0B
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0249: release_model #RUGER
0001: wait  100? ms
00A5:  9784?? = create_car #INFERNUS at  132.7045! -1211.924!  15.2615!
0175: set_car  9784?? z_angle_to  358.8415!
0229: set_car  9784?? color_to  1?  1?
0129:  9164?? = create_actor  21? #SPECIAL01 in_car  9784?? driverseat
01ED: spawn_actor  9164??
0568:  9164??  1?
00A9: set_car  9784?? to_normal_driver
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
0223: set_actor  9164?? health_to  600&
02C2: car  9784?? drive_to_point  132.4825! -1199.147!  16.7405!
00AD: set_car  9784?? max_speed_to  15!
0395: clear_area  1? at  132.7045! -1211.924! range  15.2615!  30!
015F: set_camera_position  146.4568! -1198.274!  17.66698!  0!  0!  0!
0159: camera_on_ped  9164??  15?  2?
0395: clear_area  1? at  154.763! -1193.619! range  16.7333!  8!
0055: put_player $PLAYER_CHAR at  154.763! -1193.619!  16.7333!
0171: set_player $PLAYER_CHAR z_angle_to  122.5278!
0004:  9200?? =  1?  \\ integer values
0004:  9440?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label04EB0B
00D6: if  0?
0038:    9200?? ==  1?  \\ integer values
004D: jump_if_false Label04EC08
00D6: if  0?
0038:    9440?? ==  1?  \\ integer values
004D: jump_if_false Label04EC08
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EC08
00D6: if  0?
8119:   NOT   car  9784?? wrecked
004D: jump_if_false Label04EC08
00D6: if  0?
01AF:   car  9784??  0? ()near_point  132.4825! -1199.147!  16.7405! radius  3!  3!  3!
004D: jump_if_false Label04EBD0
0055: put_player $PLAYER_CHAR at  154.763! -1193.619!  16.7333!
0171: set_player $PLAYER_CHAR z_angle_to  122.5278!
02C2: car  9784?? drive_to_point  151.2979! -1196.164!  16.7405!
00AD: set_car  9784?? max_speed_to  15!
0004:  9200?? =  2?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label04EC08

:Label04EBD0
00D6: if  0?
0019:    16@ >  25000&  \\ integer values
004D: jump_if_false Label04EC08
00AB: put_car  9784?? at  133.0962! -1199.203!  16.7405!
0175: set_car  9784?? z_angle_to  272.7057!
0006:  16@ =  0?  \\ integer values

:Label04EC08
00D6: if  0?
0038:    9200?? ==  2?  \\ integer values
004D: jump_if_false Label04ED3D
00D6: if  0?
0038:    9440?? ==  1?  \\ integer values
004D: jump_if_false Label04ED3D
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04ED3D
00D6: if  0?
8119:   NOT   car  9784?? wrecked
004D: jump_if_false Label04ED3D
00D6: if  0?
01AF:   car  9784??  0? ()near_point  151.2979! -1196.164!  16.7405! radius  3!  3!  3!
004D: jump_if_false Label04ED05
00A9: set_car  9784?? to_normal_driver
0001: wait  750& ms
015F: set_camera_position  155.74! -1190.988!  17.96301!  0!  0!  0!
0160: point_camera  155.1032! -1191.757!  17.90614!  2?
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04ECF0
00D6: if  0?
8119:   NOT   car  9784?? wrecked
004D: jump_if_false Label04ECF0
01D3: actor  9164?? leave_car  9784??
0210: player $PLAYER_CHAR look_at_actor  9164??
0006:  16@ =  0?  \\ integer values

:Label04ECF0
0004:  9200?? =  3?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label04ED3D

:Label04ED05
00D6: if  0?
0019:    16@ >  25000&  \\ integer values
004D: jump_if_false Label04ED3D
00AB: put_car  9784?? at  151.3173! -1196.147!  16.7405!
0175: set_car  9784?? z_angle_to  268.9265!
0006:  16@ =  0?  \\ integer values

:Label04ED3D
00D6: if  0?
0038:    9200?? ==  3?  \\ integer values
004D: jump_if_false Label04EDD7
00D6: if  0?
0038:    9440?? ==  1?  \\ integer values
004D: jump_if_false Label04EDD7
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EDD7
00D6: if  0?
80DF:   NOT   actor  9164?? driving
004D: jump_if_false Label04EDD7
04C2:  9164?? $PLAYER_ACTOR
0006:  16@ =  0?  \\ integer values
00BC: text_highpriority "GEN3_1"  5000& ms  1? \\ Hogging all the action, I see...
03D1: play_wav  1?

:Label04EDA3
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EDC2
0001: wait  0? ms
0002: jump Label04EDA3

:Label04EDC2
040D: unload_wav  1?
03D5: remove_text "GEN3_1" \\ Hogging all the action, I see...
0004:  9200?? =  4?  \\ integer values

:Label04EDD7
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04F099
00D6: if  0?
0038:    9200?? ==  4?  \\ integer values
004D: jump_if_false Label04F099
00D6: if  0?
0038:    9440?? ==  1?  \\ integer values
004D: jump_if_false Label04F099
00D6: if  21?
0126:   actor  9164?? walking
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label04F099
00BC: text_highpriority "GEN3_2"  5000& ms  1? \\ Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03D1: play_wav  2?

:Label04EE36
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EE6D
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04EE66
0002: jump Label04EFC7

:Label04EE66
0002: jump Label04EE36

:Label04EE6D
040D: unload_wav  2?
03D5: remove_text "GEN3_2" \\ Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use.
03CF: load_wav "COL3_2A" as  1?
03CF: load_wav "COL3_2B" as  2?

:Label04EE93
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label04EEB1
0001: wait  0? ms
0002: jump Label04EE93

:Label04EEB1
015F: set_camera_position  156.1723! -1199.14!  18.43115!  0!  0!  0!
0160: point_camera  155.5315! -1198.387!  18.27806!  2?
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EEFE
0372: set_actor  9164?? anim  19? wait_state_time  10000& ms

:Label04EEFE
00BC: text_highpriority "GEN3_3"  5000& ms  1? \\ I might just do that. The name's Lance, by the way.
03D1: play_wav  1?

:Label04EF11
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EF48
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04EF41
0002: jump Label04EFC7

:Label04EF41
0002: jump Label04EF11

:Label04EF48
040D: unload_wav  1?
03D5: remove_text "GEN3_3" \\ I might just do that. The name's Lance, by the way.
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EF6F
0372: set_actor  9164?? anim  0? wait_state_time  100? ms

:Label04EF6F
00BC: text_highpriority "GEN3_4"  5000& ms  1? \\ Tommy Vercetti. Let's go...
03D1: play_wav  2?

:Label04EF82
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EFB9
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label04EFB2
0002: jump Label04EFC7

:Label04EFB2
0002: jump Label04EF82

:Label04EFB9
040D: unload_wav  2?
03D5: remove_text "GEN3_4" \\ Tommy Vercetti. Let's go...

:Label04EFC7
040D: unload_wav  1?
040D: unload_wav  2?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04EFF1
0372: set_actor  9164?? anim  0? wait_state_time  100? ms

:Label04EFF1
03EB: clear_small_messages_only
03CF: load_wav "COL3_3" as  1?
03CF: load_wav "COL3_4" as  2?

:Label04F00B
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label04F029
0001: wait  0? ms
0002: jump Label04F00B

:Label04F029
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04F059
01DF: tie_actor  9164?? to_player $PLAYER_CHAR
04F5: unknown_actor  9164?? kiss_player $PLAYER_CHAR on  1?
0004:  9720?? =  1?  \\ integer values
0319: set_actor  9164?? wander_state_to  1? (off)

:Label04F059
0006:  16@ =  0?  \\ integer values
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
018A:  9436?? = create_checkpoint_at  9236??  9240??  11.062!
00BC: text_highpriority "GEN3_44"  10000& ms  2? \\ ~g~Go with Lance to the drop off and watch over Diaz.
041E: set_radio_station  3? -1?
0004:  9440?? =  2?  \\ integer values

:Label04F099
00D6: if  0?
0038:    9440?? ==  2?  \\ integer values
004D: jump_if_false Label04F0E8
00D6: if  0?
0038:    9856?? ==  0?  \\ integer values
004D: jump_if_false Label04F0E8
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label04F0E8
03E5: text_box "GEN3_57" \\ The Kruger is an assault rifle, which allows you to manually aim in 1st person.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  1?  \\ integer values

:Label04F0E8
00D6: if  0?
0038:    9440?? ==  2?  \\ integer values
004D: jump_if_false Label04F16D
00D6: if  0?
0038:    9856?? ==  1?  \\ integer values
004D: jump_if_false Label04F16D
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label04F16D
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label04F155
03E5: text_box "GEN3_59" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  2?  \\ integer values
0002: jump Label04F16D

:Label04F155
03E5: text_box "GEN3_58" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  2?  \\ integer values

:Label04F16D
00D6: if  0?
0038:    9440?? ==  2?  \\ integer values
004D: jump_if_false Label04F223
00D6: if  0?
0038:    9856?? ==  2?  \\ integer values
004D: jump_if_false Label04F223
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label04F223
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label04F1DA
03E5: text_box "GEN3_62" \\ Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  3?  \\ integer values
0002: jump Label04F223

:Label04F1DA
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label04F20B
03E5: text_box "GEN3_61" \\ Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  3?  \\ integer values
0002: jump Label04F223

:Label04F20B
03E5: text_box "GEN3_60" \\ Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle.
0006:  16@ =  0?  \\ integer values
0004:  9856?? =  3?  \\ integer values

:Label04F223
00D6: if  0?
0038:    9440?? ==  2?  \\ integer values
004D: jump_if_false Label04F57C
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04F57C
00D6: if  0?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point  9236??  9240??  9244?? radius  3!  3!  1.5!
004D: jump_if_false Label04F57C
00D6: if  0?
0101:   actor  9164?? stopped_near_point  9236??  9240??  9244?? radius  3!  3!  1.5! sphere  0?
004D: jump_if_false Label04F57C
0249: release_model #INFERNUS
01C3: remove_references_to_car  9784??  \\ Like turning a car into any random car
022B: create_forbidden_for_peds_cube  378.103! -785.55! -10.908!  448.572! -365.738!  15.096!
01E8: create_forbidden_for_cars_cube  378.103! -785.55! -10.908!  448.572! -365.738!  15.096!
022B: create_forbidden_for_peds_cube  461.047! -407.806! -5.549!  470.15! -391.0296!  16.9967!
01E8: create_forbidden_for_cars_cube  461.047! -407.806! -5.549!  470.15! -391.0296!  16.9967!
022B: create_forbidden_for_peds_cube  435! -524!  8.06!  471! -543!  10.22!
01E8: create_forbidden_for_cars_cube  435! -524!  8.06!  471! -543!  10.22!
022B: create_forbidden_for_peds_cube  459.0238! -516.2858! -9.8426!  442.6711! -521.8006!  9.3815!
022B: create_forbidden_for_peds_cube  453.827! -521.7261! -9.8193!  458.1206! -518.6826!  9.8448!
022B: create_forbidden_for_peds_cube  463.6935! -522.5222! -9.9304!  458.2091! -523.7589!  9.9072!
01E8: create_forbidden_for_cars_cube  360.1251! -718.2709!  5.6599!  358.0144! -714.4711!  15.5665!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0164: disable_marker  9436??
0004:  9720?? =  2?  \\ integer values
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label04F40F
03E2: actor $PLAYER_ACTOR exit_car

:Label04F40F
00D6: if  0?
00DF:   actor  9164?? driving
004D: jump_if_false Label04F424
03E2: actor  9164?? exit_car

:Label04F424
0395: clear_area  1? at  9456??  9460?? range  50!  50!
00A5:  9184?? = create_car #ADMIRAL at  9456??  9460??  9464??
0229: set_car  9184?? color_to  8?  8?
0175: set_car  9184?? z_angle_to  9468??
00A9: set_car  9184?? to_normal_driver
020A: set_car  9184?? door_status_to  3?
02AC: set_car  9184?? immunities  1?  1?  1?  1?  1?
053F: unknown_car  9184?? flag  0?
0129:  9180?? = create_actor  10? #SPECIAL02 in_car  9184?? driverseat
00A9: set_car  9184?? to_normal_driver
01ED: spawn_actor  9180??
0223: set_actor  9180?? health_to  500&
0568:  9180??  1?
01C8:  9172?? = create_actor  10? #CLB in_car  9184?? passenger_seat  0?
01B2: give_actor  9172?? weapon  23? ammo  3000&  \\ Load the weapon model before using this
01ED: spawn_actor  9172??
0223: set_actor  9172?? health_to  10?
011A: set_actor  9172?? flags  256&
0243: set_actor  9172?? ped_stats_to  16?
02E2: set_actor  9172?? weapon_accuracy_to  10?
0568:  9172??  1?
01C8:  9176?? = create_actor  10? #CLA in_car  9184?? passenger_seat  1?
01B2: give_actor  9176?? weapon  23? ammo  3000&  \\ Load the weapon model before using this
01ED: spawn_actor  9176??
0223: set_actor  9176?? health_to  10?
011A: set_actor  9176?? flags  256&
0243: set_actor  9176?? ped_stats_to  16?
02E2: set_actor  9176?? weapon_accuracy_to  10?
0568:  9176??  1?
00AD: set_car  9184?? max_speed_to  14!
02C2: car  9184?? drive_to_point  9472??  9476??  9480??
015F: set_camera_position  453.4417! -534.7897!  19.79188!  0!  0!  0!
0160: point_camera  453.7277! -533.8484!  19.61285!  2?
0004:  9440?? =  3?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label04F57C
00D6: if  0?
0038:    9440?? ==  3?  \\ integer values
004D: jump_if_false Label04F7D7
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04F7D7
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04F7D7
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label04F7D7
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04F7D7
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label04F7D7
00D6: if  0?
01AD:   car  9184??  0? ()near_point  9472??  9476??  1.3!  1!
004D: jump_if_false Label04F7A5
015F: set_camera_position  462.3436! -491.1512!  11.73179!  0!  0!  0!
0160: point_camera  462.3286! -490.1543!  11.65438!  2?
00A9: set_car  9184?? to_normal_driver
00D6: if  0?
80DF:   NOT   actor  9164?? driving
004D: jump_if_false Label04F79E
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label04F79E
0395: clear_area  1? at  461.4244! -493.8346! range  100!  100!
0055: put_player $PLAYER_CHAR at  461.4597! -494.8022! -100!
00A1: put_actor  9164?? at  462.4995! -495.6623! -100!
0395: clear_area  1? at  461.4244! -493.8346! range  100!  100!
0210: player $PLAYER_CHAR look_at_actor  9180??
020E: actor  9164?? look_at_actor  9180??
01E0: clear_leader  9164??
0319: set_actor  9164?? wander_state_to  0? (wander)
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
00D6: if  0?
00DF:   actor  9180?? driving
004D: jump_if_false Label04F6E8
03E2: actor  9180?? exit_car

:Label04F6E8
0211: actor  9180?? walk_to  461.4244! -493.8346!
0001: wait  350& ms
0004:  9484?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label04F72D
00D6: if  0?
00DF:   actor  9172?? driving
004D: jump_if_false Label04F72D
03E2: actor  9172?? exit_car
0001: wait  250& ms

:Label04F72D
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04F752
00D6: if  0?
00DF:   actor  9176?? driving
004D: jump_if_false Label04F752
03E2: actor  9176?? exit_car

:Label04F752
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label04F771
0211: actor  9172?? walk_to  460.9342! -492.7018!

:Label04F771
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04F790
0211: actor  9176?? walk_to  462.7259! -492.7736!

:Label04F790
0004:  9440?? =  4?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label04F79E
0002: jump Label04F7D7

:Label04F7A5
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label04F7D7
00AB: put_car  9184?? at  9472??  9476?? -100!
0175: set_car  9184?? z_angle_to  9468??
0006:  16@ =  0?  \\ integer values

:Label04F7D7
00D6: if  0?
0038:    9484?? ==  1?  \\ integer values
004D: jump_if_false Label04F849
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04F849
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04F849
00D6: if  0?
82CB:   NOT   actor  9180?? bounding_sphere_visible
004D: jump_if_false Label04F849
015F: set_camera_position  458.0866! -494.786!  11.68491!  0!  0!  0!
0159: camera_on_ped  9180??  15?  2?
0004:  9484?? =  2?  \\ integer values

:Label04F849
00D6: if  0?
0038:    9440?? ==  4?  \\ integer values
004D: jump_if_false Label04FAE4
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FAE4
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FAE4
00D6: if  0?
00E7:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  461.4445! -495.2143! radius  2!  2!
004D: jump_if_false Label04FAAC
00D6: if  0?
00F0:   actor  9164?? stopped  0? ()near_point_on_foot  461.4445! -495.2143! radius  2!  2!
004D: jump_if_false Label04FA6D
00D6: if  0?
00F0:   actor  9180?? stopped  0? ()near_point_on_foot  461.4445! -495.2143! radius  2!  2!
004D: jump_if_false Label04FA2E
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label04FA27
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04FA27
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label04FA27
0319: set_actor  9164?? wander_state_to  0? (wander)
011C: actor  9180?? clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020F: actor  9180?? look_at_player $PLAYER_CHAR
0519: unknown_car  9184?? flag  1?
0372: set_actor  9180?? anim  19? wait_state_time  10000& ms
00BC: text_highpriority "GEN3_5"  5000& ms  1? \\ You must be Cortez's new gun.
03D1: play_wav  1?

:Label04F95A
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04F979
0001: wait  0? ms
0002: jump Label04F95A

:Label04F979
040D: unload_wav  1?
03D5: remove_text "GEN3_5" \\ You must be Cortez's new gun.
0372: set_actor  9180?? anim  0? wait_state_time  100? ms
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "GEN3_6"  5000& ms  1? \\ Until more gainful opportunities arise.
03D1: play_wav  2?

:Label04F9AD
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04F9CC
0001: wait  0? ms
0002: jump Label04F9AD

:Label04F9CC
040D: unload_wav  2?
03D5: remove_text "GEN3_6" \\ Until more gainful opportunities arise.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
03CF: load_wav "COL3_5" as  1?
03CF: load_wav "COL3_6" as  2?

:Label04F9FB
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label04FA19
0001: wait  0? ms
0002: jump Label04F9FB

:Label04FA19
0006:  16@ =  0?  \\ integer values
0004:  9440?? =  5?  \\ integer values

:Label04FA27
0002: jump Label04FA66

:Label04FA2E
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label04FA66
00A1: put_actor  9180?? at  461.4244! -493.8346! -100!
0173: set_actor  9180?? z_angle_to  169.954!
0006:  16@ =  0?  \\ integer values

:Label04FA66
0002: jump Label04FAA5

:Label04FA6D
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label04FAA5
00A1: put_actor  9164?? at  462.4995! -495.6623! -100!
0173: set_actor  9164?? z_angle_to  350!
0006:  16@ =  0?  \\ integer values

:Label04FAA5
0002: jump Label04FAE4

:Label04FAAC
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label04FAE4
0055: put_player $PLAYER_CHAR at  461.4597! -494.8022! -100!
0171: set_player $PLAYER_CHAR z_angle_to  350!
0006:  16@ =  0?  \\ integer values

:Label04FAE4
00D6: if  0?
0038:    9440?? ==  5?  \\ integer values
004D: jump_if_false Label04FC69
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FC69
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FC69
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label04FC69
0350: unknown_actor  9180?? not_scared_flag  1?
0210: player $PLAYER_CHAR look_at_actor  9164??
020F: actor  9164?? look_at_player $PLAYER_CHAR
015F: set_camera_position  463.0205! -492.5053!  11.51502!  0!  0!  0!
0159: camera_on_ped $PLAYER_ACTOR  15?  2?
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04FB80
0337: unknown_actor  9176?? flag  0?

:Label04FB80
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "GEN3_7"  5000& ms  1? \\ They'll be here any minute - we both better get a good vantage point...
03D1: play_wav  1?

:Label04FB9D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FBBC
0001: wait  0? ms
0002: jump Label04FB9D

:Label04FBBC
040D: unload_wav  1?
03D5: remove_text "GEN3_7" \\ They'll be here any minute - we both better get a good vantage point...
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label04FBE3
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms

:Label04FBE3
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FBFD
0372: set_actor  9164?? anim  19? wait_state_time  10000& ms

:Label04FBFD
00BC: text_highpriority "GEN3_8"  5000& ms  1? \\ OK! I'll take the balcony, you get the roof across the yard.
03D1: play_wav  2?

:Label04FC10
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FC2F
0001: wait  0? ms
0002: jump Label04FC10

:Label04FC2F
040D: unload_wav  2?
03D5: remove_text "GEN3_8" \\ OK! I'll take the balcony, you get the roof across the yard.
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FC56
0372: set_actor  9164?? anim  0? wait_state_time  100? ms

:Label04FC56
01E0: clear_leader  9164??
0006:  16@ =  0?  \\ integer values
0004:  9440?? =  6?  \\ integer values

:Label04FC69
00D6: if  0?
0038:    9440?? ==  6?  \\ integer values
004D: jump_if_false Label04FD3A
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FD3A
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FD3A
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label04FD3A
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label04FD3A
01B2: give_actor  9180?? weapon  23? ammo  3000&  \\ Load the weapon model before using this
0337: unknown_actor  9176?? flag  1?
02A3: toggle_widescreen  0? (off)
015A: restore_camera
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
018A:  9260?? = create_checkpoint_at  9248??  9252??  9256??
009E: unknown_set_actor  9164?? path  9264??  9268??  9272?? radius  1!  1?
0350: unknown_actor  9180?? not_scared_flag  1?
0350: unknown_actor  9172?? not_scared_flag  1?
0350: unknown_actor  9176?? not_scared_flag  1?
0514: unknown_actor  9180??  3?  0?
0514: unknown_actor  9172??  3?  0?
0514: unknown_actor  9176??  3?  0?
0006:  16@ =  0?  \\ integer values
0004:  9440?? =  7?  \\ integer values

:Label04FD3A
00D6: if  0?
0038:    9440?? ==  7?  \\ integer values
004D: jump_if_false Label04FD9B
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FD9B
00D6: if  0?
80FF:   NOT   actor  9164??  0? ()near_point_on_foot  9264??  9268??  9272?? radius  2!  2!  2!
004D: jump_if_false Label04FD9B
009E: unknown_set_actor  9164?? path  9264??  9268??  9272?? radius  1!  1?

:Label04FD9B
00D6: if  0?
0018:    9440?? >  6?  \\ integer values
004D: jump_if_false Label04FE35
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label04FDD3
0226:  9196?? = actor  9180?? health
0014:  9196?? /=  5?  \\ integer values
0002: jump Label04FDDA

:Label04FDD3
0004:  9196?? =  0?  \\ integer values

:Label04FDDA
00D6: if  0?
002A:    0? >=  9196??  \\ integer values
004D: jump_if_false Label04FDF1
0151: remove_status_text  9196??

:Label04FDF1
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label04FE17
0226:  9840?? = actor  9164?? health
0014:  9840?? /=  6?  \\ integer values
0002: jump Label04FE1E

:Label04FE17
0004:  9840?? =  0?  \\ integer values

:Label04FE1E
00D6: if  0?
002A:    0? >=  9840??  \\ integer values
004D: jump_if_false Label04FE35
0151: remove_status_text  9840??

:Label04FE35
00D6: if  1?
0018:    9440?? >  7?  \\ integer values
001A:    13? >  9440??  \\ integer values
004D: jump_if_false Label0508E9
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050741
00D6: if  0?
0118:   actor  9172?? dead
004D: jump_if_false Label04FEA0
00D6: if  0?
0038:    9712?? ==  0?  \\ integer values
004D: jump_if_false Label04FEA0
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FEA0
0004:  9704?? =  1?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FEA0
00D6: if  0?
0038:    9824?? ==  0?  \\ integer values
004D: jump_if_false Label04FEE9
00D6: if  0?
031D:   actor  9164?? hit_by_weapon  22?
004D: jump_if_false Label04FEE9
0467: unknown_actor  9164??
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FEE9
0004:  9704?? =  3?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FEE9
00D6: if  0?
02E0: unknown_actor  9164??
004D: jump_if_false Label04FF2B
00D6: if  0?
0038:    9716?? ==  0?  \\ integer values
004D: jump_if_false Label04FF2B
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FF2B
0004:  9704?? =  4?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FF2B
00D6: if  0?
02E0: unknown_actor  9164??
004D: jump_if_false Label04FF6D
00D6: if  0?
0038:    9716?? ==  1?  \\ integer values
004D: jump_if_false Label04FF6D
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FF6D
0004:  9704?? =  5?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FF6D
00D6: if  0?
02E0: unknown_actor  9164??
004D: jump_if_false Label04FFAF
00D6: if  0?
0038:    9716?? ==  2?  \\ integer values
004D: jump_if_false Label04FFAF
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FFAF
0004:  9704?? =  9?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FFAF
00D6: if  0?
0038:    9824?? ==  1?  \\ integer values
004D: jump_if_false Label04FFF8
00D6: if  0?
031D:   actor  9164?? hit_by_weapon  22?
004D: jump_if_false Label04FFF8
0467: unknown_actor  9164??
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label04FFF8
0004:  9704?? =  6?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label04FFF8
00D6: if  0?
0038:    9824?? ==  2?  \\ integer values
004D: jump_if_false Label050041
00D6: if  0?
031D:   actor  9164?? hit_by_weapon  22?
004D: jump_if_false Label050041
0467: unknown_actor  9164??
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label050041
0004:  9704?? =  7?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label050041
00D6: if  0?
0038:    9824?? ==  3?  \\ integer values
004D: jump_if_false Label05008A
00D6: if  0?
031D:   actor  9164?? hit_by_weapon  22?
004D: jump_if_false Label05008A
0467: unknown_actor  9164??
00D6: if  0?
0038:    9704?? ==  0?  \\ integer values
004D: jump_if_false Label05008A
0004:  9704?? =  8?  \\ integer values
0004:  9708?? =  0?  \\ integer values

:Label05008A
00D6: if  0?
0038:    9704?? ==  1?  \\ integer values
004D: jump_if_false Label050160
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label0500C8
03CF: load_wav "COL3_10" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label050160

:Label0500C8
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label0500F0
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0500F0
0004:  9708?? =  2?  \\ integer values

:Label0500F0
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label05011C
00BC: text_highpriority "GEN3_16"  5000& ms  1? \\ Diaz's men are getting cut down!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label05011C
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label050160
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label050160
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_16" \\ Diaz's men are getting cut down!
0004:  9712?? =  1?  \\ integer values

:Label050160
00D6: if  0?
0038:    9704?? ==  3?  \\ integer values
004D: jump_if_false Label050236
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label05019E
03CF: load_wav "COL3_8" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label050236

:Label05019E
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label0501C6
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0501C6
0004:  9708?? =  2?  \\ integer values

:Label0501C6
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label0501F2
00BC: text_highpriority "GEN3_14"  5000& ms  1? \\ Tommy! I need some help here!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label0501F2
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label050236
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label050236
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_14" \\ Tommy! I need some help here!
0004:  9824?? =  1?  \\ integer values

:Label050236
00D6: if  0?
0038:    9704?? ==  4?  \\ integer values
004D: jump_if_false Label05030C
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label050274
03CF: load_wav "COL3_18" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label05030C

:Label050274
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label05029C
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05029C
0004:  9708?? =  2?  \\ integer values

:Label05029C
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label0502C8
00BC: text_highpriority "GEN3_46"  5000& ms  1? \\ Sheeit!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label0502C8
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label05030C
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05030C
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_46" \\ Sheeit!
0004:  9716?? =  1?  \\ integer values

:Label05030C
00D6: if  0?
0038:    9704?? ==  5?  \\ integer values
004D: jump_if_false Label0503E2
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label05034A
03CF: load_wav "COL3_9" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label0503E2

:Label05034A
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label050372
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label050372
0004:  9708?? =  2?  \\ integer values

:Label050372
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label05039E
00BC: text_highpriority "GEN3_15"  5000& ms  1? \\ Don't worry, I got you covered!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label05039E
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label0503E2
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0503E2
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_15" \\ Don't worry, I got you covered!
0004:  9716?? =  2?  \\ integer values

:Label0503E2
00D6: if  0?
0038:    9704?? ==  6?  \\ integer values
004D: jump_if_false Label0504B8
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label050420
03CF: load_wav "COL3_20" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label0504B8

:Label050420
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label050448
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label050448
0004:  9708?? =  2?  \\ integer values

:Label050448
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label050474
00BC: text_highpriority "GEN3_48"  5000& ms  1? \\ Damn!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label050474
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label0504B8
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0504B8
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_48" \\ Damn!
0004:  9824?? =  2?  \\ integer values

:Label0504B8
00D6: if  0?
0038:    9704?? ==  7?  \\ integer values
004D: jump_if_false Label05058E
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label0504F6
03CF: load_wav "COL3_17" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label05058E

:Label0504F6
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label05051E
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05051E
0004:  9708?? =  2?  \\ integer values

:Label05051E
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label05054A
00BC: text_highpriority "GEN3_47"  5000& ms  1? \\ Tommy!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label05054A
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label05058E
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05058E
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_47" \\ Tommy!
0004:  9824?? =  3?  \\ integer values

:Label05058E
00D6: if  0?
0038:    9704?? ==  8?  \\ integer values
004D: jump_if_false Label050664
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label0505CC
03CF: load_wav "COL3_19" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label050664

:Label0505CC
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label0505F4
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0505F4
0004:  9708?? =  2?  \\ integer values

:Label0505F4
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label050620
00BC: text_highpriority "GEN3_48"  5000& ms  1? \\ Damn!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label050620
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label050664
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label050664
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_48" \\ Damn!
0004:  9824?? =  4?  \\ integer values

:Label050664
00D6: if  0?
0038:    9704?? ==  9?  \\ integer values
004D: jump_if_false Label05073A
00D6: if  0?
0038:    9708?? ==  0?  \\ integer values
004D: jump_if_false Label0506A2
03CF: load_wav "COL3_23" as  1?
0004:  9708?? =  1?  \\ integer values
0002: jump Label05073A

:Label0506A2
00D6: if  0?
0038:    9708?? ==  1?  \\ integer values
004D: jump_if_false Label0506CA
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0506CA
0004:  9708?? =  2?  \\ integer values

:Label0506CA
00D6: if  0?
0038:    9708?? ==  2?  \\ integer values
004D: jump_if_false Label0506F6
00BC: text_highpriority "GEN3_52"  5000& ms  1? \\ These Haitians think they can take RICARDO DIAZ!?!
03D1: play_wav  1?
0004:  9708?? =  3?  \\ integer values

:Label0506F6
00D6: if  0?
0038:    9708?? ==  3?  \\ integer values
004D: jump_if_false Label05073A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05073A
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_52" \\ These Haitians think they can take RICARDO DIAZ!?!
0004:  9716?? =  3?  \\ integer values

:Label05073A
0002: jump Label0508E9

:Label050741
00D6: if  0?
0038:    9704?? ==  1?  \\ integer values
004D: jump_if_false Label050776
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_16" \\ Diaz's men are getting cut down!
0004:  9712?? =  1?  \\ integer values

:Label050776
00D6: if  0?
0038:    9704?? ==  3?  \\ integer values
004D: jump_if_false Label0507AB
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_14" \\ Tommy! I need some help here!
0004:  9824?? =  1?  \\ integer values

:Label0507AB
00D6: if  0?
0038:    9704?? ==  4?  \\ integer values
004D: jump_if_false Label0507E0
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_46" \\ Sheeit!
0004:  9716?? =  1?  \\ integer values

:Label0507E0
00D6: if  0?
0038:    9704?? ==  5?  \\ integer values
004D: jump_if_false Label050815
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_15" \\ Don't worry, I got you covered!
0004:  9716?? =  2?  \\ integer values

:Label050815
00D6: if  0?
0038:    9704?? ==  6?  \\ integer values
004D: jump_if_false Label05084A
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_48" \\ Damn!
0004:  9824?? =  2?  \\ integer values

:Label05084A
00D6: if  0?
0038:    9704?? ==  7?  \\ integer values
004D: jump_if_false Label05087F
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_47" \\ Tommy!
0004:  9824?? =  3?  \\ integer values

:Label05087F
00D6: if  0?
0038:    9704?? ==  8?  \\ integer values
004D: jump_if_false Label0508B4
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_48" \\ Damn!
0004:  9824?? =  4?  \\ integer values

:Label0508B4
00D6: if  0?
0038:    9704?? ==  9?  \\ integer values
004D: jump_if_false Label0508E9
0004:  9708?? =  0?  \\ integer values
0004:  9704?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "GEN3_52" \\ These Haitians think they can take RICARDO DIAZ!?!
0004:  9716?? =  3?  \\ integer values

:Label0508E9
00D6: if  0?
0038:    9440?? ==  7?  \\ integer values
004D: jump_if_false Label050BBB
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label050BBB
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050BBB
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  9248??  9252??  9256?? radius  1!  1!  2!
004D: jump_if_false Label050BBB
00D6: if  0?
00FF:   actor  9164??  0? ()near_point_on_foot  9264??  9268??  9272?? radius  2!  2!  2!
004D: jump_if_false Label050B91
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
01EB: set_car_density_to  0!
0173: set_actor  9164?? z_angle_to  9276??
0164: disable_marker  9260??
02A9: set_actor  9180?? immune_to_nonplayer  1?
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #BURRITO
0247: request_model #VOODOO
0247: request_model #TEC9

:Label0509B5
00D6: if  22?
8248:   NOT   model #CUBAN available
8248:   NOT   model #CBA available
8248:   NOT   model #VOODOO available
004D: jump_if_false Label0509D9
0001: wait  0? ms
0002: jump Label0509B5

:Label0509D9
00D6: if  23?
8248:   NOT   model #TEC9 available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #BURRITO available
004D: jump_if_false Label050A01
0001: wait  0? ms
0002: jump Label0509D9

:Label050A01
0395: clear_area  1? at  9212??  9216?? range  500!  500!
00A5:  9208?? = create_car #CUBAN at  9212??  9216??  9220??
053F: unknown_car  9208?? flag  0?
02AA: set_car  9208?? immune_to_nonplayer  1?
04E0: unknown_car  9208??  3?
0175: set_car  9208?? z_angle_to  9224??
0224: set_car  9208?? health_to  3500&
0129:  9228?? = create_actor  7? #CBA in_car  9208?? driverseat
01B2: give_actor  9228?? weapon  22? ammo  3000&  \\ Load the weapon model before using this
00A9: set_car  9208?? to_normal_driver
01ED: spawn_actor  9228??
011A: set_actor  9228?? flags  256&
0223: set_actor  9228?? health_to  10?
0568:  9228??  1?
01C8:  9232?? = create_actor  7? #CBA in_car  9208?? passenger_seat  0?
01B2: give_actor  9232?? weapon  22? ammo  3000&  \\ Load the weapon model before using this
01ED: spawn_actor  9232??
011A: set_actor  9232?? flags  256&
0223: set_actor  9232?? health_to  10?
01DE: tie_actor  9232?? to_actor  9228??
0568:  9232??  1?
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label050AD4
020E: actor  9180?? look_at_actor  9228??

:Label050AD4
015F: set_camera_position  461.6998! -476.1379!  18.4551!  0!  0!  0!
0160: point_camera  461.5766! -477.0688!  18.11078!  2?
00AB: put_car  9208?? at  448.662! -525.4344!  9.576!
0175: set_car  9208?? z_angle_to  329.7276!
02C2: car  9208?? drive_to_point  465.2766! -496.3094!  10.82948!
00AD: set_car  9208?? max_speed_to  8!
020E: actor $PLAYER_ACTOR look_at_actor  9228??
00BC: text_highpriority "GEN3_37"  10000& ms  2? \\ ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
04F7: unknown_status_text  9196??  1? line  1? "GEN3_22" \\ Diaz's Health:
04F7: unknown_status_text  9840??  1? line  2? "GEN3_49" \\ lance's health:
0006:  16@ =  0?  \\ integer values
0004:  9440?? =  8?  \\ integer values
0002: jump Label050BBB

:Label050B91
00D6: if  0?
0019:    16@ >  35000&&  \\ integer values
004D: jump_if_false Label050BBB
00A1: put_actor  9164?? at  9264??  9268??  9272??
0006:  16@ =  0?  \\ integer values

:Label050BBB
00D6: if  0?
0038:    9440?? ==  8?  \\ integer values
004D: jump_if_false Label050CDA
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label050CDA
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050CDA
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label050CDA
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label050CDA
00D6: if  0?
8119:   NOT   car  9208?? wrecked
004D: jump_if_false Label050CDA
00D6: if  0?
01AD:   car  9208??  0? ()near_point  465.2766! -496.3094!  1.5!  1.5!
004D: jump_if_false Label050CA2
00AD: set_car  9208?? max_speed_to  0!
0210: player $PLAYER_CHAR look_at_actor  9228??
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03D5: remove_text "GEN3_37" \\ ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
011A: set_actor  9180?? flags  256&
0243: set_actor  9180?? ped_stats_to  16?
01D3: actor  9228?? leave_car  9208??
01D3: actor  9232?? leave_car  9208??
0004:  9440?? =  9?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label050CDA

:Label050CA2
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label050CDA
00AB: put_car  9208?? at  465.2766! -496.3094! -100!
0175: set_car  9208?? z_angle_to  349.697!
0006:  16@ =  0?  \\ integer values

:Label050CDA
00D6: if  0?
0038:    9440?? ==  9?  \\ integer values
004D: jump_if_false Label050D88
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label050D88
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050D88
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label050D88
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label050D88
00D6: if  0?
80DF:   NOT   actor  9228?? driving
004D: jump_if_false Label050D88
00D6: if  0?
80DF:   NOT   actor  9232?? driving
004D: jump_if_false Label050D88
00D6: if  0?
8119:   NOT   car  9208?? wrecked
004D: jump_if_false Label050D88
020A: set_car  9208?? door_status_to  3?
0211: actor  9228?? walk_to  461.4597! -494.8022!
0211: actor  9232?? walk_to  462.4995! -495.6623!
0004:  9440?? =  10?  \\ integer values

:Label050D88
00D6: if  0?
0038:    9440?? ==  10?  \\ integer values
004D: jump_if_false Label050F07
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label050F07
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050F07
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label050F07
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label050F07
00D6: if  21?
00F0:   actor  9228?? stopped  0? ()near_point_on_foot  461.4445! -495.2143! radius  2.5!  2.5!
0019:    16@ >  35000&&  \\ integer values
004D: jump_if_false Label050F07
00D6: if  21?
00F0:   actor  9232?? stopped  0? ()near_point_on_foot  461.4445! -495.2143! radius  3!  3!
0019:    16@ >  35000&&  \\ integer values
004D: jump_if_false Label050F07
00A0:  9740?? = actor  9228?? x_pos,  9744?? = actor  9228?? y_pos,  9748?? = actor  9228?? z_pos
00A0:  9752?? = actor  9180?? x_pos,  9756?? = actor  9180?? y_pos,  9760?? = actor  9180?? z_pos
0011:  9744?? *= -1!  \\ floating-point values
0011:  9756?? *= -1!  \\ floating-point values
0086:  9764?? =  9740??  \\ floating-point values only
0059:  9764?? +=  9752??  \\ floating-point values
0086:  9768?? =  9756??  \\ floating-point values only
0059:  9768?? +=  9744??  \\ floating-point values
0015:  9764?? /=  2!  \\ floating-point values
0015:  9768?? /=  2!  \\ floating-point values
0011:  9768?? *= -1!  \\ floating-point values
0107:  9732?? = create_object -120? (BRIEFCASE) at  9764??  9768??  10.0625!
02A9: set_actor  9180?? immune_to_nonplayer  0?
0446: (unknown)  9180??  0? 
0446: (unknown)  9164??  0? 
03F9: make_actors  9228??  9180?? converse_in  20000& ms
01E0: clear_leader  9232??
0350: unknown_actor  9232?? not_scared_flag  1?
0350: unknown_actor  9228?? not_scared_flag  1?
0006:  16@ =  0?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  2?  120000&&
0004:  9440?? =  11?  \\ integer values

:Label050F07
00D6: if  0?
0038:    9440?? ==  11?  \\ integer values
004D: jump_if_false Label050FC2
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label050FC2
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label050FC2
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label050FC2
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label050FC2
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label050FC2
0350: unknown_actor  9164?? not_scared_flag  1?
011A: set_actor  9164?? flags  256&
01B2: give_actor  9164?? weapon  23? ammo  300000&&  \\ Load the weapon model before using this
0243: set_actor  9164?? ped_stats_to  16?
0350: unknown_actor  9172?? not_scared_flag  0?
0350: unknown_actor  9176?? not_scared_flag  0?
0350: unknown_actor  9232?? not_scared_flag  0?
03E5: text_box "HELP45" \\ Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding.
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  9440?? =  12?  \\ integer values

:Label050FC2
00D6: if  0?
0018:    9440?? >  5?  \\ integer values
004D: jump_if_false Label0510BF
00D6: if  0?
001A:    13? >  9440??  \\ integer values
004D: jump_if_false Label0510BF
00D6: if  0?
0038:    9664?? ==  0?  \\ integer values
004D: jump_if_false Label0510BF
00D6: if  24?
051A:   unknown_actor  9180?? actor $PLAYER_ACTOR
051A:   unknown_actor  9172?? actor $PLAYER_ACTOR
051A:   unknown_actor  9176?? actor $PLAYER_ACTOR
0118:   actor  9172?? dead
0118:   actor  9176?? dead
004D: jump_if_false Label0510BF
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05103C
011A: set_actor  9180?? flags  1?

:Label05103C
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label051053
011A: set_actor  9172?? flags  1?

:Label051053
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label05106A
011A: set_actor  9176?? flags  1?

:Label05106A
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05107F
054E:  9180??

:Label05107F
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label051094
054E:  9172??

:Label051094
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label0510A9
054E:  9176??

:Label0510A9
00BC: text_highpriority "GEN3_33"  7000& ms  1? \\ ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them!
0002: jump Label0543AC

:Label0510BF
00D6: if  0?
0018:    9440?? >  7?  \\ integer values
004D: jump_if_false Label05117E
00D6: if  0?
001A:    13? >  9440??  \\ integer values
004D: jump_if_false Label05117E
00D6: if  0?
0038:    9664?? ==  0?  \\ integer values
004D: jump_if_false Label05117E
00D6: if  21?
051A:   unknown_actor  9228?? actor $PLAYER_ACTOR
051A:   unknown_actor  9232?? actor $PLAYER_ACTOR
004D: jump_if_false Label05117E
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label051127
011A: set_actor  9228?? flags  1?

:Label051127
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label05113E
011A: set_actor  9232?? flags  1?

:Label05113E
00BC: text_highpriority "GEN3_34"  7000& ms  1? \\ ~r~There ain't gonna be a deal if you shoot the Cubans!
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label051162
054E:  9180??

:Label051162
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label051177
054E:  9172??

:Label051177
0002: jump Label0543AC

:Label05117E
00D6: if  0?
0038:    9828?? ==  1?  \\ integer values
004D: jump_if_false Label0511E8
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label0511E8
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0511E8
00D6: if  0?
0038:    9844?? ==  0?  \\ integer values
004D: jump_if_false Label0511E8
0350: unknown_actor  9180?? not_scared_flag  0?
0239: actor  9180?? run_to  463.2771! -495.5872!
0004:  9844?? =  1?  \\ integer values
0004:  9828?? =  2?  \\ integer values

:Label0511E8
00D6: if  0?
0038:    9828?? ==  2?  \\ integer values
004D: jump_if_false Label05125A
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label05125A
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05125A
00D6: if  0?
00ED:   actor  9180??  0? ()near_point_on_foot  463.2771! -495.5872! radius  1!  1!
004D: jump_if_false Label05125A
0350: unknown_actor  9180?? not_scared_flag  1?
0173: set_actor  9180?? z_angle_to  69!
0004:  9828?? =  3?  \\ integer values

:Label05125A
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label0512B8
00D6: if  0?
0038:    9828?? ==  3?  \\ integer values
004D: jump_if_false Label0512B8
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0512B8
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label0512B8
00D6: if  0?
02E0: unknown_actor  9164??
004D: jump_if_false Label0512B8
04EB: unknown_actor  9180?? bank  1? account_number  5000&

:Label0512B8
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label051354
00D6: if  0?
82AD:   NOT   player $PLAYER_CHAR in_area  453.5544! -461.5191!  441.1417! -531.2878! radius  33.5! sphere  0?
004D: jump_if_false Label051354
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label051354
00D6: if  0?
82CB:   NOT   actor  9180?? bounding_sphere_visible
004D: jump_if_false Label051354
00D6: if  0?
8038:   NOT    9680?? ==  1?  \\ integer values
004D: jump_if_false Label051354
00D6: if  0?
8038:   NOT    9676?? ==  1?  \\ integer values
004D: jump_if_false Label051354
0321: kill_actor  9180??
00BC: text_highpriority "GEN3_56"  5000& ms  1? \\ ~r~Diaz was ambushed and died! Next time keep him in your sights!
0002: jump Label0543AC

:Label051354
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label052A36
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0516E5
00D6: if  0?
0038:    9492?? ==  0?  \\ integer values
004D: jump_if_false Label051494
0395: clear_area  0? at  9496??  9500?? range  9504??  5!
00A5:  9488?? = create_car #VOODOO at  9496??  9500??  9504??
053F: unknown_car  9488?? flag  0?
02AA: set_car  9488?? immune_to_nonplayer  1?
0175: set_car  9488?? z_angle_to  9508??
0129:  9280?? = create_actor  8? #HNA in_car  9488?? driverseat
054A: unknown_actor  9280?? flag  0?
01B2: give_actor  9280?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9280??
011A: set_actor  9280?? flags  1024&
011A: set_actor  9280?? flags  128&
0243: set_actor  9280?? ped_stats_to  16?
0162: tie_marker  9376?? to_actor  9280??  4?  2?
0168: show_on_radar  9376??  2?
0223: set_actor  9280?? health_to  150&
01C8:  9284?? = create_actor  8? #HNB in_car  9488?? passenger_seat  0?
054A: unknown_actor  9284?? flag  0?
01B2: give_actor  9284?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9284??
011A: set_actor  9284?? flags  1024&
011A: set_actor  9284?? flags  128&
0243: set_actor  9284?? ped_stats_to  16?
0162: tie_marker  9380?? to_actor  9284??  4?  2?
0168: show_on_radar  9380??  2?
0223: set_actor  9284?? health_to  150&
020A: set_car  9488?? door_status_to  3?
0224: set_car  9488?? health_to  5000&
00A9: set_car  9488?? to_normal_driver
0004:  9664?? =  1?  \\ integer values
0004:  9492?? =  1?  \\ integer values

:Label051494
00D6: if  0?
0038:    9492?? ==  1?  \\ integer values
004D: jump_if_false Label0514E2
00D6: if  0?
8119:   NOT   car  9488?? wrecked
004D: jump_if_false Label0514E2
02C2: car  9488?? drive_to_point  462.3186! -503.6335!  10.77767!
00AD: set_car  9488?? max_speed_to  24!
00AE: unknown_set_car  9488?? to_ignore_traffic_lights  3?
0004:  9492?? =  2?  \\ integer values

:Label0514E2
00D6: if  0?
0038:    9492?? ==  2?  \\ integer values
004D: jump_if_false Label05152D
00D6: if  0?
8119:   NOT   car  9488?? wrecked
004D: jump_if_false Label05152D
00D6: if  0?
01AD:   car  9488??  0? ()near_point  9512??  9516??  4!  4!
004D: jump_if_false Label05152D
0004:  9492?? =  3?  \\ integer values

:Label05152D
00D6: if  0?
0038:    9492?? ==  3?  \\ integer values
004D: jump_if_false Label051556
00D6: if  0?
8119:   NOT   car  9488?? wrecked
004D: jump_if_false Label051556
0004:  9492?? =  4?  \\ integer values

:Label051556
00D6: if  0?
0038:    9492?? ==  4?  \\ integer values
004D: jump_if_false Label05163B
00D6: if  0?
8119:   NOT   car  9488?? wrecked
004D: jump_if_false Label05163B
00D6: if  0?
8118:   NOT   actor  9280?? dead
004D: jump_if_false Label05163B
00D6: if  0?
8118:   NOT   actor  9284?? dead
004D: jump_if_false Label05163B
00D6: if  0?
01AD:   car  9488??  0? ()near_point  462.3186! -503.6335!  3!  3!
004D: jump_if_false Label05163B
00D6: if  0?
0038:    9828?? ==  0?  \\ integer values
004D: jump_if_false Label0515E6
00BC: text_highpriority "GEN3_19"  7000& ms  2? \\ ~g~Haitians! They're busting the deal! Protect Diaz!
0004:  9828?? =  1?  \\ integer values

:Label0515E6
00A9: set_car  9488?? to_normal_driver
0224: set_car  9488?? health_to  1000&
02AA: set_car  9488?? immune_to_nonplayer  1?
03E2: actor  9280?? exit_car
03E2: actor  9284?? exit_car
00D6: if  0?
8118:   NOT   actor  9232?? dead
004D: jump_if_false Label05161C
020E: actor  9232?? look_at_actor  9280??

:Label05161C
00D6: if  0?
8118:   NOT   actor  9228?? dead
004D: jump_if_false Label051634
020E: actor  9228?? look_at_actor  9284??

:Label051634
0004:  9492?? =  5?  \\ integer values

:Label05163B
00D6: if  0?
8118:   NOT   actor  9280?? dead
004D: jump_if_false Label0516E5
00D6: if  0?
80DF:   NOT   actor  9280?? driving
004D: jump_if_false Label0516E5
00D6: if  0?
0038:    9492?? ==  5?  \\ integer values
004D: jump_if_false Label0516E5
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0516B4
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  9280?? radius  5!  5!
004D: jump_if_false Label0516AD
01BD:  9788?? = current_time_in_ms
04EB: unknown_actor  9280?? bank  1? account_number  300000&&

:Label0516AD
0002: jump Label0516E5

:Label0516B4
01BD:  9792?? = current_time_in_ms
0084:  9796?? =  9792??  \\ integer values and handles
0060:  9796?? -=  9788??  \\ integer values
00D6: if  0?
0018:    9796?? >  1000&  \\ integer values
004D: jump_if_false Label0516E5
04EB: unknown_actor  9280?? bank  0? account_number  100?

:Label0516E5
00D6: if  0?
0019:    17@ >  14000&  \\ integer values
004D: jump_if_false Label0519AA
00D6: if  0?
0038:    9524?? ==  0?  \\ integer values
004D: jump_if_false Label051844
00D6: if  0?
0038:    9664?? ==  1?  \\ integer values
004D: jump_if_false Label051844
00D6: if  21?
0018:    9492?? >  3?  \\ integer values
0119:   car  9488?? wrecked
004D: jump_if_false Label051844
0395: clear_area  0? at  9528??  9532?? range  9536??  3!
00A5:  9520?? = create_car #VOODOO at  9528??  9532??  9536??
053F: unknown_car  9520?? flag  0?
02AA: set_car  9520?? immune_to_nonplayer  1?
0175: set_car  9520?? z_angle_to  9540??
0129:  9288?? = create_actor  8? #HNB in_car  9520?? driverseat
054A: unknown_actor  9288?? flag  0?
01B2: give_actor  9288?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9288??
011A: set_actor  9288?? flags  1024&
011A: set_actor  9288?? flags  128&
011A: set_actor  9288?? flags  8192&
0243: set_actor  9288?? ped_stats_to  16?
0162: tie_marker  9384?? to_actor  9288??  4?  2?
0168: show_on_radar  9384??  2?
0223: set_actor  9288?? health_to  130&
01C8:  9292?? = create_actor  8? #HNA in_car  9520?? passenger_seat  0?
054A: unknown_actor  9292?? flag  0?
01B2: give_actor  9292?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9292??
011A: set_actor  9292?? flags  1024&
011A: set_actor  9292?? flags  128&
0243: set_actor  9292?? ped_stats_to  16?
0162: tie_marker  9388?? to_actor  9292??  4?  2?
0168: show_on_radar  9388??  2?
0223: set_actor  9292?? health_to  130&
00A9: set_car  9520?? to_normal_driver
0224: set_car  9520?? health_to  5000&
0004:  9668?? =  1?  \\ integer values
020A: set_car  9520?? door_status_to  3?
0004:  9524?? =  1?  \\ integer values

:Label051844
00D6: if  0?
0038:    9524?? ==  1?  \\ integer values
004D: jump_if_false Label05188C
00D6: if  0?
8119:   NOT   car  9520?? wrecked
004D: jump_if_false Label05188C
00A7: unknown_car  9520?? drive_to  9544??  9548??  9552??
00AD: set_car  9520?? max_speed_to  30!
00AE: unknown_set_car  9520?? to_ignore_traffic_lights  3?
0004:  9524?? =  2?  \\ integer values

:Label05188C
00D6: if  0?
0038:    9524?? ==  2?  \\ integer values
004D: jump_if_false Label0518B5
00D6: if  0?
8119:   NOT   car  9520?? wrecked
004D: jump_if_false Label0518B5
0004:  9524?? =  3?  \\ integer values

:Label0518B5
00D6: if  0?
0038:    9524?? ==  3?  \\ integer values
004D: jump_if_false Label0518FC
00D6: if  0?
8119:   NOT   car  9520?? wrecked
004D: jump_if_false Label0518FC
02C2: car  9520?? drive_to_point  458.637! -512.0005!  10.6906!
00AD: set_car  9520?? max_speed_to  30!
0004:  9524?? =  4?  \\ integer values

:Label0518FC
00D6: if  0?
0038:    9524?? ==  4?  \\ integer values
004D: jump_if_false Label0519AA
00D6: if  0?
8119:   NOT   car  9520?? wrecked
004D: jump_if_false Label0519AA
00D6: if  0?
01AD:   car  9520??  0? ()near_point  459.637! -512.0005!  3!  3!
004D: jump_if_false Label0519AA
00A9: set_car  9520?? to_normal_driver
0224: set_car  9520?? health_to  1000&
00D6: if  0?
0038:    9828?? ==  0?  \\ integer values
004D: jump_if_false Label051979
00BC: text_highpriority "GEN3_19"  7000& ms  2? \\ ~g~Haitians! They're busting the deal! Protect Diaz!
0004:  9828?? =  1?  \\ integer values

:Label051979
00D6: if  0?
8118:   NOT   actor  9288?? dead
004D: jump_if_false Label05198E
03E2: actor  9288?? exit_car

:Label05198E
00D6: if  0?
8118:   NOT   actor  9292?? dead
004D: jump_if_false Label0519AA
03E2: actor  9292?? exit_car
0004:  9524?? =  5?  \\ integer values

:Label0519AA
00D6: if  0?
0019:    17@ >  24000&  \\ integer values
004D: jump_if_false Label051F58
00D6: if  0?
0038:    9560?? ==  0?  \\ integer values
004D: jump_if_false Label051B8B
00D6: if  0?
0038:    9668?? ==  1?  \\ integer values
004D: jump_if_false Label051B8B
00D6: if  21?
0018:    9524?? >  3?  \\ integer values
0119:   car  9520?? wrecked
004D: jump_if_false Label051B8B
0395: clear_area  0? at  9564??  9568?? range  9572??  3!
00A5:  9556?? = create_car #BURRITO at  9564??  9568??  9572??
053F: unknown_car  9556?? flag  0?
02AA: set_car  9556?? immune_to_nonplayer  1?
0175: set_car  9556?? z_angle_to  9576??
0129:  9296?? = create_actor  8? #HNA in_car  9556?? driverseat
054A: unknown_actor  9296?? flag  0?
01B2: give_actor  9296?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9296??
011A: set_actor  9296?? flags  1024&
011A: set_actor  9296?? flags  128&
0243: set_actor  9296?? ped_stats_to  16?
0223: set_actor  9296?? health_to  150&
0162: tie_marker  9392?? to_actor  9296??  4?  2?
0168: show_on_radar  9392??  2?
01C8:  9300?? = create_actor  8? #HNB in_car  9556?? passenger_seat  0?
054A: unknown_actor  9300?? flag  0?
01B2: give_actor  9300?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9300??
011A: set_actor  9300?? flags  1024&
011A: set_actor  9300?? flags  128&
0243: set_actor  9300?? ped_stats_to  16?
0162: tie_marker  9396?? to_actor  9300??  4?  2?
0168: show_on_radar  9396??  2?
01C8:  9304?? = create_actor  8? #HNB in_car  9556?? passenger_seat  1?
01B2: give_actor  9304?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9304??
011A: set_actor  9304?? flags  1024&
011A: set_actor  9304?? flags  128&
0243: set_actor  9304?? ped_stats_to  16?
0162: tie_marker  9400?? to_actor  9304??  4?  2?
0168: show_on_radar  9400??  2?
01C8:  9308?? = create_actor  8? #HNA in_car  9556?? passenger_seat  2?
01B2: give_actor  9308?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9308??
011A: set_actor  9308?? flags  1024&
011A: set_actor  9308?? flags  128&
0243: set_actor  9308?? ped_stats_to  16?
0162: tie_marker  9404?? to_actor  9308??  4?  2?
0168: show_on_radar  9404??  2?
00A9: set_car  9556?? to_normal_driver
0224: set_car  9556?? health_to  1000&
020A: set_car  9556?? door_status_to  3?
0004:  9672?? =  1?  \\ integer values
0004:  9560?? =  1?  \\ integer values

:Label051B8B
00D6: if  0?
0038:    9560?? ==  1?  \\ integer values
004D: jump_if_false Label051BC3
00D6: if  0?
8119:   NOT   car  9556?? wrecked
004D: jump_if_false Label051BC3
0477: unknown_car  9556??  2?  4000&
01BD:  9660?? = current_time_in_ms
0004:  9560?? =  2?  \\ integer values

:Label051BC3
00D6: if  0?
0038:    9560?? ==  2?  \\ integer values
004D: jump_if_false Label051C6D
00D6: if  0?
8119:   NOT   car  9556?? wrecked
004D: jump_if_false Label051C6D
01BD:  9652?? = current_time_in_ms
0084:  9656?? =  9652??  \\ integer values and handles
0060:  9656?? -=  9660??  \\ integer values
00D6: if  21?
0018:    9656?? >  3999&  \\ integer values
0495:   unknown_car_check  9556??
004D: jump_if_false Label051C6D
00D6: if  0?
8118:   NOT   actor  9296?? dead
004D: jump_if_false Label051C27
03E2: actor  9296?? exit_car

:Label051C27
00D6: if  0?
8118:   NOT   actor  9300?? dead
004D: jump_if_false Label051C3C
03E2: actor  9300?? exit_car

:Label051C3C
00D6: if  0?
8118:   NOT   actor  9304?? dead
004D: jump_if_false Label051C51
03E2: actor  9304?? exit_car

:Label051C51
00D6: if  0?
8118:   NOT   actor  9308?? dead
004D: jump_if_false Label051C66
03E2: actor  9308?? exit_car

:Label051C66
0004:  9560?? =  3?  \\ integer values

:Label051C6D
00D6: if  0?
0038:    9560?? ==  3?  \\ integer values
004D: jump_if_false Label051F58
00D6: if  0?
0038:    9336?? ==  0?  \\ integer values
004D: jump_if_false Label051CE5
00D6: if  0?
8118:   NOT   actor  9296?? dead
004D: jump_if_false Label051CE5
00D6: if  0?
80DF:   NOT   actor  9296?? driving
004D: jump_if_false Label051CE5
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label051CE5
0319: set_actor  9296?? wander_state_to  1? (off)
0239: actor  9296?? run_to  472.159! -528.149!
0411: (unknown)  9296??  0? 
0004:  9336?? =  1?  \\ integer values

:Label051CE5
00D6: if  0?
0038:    9336?? ==  1?  \\ integer values
004D: jump_if_false Label051D5A
00D6: if  0?
8118:   NOT   actor  9296?? dead
004D: jump_if_false Label051D5A
00D6: if  0?
00ED:   actor  9296??  0? ()near_point_on_foot  472.159! -528.149! radius  1!  1!
004D: jump_if_false Label051D5A
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label051D5A
0239: actor  9296?? run_to  473.9421! -522.4988!
0411: (unknown)  9296??  0? 
0004:  9336?? =  2?  \\ integer values

:Label051D5A
00D6: if  0?
0038:    9336?? ==  2?  \\ integer values
004D: jump_if_false Label051DCF
00D6: if  0?
8118:   NOT   actor  9296?? dead
004D: jump_if_false Label051DCF
00D6: if  0?
00ED:   actor  9296??  0? ()near_point_on_foot  473.9421! -522.4988! radius  1!  1!
004D: jump_if_false Label051DCF
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label051DCF
0239: actor  9296?? run_to  461.8707! -519.9242!
0411: (unknown)  9296??  0? 
0004:  9336?? =  3?  \\ integer values

:Label051DCF
00D6: if  0?
0038:    9336?? ==  3?  \\ integer values
004D: jump_if_false Label051E36
00D6: if  0?
8118:   NOT   actor  9296?? dead
004D: jump_if_false Label051E36
00D6: if  0?
00ED:   actor  9296??  0? ()near_point_on_foot  461.8707! -519.9242! radius  1!  1!
004D: jump_if_false Label051E36
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label051E36
01C9: actor  9296?? kill_actor  9164??
0004:  9336?? =  4?  \\ integer values

:Label051E36
00D6: if  0?
0038:    9340?? ==  0?  \\ integer values
004D: jump_if_false Label051EB6
00D6: if  0?
8119:   NOT   car  9556?? wrecked
004D: jump_if_false Label051EB6
00D6: if  0?
8118:   NOT   actor  9300?? dead
004D: jump_if_false Label051EB6
00D6: if  0?
80DF:   NOT   actor  9300?? driving
004D: jump_if_false Label051EB6
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label051EB6
00D6: if  0?
00F2:   actor  9300?? near_actor  9180?? radius  100!  100!  0?
004D: jump_if_false Label051EB6
01C9: actor  9300?? kill_actor  9180??
0004:  9340?? =  1?  \\ integer values

:Label051EB6
00D6: if  0?
0038:    9344?? ==  0?  \\ integer values
004D: jump_if_false Label051F07
00D6: if  0?
8118:   NOT   actor  9304?? dead
004D: jump_if_false Label051F07
00D6: if  0?
80DF:   NOT   actor  9304?? driving
004D: jump_if_false Label051F07
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label051F07
01C9: actor  9304?? kill_actor  9180??
0004:  9344?? =  1?  \\ integer values

:Label051F07
00D6: if  0?
0038:    9348?? ==  0?  \\ integer values
004D: jump_if_false Label051F58
00D6: if  0?
8118:   NOT   actor  9308?? dead
004D: jump_if_false Label051F58
00D6: if  0?
80DF:   NOT   actor  9308?? driving
004D: jump_if_false Label051F58
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label051F58
01C9: actor  9308?? kill_actor  9180??
0004:  9348?? =  1?  \\ integer values

:Label051F58
00D6: if  0?
0019:    17@ >  41000&&  \\ integer values
004D: jump_if_false Label0524E2
00D6: if  0?
0038:    9584?? ==  0?  \\ integer values
004D: jump_if_false Label052132
00D6: if  0?
0038:    9668?? ==  1?  \\ integer values
004D: jump_if_false Label052132
0395: clear_area  0? at  9588??  9592?? range  9596??  3!
00A5:  9580?? = create_car #BURRITO at  9588??  9592??  9596??
053F: unknown_car  9580?? flag  0?
02AA: set_car  9580?? immune_to_nonplayer  1?
0175: set_car  9580?? z_angle_to  9600??
0129:  9312?? = create_actor  8? #HNB in_car  9580?? driverseat
054A: unknown_actor  9312?? flag  0?
01B2: give_actor  9312?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9312??
011A: set_actor  9312?? flags  1024&
011A: set_actor  9312?? flags  128&
0243: set_actor  9312?? ped_stats_to  16?
0162: tie_marker  9408?? to_actor  9312??  4?  2?
0168: show_on_radar  9408??  2?
01C8:  9316?? = create_actor  8? #HNA in_car  9580?? passenger_seat  0?
054A: unknown_actor  9316?? flag  0?
01B2: give_actor  9316?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9316??
011A: set_actor  9316?? flags  1024&
011A: set_actor  9316?? flags  128&
011A: set_actor  9316?? flags  1?
0243: set_actor  9316?? ped_stats_to  16?
0162: tie_marker  9412?? to_actor  9316??  4?  2?
0223: set_actor  9316?? health_to  130&
0168: show_on_radar  9412??  2?
01C8:  9320?? = create_actor  8? #HNB in_car  9580?? passenger_seat  1?
01B2: give_actor  9320?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9320??
011A: set_actor  9320?? flags  1?
011A: set_actor  9320?? flags  1024&
011A: set_actor  9320?? flags  128&
0243: set_actor  9320?? ped_stats_to  16?
0162: tie_marker  9416?? to_actor  9320??  4?  2?
0223: set_actor  9320?? health_to  130&
0168: show_on_radar  9416??  2?
01C8:  9324?? = create_actor  8? #HNA in_car  9580?? passenger_seat  2?
01B2: give_actor  9324?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9324??
011A: set_actor  9324?? flags  1024&
011A: set_actor  9324?? flags  128&
011A: set_actor  9324?? flags  1?
0243: set_actor  9324?? ped_stats_to  16?
0162: tie_marker  9420?? to_actor  9324??  4?  2?
0168: show_on_radar  9420??  2?
00A9: set_car  9580?? to_normal_driver
020A: set_car  9580?? door_status_to  3?
0004:  9584?? =  1?  \\ integer values

:Label052132
00D6: if  0?
0038:    9584?? ==  1?  \\ integer values
004D: jump_if_false Label052181
00D6: if  0?
8119:   NOT   car  9580?? wrecked
004D: jump_if_false Label052181
00A7: unknown_car  9580?? drive_to  9604??  9608??  9612??
00AD: set_car  9580?? max_speed_to  22!
00AE: unknown_set_car  9580?? to_ignore_traffic_lights  3?
0004:  9676?? =  1?  \\ integer values
0004:  9584?? =  2?  \\ integer values

:Label052181
00D6: if  0?
8119:   NOT   car  9580?? wrecked
004D: jump_if_false Label05222A
00D6: if  21?
01AD:   car  9580??  0? ()near_point  9604??  9608??  10!  10!
0495:   unknown_car_check  9580??
004D: jump_if_false Label05222A
00D6: if  0?
0038:    9584?? ==  2?  \\ integer values
004D: jump_if_false Label05222A
00A9: set_car  9580?? to_normal_driver
00D6: if  0?
8118:   NOT   actor  9312?? dead
004D: jump_if_false Label0521E4
03E2: actor  9312?? exit_car

:Label0521E4
00D6: if  0?
8118:   NOT   actor  9316?? dead
004D: jump_if_false Label0521F9
03E2: actor  9316?? exit_car

:Label0521F9
00D6: if  0?
8118:   NOT   actor  9320?? dead
004D: jump_if_false Label05220E
03E2: actor  9320?? exit_car

:Label05220E
00D6: if  0?
8118:   NOT   actor  9324?? dead
004D: jump_if_false Label052223
03E2: actor  9324?? exit_car

:Label052223
0004:  9584?? =  3?  \\ integer values

:Label05222A
00D6: if  0?
0038:    9584?? ==  3?  \\ integer values
004D: jump_if_false Label0524E2
00D6: if  0?
0038:    9352?? ==  0?  \\ integer values
004D: jump_if_false Label0522AC
00D6: if  0?
8118:   NOT   actor  9312?? dead
004D: jump_if_false Label0522AC
00D6: if  0?
80DF:   NOT   actor  9312?? driving
004D: jump_if_false Label0522AC
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0522AC
00D6: if  0?
00F2:   actor  9312?? near_actor  9180?? radius  50!  100!  0?
004D: jump_if_false Label0522AC
01C9: actor  9312?? kill_actor  9180??
0004:  9352?? =  1?  \\ integer values

:Label0522AC
00D6: if  0?
0038:    9356?? ==  0?  \\ integer values
004D: jump_if_false Label05231C
00D6: if  0?
8118:   NOT   actor  9316?? dead
004D: jump_if_false Label05231C
00D6: if  0?
80DF:   NOT   actor  9316?? driving
004D: jump_if_false Label05231C
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05231C
00D6: if  0?
00F2:   actor  9316?? near_actor  9180?? radius  100!  100!  0?
004D: jump_if_false Label05231C
01C9: actor  9316?? kill_actor  9180??
0004:  9356?? =  1?  \\ integer values

:Label05231C
00D6: if  0?
0038:    9360?? ==  0?  \\ integer values
004D: jump_if_false Label05235D
00D6: if  0?
8118:   NOT   actor  9320?? dead
004D: jump_if_false Label05235D
00D6: if  0?
80DF:   NOT   actor  9320?? driving
004D: jump_if_false Label05235D
01CA: actor  9320?? kill_player $PLAYER_CHAR
0004:  9360?? =  1?  \\ integer values

:Label05235D
00D6: if  0?
0038:    9364?? ==  0?  \\ integer values
004D: jump_if_false Label0523AE
00D6: if  0?
8118:   NOT   actor  9324?? dead
004D: jump_if_false Label0523AE
00D6: if  0?
80DF:   NOT   actor  9324?? driving
004D: jump_if_false Label0523AE
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0523AE
01C9: actor  9324?? kill_actor  9180??
0004:  9364?? =  1?  \\ integer values

:Label0523AE
00D6: if  0?
8118:   NOT   actor  9312?? dead
004D: jump_if_false Label052448
00D6: if  0?
0038:    9352?? ==  1?  \\ integer values
004D: jump_if_false Label052448
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label052417
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  9312?? radius  5!  5!
004D: jump_if_false Label052410
01BD:  9800?? = current_time_in_ms
04EB: unknown_actor  9312?? bank  1? account_number  300000&&

:Label052410
0002: jump Label052448

:Label052417
01BD:  9804?? = current_time_in_ms
0084:  9808?? =  9804??  \\ integer values and handles
0060:  9808?? -=  9800??  \\ integer values
00D6: if  0?
0018:    9808?? >  500&  \\ integer values
004D: jump_if_false Label052448
04EB: unknown_actor  9312?? bank  0? account_number  100?

:Label052448
00D6: if  0?
8118:   NOT   actor  9316?? dead
004D: jump_if_false Label0524E2
00D6: if  0?
0038:    9356?? ==  1?  \\ integer values
004D: jump_if_false Label0524E2
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0524B1
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  9316?? radius  5!  5!
004D: jump_if_false Label0524AA
01BD:  9812?? = current_time_in_ms
04EB: unknown_actor  9316?? bank  1? account_number  300000&&

:Label0524AA
0002: jump Label0524E2

:Label0524B1
01BD:  9816?? = current_time_in_ms
0084:  9820?? =  9816??  \\ integer values and handles
0060:  9820?? -=  9812??  \\ integer values
00D6: if  0?
0018:    9820?? >  1000&  \\ integer values
004D: jump_if_false Label0524E2
04EB: unknown_actor  9316?? bank  0? account_number  100?

:Label0524E2
00D6: if  0?
0019:    17@ >  56000&&  \\ integer values
004D: jump_if_false Label0529F7
00D6: if  0?
0038:    9620?? ==  0?  \\ integer values
004D: jump_if_false Label05264B
00D6: if  0?
0038:    9672?? ==  1?  \\ integer values
004D: jump_if_false Label05264B
00D6: if  0?
0038:    9668?? ==  1?  \\ integer values
004D: jump_if_false Label05264B
00D6: if  21?
0018:    9524?? >  3?  \\ integer values
0119:   car  9520?? wrecked
004D: jump_if_false Label05264B
0395: clear_area  0? at  9624??  9628?? range  9632??  3!
00A5:  9616?? = create_car #VOODOO at  9624??  9628??  9632??
053F: unknown_car  9616?? flag  0?
02AA: set_car  9616?? immune_to_nonplayer  1?
0175: set_car  9616?? z_angle_to  9636??
0129:  9328?? = create_actor  8? #HNB in_car  9616?? driverseat
054A: unknown_actor  9328?? flag  0?
01B2: give_actor  9328?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9328??
011A: set_actor  9328?? flags  1024&
011A: set_actor  9328?? flags  128&
011A: set_actor  9328?? flags  1?
0243: set_actor  9328?? ped_stats_to  16?
0162: tie_marker  9424?? to_actor  9328??  4?  2?
0168: show_on_radar  9424??  2?
01C8:  9332?? = create_actor  8? #HNA in_car  9616?? passenger_seat  0?
0223: set_actor  9332?? health_to  130&
054A: unknown_actor  9332?? flag  0?
01B2: give_actor  9332?? weapon  22? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  9332??
011A: set_actor  9332?? flags  1024&
011A: set_actor  9332?? flags  128&
011A: set_actor  9332?? flags  1?
0243: set_actor  9332?? ped_stats_to  16?
0162: tie_marker  9428?? to_actor  9332??  4?  2?
0168: show_on_radar  9428??  2?
00A9: set_car  9616?? to_normal_driver
020A: set_car  9616?? door_status_to  3?
0004:  9680?? =  1?  \\ integer values
0004:  9620?? =  1?  \\ integer values

:Label05264B
00D6: if  0?
0038:    9620?? ==  1?  \\ integer values
004D: jump_if_false Label052693
00D6: if  0?
8119:   NOT   car  9616?? wrecked
004D: jump_if_false Label052693
00A7: unknown_car  9616?? drive_to  9640??  9644??  9648??
00AD: set_car  9616?? max_speed_to  30!
00AE: unknown_set_car  9616?? to_ignore_traffic_lights  3?
0004:  9620?? =  2?  \\ integer values

:Label052693
00D6: if  0?
0038:    9620?? ==  2?  \\ integer values
004D: jump_if_false Label052732
00D6: if  0?
8119:   NOT   car  9616?? wrecked
004D: jump_if_false Label052732
00D6: if  21?
01AD:   car  9616??  0? ()near_point  9640??  9644??  3.5!  3.5!
0495:   unknown_car_check  9616??
004D: jump_if_false Label052732
00A9: set_car  9616?? to_normal_driver
00D6: if  0?
8118:   NOT   actor  9328?? dead
004D: jump_if_false Label052706
00D6: if  0?
00DF:   actor  9328?? driving
004D: jump_if_false Label052706
03E2: actor  9328?? exit_car

:Label052706
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label05272B
00D6: if  0?
00DF:   actor  9332?? driving
004D: jump_if_false Label05272B
03E2: actor  9332?? exit_car

:Label05272B
0004:  9620?? =  3?  \\ integer values

:Label052732
00D6: if  0?
0038:    9620?? ==  3?  \\ integer values
004D: jump_if_false Label0529F7
00D6: if  0?
0038:    9368?? ==  0?  \\ integer values
004D: jump_if_false Label0527C4
00D6: if  0?
8119:   NOT   car  9616?? wrecked
004D: jump_if_false Label0527C4
00D6: if  0?
8118:   NOT   actor  9328?? dead
004D: jump_if_false Label0527C4
00D6: if  0?
80DF:   NOT   actor  9328?? driving
004D: jump_if_false Label0527C4
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0527C4
00D6: if  0?
00F2:   actor  9328?? near_actor  9180?? radius  50!  50!  0?
004D: jump_if_false Label0527C4
01C9: actor  9328?? kill_actor  9180??
0004:  9368?? =  1?  \\ integer values

:Label0527C4
00D6: if  0?
0038:    9372?? ==  0?  \\ integer values
004D: jump_if_false Label05282A
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label05282A
00D6: if  0?
80DF:   NOT   actor  9332?? driving
004D: jump_if_false Label05282A
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label05282A
0319: set_actor  9332?? wander_state_to  1? (off)
0239: actor  9332?? run_to  456.27! -524.856!
0411: (unknown)  9332??  0? 
0004:  9372?? =  1?  \\ integer values

:Label05282A
00D6: if  0?
0038:    9372?? ==  1?  \\ integer values
004D: jump_if_false Label0528A6
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label0528A6
00D6: if  0?
00ED:   actor  9332??  0? ()near_point_on_foot  456.27! -524.856! radius  1!  1!
004D: jump_if_false Label0528A6
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label0528A6
0319: set_actor  9332?? wander_state_to  1? (off)
0239: actor  9332?? run_to  472.159! -528.149!
0411: (unknown)  9332??  0? 
0004:  9372?? =  2?  \\ integer values

:Label0528A6
00D6: if  0?
0038:    9372?? ==  2?  \\ integer values
004D: jump_if_false Label05291B
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label05291B
00D6: if  0?
00ED:   actor  9332??  0? ()near_point_on_foot  472.159! -528.149! radius  1!  1!
004D: jump_if_false Label05291B
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label05291B
0239: actor  9332?? run_to  473.9421! -522.4988!
0411: (unknown)  9332??  0? 
0004:  9372?? =  3?  \\ integer values

:Label05291B
00D6: if  0?
0038:    9372?? ==  3?  \\ integer values
004D: jump_if_false Label052990
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label052990
00D6: if  0?
00ED:   actor  9332??  0? ()near_point_on_foot  473.9421! -522.4988! radius  1!  1!
004D: jump_if_false Label052990
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label052990
0239: actor  9332?? run_to  461.8707! -519.9242!
0411: (unknown)  9332??  0? 
0004:  9372?? =  4?  \\ integer values

:Label052990
00D6: if  0?
0038:    9372?? ==  4?  \\ integer values
004D: jump_if_false Label0529F7
00D6: if  0?
8118:   NOT   actor  9332?? dead
004D: jump_if_false Label0529F7
00D6: if  0?
00ED:   actor  9332??  0? ()near_point_on_foot  461.8707! -519.9242! radius  1!  1!
004D: jump_if_false Label0529F7
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label0529F7
01C9: actor  9332?? kill_actor  9164??
0004:  9372?? =  5?  \\ integer values

:Label0529F7
00D6: if  0?
0119:   car  9488?? wrecked
004D: jump_if_false Label052A0C
01C3: remove_references_to_car  9488??  \\ Like turning a car into any random car

:Label052A0C
00D6: if  0?
0119:   car  9520?? wrecked
004D: jump_if_false Label052A21
01C3: remove_references_to_car  9520??  \\ Like turning a car into any random car

:Label052A21
00D6: if  0?
0119:   car  9556?? wrecked
004D: jump_if_false Label052A36
01C3: remove_references_to_car  9556??  \\ Like turning a car into any random car

:Label052A36
00D6: if  0?
0038:    9440?? ==  12?  \\ integer values
004D: jump_if_false Label052B4A
00D6: if  0?
0038:    9680?? ==  1?  \\ integer values
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9280?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9284?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9288?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9292?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9296?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9300?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9304?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9308?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9312?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9316?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9320?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9324?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9328?? dead
004D: jump_if_false Label052B4A
00D6: if  0?
0118:   actor  9332?? dead
004D: jump_if_false Label052B4A
00BE: text_clear_all
0004:  9440?? =  13?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label052B4A
00D6: if  0?
0038:    9440?? ==  13?  \\ integer values
004D: jump_if_false Label052F6D
00D6: if  0?
0019:    16@ >  100?  \\ integer values
004D: jump_if_false Label052F6D
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0247: request_model #SANCHEZ

:Label052B7E
00D6: if  0?
8248:   NOT   model #SANCHEZ available
004D: jump_if_false Label052B99
0001: wait  0? ms
0002: jump Label052B7E

:Label052B99
03CF: load_wav "SNIPER" as  1?
03CF: load_wav "COL3_24" as  2?

:Label052BB1
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label052BCF
0001: wait  0? ms
0002: jump Label052BB1

:Label052BCF
00A5:  9684?? = create_car #SANCHEZ at  467.9877! -432.7724!  9.5777!
0229: set_car  9684?? color_to  6?  6?
0175: set_car  9684?? z_angle_to  176.3589!
0129:  9692?? = create_actor  8? #HNB in_car  9684?? driverseat
01ED: spawn_actor  9692??
02A9: set_actor  9692?? immune_to_nonplayer  1?
02AA: set_car  9684?? immune_to_nonplayer  1?
00A9: set_car  9684?? to_normal_driver
00AD: set_car  9684?? max_speed_to  20!
02C2: car  9684?? drive_to_point  461.5507! -495.9435!  10.06!
04E0: unknown_car  9684??  5?
00AE: unknown_set_car  9684?? to_ignore_traffic_lights  2?
00A5:  9696?? = create_car #SANCHEZ at  465.387! -430.1095!  9.53!
0229: set_car  9696?? color_to  6?  6?
0175: set_car  9696?? z_angle_to  176.3589!
0129:  9700?? = create_actor  8? #HNB in_car  9696?? driverseat
01ED: spawn_actor  9700??
02A9: set_actor  9700?? immune_to_nonplayer  1?
02AA: set_car  9696?? immune_to_nonplayer  1?
00A9: set_car  9696?? to_normal_driver
00AD: set_car  9696?? max_speed_to  30!
02C2: car  9696?? drive_to_point  449.048! -548.812!  9.71657!
04E0: unknown_car  9696??  5?
0395: clear_area  0? at  459.17! -384.687! range  300!  300!
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label052CEB
0519: unknown_car  9184?? flag  0?

:Label052CEB
00A6: destroy_car  9208??
00A6: destroy_car  9488??
00A6: destroy_car  9520??
00A6: destroy_car  9556??
00A6: destroy_car  9580??
00A6: destroy_car  9616??
00A6: destroy_car  9184??
0108: destroy_object  9732??
009B: destroy_actor_instantly  9228??
009B: destroy_actor_instantly  9232??
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #HNA
00A5:  9184?? = create_car #ADMIRAL at  462.8591! -482.4778!  10.09055!
0175: set_car  9184?? z_angle_to  177.3171!
0229: set_car  9184?? color_to  8?  8?
020A: set_car  9184?? door_status_to  3?
02AA: set_car  9184?? immune_to_nonplayer  1?
053F: unknown_car  9184?? flag  0?
00A5:  9208?? = create_car #CUBAN at  466.8876! -495.2599!  10.79347!
0175: set_car  9208?? z_angle_to  339.8893!
053F: unknown_car  9208?? flag  0?
00A5:  9488?? = create_car #VOODOO at  464.6875! -501.6888!  10.79347!
0175: set_car  9488?? z_angle_to  327.731!
053F: unknown_car  9488?? flag  0?
0107:  9732?? = create_object -120? (BRIEFCASE) at  461.5507! -495.9435!  10.06!
0249: release_model #CUBAN
0249: release_model #VOODOO
0249: release_model #TEC9
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  452.2447! -472.5703! -5!  462.9531! -541.2667!  12.743!
004D: jump_if_false Label052E15
0004:  9736?? =  1?  \\ integer values

:Label052E15
00D6: if  0?
0038:    9736?? ==  1?  \\ integer values
004D: jump_if_false Label052E4C
0055: put_player $PLAYER_CHAR at  453.3544! -508.6663!  9.9747!
0171: set_player $PLAYER_CHAR z_angle_to  174.428!
0002: jump Label052E6A

:Label052E4C
0055: put_player $PLAYER_CHAR at  454.112! -503.8624!  16.9188!
0171: set_player $PLAYER_CHAR z_angle_to  162.0138!

:Label052E6A
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label052EAF
04EB: unknown_actor  9180?? bank  0? account_number  100?
02A9: set_actor  9180?? immune_to_nonplayer  1?
00A1: put_actor  9180?? at  463.8191! -496.5726!  10.0225!
0173: set_actor  9180?? z_angle_to  154.3421!
02E2: set_actor  9180?? weapon_accuracy_to  70?

:Label052EAF
00D6: if  0?
8118:   NOT   actor  9172?? dead
004D: jump_if_false Label052EF9
00A1: put_actor  9172?? at  464.8956! -493.4782!  10.0225!
0173: set_actor  9172?? z_angle_to  167.202!
0350: unknown_actor  9172?? not_scared_flag  1?
02E2: set_actor  9172?? weapon_accuracy_to  70?
02A9: set_actor  9172?? immune_to_nonplayer  1?
0002: jump Label052F02

:Label052EF9
009B: destroy_actor_instantly  9172??
0249: release_model #CLA

:Label052F02
00D6: if  0?
8118:   NOT   actor  9176?? dead
004D: jump_if_false Label052F4C
00A1: put_actor  9176?? at  463.9327! -505.5049!  9.9656!
0173: set_actor  9176?? z_angle_to  90.4333!
0350: unknown_actor  9176?? not_scared_flag  1?
02E2: set_actor  9176?? weapon_accuracy_to  60?
02A9: set_actor  9176?? immune_to_nonplayer  1?
0002: jump Label052F55

:Label052F4C
009B: destroy_actor_instantly  9176??
0249: release_model #CLB

:Label052F55
0151: remove_status_text  9196??
0151: remove_status_text  9840??
0004:  9440?? =  14?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label052F6D
00D6: if  0?
0038:    9440?? ==  14?  \\ integer values
004D: jump_if_false Label052FFC
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label052FFC
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label052FFC
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label052FFC
00D6: if  0?
8118:   NOT   actor  9700?? dead
004D: jump_if_false Label052FFC
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label052FFC
00D6: if  0?
00DB:   actor  9700?? in_car  9696??
004D: jump_if_false Label052FFC
0158: camera_on_vehicle  9696??  14?  2?
0006:  16@ =  0?  \\ integer values
0004:  9440?? =  15?  \\ integer values

:Label052FFC
00D6: if  0?
0038:    9440?? ==  15?  \\ integer values
004D: jump_if_false Label05313F
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label05313F
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label05313F
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label05313F
00D6: if  0?
8118:   NOT   actor  9700?? dead
004D: jump_if_false Label05313F
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label05313F
00D6: if  0?
00DB:   actor  9700?? in_car  9696??
004D: jump_if_false Label05313F
00D6: if  0?
01AD:   car  9684??  0? ()near_point  460.9107! -477.6669!  5!  5!
004D: jump_if_false Label0530D8
015F: set_camera_position  454.5264! -507.1066!  13.64925!  0!  0!  0!
0158: camera_on_vehicle  9684??  15?  2?
0004:  9440?? =  16?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label05313F

:Label0530D8
00D6: if  0?
0019:    16@ >  15000&  \\ integer values
004D: jump_if_false Label05313F
00AB: put_car  9684?? at  460.9107! -477.6669! -100!
0175: set_car  9684?? z_angle_to  169.954!
00D6: if  0?
8448:   NOT   actor  9692?? in_car  9684??
004D: jump_if_false Label053124
036A: put_actor  9692?? in_car  9684??

:Label053124
02C2: car  9684?? drive_to_point  461.5507! -495.9435!  10.06!
0006:  16@ =  0?  \\ integer values

:Label05313F
00D6: if  0?
0038:    9440?? ==  16?  \\ integer values
004D: jump_if_false Label0532E3
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label0532E3
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label0532E3
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label0532E3
00D6: if  0?
01AD:   car  9684??  0? ()near_point  461.5507! -495.9435!  1.5!  1.5!
004D: jump_if_false Label053290
0108: destroy_object  9732??
00BC: text_highpriority "GEN3_35"  7000& ms  2? \\ ~g~He's stolen Diaz's money!
0187:  9688?? = create_marker_above_actor  9692??
00AE: unknown_set_car  9684?? to_ignore_traffic_lights  2?
00AD: set_car  9684?? max_speed_to  16!
02C2: car  9684?? drive_to_point  449.048! -548.812!  9.71657!
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053213
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label053213
01C9: actor  9180?? kill_actor  9692??

:Label053213
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label05323B
00D6: if  0?
8118:   NOT   actor  9700?? dead
004D: jump_if_false Label05323B
01C9: actor  9164?? kill_actor  9700??

:Label05323B
00BC: text_highpriority "GEN3_53"  5000& ms  1? \\ MY MONEY!
03D1: play_wav  2?

:Label05324E
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05326D
0001: wait  0? ms
0002: jump Label05324E

:Label05326D
040D: unload_wav  2?
03D5: remove_text "GEN3_53" \\ MY MONEY!
0004:  9440?? =  17?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label0532E3

:Label053290
00D6: if  0?
0019:    16@ >  15000&  \\ integer values
004D: jump_if_false Label0532E3
00AB: put_car  9684?? at  461.5507! -495.9435! -100!
0175: set_car  9684?? z_angle_to  169.954!
00D6: if  0?
8448:   NOT   actor  9692?? in_car  9684??
004D: jump_if_false Label0532DC
036A: put_actor  9692?? in_car  9684??

:Label0532DC
0006:  16@ =  0?  \\ integer values

:Label0532E3
00D6: if  0?
0038:    9440?? ==  17?  \\ integer values
004D: jump_if_false Label053524
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label053524
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label053524
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label053524
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053524
00D6: if  0?
01AD:   car  9684??  0? ()near_point  449.048! -548.812!  7.5!  7.5!
004D: jump_if_false Label0534D1
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label053375
00AF: set_car  9696?? driver_behaviour_to  10?

:Label053375
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  9700?? dead
004D: jump_if_false Label05338E
0321: kill_actor  9700??

:Label05338E
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label0533AD
0001: wait  0? ms
0002: jump Label05338E

:Label0533AD
040D: unload_wav  1?
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label0533D0
036A: put_actor  9180?? in_car  9184??
054A: unknown_actor  9180?? flag  0?

:Label0533D0
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label053411
00AB: put_car  9184?? at  460.7918! -488.6781!  10.0225!
0175: set_car  9184?? z_angle_to  177.0297!
02AC: set_car  9184?? immunities  1?  1?  1?  1?  1?

:Label053411
009B: destroy_actor_instantly  9172??
0249: release_model #CLA
009B: destroy_actor_instantly  9176??
0249: release_model #CLB
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label053451
00AB: put_car  9696?? at  453.323! -541.0601!  9.7917!
0175: set_car  9696?? z_angle_to  161.5261!

:Label053451
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01EB: set_car_density_to  1!
032B:  9848?? = create_weapon_pickup #UZI  3? ammo  90? at  455.9854! -531.2479!  10.7576!
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label05349E
0161: tie_marker  9836?? to_car  9696??  0?  1?

:Label05349E
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label0534B5
0519: unknown_car  9184?? flag  1?

:Label0534B5
0006:  16@ =  0?  \\ integer values
0004:  9204?? =  1?  \\ integer values
0004:  9440?? =  18?  \\ integer values
0002: jump Label053524

:Label0534D1
00D6: if  0?
0019:    16@ >  25000&  \\ integer values
004D: jump_if_false Label053524
00AB: put_car  9684?? at  449.048! -548.812! -100!
0175: set_car  9684?? z_angle_to  169.954!
00D6: if  0?
8448:   NOT   actor  9692?? in_car  9684??
004D: jump_if_false Label05351D
036A: put_actor  9692?? in_car  9684??

:Label05351D
0006:  16@ =  0?  \\ integer values

:Label053524
00D6: if  0?
0038:    9440?? ==  18?  \\ integer values
004D: jump_if_false Label05360F
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label05360B
00D6: if  0?
0038:    9852?? ==  0?  \\ integer values
004D: jump_if_false Label05356B
03CF: load_wav "COL3_25" as  1?
0004:  9852?? =  1?  \\ integer values

:Label05356B
00D6: if  0?
0038:    9852?? ==  1?  \\ integer values
004D: jump_if_false Label053593
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label053593
0004:  9852?? =  2?  \\ integer values

:Label053593
00D6: if  0?
0038:    9852?? ==  2?  \\ integer values
004D: jump_if_false Label0535BF
00BC: text_highpriority "GEN3_54"  5000& ms  1? \\ Don't just stand there, you pricks, chase that Haitian dickhead down!
03D1: play_wav  1?
0004:  9852?? =  3?  \\ integer values

:Label0535BF
00D6: if  0?
0038:    9852?? ==  3?  \\ integer values
004D: jump_if_false Label053604
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label053604
040D: unload_wav  1?
03D5: remove_text "GEN3_54" \\ Don't just stand there, you pricks, chase that Haitian dickhead down!
00BC: text_highpriority "GEN3_36"  7000& ms  2? \\ ~g~Grab the bike, chase him down and get Diaz's money back!
0004:  9852?? =  4?  \\ integer values

:Label053604
0002: jump Label05360F

:Label05360B
040D: unload_wav  1?

:Label05360F
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label05370C
00D6: if  0?
0442:   player $PLAYER_CHAR in_car  9696??
004D: jump_if_false Label05370C
00D6: if  0?
0038:    9860?? ==  0?  \\ integer values
004D: jump_if_false Label05366F
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label05366F
03E5: text_box "GEN3_63" \\ As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~.
0006:  16@ =  0?  \\ integer values
0004:  9860?? =  1?  \\ integer values

:Label05366F
00D6: if  0?
0038:    9860?? ==  1?  \\ integer values
004D: jump_if_false Label0536CF
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0536B7
03E5: text_box "GEN3_66" \\ To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006:  16@ =  0?  \\ integer values
0004:  9860?? =  2?  \\ integer values
0002: jump Label0536CF

:Label0536B7
03E5: text_box "GEN3_64" \\ To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button.
0006:  16@ =  0?  \\ integer values
0004:  9860?? =  2?  \\ integer values

:Label0536CF
00D6: if  0?
0038:    9860?? ==  2?  \\ integer values
004D: jump_if_false Label05370C
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label05370C
03E5: text_box "GEN3_67" \\ You must have a sub machine gun to shoot forwards on a motorbike.
0006:  16@ =  0?  \\ integer values
0004:  9860?? =  3?  \\ integer values

:Label05370C
00D6: if  0?
0038:    9832?? ==  0?  \\ integer values
004D: jump_if_false Label053789
00D6: if  0?
0018:    9440?? >  17?  \\ integer values
004D: jump_if_false Label053789
00D6: if  0?
8038:   NOT    9440?? ==  50?  \\ integer values
004D: jump_if_false Label053789
00D6: if  0?
8119:   NOT   car  9696?? wrecked
004D: jump_if_false Label053789
00D6: if  22?
0443:   player $PLAYER_CHAR in_a_car
81FC:   NOT   player $PLAYER_CHAR near_car  9696?? radius  65!  65!  0?
0018:    9724?? >  0?  \\ integer values
004D: jump_if_false Label053789
0164: disable_marker  9836??
0004:  9832?? =  1?  \\ integer values

:Label053789
00D6: if  0?
0018:    9440?? >  17?  \\ integer values
004D: jump_if_false Label05382A
00D6: if  0?
001A:    20? >  9440??  \\ integer values
004D: jump_if_false Label05382A
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label05382A
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label05382A
00D6: if  0?
02CB:   actor  9692?? bounding_sphere_visible
004D: jump_if_false Label05382A
00D6: if  0?
0448:   actor  9692?? in_car  9684??
004D: jump_if_false Label05382A
00D6: if  0?
00EB:   player $PLAYER_CHAR  0? ()near_actor_in_car  9692?? radius  50!  50!
004D: jump_if_false Label053820
00AD: set_car  9684?? max_speed_to  30!
0002: jump Label05382A

:Label053820
00AD: set_car  9684?? max_speed_to  22!

:Label05382A
00D6: if  0?
0038:    9440?? ==  18?  \\ integer values
004D: jump_if_false Label0538AA
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label0538AA
0050: gosub Label05492D
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label0538AA
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label0538AA
00D6: if  0?
01AD:   car  9684??  0? ()near_point  258.262! -957.993!  10!  10!
004D: jump_if_false Label0538AA
0004:  9204?? =  1?  \\ integer values
0004:  9440?? =  19?  \\ integer values

:Label0538AA
00D6: if  0?
0038:    9440?? ==  19?  \\ integer values
004D: jump_if_false Label05392A
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label05392A
0050: gosub Label05492D
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label05392A
00D6: if  0?
00DB:   actor  9692?? in_car  9684??
004D: jump_if_false Label05392A
00D6: if  0?
01AD:   car  9684??  0? ()near_point  191.64! -1305!  10!  10!
004D: jump_if_false Label05392A
0004:  9204?? =  1?  \\ integer values
0004:  9440?? =  20?  \\ integer values

:Label05392A
00D6: if  0?
0038:    9440?? ==  20?  \\ integer values
004D: jump_if_false Label053953
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label053953
0050: gosub Label05492D

:Label053953
00D6: if  0?
0018:    9440?? >  17?  \\ integer values
004D: jump_if_false Label053A10
00D6: if  0?
8038:   NOT    9440?? ==  50?  \\ integer values
004D: jump_if_false Label053A10
00D6: if  0?
0038:    9724?? ==  0?  \\ integer values
004D: jump_if_false Label053A10
00D6: if  0?
0118:   actor  9692?? dead
004D: jump_if_false Label053A10
00D6: if  0?
056D:   unknown_actor  9692?? dead_but_active
004D: jump_if_false Label0539F3
0164: disable_marker  9688??
04A5: unknown_store_dead_actor  9692?? position_to  9772??  9776??  9780??
0213:  9188?? = create_pickup -120? (BRIEFCASE) type  3? at  9772??  9776??  9780??
03DC:  9192?? = create_marker_above_pickup  9188??
00BC: text_highpriority "GEN3_29"  7000& ms  2? \\ ~g~Collect the briefcase and take it back to Diaz.
0004:  9724?? =  1?  \\ integer values
0002: jump Label053A10

:Label0539F3
00BC: text_highpriority "GEN3_50"  5000& ms  1? \\ ~r~You lost Diaz's money! Next time try not to reduce the money to ashes!
0004:  9724?? =  1?  \\ integer values
0002: jump Label0543AC

:Label053A10
00D6: if  0?
0038:    9724?? ==  1?  \\ integer values
004D: jump_if_false Label053A61
00D6: if  0?
0214:   pickup  9188?? picked_up
004D: jump_if_false Label053A61
0164: disable_marker  9192??
00BC: text_highpriority "GEN3_28"  7000& ms  2? \\ ~g~Take the briefcase back to Diaz.
018A:  9728?? = create_checkpoint_at  461.1141! -483.7427!  10.0225!
0004:  9724?? =  2?  \\ integer values

:Label053A61
00D6: if  0?
0038:    9724?? ==  2?  \\ integer values
004D: jump_if_false Label053DE3
00D6: if  0?
00E7:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  462.8465! -488.8573! radius  1!  1!
004D: jump_if_false Label053DE3
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053DE3
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label053DE3
0395: clear_area  1? at  461.1141! -483.7427! range  50!  50!
0164: disable_marker  9728??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0519: unknown_car  9184?? flag  0?
015F: set_camera_position  458.3597! -492.0299!  11.40805!  0!  0!  0!
0160: point_camera  459.0232! -491.3191!  11.1746!  2?
022D: set_actor  9180?? to_look_at_player $PLAYER_CHAR
022E: set_player $PLAYER_CHAR to_look_at_actor  9180??
0395: clear_area  0? at  459.03! -492.26! range  50!  50!
0055: put_player $PLAYER_CHAR at  462.3976! -488.8137!  10.0225!
0171: set_player $PLAYER_CHAR z_angle_to  94.7362!
022E: set_player $PLAYER_CHAR to_look_at_actor  9180??
020F: actor  9180?? look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor  9180??
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
01B9: set_actor  9180?? armed_weapon_to  0?
01C3: remove_references_to_car  9208??  \\ Like turning a car into any random car
01C3: remove_references_to_car  9488??  \\ Like turning a car into any random car
00A6: destroy_car  9684??
00A6: destroy_car  9696??
0395: clear_area  0? at  462.5829! -507.5089! range  10.62216!  1!
00A5:  9684?? = create_car #SANCHEZ at  462.5829! -507.5089!  10.62216!
0175: set_car  9684?? z_angle_to  345.749!
0229: set_car  9684?? color_to  6?  6?
01C3: remove_references_to_car  9208??  \\ Like turning a car into any random car
01C3: remove_references_to_car  9488??  \\ Like turning a car into any random car
0395: clear_area  1? at  460.8782! -495.8145! range  10.018!  2!
0395: clear_area  1? at  460.3542! -498.9017! range  9.9931!  2!
0395: clear_area  1? at  459.4139! -503.3691! range  9.9561!  2!
0395: clear_area  1? at  458.4541! -507.1656! range  9.9158!  2!
0395: clear_area  1? at  457.2427! -513.5924! range  9.8549!  2!
03CF: load_wav "COL3_12" as  1?
03CF: load_wav "COL3_13" as  2?

:Label053C77
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label053C95
0001: wait  0? ms
0002: jump Label053C77

:Label053C95
00BC: text_highpriority "GEN3_9"  5000& ms  1? \\ I live! Dickheads! And it's all down to you! What is your name?
03D1: play_wav  1?

:Label053CA8
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053CC7
0001: wait  0? ms
0002: jump Label053CA8

:Label053CC7
040D: unload_wav  1?
03D5: remove_text "GEN3_9" \\ I live! Dickheads! And it's all down to you! What is your name?
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label053CEE
0158: camera_on_vehicle  9184??  14?  2?

:Label053CEE
015F: set_camera_position  464.5828! -484.9439!  11.91287!  0!  0!  0!
0160: point_camera  463.8417! -485.5769!  11.68894!  2?
00BC: text_highpriority "GEN3_10"  5000& ms  1? \\ Tommy.
03D1: play_wav  2?

:Label053D34
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label053D53
0001: wait  0? ms
0002: jump Label053D34

:Label053D53
040D: unload_wav  2?
03D5: remove_text "GEN3_10" \\ Tommy.
03CF: load_wav "COL3_14" as  1?
03CF: load_wav "COL3_15" as  2?

:Label053D79
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label053D97
0001: wait  0? ms
0002: jump Label053D79

:Label053D97
00BC: text_highpriority "GEN3_11"  5000& ms  1? \\ I see you soon, amigo, I think!
03D1: play_wav  1?

:Label053DAA
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053DC9
0001: wait  0? ms
0002: jump Label053DAA

:Label053DC9
040D: unload_wav  1?
03D5: remove_text "GEN3_11" \\ I see you soon, amigo, I think!
0004:  9724?? =  3?  \\ integer values
009B: destroy_actor_instantly  9164??

:Label053DE3
00D6: if  0?
0038:    9724?? ==  3?  \\ integer values
004D: jump_if_false Label053E5B
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053E5B
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label053E5B
00D6: if  0?
0448:   actor  9180?? in_car  9184??
004D: jump_if_false Label053E5B
00AD: set_car  9184?? max_speed_to  20!
00A7: unknown_car  9184?? drive_to  454! -629.2!  9.65577!
00AE: unknown_set_car  9184?? to_ignore_traffic_lights  2?
0006:  16@ =  0?  \\ integer values
0004:  9724?? =  4?  \\ integer values

:Label053E5B
00D6: if  0?
0038:    9724?? ==  4?  \\ integer values
004D: jump_if_false Label053F2C
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label053F2C
00D6: if  21?
81FC:   NOT   player $PLAYER_CHAR near_car  9184?? radius  30!  30!  0?
0019:    16@ >  15000&  \\ integer values
004D: jump_if_false Label053F2C
0230: set_player $PLAYER_CHAR stop_looking
0372: set_actor $PLAYER_ACTOR anim  3? wait_state_time  2000& ms
00BC: text_highpriority "GEN3_12"  5000& ms  1? \\ Shit. Where's that guy Lance?
03D1: play_wav  2?

:Label053EC6
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label053EE5
0001: wait  0? ms
0002: jump Label053EC6

:Label053EE5
040D: unload_wav  2?
03D5: remove_text "GEN3_12" \\ Shit. Where's that guy Lance?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  9180?? dead
004D: jump_if_false Label053F11
022F: set_actor  9180?? stop_looking

:Label053F11
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0002: jump Label0543C1
0004:  9724?? =  5?  \\ integer values

:Label053F2C
00D6: if  0?
0038:    9720?? ==  1?  \\ integer values
004D: jump_if_false Label053F9D
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label053F9D
00D6: if  0?
8320:   NOT   actor  9164?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label053F9D
00D6: if  0?
0038:    9160?? ==  0?  \\ integer values
004D: jump_if_false Label053F9D
00BC: text_highpriority "GEN3_23"  10000& ms  1? \\ ~g~You've left Lance behind! Go and get him!
0164: disable_marker  9436??
0187:  9168?? = create_marker_above_actor  9164??
0004:  9440?? =  50?  \\ integer values
0004:  9160?? =  1?  \\ integer values

:Label053F9D
00D6: if  0?
0038:    9440?? ==  50?  \\ integer values
004D: jump_if_false Label054020
00D6: if  0?
8118:   NOT   actor  9164?? dead
004D: jump_if_false Label054020
00D6: if  0?
0320:   actor  9164?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label054020
00D6: if  0?
0038:    9160?? ==  1?  \\ integer values
004D: jump_if_false Label054020
018A:  9436?? = create_checkpoint_at  9236??  9240??  11.062!
0164: disable_marker  9168??
03D5: remove_text "GEN3_23" \\ ~g~You've left Lance behind! Go and get him!
00BC: text_highpriority "GEN3_44"  5000& ms  2? \\ ~g~Go with Lance to the drop off and watch over Diaz.
0004:  9160?? =  0?  \\ integer values
0004:  9440?? =  2?  \\ integer values

:Label054020
00D6: if  0?
0018:    9440?? >  11?  \\ integer values
004D: jump_if_false Label054086
00D6: if  0?
0118:   actor  9228?? dead
004D: jump_if_false Label054047
01C2: remove_references_to_actor  9228??  \\ Like turning an actor into a random pedestrian

:Label054047
00D6: if  0?
0118:   actor  9232?? dead
004D: jump_if_false Label05405C
01C2: remove_references_to_actor  9232??  \\ Like turning an actor into a random pedestrian

:Label05405C
00D6: if  0?
0118:   actor  9172?? dead
004D: jump_if_false Label054071
01C2: remove_references_to_actor  9172??  \\ Like turning an actor into a random pedestrian

:Label054071
00D6: if  0?
0118:   actor  9176?? dead
004D: jump_if_false Label054086
01C2: remove_references_to_actor  9176??  \\ Like turning an actor into a random pedestrian

:Label054086
00D6: if  0?
0018:    9492?? >  1?  \\ integer values
004D: jump_if_false Label0540CC
00D6: if  0?
0118:   actor  9280?? dead
004D: jump_if_false Label0540B2
0164: disable_marker  9376??
01C2: remove_references_to_actor  9280??  \\ Like turning an actor into a random pedestrian

:Label0540B2
00D6: if  0?
0118:   actor  9284?? dead
004D: jump_if_false Label0540CC
0164: disable_marker  9380??
01C2: remove_references_to_actor  9284??  \\ Like turning an actor into a random pedestrian

:Label0540CC
00D6: if  0?
0018:    9524?? >  1?  \\ integer values
004D: jump_if_false Label054112
00D6: if  0?
0118:   actor  9288?? dead
004D: jump_if_false Label0540F8
0164: disable_marker  9384??
01C2: remove_references_to_actor  9288??  \\ Like turning an actor into a random pedestrian

:Label0540F8
00D6: if  0?
0118:   actor  9292?? dead
004D: jump_if_false Label054112
0164: disable_marker  9388??
01C2: remove_references_to_actor  9292??  \\ Like turning an actor into a random pedestrian

:Label054112
00D6: if  0?
0018:    9560?? >  1?  \\ integer values
004D: jump_if_false Label05418C
00D6: if  0?
0118:   actor  9296?? dead
004D: jump_if_false Label05413E
0164: disable_marker  9392??
01C2: remove_references_to_actor  9296??  \\ Like turning an actor into a random pedestrian

:Label05413E
00D6: if  0?
0118:   actor  9300?? dead
004D: jump_if_false Label054158
0164: disable_marker  9396??
01C2: remove_references_to_actor  9300??  \\ Like turning an actor into a random pedestrian

:Label054158
00D6: if  0?
0118:   actor  9304?? dead
004D: jump_if_false Label054172
0164: disable_marker  9400??
01C2: remove_references_to_actor  9304??  \\ Like turning an actor into a random pedestrian

:Label054172
00D6: if  0?
0118:   actor  9308?? dead
004D: jump_if_false Label05418C
0164: disable_marker  9404??
01C2: remove_references_to_actor  9308??  \\ Like turning an actor into a random pedestrian

:Label05418C
00D6: if  0?
0018:    9584?? >  1?  \\ integer values
004D: jump_if_false Label054206
00D6: if  0?
0118:   actor  9312?? dead
004D: jump_if_false Label0541B8
0164: disable_marker  9408??
01C2: remove_references_to_actor  9312??  \\ Like turning an actor into a random pedestrian

:Label0541B8
00D6: if  0?
0118:   actor  9316?? dead
004D: jump_if_false Label0541D2
0164: disable_marker  9412??
01C2: remove_references_to_actor  9316??  \\ Like turning an actor into a random pedestrian

:Label0541D2
00D6: if  0?
0118:   actor  9320?? dead
004D: jump_if_false Label0541EC
0164: disable_marker  9416??
01C2: remove_references_to_actor  9320??  \\ Like turning an actor into a random pedestrian

:Label0541EC
00D6: if  0?
0118:   actor  9324?? dead
004D: jump_if_false Label054206
0164: disable_marker  9420??
01C2: remove_references_to_actor  9324??  \\ Like turning an actor into a random pedestrian

:Label054206
00D6: if  0?
0018:    9620?? >  1?  \\ integer values
004D: jump_if_false Label05424C
00D6: if  0?
0118:   actor  9328?? dead
004D: jump_if_false Label054232
0164: disable_marker  9424??
01C2: remove_references_to_actor  9328??  \\ Like turning an actor into a random pedestrian

:Label054232
00D6: if  0?
0118:   actor  9332?? dead
004D: jump_if_false Label05424C
0164: disable_marker  9428??
01C2: remove_references_to_actor  9332??  \\ Like turning an actor into a random pedestrian

:Label05424C
00D6: if  0?
0018:    9440?? >  1?  \\ integer values
004D: jump_if_false Label0542A8
00D6: if  0?
001A:    21? >  9440??  \\ integer values
004D: jump_if_false Label0542A8
00D6: if  0?
001A:    3? >  9724??  \\ integer values
004D: jump_if_false Label0542A8
00D6: if  0?
0118:   actor  9164?? dead
004D: jump_if_false Label0542A8
00BC: text_highpriority "GEN3_25"  5000& ms  1? \\ ~r~Lance died!
0002: jump Label0543AC

:Label0542A8
00D6: if  0?
0038:    9440?? ==  50?  \\ integer values
004D: jump_if_false Label0542E0
00D6: if  0?
0118:   actor  9164?? dead
004D: jump_if_false Label0542E0
00BC: text_highpriority "GEN3_25"  5000& ms  1? \\ ~r~Lance died!
0002: jump Label0543AC

:Label0542E0
00D6: if  0?
0018:    9440?? >  3?  \\ integer values
004D: jump_if_false Label05432A
00D6: if  0?
001A:    50? >  9440??  \\ integer values
004D: jump_if_false Label05432A
00D6: if  0?
0118:   actor  9180?? dead
004D: jump_if_false Label05432A
00BC: text_highpriority "GEN3_38"  5000& ms  1? \\ ~r~Diaz died! You failed to protect him!
0002: jump Label0543AC

:Label05432A
00D6: if  0?
0038:    9724?? ==  0?  \\ integer values
004D: jump_if_false Label0543A5
00D6: if  0?
0018:    9440?? >  17?  \\ integer values
004D: jump_if_false Label0543A5
00D6: if  0?
8038:   NOT    9440?? ==  50?  \\ integer values
004D: jump_if_false Label0543A5
00D6: if  0?
8118:   NOT   actor  9692?? dead
004D: jump_if_false Label0543A5
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  9692?? radius  300!  300!
004D: jump_if_false Label0543A5
00BC: text_highpriority "GEN3_30"  5000& ms  1? \\ ~r~He got away with the money! Diaz will have your balls for this!
0002: jump Label0543AC

:Label0543A5
0002: jump Label04E992

:Label0543AC
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
01F0: set_max_wanted_level_to  4?
0051: return

:Label0543C1
0004: $PASSED_COL3_GUARDIAN_ANGELS =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
030C: set_mission_points +=  1?
01F0: set_max_wanted_level_to  5?
0394: play_music  1?
0318: set_latest_mission_passed "COL_3" \\ Guardian Angels
0004:  3612?? =  1?  \\ integer values
0164: disable_marker  912??
0051: return

:Label05440B
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  9432??
0164: disable_marker  9436??
0164: disable_marker  9260??
0164: disable_marker  9728??
0215: destroy_pickup  9156??
0215: destroy_pickup  9848??
034F: destroy_actor_with_fade  9180??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  9164??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0108: destroy_object  9732??
00D6: if  0?
8119:   NOT   car  9208?? wrecked
004D: jump_if_false Label05445E
020A: set_car  9208?? door_status_to  1?

:Label05445E
00D6: if  0?
8119:   NOT   car  9488?? wrecked
004D: jump_if_false Label054475
020A: set_car  9488?? door_status_to  1?

:Label054475
00D6: if  0?
8119:   NOT   car  9184?? wrecked
004D: jump_if_false Label054493
020A: set_car  9184?? door_status_to  1?
0519: unknown_car  9184?? flag  0?

:Label054493
0249: release_model #ADMIRAL
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #CUBAN
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #BURRITO
0249: release_model #VOODOO
0249: release_model #TEC9
0249: release_model #SANCHEZ
0249: release_model #UZI
0249: release_model #RUGER
0249: release_model #INFERNUS
0164: disable_marker  9376??
0164: disable_marker  9380??
0164: disable_marker  9384??
0164: disable_marker  9388??
0164: disable_marker  9392??
0164: disable_marker  9396??
0164: disable_marker  9400??
0164: disable_marker  9404??
0164: disable_marker  9408??
0164: disable_marker  9412??
0164: disable_marker  9416??
0164: disable_marker  9420??
0164: disable_marker  9424??
0164: disable_marker  9428??
0164: disable_marker  9688??
0164: disable_marker  9192??
0215: destroy_pickup  9188??
0164: disable_marker  9836??
01E7: remove_forbidden_for_cars_cube  360.1251! -718.2709!  5.6599!  358.0144! -714.4711!  15.5665!
022A: remove_forbidden_for_peds_cube  378.103! -785.55! -10.908!  448.572! -365.738!  15.096!
022A: remove_forbidden_for_peds_cube  461.047! -407.806! -5.549!  470.15! -391.0296!  16.9967!
022A: remove_forbidden_for_peds_cube  435! -524!  8.06!  471! -543!  10.22!
022A: remove_forbidden_for_peds_cube  459.0238! -516.2858! -9.8426!  442.6711! -521.8006!  9.3815!
01E7: remove_forbidden_for_cars_cube  378.103! -785.55! -10.908!  448.572! -365.738!  15.096!
01E7: remove_forbidden_for_cars_cube  461.047! -407.806! -5.549!  470.15! -391.0296!  16.9967!
01E7: remove_forbidden_for_cars_cube  435! -524!  8.06!  471! -543!  10.22!
022A: remove_forbidden_for_peds_cube  453.827! -521.7261! -9.8193!  458.1206! -518.6826!  9.8448!
022B: create_forbidden_for_peds_cube  448.1194! -547.571! -9.5965!  451.8866! -545.3828!  9.7703!
022B: create_forbidden_for_peds_cube  363.3187! -740.4727! -9.8304!  358.7317! -742.9393!  9.8132!
022B: create_forbidden_for_peds_cube  363.3187! -740.4727! -9.8304!  358.7317! -742.9393!  9.8132!
022B: create_forbidden_for_peds_cube  252.7259! -1010.698! -9.3932!  247.8766! -1015.847!  9.4152!
01E8: create_forbidden_for_cars_cube  448.1194! -547.571! -9.5965!  451.8866! -545.3828!  9.7703!
01E8: create_forbidden_for_cars_cube  363.3187! -740.4727! -9.8304!  358.7317! -742.9393!  9.8132!
01E8: create_forbidden_for_cars_cube  363.3187! -740.4727! -9.8304!  358.7317! -742.9393!  9.8132!
01E8: create_forbidden_for_cars_cube  252.7259! -1010.698! -9.3932!  247.8766! -1015.847!  9.4152!
01E8: create_forbidden_for_cars_cube  458.3911! -489.0092! -10.0225!  463.1796! -482.4622!  10.0225!
01E8: create_forbidden_for_cars_cube  433.9177! -580.8214! -9.7481!  430.8031! -571.5383!  9.644!
022B: create_forbidden_for_peds_cube  433.9177! -580.8214! -9.7481!  430.8031! -571.5383!  9.644!
022B: create_forbidden_for_peds_cube  461.4449! -458.5997! -9.5192!  466.4395! -452.1389!  9.5569!
022B: create_forbidden_for_peds_cube  409.9822! -628.7527! -9.6987!  401.5934! -633.8622!  9.7065!
022B: create_forbidden_for_peds_cube  397.3751! -659.5804! -9.9223!  392.3924! -652.4006!  12.6895!
022B: create_forbidden_for_peds_cube  451.3571! -549.2508! -9.72!  371.0886! -706.9174!  12.9341!
022A: remove_forbidden_for_peds_cube  467.448! -562.4217!  10.0455!  498.3176! -559.6038!  10.0255!
022A: remove_forbidden_for_peds_cube  463.6935! -522.5222! -9.9304!  458.2091! -523.7589!  9.9072!
022A: remove_forbidden_for_peds_cube  403.8958! -706.7869!  5.047491!  401.1646! -707.5736!  12.05998!
022A: remove_forbidden_for_peds_cube  512.5228! -414.8388!  5.066745!  515.016! -419.5481!  12.06674!
022A: remove_forbidden_for_peds_cube  409.0673! -567.9186!  5.203645!  407.8025! -563.9974!  11.11817!
022A: remove_forbidden_for_peds_cube  387.9402! -553.2854!  5.080599!  388.5724! -557.2782!  11.06856!
022A: remove_forbidden_for_peds_cube  369.0032! -563.5308!  8.19!  374.3449! -563.1741!  10.09998!
01B7: release_weather
0151: remove_status_text  9196??
0151: remove_status_text  9840??
0164: disable_marker  9168??
0164: disable_marker  9836??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label05492D
00D6: if  0?
001A:    2? >  9204??  \\ integer values
004D: jump_if_false Label054995
00D6: if  0?
8119:   NOT   car  9684?? wrecked
004D: jump_if_false Label05498E
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  9684??
004D: jump_if_false Label054980
00D6: if  0?
02BF:   car  9684?? sunk
004D: jump_if_false Label054979
0004:  9204?? =  2?  \\ integer values

:Label054979
0002: jump Label054987

:Label054980
0004:  9204?? =  2?  \\ integer values

:Label054987
0002: jump Label054995

:Label05498E
0004:  9204?? =  2?  \\ integer values

:Label054995
00D6: if  0?
0038:    9204?? ==  0?  \\ integer values
004D: jump_if_false Label0549CD
00D6: if  0?
80DF:   NOT   actor  9692?? driving
004D: jump_if_false Label0549CD
01D5: actor  9692?? go_to_and_drive_car  9684??
0319: set_actor  9692?? wander_state_to  1? (off)
0004:  9204?? =  1?  \\ integer values

:Label0549CD
00D6: if  0?
0038:    9204?? ==  1?  \\ integer values
004D: jump_if_false Label054A69
00D6: if  0?
0448:   actor  9692?? in_car  9684??
004D: jump_if_false Label054A69
00AD: set_car  9684?? max_speed_to  30!
00AE: unknown_set_car  9684?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    9440?? ==  18?  \\ integer values
004D: jump_if_false Label054A30
02C2: car  9684?? drive_to_point  256! -969.15!  9.622!
0002: jump Label054A62

:Label054A30
00D6: if  0?
0038:    9440?? ==  19?  \\ integer values
004D: jump_if_false Label054A5D
02C2: car  9684?? drive_to_point  191.64! -1305!  9.101!
0002: jump Label054A62

:Label054A5D
00A8: set_car  9684?? to_psycho_driver

:Label054A62
0004:  9204?? =  0?  \\ integer values

:Label054A69
00D6: if  0?
0038:    9204?? ==  2?  \\ integer values
004D: jump_if_false Label054AC0
00D6: if  21?
044B: (unknown)  9692?? 
0119:   car  9684?? wrecked
004D: jump_if_false Label054AAB
011C: actor  9692?? clear_objective
01D0: actor  9692?? avoid_player $PLAYER_CHAR
0004:  9204?? =  3?  \\ integer values
0002: jump Label054AC0

:Label054AAB
00D6: if  0?
0449:   actor  9692?? in_a_car
004D: jump_if_false Label054AC0
03E2: actor  9692?? exit_car

:Label054AC0
0051: return

;-------------Mission 10---------------
; Originally: Sir, Yes Sir!


:Label054AC2
0050: gosub Label054AE6
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label054ADD
0050: gosub Label05B9B9

:Label054ADD
0050: gosub Label05BA09
004E: end_thread

:Label054AE6
0004: $ONMISSION =  1?  \\ integer values
0004:  6412?? =  1?  \\ integer values
03A4: name_thread "COL_4"
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "GENERA4"
058E: unknown_point_command -163! -1439.4!  9! angle  201.5!
0007:  9@ =  7.5!  \\ floating-point values
0007:  14@ =  7.5!  \\ floating-point values
0005:  10624?? =  7.5!  \\ floating-point values
0004:  9884?? = -1?  \\ integer values
0004:  10024?? = -1?  \\ integer values
0004:  10028?? = -1?  \\ integer values
0004:  9980?? = -1?  \\ integer values
0004:  9984?? = -1?  \\ integer values
0004:  9988?? = -1?  \\ integer values
0004:  9992?? = -1?  \\ integer values
0004:  9976?? = -1?  \\ integer values
0004:  9996?? = -1?  \\ integer values
0004:  10000?? = -1?  \\ integer values
0004:  10004?? = -1?  \\ integer values
0004:  10008?? = -1?  \\ integer values
0004:  10020?? = -1?  \\ integer values
0004:  10084?? =  0?  \\ integer values
0004:  10088?? =  0?  \\ integer values
0004:  10100?? =  0?  \\ integer values
0004:  10104?? =  0?  \\ integer values
0004:  10108?? =  0?  \\ integer values
0004:  10120?? =  0?  \\ integer values
0004:  10068?? =  0?  \\ integer values
0004:  10072?? =  0?  \\ integer values
0004:  10124?? =  0?  \\ integer values
0004:  10172?? =  0?  \\ integer values
0004:  10176?? =  0?  \\ integer values
0004:  10076?? =  0?  \\ integer values
0004:  10080?? =  0?  \\ integer values
0005:  10588?? =  0!  \\ floating-point values
0004:  10132?? =  0?  \\ integer values
0004:  10136?? =  0?  \\ integer values
0004:  10144?? =  0?  \\ integer values
0004:  10148?? =  0?  \\ integer values
0004:  10192?? =  0?  \\ integer values
0004:  10196?? =  0?  \\ integer values
0004:  10200?? =  0?  \\ integer values
0004:  10204?? =  0?  \\ integer values
0004:  10208?? =  0?  \\ integer values
0004:  10212?? =  0?  \\ integer values
0004:  10216?? =  0?  \\ integer values
0004:  10220?? =  0?  \\ integer values
0004:  10156?? =  0?  \\ integer values
0004:  10160?? =  0?  \\ integer values
0004:  10164?? =  0?  \\ integer values
0004:  10168?? =  0?  \\ integer values
0004:  10232?? =  0?  \\ integer values
0004:  10236?? =  0?  \\ integer values
0004:  10448?? =  0?  \\ integer values
0004:  10092?? =  0?  \\ integer values
0004:  10096?? =  0?  \\ integer values
0004:  10452?? =  0?  \\ integer values
0004:  10224?? =  0?  \\ integer values
0004:  10228?? =  0?  \\ integer values
0005:  10608?? =  0!  \\ floating-point values
0005:  10612?? =  0!  \\ floating-point values
0005:  10592?? =  0!  \\ floating-point values
0005:  10596?? =  0!  \\ floating-point values
0005:  10600?? =  0!  \\ floating-point values
0005:  10604?? =  0!  \\ floating-point values
0005:  10580?? =  0!  \\ floating-point values
0005:  10584?? =  0!  \\ floating-point values
0007:  10@ = -100!  \\ floating-point values
0005:  10636?? =  0!  \\ floating-point values
0005:  10640?? =  0!  \\ floating-point values
0005:  10652?? =  0!  \\ floating-point values
0005:  10660?? =  0!  \\ floating-point values
0005:  10656?? =  0!  \\ floating-point values
0005:  10664?? =  0!  \\ floating-point values
0004:  10464?? =  0?  \\ integer values
0004:  10468?? =  0?  \\ integer values
0004:  10472?? =  0?  \\ integer values
0004:  10476?? =  0?  \\ integer values
0004:  10480?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0004:  10240?? =  0?  \\ integer values
0004:  10244?? =  0?  \\ integer values
0004:  10248?? =  0?  \\ integer values
0004:  10252?? =  0?  \\ integer values
0004:  10256?? =  0?  \\ integer values
0004:  10268?? =  0?  \\ integer values
0004:  10272?? =  0?  \\ integer values
0004:  10276?? =  0?  \\ integer values
0004:  10280?? =  0?  \\ integer values
0004:  10284?? =  0?  \\ integer values
0004:  10292?? =  0?  \\ integer values
0004:  10296?? =  0?  \\ integer values
0004:  10300?? =  0?  \\ integer values
0004:  10304?? =  0?  \\ integer values
0004:  10308?? =  0?  \\ integer values
0004:  10316?? =  0?  \\ integer values
0004:  10320?? =  0?  \\ integer values
0004:  10324?? =  0?  \\ integer values
0004:  10328?? =  0?  \\ integer values
0004:  10332?? =  0?  \\ integer values
0004:  10336?? =  0?  \\ integer values
0004:  10356?? =  0?  \\ integer values
0004:  10412?? =  0?  \\ integer values
0004:  10420?? =  0?  \\ integer values
0004:  10432?? =  0?  \\ integer values
0004:  10436?? =  0?  \\ integer values
0004:  10456?? =  0?  \\ integer values
0004:  10440?? =  0?  \\ integer values
0004:  10460?? =  0?  \\ integer values
0004:  10180?? =  0?  \\ integer values
0004:  10184?? =  0?  \\ integer values
0004:  10128?? =  0?  \\ integer values
0004:  10112?? =  0?  \\ integer values
0004:  10260?? =  0?  \\ integer values
0004:  10140?? =  0?  \\ integer values
0004:  10484?? =  0?  \\ integer values
0004:  10488?? =  0?  \\ integer values
0004:  10492?? =  0?  \\ integer values
0004:  10496?? =  0?  \\ integer values
0004:  10500?? =  0?  \\ integer values
0004:  10504?? =  0?  \\ integer values
0004:  10508?? =  0?  \\ integer values
0004:  10512?? =  0?  \\ integer values
0004:  10152?? =  0?  \\ integer values
0004:  10516?? =  0?  \\ integer values
0004:  10520?? =  0?  \\ integer values
0004:  10444?? =  0?  \\ integer values
0004:  10188?? =  0?  \\ integer values
0004:  10116?? =  0?  \\ integer values
0004:  10524?? =  0?  \\ integer values
0004:  10528?? =  0?  \\ integer values
0004:  10532?? =  0?  \\ integer values
0004:  10536?? =  0?  \\ integer values
0004:  10540?? =  0?  \\ integer values
0004:  10288?? =  0?  \\ integer values
0004:  10312?? =  0?  \\ integer values
0004:  10544?? =  0?  \\ integer values
0004:  10548?? =  0?  \\ integer values
0004:  10552?? =  0?  \\ integer values
0004:  10568?? =  0?  \\ integer values
0004:  10572?? =  0?  \\ integer values
0004:  10576?? =  0?  \\ integer values
0004:  10380?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
0247: request_model -8? (YT_MAIN_BODY)
0247: request_model -9? (YT_MAIN_BODY2)
0247: request_model -10? (YT_DOORS14)
0247: request_model -11? (YT_TMP_BOAT)
0247: request_model -12? (LODMAIN_BODY)
0247: request_model -115? (BIG_POLY_TINGS)
0247: request_model -14? (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label054F59
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label054F77
0001: wait  0? ms
0002: jump Label054F59

:Label054F77
00D6: if  25?
8248:   NOT   model -8? (YT_MAIN_BODY) available
8248:   NOT   model -9? (YT_MAIN_BODY2) available
8248:   NOT   model -10? (YT_DOORS14) available
8248:   NOT   model -11? (YT_TMP_BOAT) available
8248:   NOT   model -12? (LODMAIN_BODY) available
8248:   NOT   model -115? (BIG_POLY_TINGS) available
004D: jump_if_false Label054FA5
0001: wait  0? ms
0002: jump Label054F77

:Label054FA5
00D6: if  0?
8248:   NOT   model -14? (YT_GANGPLNK_TMP) available
004D: jump_if_false Label054FBF
0001: wait  0? ms
0002: jump Label054FA5

:Label054FBF
041D: set_camera_near_clip  .1!
02E4: load_cutscene_data "COL_4A"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSCOLO"
04E4: unknown_refresh_game_renderer_at -244.2799! -1360.67!
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004:  11124?? =  210&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_01"  10000& ms  1? \\ Diaz was pleased, and would like to meet you again.
0004:  11124?? =  2773&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_02"  10000& ms  1? \\ Is that a good thing?
0004:  11124?? =  3669&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_03"  10000& ms  1? \\ Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss...
0004:  11124?? =  8935&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_04"  10000& ms  1? \\ What makes you say that?
0004:  11124?? =  10386&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_05"  10000& ms  1? \\ One does not wave accusations at a man like Diaz - I'm merely thinking out loud...
0004:  11124?? =  14243&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_06"  10000& ms  1? \\ No matter. I have a proposal that you could profit from...
0004:  11124?? =  16762&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_07"  10000& ms  1? \\ I don't have time to run more errands, Cortez.
0004:  11124?? =  19154&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_08"  10000& ms  1? \\ I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out.
0004:  11124?? =  25653&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL4_09"  10000& ms  1? \\ Go on...
0004:  11124?? =  26526&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL410"  10000& ms  1? \\ I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me...
0004:  11124?? =  32640&  \\ integer values
0050: gosub Label05C518
00BC: text_highpriority "COL411"  10000& ms  1? \\ and once you get it, I want you to call me immediately, then...
0004:  11124?? =  34964&&  \\ integer values
0050: gosub Label05C518
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0551FD
00D6: if  0?
016B:   fading
004D: jump_if_false Label055215
0001: wait  0? ms
0002: jump Label0551FD

:Label055215
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label05522D
0001: wait  0? ms
0002: jump Label055215

:Label05522D
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model -8? (YT_MAIN_BODY)
0249: release_model -9? (YT_MAIN_BODY2)
0249: release_model -10? (YT_DOORS14)
0249: release_model -11? (YT_TMP_BOAT)
0249: release_model -12? (LODMAIN_BODY)
0249: release_model -115? (BIG_POLY_TINGS)
0249: release_model -14? (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
0247: request_model #RHINO
0247: request_model #BARRACKS
0247: request_model #ARMY
0247: request_model #PATRIOT
0247: request_model #RUGER
038B: load_requested_models

:Label05527F
00D6: if  24?
8248:   NOT   model #RHINO available
8248:   NOT   model #BARRACKS available
8248:   NOT   model #ARMY available
8248:   NOT   model #PATRIOT available
8248:   NOT   model #RUGER available
004D: jump_if_false Label0552AD
0001: wait  0? ms
0002: jump Label05527F

:Label0552AD
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
035E: set_player $PLAYER_CHAR armour_to  200&
0225:  29804?? = player $PLAYER_CHAR health
00D6: if  0?
001A:    100? >  29804??  \\ integer values
004D: jump_if_false Label0552E5
0222: set_player $PLAYER_CHAR health_to  100?

:Label0552E5
00D6: if  0?
016B:   fading
004D: jump_if_false Label0552FD
0001: wait  0? ms
0002: jump Label0552E5

:Label0552FD
00BC: text_highpriority "COL4_B1"  20000& ms  1? \\ ~g~Go and acquire the piece of military hardware that is being taken through town.
01E8: create_forbidden_for_cars_cube -721.211!  243.998!  5! -651.211!  693.998!  25!
01E8: create_forbidden_for_cars_cube -760.362!  101.883!  5! -700.362!  251.883!  25!
01E8: create_forbidden_for_cars_cube -783.906! -46.826!  5! -723.906!  103.174!  25!
01E8: create_forbidden_for_cars_cube -853.397! -149.692!  5! -773.397!  .308!  25!
01E8: create_forbidden_for_cars_cube -870.656! -594.54!  5! -810.656! -144.54!  25!
01E8: create_forbidden_for_cars_cube -837.282! -1041.814!  5! -770.282! -591.814!  25!
01E8: create_forbidden_for_cars_cube -827.532! -1539.617!  5! -747.532! -1039.617!  25!
0481:  6!
00A5:  9868?? = create_car #PATRIOT at -751.1733!  113.8836!  9.8756!
0175: set_car  9868?? z_angle_to  167.7853!
00AD: set_car  9868?? max_speed_to  9@
00AE: unknown_set_car  9868?? to_ignore_traffic_lights  4?
0466: unknown_car  9868?? flag  0?
0229: set_car  9868?? color_to  43?  72?
02AA: set_car  9868?? immune_to_nonplayer  1?
0129:  9892?? = create_actor  4? #ARMY in_car  9868?? driverseat
0084:  9888?? =  9892??  \\ integer values and handles
0050: gosub Label05C3D5
01C8:  9896?? = create_actor  4? #ARMY in_car  9868?? passenger_seat  0?
0084:  9888?? =  9896??  \\ integer values and handles
0050: gosub Label05C3D5
02C2: car  9868?? drive_to_point -843.4301! -1503.7!  11.9556!
0506: unknown  163& -1? (DTN_STADDOORA)  1?
00A5:  9872?? = create_car #BARRACKS at -749.1604!  123.1814!  9.8749!
0175: set_car  9872?? z_angle_to  167.7853!
00AD: set_car  9872?? max_speed_to  1!
00AE: unknown_set_car  9872?? to_ignore_traffic_lights  4?
0466: unknown_car  9872?? flag  0?
02AA: set_car  9872?? immune_to_nonplayer  1?
0129:  9908?? = create_actor  4? #ARMY in_car  9872?? driverseat
0084:  9888?? =  9908??  \\ integer values and handles
0050: gosub Label05C3D5
01C8:  9912?? = create_actor  4? #ARMY in_car  9872?? passenger_seat  0?
0084:  9888?? =  9912??  \\ integer values and handles
0050: gosub Label05C3D5
009A:  9940?? = create_actor  4? #ARMY at -686!  665!  10.1!
0084:  9888?? =  9940??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9940?? into_turret_on_car  9872?? at_car_offset  .4242! -.0679!  1.1322! unknown  3? angle  270! with_weapon  27?
009A:  9944?? = create_actor  4? #ARMY at -686!  664!  10.1!
0084:  9888?? =  9944??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9944?? into_turret_on_car  9872?? at_car_offset -.7608! -1.4!  1.1138! unknown  1? angle  270! with_weapon  27?
009A:  9948?? = create_actor  4? #ARMY at -686!  663!  10.1!
0084:  9888?? =  9948??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9948?? into_turret_on_car  9872?? at_car_offset -.7595! -3.5704!  1.1108! unknown  2? angle  270! with_weapon  27?
009A:  9952?? = create_actor  4? #ARMY at -686!  662!  10.1!
0084:  9888?? =  9952??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9952?? into_turret_on_car  9872?? at_car_offset  .7158! -3.6996!  1.1162! unknown  2? angle  270! with_weapon  27?
02C2: car  9872?? drive_to_point -848.7084! -1482.733!  10.992!
00A5:  9880?? = create_car #RHINO at -747.1234!  132.5895!  9.8742!
0175: set_car  9880?? z_angle_to  167.7853!
00AD: set_car  9880?? max_speed_to  1!
00AE: unknown_set_car  9880?? to_ignore_traffic_lights  4?
0466: unknown_car  9880?? flag  0?
0186:  10064?? = create_marker_above_car  9880??
0493: unknown_car  9880??  0?
0129:  10012?? = create_actor  4? #ARMY in_car  9880?? driverseat
0084:  9888?? =  10012??  \\ integer values and handles
0050: gosub Label05C3D5
01C8:  10016?? = create_actor  4? #ARMY in_car  9880?? passenger_seat  0?
0084:  9888?? =  10016??  \\ integer values and handles
0050: gosub Label05C3D5
009A:  9972?? = create_actor  4? #ARMY at -686!  662!  10.1!
0084:  9888?? =  9972??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9972?? into_turret_on_car  9880?? at_car_offset  .0455! -1.0043!  1.9962! unknown  0? angle  360! with_weapon  27?
02C2: car  9880?? drive_to_point -838.3314! -1492.5!  11.0623!
0506: unknown  163& -1? (DTN_STADDOORA)  1?
00A5:  9876?? = create_car #BARRACKS at -744.8403!  143.1341!  9.8734!
0175: set_car  9876?? z_angle_to  167.7853!
00AE: unknown_set_car  9876?? to_ignore_traffic_lights  4?
00AD: set_car  9876?? max_speed_to  1!
0466: unknown_car  9876?? flag  0?
02AA: set_car  9876?? immune_to_nonplayer  1?
0129:  9924?? = create_actor  4? #ARMY in_car  9876?? driverseat
0084:  9888?? =  9924??  \\ integer values and handles
0050: gosub Label05C3D5
01C8:  9928?? = create_actor  4? #ARMY in_car  9876?? passenger_seat  0?
0084:  9888?? =  9928??  \\ integer values and handles
0050: gosub Label05C3D5
009A:  9956?? = create_actor  4? #ARMY at -686!  665!  10.1!
0084:  9888?? =  9956??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9956?? into_turret_on_car  9876?? at_car_offset  .4242! -.0679!  1.1322! unknown  3? angle  270! with_weapon  27?
009A:  9960?? = create_actor  4? #ARMY at -686!  664!  10.1!
0084:  9888?? =  9960??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9960?? into_turret_on_car  9876?? at_car_offset -.7608! -1.4!  1.1138! unknown  1? angle  270! with_weapon  27?
009A:  9964?? = create_actor  4? #ARMY at -686!  663!  10.1!
0084:  9888?? =  9964??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9964?? into_turret_on_car  9876?? at_car_offset -.7595! -3.5704!  1.1108! unknown  2? angle  270! with_weapon  27?
009A:  9968?? = create_actor  4? #ARMY at -686!  662!  10.1!
0084:  9888?? =  9968??  \\ integer values and handles
0050: gosub Label05C3D5
0464: put_actor  9968?? into_turret_on_car  9876?? at_car_offset  .7158! -3.6996!  1.1162! unknown  2? angle  270! with_weapon  27?
02C2: car  9876?? drive_to_point -856.1463! -1480.377!  10.9387!
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5!  2!  0!
009A:  9932?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9932??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9932?? immune_to_nonplayer  1?
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5! -1!  0!
009A:  9936?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9936??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9936?? immune_to_nonplayer  1?
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5! -4!  0!
009A:  9900?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9900??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9900?? immune_to_nonplayer  1?
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5!  2!  0!
009A:  9904?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9904??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9904?? immune_to_nonplayer  1?
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5! -1!  0!
009A:  9916?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9916??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9916?? immune_to_nonplayer  1?
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5! -4!  0!
009A:  9920?? = create_actor  4? #ARMY at  1780??  1784??  10!
0084:  9888?? =  9920??  \\ integer values and handles
0050: gosub Label05C3D5
02A9: set_actor  9920?? immune_to_nonplayer  1?

:Label055A6D
0001: wait  0? ms
0008:  10260?? +=  1?  \\ integer values
00D6: if  0?
0018:    10260?? >  3?  \\ integer values
004D: jump_if_false Label055A91
0004:  10260?? =  0?  \\ integer values

:Label055A91
01BD:  19244?? = current_time_in_ms
00D6: if  0?
0038:    10260?? ==  0?  \\ integer values
004D: jump_if_false Label056018
00D6: if  0?
8119:   NOT   car  9868?? wrecked
004D: jump_if_false Label055FF8
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  9868??
004D: jump_if_false Label055F9A
00D6: if  0?
8118:   NOT   actor  9892?? dead
004D: jump_if_false Label055F61
00D6: if  0?
00DB:   actor  9892?? in_car  9868??
004D: jump_if_false Label055F28
00AA:  0@ = car  9868?? x_pos,  1@ = car  9868?? y_pos,  2@ = car  9868?? z_pos
0088:  19448?? =  0@  \\ floating-point values only
000D:  19448?? -= -837.0244!  \\ floating-point values
0088:  19452?? =  1@  \\ floating-point values only
000D:  19452?? -= -1509.279!  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10652?? = square_root  19456??
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055DAA
00D6: if  0?
8118:   NOT   actor  9896?? dead
004D: jump_if_false Label055C05
00D6: if  0?
0038:    10520?? ==  0?  \\ integer values
004D: jump_if_false Label055BFE
00D6: if  0?
0038:    10132?? ==  5?  \\ integer values
004D: jump_if_false Label055BFE
00D6: if  0?
00DB:   actor  9896?? in_car  9868??
004D: jump_if_false Label055BCF
0004:  10132?? =  0?  \\ integer values
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label055BC8
0004:  10108?? =  0?  \\ integer values

:Label055BC8
0002: jump Label055BFE

:Label055BCF
00D6: if  0?
00DF:   actor  9896?? driving
004D: jump_if_false Label055BF6
03C0:  9996?? = actor  9896?? car
01D3: actor  9896?? leave_car  9996??
0002: jump Label055BFE

:Label055BF6
01D4: actor  9896?? go_to_car  9868?? and_enter_it_as_a_passenger

:Label055BFE
0002: jump Label055C30

:Label055C05
00D6: if  0?
8038:   NOT    10520?? ==  3?  \\ integer values
004D: jump_if_false Label055C30
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055C30
0004:  10100?? =  1?  \\ integer values

:Label055C30
00D6: if  0?
0118:   actor  9892?? dead
004D: jump_if_false Label055C6B
00D6: if  0?
8038:   NOT    10516?? ==  3?  \\ integer values
004D: jump_if_false Label055C6B
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055C6B
0004:  10100?? =  1?  \\ integer values

:Label055C6B
00D6: if  0?
031E:   unknown_vehicle_check  9868?? unknown  39?
004D: jump_if_false Label055CA3
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9868?? radius  20!  20!  0?
004D: jump_if_false Label055CA3
0004:  10544?? =  1?  \\ integer values

:Label055CA3
00D6: if  0?
031E:   unknown_vehicle_check  9868?? unknown  47?
004D: jump_if_false Label055CD7
0227:  10556?? = car  9868?? health
00D6: if  0?
001A:    800& >  10556??  \\ integer values
004D: jump_if_false Label055CD7
0004:  10100?? =  1?  \\ integer values

:Label055CD7
0468:  9868??
00D6: if  0?
81AD:   NOT   car  9868??  0? ()near_point -838.3314! -1490.493!  50!  50!
004D: jump_if_false Label055D4C
0086:  10668?? =  10660??  \\ floating-point values only
0061:  10668?? -=  10652??  \\ floating-point values
00D6: if  0?
0020:    10668?? >  20!  \\ floating-point values
004D: jump_if_false Label055D42
00AD: set_car  9868?? max_speed_to  0!
0477: unknown_car  9868??  1?  200&
0002: jump Label055D4C

:Label055D42
00AD: set_car  9868?? max_speed_to  7.5!

:Label055D4C
00D6: if  0?
8038:   NOT    10520?? ==  3?  \\ integer values
004D: jump_if_false Label055D7D
0084:  10024?? =  9868??  \\ integer values and handles
0084:  10028?? =  9896??  \\ integer values and handles
0087:  10@ =  2@  \\ floating-point values only
0050: gosub Label05BB2C

:Label055D7D
00D6: if  0?
0038:    10108?? ==  1?  \\ integer values
004D: jump_if_false Label055DA3
00AD: set_car  9868?? max_speed_to  0!
0477: unknown_car  9868??  1?  500&

:Label055DA3
0002: jump Label055F21

:Label055DAA
00D6: if  0?
0038:    10380?? ==  1?  \\ integer values
004D: jump_if_false Label055E84
00D6: if  21?
0038:    10448?? ==  2?  \\ integer values
0038:    10448?? ==  3?  \\ integer values
004D: jump_if_false Label055DDC
0004:  10448?? =  0?  \\ integer values

:Label055DDC
00D6: if  0?
0038:    10448?? ==  0?  \\ integer values
004D: jump_if_false Label055E0D
00AD: set_car  9868?? max_speed_to  100!
00AE: unknown_set_car  9868?? to_ignore_traffic_lights  2?
00AF: set_car  9868?? driver_behaviour_to  2?
0004:  10448?? =  1?  \\ integer values

:Label055E0D
00D6: if  0?
0038:    10448?? ==  1?  \\ integer values
004D: jump_if_false Label055E7D
00D6: if  0?
0038:    10452?? ==  10?  \\ integer values
004D: jump_if_false Label055E76
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9868?? radius  20!  20!  0?
004D: jump_if_false Label055E68
00D6: if  0?
8118:   NOT   actor  9896?? dead
004D: jump_if_false Label055E68
01CA: actor  9896?? kill_player $PLAYER_CHAR

:Label055E68
0004:  10452?? =  0?  \\ integer values
0002: jump Label055E7D

:Label055E76
0008:  10452?? +=  1?  \\ integer values

:Label055E7D
0002: jump Label055F21

:Label055E84
00D6: if  21?
0038:    10448?? ==  0?  \\ integer values
0038:    10448?? ==  1?  \\ integer values
004D: jump_if_false Label055EA4
0004:  10448?? =  2?  \\ integer values

:Label055EA4
00D6: if  0?
0038:    10448?? ==  2?  \\ integer values
004D: jump_if_false Label055EDC
00AD: set_car  9868?? max_speed_to  100!
00AE: unknown_set_car  9868?? to_ignore_traffic_lights  2?
00A7: unknown_car  9868?? drive_to  3@  4@  5@
0004:  10448?? =  3?  \\ integer values

:Label055EDC
00D6: if  0?
0038:    10448?? ==  3?  \\ integer values
004D: jump_if_false Label055F21
00D6: if  0?
01AD:   car  9868??  0? ()near_point  3@  4@  20!  20!
004D: jump_if_false Label055F21
00AF: set_car  9868?? driver_behaviour_to  11?
0477: unknown_car  9868??  1?  500&

:Label055F21
0002: jump Label055F5A

:Label055F28
00D6: if  0?
8038:   NOT    10516?? ==  3?  \\ integer values
004D: jump_if_false Label055F5A
0004:  10084?? =  1?  \\ integer values
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055F5A
0004:  10100?? =  1?  \\ integer values

:Label055F5A
0002: jump Label055F93

:Label055F61
00D6: if  0?
8038:   NOT    10516?? ==  3?  \\ integer values
004D: jump_if_false Label055F93
0004:  10084?? =  1?  \\ integer values
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055F93
0004:  10100?? =  1?  \\ integer values

:Label055F93
0002: jump Label055FF1

:Label055F9A
02AA: set_car  9868?? immune_to_nonplayer  0?
00D6: if  0?
8118:   NOT   actor  9892?? dead
004D: jump_if_false Label055FB9
01CA: actor  9892?? kill_player $PLAYER_CHAR

:Label055FB9
00D6: if  0?
8118:   NOT   actor  9896?? dead
004D: jump_if_false Label055FD1
01CA: actor  9896?? kill_player $PLAYER_CHAR

:Label055FD1
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label055FEA
0004:  10100?? =  1?  \\ integer values

:Label055FEA
0004:  10084?? =  1?  \\ integer values

:Label055FF1
0002: jump Label056018

:Label055FF8
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056011
0004:  10100?? =  1?  \\ integer values

:Label056011
0004:  10084?? =  1?  \\ integer values

:Label056018
00D6: if  0?
0038:    10260?? ==  1?  \\ integer values
004D: jump_if_false Label0566EA
00D6: if  0?
8119:   NOT   car  9872?? wrecked
004D: jump_if_false Label05660E
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  9872??
004D: jump_if_false Label0565B0
00D6: if  0?
8118:   NOT   actor  9908?? dead
004D: jump_if_false Label056589
00D6: if  0?
00DB:   actor  9908?? in_car  9872??
004D: jump_if_false Label056562
00AA:  6@ = car  9872?? x_pos,  7@ = car  9872?? y_pos,  8@ = car  9872?? z_pos
0088:  19448?? =  6@  \\ floating-point values only
000D:  19448?? -= -837.0244!  \\ floating-point values
0088:  19452?? =  7@  \\ floating-point values only
000D:  19452?? -= -1509.279!  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10660?? = square_root  19456??
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0563E4
00D6: if  0?
8118:   NOT   actor  9912?? dead
004D: jump_if_false Label056175
00D6: if  0?
0038:    10136?? ==  5?  \\ integer values
004D: jump_if_false Label05616E
00D6: if  0?
00DB:   actor  9912?? in_car  9872??
004D: jump_if_false Label05613F
0004:  10136?? =  0?  \\ integer values
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label056138
0004:  10108?? =  0?  \\ integer values

:Label056138
0002: jump Label05616E

:Label05613F
00D6: if  0?
00DF:   actor  9912?? driving
004D: jump_if_false Label056166
03C0:  10000?? = actor  9912?? car
01D3: actor  9912?? leave_car  10000??
0002: jump Label05616E

:Label056166
01D4: actor  9912?? go_to_car  9872?? and_enter_it_as_a_passenger

:Label05616E
0002: jump Label05618E

:Label056175
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05618E
0004:  10100?? =  1?  \\ integer values

:Label05618E
00D6: if  0?
0118:   actor  9908?? dead
004D: jump_if_false Label0561B7
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0561B7
0004:  10100?? =  1?  \\ integer values

:Label0561B7
00D6: if  0?
031E:   unknown_vehicle_check  9872?? unknown  39?
004D: jump_if_false Label0561EF
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9872?? radius  20!  20!  0?
004D: jump_if_false Label0561EF
0004:  10548?? =  1?  \\ integer values

:Label0561EF
00D6: if  0?
031E:   unknown_vehicle_check  9872?? unknown  47?
004D: jump_if_false Label056223
0227:  10560?? = car  9872?? health
00D6: if  0?
001A:    800& >  10560??  \\ integer values
004D: jump_if_false Label056223
0004:  10100?? =  1?  \\ integer values

:Label056223
0468:  9872??
00D6: if  0?
8038:   NOT    10084?? ==  1?  \\ integer values
004D: jump_if_false Label056359
0088:  19448?? =  6@  \\ floating-point values only
0067:  19448?? -=  0@  \\ floating-point values
0088:  19452?? =  7@  \\ floating-point values only
0067:  19452?? -=  1@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0089:  9@ =  19456??  \\ floating-point values only
000F:  9@ -=  3!  \\ floating-point values
00D6: if  0?
0021:    9@ >  100!  \\ floating-point values
004D: jump_if_false Label0562B3
0007:  9@ =  100!  \\ floating-point values

:Label0562B3
00D6: if  0?
0023:    0! >  9@  \\ floating-point values
004D: jump_if_false Label0562D2
0007:  9@ =  0!  \\ floating-point values

:Label0562D2
00D6: if  0?
81AD:   NOT   car  9872??  0? ()near_point -838.3314! -1490.493!  50!  50!
004D: jump_if_false Label05634B
00D6: if  0?
0024:    10652?? >  10660??  \\ floating-point values only
004D: jump_if_false Label056315
0007:  9@ =  0!  \\ floating-point values

:Label056315
0086:  10672?? =  10656??  \\ floating-point values only
0061:  10672?? -=  10660??  \\ floating-point values
00D6: if  0?
0020:    10672?? >  20!  \\ floating-point values
004D: jump_if_false Label056344
0007:  9@ =  0!  \\ floating-point values

:Label056344
0002: jump Label056352

:Label05634B
04E0: unknown_car  9872??  40?

:Label056352
0002: jump Label056363

:Label056359
0007:  9@ =  12!  \\ floating-point values

:Label056363
0084:  10024?? =  9872??  \\ integer values and handles
0084:  10028?? =  9912??  \\ integer values and handles
0087:  10@ =  8@  \\ floating-point values only
0050: gosub Label05BB2C
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label0563C9
00D6: if  0?
0043:    9@ ==  0!  \\ floating-point values
004D: jump_if_false Label0563BA
0477: unknown_car  9872??  1?  200&
0002: jump Label0563C2

:Label0563BA
00AD: set_car  9872?? max_speed_to  9@

:Label0563C2
0002: jump Label0563DD

:Label0563C9
0007:  9@ =  0!  \\ floating-point values
0477: unknown_car  9872??  1?  500&

:Label0563DD
0002: jump Label05655B

:Label0563E4
00D6: if  0?
0038:    10380?? ==  1?  \\ integer values
004D: jump_if_false Label0564BE
00D6: if  21?
0038:    10092?? ==  2?  \\ integer values
0038:    10092?? ==  3?  \\ integer values
004D: jump_if_false Label056416
0004:  10092?? =  0?  \\ integer values

:Label056416
00D6: if  0?
0038:    10092?? ==  0?  \\ integer values
004D: jump_if_false Label056447
00AD: set_car  9872?? max_speed_to  100!
00AE: unknown_set_car  9872?? to_ignore_traffic_lights  2?
00AF: set_car  9872?? driver_behaviour_to  2?
0004:  10092?? =  1?  \\ integer values

:Label056447
00D6: if  0?
0038:    10092?? ==  1?  \\ integer values
004D: jump_if_false Label0564B7
00D6: if  0?
0038:    10224?? ==  10?  \\ integer values
004D: jump_if_false Label0564B0
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9872?? radius  20!  20!  0?
004D: jump_if_false Label0564A2
00D6: if  0?
8118:   NOT   actor  9912?? dead
004D: jump_if_false Label0564A2
01CA: actor  9912?? kill_player $PLAYER_CHAR

:Label0564A2
0004:  10224?? =  0?  \\ integer values
0002: jump Label0564B7

:Label0564B0
0008:  10224?? +=  1?  \\ integer values

:Label0564B7
0002: jump Label05655B

:Label0564BE
00D6: if  21?
0038:    10092?? ==  0?  \\ integer values
0038:    10092?? ==  1?  \\ integer values
004D: jump_if_false Label0564DE
0004:  10092?? =  2?  \\ integer values

:Label0564DE
00D6: if  0?
0038:    10092?? ==  2?  \\ integer values
004D: jump_if_false Label056516
00AD: set_car  9872?? max_speed_to  100!
00AE: unknown_set_car  9872?? to_ignore_traffic_lights  2?
00A7: unknown_car  9872?? drive_to  3@  4@  5@
0004:  10092?? =  3?  \\ integer values

:Label056516
00D6: if  0?
0038:    10092?? ==  3?  \\ integer values
004D: jump_if_false Label05655B
00D6: if  0?
01AD:   car  9872??  0? ()near_point  3@  4@  20!  20!
004D: jump_if_false Label05655B
00AF: set_car  9872?? driver_behaviour_to  11?
0477: unknown_car  9872??  1?  500&

:Label05655B
0002: jump Label056582

:Label056562
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05657B
0004:  10100?? =  1?  \\ integer values

:Label05657B
0004:  10088?? =  1?  \\ integer values

:Label056582
0002: jump Label0565A9

:Label056589
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0565A2
0004:  10100?? =  1?  \\ integer values

:Label0565A2
0004:  10088?? =  1?  \\ integer values

:Label0565A9
0002: jump Label056607

:Label0565B0
02AA: set_car  9872?? immune_to_nonplayer  0?
00D6: if  0?
8118:   NOT   actor  9908?? dead
004D: jump_if_false Label0565CF
01CA: actor  9908?? kill_player $PLAYER_CHAR

:Label0565CF
00D6: if  0?
8118:   NOT   actor  9912?? dead
004D: jump_if_false Label0565E7
01CA: actor  9912?? kill_player $PLAYER_CHAR

:Label0565E7
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056600
0004:  10100?? =  1?  \\ integer values

:Label056600
0004:  10088?? =  1?  \\ integer values

:Label056607
0002: jump Label05662E

:Label05660E
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056627
0004:  10100?? =  1?  \\ integer values

:Label056627
0004:  10088?? =  1?  \\ integer values

:Label05662E
0084:  10052?? =  9940??  \\ integer values and handles
0084:  10056?? =  9872??  \\ integer values and handles
0084:  10060?? =  9908??  \\ integer values and handles
0084:  10264?? =  10192??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10192?? =  10264??  \\ integer values and handles
0084:  10052?? =  9944??  \\ integer values and handles
0084:  10056?? =  9872??  \\ integer values and handles
0084:  10060?? =  9908??  \\ integer values and handles
0084:  10264?? =  10196??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10196?? =  10264??  \\ integer values and handles
0084:  10052?? =  9948??  \\ integer values and handles
0084:  10056?? =  9872??  \\ integer values and handles
0084:  10060?? =  9908??  \\ integer values and handles
0084:  10264?? =  10200??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10200?? =  10264??  \\ integer values and handles
0084:  10052?? =  9952??  \\ integer values and handles
0084:  10056?? =  9872??  \\ integer values and handles
0084:  10060?? =  9908??  \\ integer values and handles
0084:  10264?? =  10204??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10204?? =  10264??  \\ integer values and handles

:Label0566EA
00D6: if  0?
0038:    10260?? ==  2?  \\ integer values
004D: jump_if_false Label05897A
00D6: if  0?
8119:   NOT   car  9880?? wrecked
004D: jump_if_false Label058952
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  9880??
004D: jump_if_false Label0585BB
00D6: if  1?
03B1:   garage  2756?? door_closed
0018:    10432?? >  0?  \\ integer values
004D: jump_if_false Label05674C
00BC: text_highpriority "COL4_B2"  5000& ms  1? \\ ~r~The tank arrived at its destination safely!
0002: jump Label05B9B9

:Label05674C
00D6: if  0?
0038:    10432?? ==  1?  \\ integer values
004D: jump_if_false Label05685E
00D6: if  0?
01AD:   car  9880??  0? ()near_point -836.007! -1500.523!  13.5!  13.5!
004D: jump_if_false Label05685E
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -823.448! -1488.083!  10.852! -841.991! -1480.591!  16.165! radius  30! sphere  0?
004D: jump_if_false Label05685E
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -833.708! -1509.877!  12.489! radius  4!  6!  1.5!
004D: jump_if_false Label056809
00D6: if  0?
0038:    10444?? ==  0?  \\ integer values
004D: jump_if_false Label056802
0004:  10444?? =  1?  \\ integer values

:Label056802
0002: jump Label05685E

:Label056809
00D6: if  25?
001A:    3? >  10484??  \\ integer values
001A:    3? >  10516??  \\ integer values
001A:    3? >  10492??  \\ integer values
001A:    3? >  10496??  \\ integer values
001A:    3? >  10520??  \\ integer values
001A:    3? >  10504??  \\ integer values
004D: jump_if_false Label056857
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056857
0004:  10100?? =  1?  \\ integer values

:Label056857
0004:  10432?? =  2?  \\ integer values

:Label05685E
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9880?? radius  60!  60!  0?
004D: jump_if_false Label0568CA
0004:  10440?? =  1?  \\ integer values
00D6: if  0?
0038:    10460?? ==  0?  \\ integer values
004D: jump_if_false Label0568BC
00BC: text_highpriority "COL4_B6"  5000& ms  1? \\ ~g~Find a way to steal the tank!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  10460?? =  1?  \\ integer values

:Label0568BC
010D: set_player $PLAYER_CHAR wanted_level_to  0?
0002: jump Label0568D1

:Label0568CA
0004:  10440?? =  0?  \\ integer values

:Label0568D1
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9880?? radius  250!  250!  0?
004D: jump_if_false Label0568FE
0004:  10380?? =  1?  \\ integer values
0002: jump Label056905

:Label0568FE
0004:  10380?? =  0?  \\ integer values

:Label056905
00AA:  3@ = car  9880?? x_pos,  4@ = car  9880?? y_pos,  5@ = car  9880?? z_pos
0088:  19448?? =  3@  \\ floating-point values only
000D:  19448?? -= -837.0244!  \\ floating-point values
0088:  19452?? =  4@  \\ floating-point values only
000D:  19452?? -= -1509.279!  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10656?? = square_root  19456??
00D6: if  0?
0118:   actor  10012?? dead
004D: jump_if_false Label0569CA
00D6: if  0?
8038:   NOT    10508?? ==  3?  \\ integer values
004D: jump_if_false Label0569CA
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0569CA
00D6: if  0?
056D:   unknown_actor  10012?? dead_but_active
004D: jump_if_false Label0569C3
04A5: unknown_store_dead_actor  10012?? position_to  1780??  1784??  1788??
0213:  10040?? = create_pickup -18? (BODYARMOUR) type  3? at  1780??  1784??  1788??

:Label0569C3
0004:  10100?? =  1?  \\ integer values

:Label0569CA
00D6: if  0?
0118:   actor  10016?? dead
004D: jump_if_false Label056A35
00D6: if  0?
8038:   NOT    10512?? ==  3?  \\ integer values
004D: jump_if_false Label056A35
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056A35
00D6: if  0?
056D:   unknown_actor  10016?? dead_but_active
004D: jump_if_false Label056A2E
04A5: unknown_store_dead_actor  10016?? position_to  1780??  1784??  1788??
0213:  10044?? = create_pickup -18? (BODYARMOUR) type  3? at  1780??  1784??  1788??

:Label056A2E
0004:  10100?? =  1?  \\ integer values

:Label056A35
00D6: if  0?
0038:    10116?? ==  0?  \\ integer values
004D: jump_if_false Label056ACE
00D6: if  0?
8038:   NOT    10176?? ==  2?  \\ integer values
004D: jump_if_false Label056ACE
00D6: if  0?
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false Label056ACE
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -2.5017!  .3918! -.1973!
00D6: if  0?
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot  1780??  1784?? radius  1!  1!
004D: jump_if_false Label056ACE
00BC: text_highpriority "COL4_B4"  5000& ms  1? \\ ~g~The tank is locked. Find a way to lure out the occupants.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  10116?? =  1?  \\ integer values

:Label056ACE
00D6: if  0?
0038:    10288?? ==  0?  \\ integer values
004D: jump_if_false Label056B9D
00D6: if  0?
0495:   unknown_car_check  9880??
004D: jump_if_false Label056B9D
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label056B1B
00D6: if  0?
00DB:   actor  10012?? in_car  9880??
004D: jump_if_false Label056B1B
01CE: actor  10012?? avoid_player $PLAYER_CHAR

:Label056B1B
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label056B46
00D6: if  0?
00DB:   actor  10016?? in_car  9880??
004D: jump_if_false Label056B46
01CE: actor  10016?? avoid_player $PLAYER_CHAR

:Label056B46
00D6: if  0?
0038:    10272?? ==  0?  \\ integer values
004D: jump_if_false Label056B6F
0004:  10272?? =  1?  \\ integer values
0084:  10364?? =  19244??  \\ integer values and handles
0008:  10364?? +=  6000&  \\ integer values

:Label056B6F
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056B96
0004:  10100?? =  1?  \\ integer values

:Label056B96
0004:  10288?? =  1?  \\ integer values

:Label056B9D
00D6: if  0?
8038:   NOT    10152?? ==  3?  \\ integer values
004D: jump_if_false Label056DEE
00D6: if  0?
8118:   NOT   actor  9972?? dead
004D: jump_if_false Label056C09
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056BFA
00D6: if  0?
0038:    10152?? ==  0?  \\ integer values
004D: jump_if_false Label056BF3
0174:  19544?? = car  9880?? z_angle
0173: set_actor  9972?? z_angle_to  19544??

:Label056BF3
0002: jump Label056C02

:Label056BFA
01CA: actor  9972?? kill_player $PLAYER_CHAR

:Label056C02
0002: jump Label056DEE

:Label056C09
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056DE9
00D6: if  0?
0038:    10232?? ==  0?  \\ integer values
004D: jump_if_false Label056C4B
0004:  10108?? =  1?  \\ integer values
0004:  10232?? =  1?  \\ integer values
0084:  10236?? =  19244??  \\ integer values and handles
0008:  10236?? +=  2000&  \\ integer values

:Label056C4B
00D6: if  0?
0038:    10232?? ==  1?  \\ integer values
004D: jump_if_false Label056CC9
00D6: if  0?
001C:    19244?? >  10236??  \\ integer values
004D: jump_if_false Label056CC9
00D6: if  0?
0038:    10296?? ==  0?  \\ integer values
004D: jump_if_false Label056C99
0004:  10296?? =  1?  \\ integer values
0084:  10388?? =  19244??  \\ integer values and handles
0008:  10388?? +=  6000&  \\ integer values

:Label056C99
00D6: if  0?
0038:    10336?? ==  0?  \\ integer values
004D: jump_if_false Label056CC2
0004:  10336?? =  1?  \\ integer values
0084:  10424?? =  19244??  \\ integer values and handles
0008:  10424?? +=  8000&  \\ integer values

:Label056CC2
0004:  10232?? =  2?  \\ integer values

:Label056CC9
00D6: if  0?
0038:    10232?? ==  2?  \\ integer values
004D: jump_if_false Label056DA4
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label056DA4
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5!  0!  0!
0239: actor  10012?? run_to  1780??  1784??
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values
00D6: if  0?
00ED:   actor  10012??  0? ()near_point_on_foot  1780??  1784?? radius  1!  1!
004D: jump_if_false Label056DA4
011C: actor  10012?? clear_objective
00AA:  1780?? = car  9880?? x_pos,  1784?? = car  9880?? y_pos,  1788?? = car  9880?? z_pos
00D6: if  0?
0038:    10276?? ==  0?  \\ integer values
004D: jump_if_false Label056D7F
0004:  10276?? =  1?  \\ integer values
0084:  10368?? =  19244??  \\ integer values and handles
0008:  10368?? +=  6000&  \\ integer values

:Label056D7F
01BE: set_actor  10012?? to_look_at_spot  1780??  1784??  1788??
0004:  10232?? =  3?  \\ integer values
0084:  10236?? =  19244??  \\ integer values and handles
0008:  10236?? +=  2000&  \\ integer values

:Label056DA4
00D6: if  0?
0038:    10232?? ==  3?  \\ integer values
004D: jump_if_false Label056DE2
00D6: if  0?
001C:    19244?? >  10236??  \\ integer values
004D: jump_if_false Label056DE2
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056DE2
0004:  10100?? =  1?  \\ integer values

:Label056DE2
0002: jump Label056DEE

:Label056DE9
0465: remove_actor  9972?? from_turret_mode

:Label056DEE
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05751B
00D6: if  0?
0038:    10484?? ==  0?  \\ integer values
004D: jump_if_false Label056E9C
00D6: if  0?
8118:   NOT   actor  9932?? dead
004D: jump_if_false Label056E71
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5!  2!  0!
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label056E6A
0411: (unknown)  9932??  0? 
0239: actor  9932?? run_to  1780??  1784??
0411: (unknown)  9932??  0? 

:Label056E6A
0002: jump Label056E9C

:Label056E71
00D6: if  0?
8038:   NOT    10484?? ==  3?  \\ integer values
004D: jump_if_false Label056E9C
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056E9C
0004:  10100?? =  1?  \\ integer values

:Label056E9C
00D6: if  0?
0038:    10488?? ==  0?  \\ integer values
004D: jump_if_false Label056F26
00D6: if  0?
8118:   NOT   actor  9936?? dead
004D: jump_if_false Label056EFB
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5! -1!  0!
0411: (unknown)  9936??  0? 
0239: actor  9936?? run_to  1780??  1784??
0411: (unknown)  9936??  0? 
0002: jump Label056F26

:Label056EFB
00D6: if  0?
8038:   NOT    10488?? ==  3?  \\ integer values
004D: jump_if_false Label056F26
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label056F26
0004:  10100?? =  1?  \\ integer values

:Label056F26
00D6: if  0?
0038:    10492?? ==  0?  \\ integer values
004D: jump_if_false Label057095
00D6: if  0?
8118:   NOT   actor  9900?? dead
004D: jump_if_false Label05706A
00D6: if  22?
0038:    10544?? ==  1?  \\ integer values
0038:    10548?? ==  1?  \\ integer values
0038:    10552?? ==  1?  \\ integer values
004D: jump_if_false Label057016
00D6: if  0?
0038:    10312?? ==  0?  \\ integer values
004D: jump_if_false Label056FAA
00D6: if  0?
0038:    10328?? ==  0?  \\ integer values
004D: jump_if_false Label056FA3
0004:  10328?? =  1?  \\ integer values
0084:  10416?? =  19244??  \\ integer values and handles
0008:  10416?? +=  6000&  \\ integer values

:Label056FA3
0004:  10312?? =  1?  \\ integer values

:Label056FAA
0350: unknown_actor  9900?? not_scared_flag  1?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label056FD8
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  9900?? run_away_from_car  19160??
0002: jump Label056FE0

:Label056FD8
01CA: actor  9900?? kill_player $PLAYER_CHAR

:Label056FE0
00D6: if  0?
001C:    19244?? >  10568??  \\ integer values
004D: jump_if_false Label05700F
0004:  10544?? =  0?  \\ integer values
0004:  10548?? =  0?  \\ integer values
0004:  10552?? =  0?  \\ integer values
0004:  10312?? =  0?  \\ integer values

:Label05700F
0002: jump Label057063

:Label057016
0350: unknown_actor  9900?? not_scared_flag  0?
0084:  10568?? =  19244??  \\ integer values and handles
0008:  10568?? +=  6000&  \\ integer values
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset  5! -4!  0!
0411: (unknown)  9900??  0? 
0239: actor  9900?? run_to  1780??  1784??
0411: (unknown)  9900??  0? 

:Label057063
0002: jump Label057095

:Label05706A
00D6: if  0?
8038:   NOT    10492?? ==  3?  \\ integer values
004D: jump_if_false Label057095
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label057095
0004:  10100?? =  1?  \\ integer values

:Label057095
00D6: if  0?
01AD:   car  9880??  0? ()near_point -860.463! -204.449!  8!  75!
004D: jump_if_false Label0570C9
0004:  10112?? =  1?  \\ integer values
0002: jump Label0570D0

:Label0570C9
0004:  10112?? =  0?  \\ integer values

:Label0570D0
00D6: if  0?
0038:    10496?? ==  0?  \\ integer values
004D: jump_if_false Label0571A2
00D6: if  0?
8118:   NOT   actor  9904?? dead
004D: jump_if_false Label057177
00D6: if  0?
0038:    10112?? ==  1?  \\ integer values
004D: jump_if_false Label057128
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -3.5! -4!  0!
0002: jump Label057145

:Label057128
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5!  2!  0!

:Label057145
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label057170
0411: (unknown)  9904??  0? 
0239: actor  9904?? run_to  1780??  1784??
0411: (unknown)  9904??  0? 

:Label057170
0002: jump Label0571A2

:Label057177
00D6: if  0?
8038:   NOT    10496?? ==  3?  \\ integer values
004D: jump_if_false Label0571A2
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0571A2
0004:  10100?? =  1?  \\ integer values

:Label0571A2
00D6: if  0?
0038:    10500?? ==  0?  \\ integer values
004D: jump_if_false Label05737E
00D6: if  0?
8118:   NOT   actor  9916?? dead
004D: jump_if_false Label057353
00D6: if  22?
0038:    10544?? ==  1?  \\ integer values
0038:    10548?? ==  1?  \\ integer values
0038:    10552?? ==  1?  \\ integer values
004D: jump_if_false Label0572B2
00D6: if  0?
0118:   actor  9900?? dead
004D: jump_if_false Label057236
00D6: if  0?
0038:    10312?? ==  0?  \\ integer values
004D: jump_if_false Label057236
00D6: if  0?
0038:    10328?? ==  0?  \\ integer values
004D: jump_if_false Label05722F
0004:  10328?? =  1?  \\ integer values
0084:  10416?? =  19244??  \\ integer values and handles
0008:  10416?? +=  6000&  \\ integer values

:Label05722F
0004:  10312?? =  1?  \\ integer values

:Label057236
0350: unknown_actor  9916?? not_scared_flag  1?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label057264
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  9916?? run_away_from_car  19160??
0002: jump Label05726C

:Label057264
01CA: actor  9916?? kill_player $PLAYER_CHAR

:Label05726C
00D6: if  0?
0118:   actor  9900?? dead
004D: jump_if_false Label0572AB
00D6: if  0?
001C:    19244?? >  10568??  \\ integer values
004D: jump_if_false Label0572AB
0004:  10544?? =  0?  \\ integer values
0004:  10548?? =  0?  \\ integer values
0004:  10552?? =  0?  \\ integer values
0004:  10312?? =  0?  \\ integer values

:Label0572AB
0002: jump Label05734C

:Label0572B2
00D6: if  0?
0118:   actor  9900?? dead
004D: jump_if_false Label0572D9
0084:  10568?? =  19244??  \\ integer values and handles
0008:  10568?? +=  6000&  \\ integer values
0002: jump Label0572E0

:Label0572D9
0350: unknown_actor  9900?? not_scared_flag  0?

:Label0572E0
00D6: if  0?
0038:    10112?? ==  1?  \\ integer values
004D: jump_if_false Label057316
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -3.5! -1!  0!
0002: jump Label057333

:Label057316
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5! -1!  0!

:Label057333
0411: (unknown)  9916??  0? 
0239: actor  9916?? run_to  1780??  1784??
0411: (unknown)  9916??  0? 

:Label05734C
0002: jump Label05737E

:Label057353
00D6: if  0?
8038:   NOT    10500?? ==  3?  \\ integer values
004D: jump_if_false Label05737E
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05737E
0004:  10100?? =  1?  \\ integer values

:Label05737E
00D6: if  0?
0038:    10504?? ==  0?  \\ integer values
004D: jump_if_false Label05743E
00D6: if  0?
8118:   NOT   actor  9920?? dead
004D: jump_if_false Label057413
00D6: if  0?
0038:    10112?? ==  1?  \\ integer values
004D: jump_if_false Label0573D6
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -3.5!  2!  0!
0002: jump Label0573F3

:Label0573D6
0407: create_coordinate  1780??  1784??  1788?? from_car  9880?? offset -5! -4!  0!

:Label0573F3
0411: (unknown)  9920??  0? 
0239: actor  9920?? run_to  1780??  1784??
0411: (unknown)  9920??  0? 
0002: jump Label05743E

:Label057413
00D6: if  0?
8038:   NOT    10504?? ==  3?  \\ integer values
004D: jump_if_false Label05743E
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05743E
0004:  10100?? =  1?  \\ integer values

:Label05743E
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label0574E9
00D6: if  0?
0038:    10512?? ==  0?  \\ integer values
004D: jump_if_false Label0574E2
00D6: if  0?
0038:    10144?? ==  5?  \\ integer values
004D: jump_if_false Label0574E2
00D6: if  0?
00DB:   actor  10016?? in_car  9880??
004D: jump_if_false Label0574B3
0004:  10144?? =  0?  \\ integer values
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label0574AC
0004:  10108?? =  0?  \\ integer values

:Label0574AC
0002: jump Label0574E2

:Label0574B3
00D6: if  0?
00DF:   actor  10016?? driving
004D: jump_if_false Label0574DA
03C0:  10004?? = actor  10016?? car
01D3: actor  10016?? leave_car  10004??
0002: jump Label0574E2

:Label0574DA
01D4: actor  10016?? go_to_car  9880?? and_enter_it_as_a_passenger

:Label0574E2
0002: jump Label057514

:Label0574E9
00D6: if  0?
8038:   NOT    10512?? ==  3?  \\ integer values
004D: jump_if_false Label057514
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label057514
0004:  10100?? =  1?  \\ integer values

:Label057514
0002: jump Label057702

:Label05751B
00D6: if  0?
0038:    10176?? ==  0?  \\ integer values
004D: jump_if_false Label057546
0084:  10172?? =  19244??  \\ integer values and handles
0008:  10172?? +=  100000&&  \\ integer values
0004:  10176?? =  1?  \\ integer values

:Label057546
00D6: if  0?
0038:    10176?? ==  1?  \\ integer values
004D: jump_if_false Label057672
00D6: if  0?
0119:   car  9868?? wrecked
004D: jump_if_false Label0575F8
00D6: if  0?
0119:   car  9872?? wrecked
004D: jump_if_false Label0575F8
00D6: if  0?
0119:   car  9876?? wrecked
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9932?? dead
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9936?? dead
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9900?? dead
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9904?? dead
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9916?? dead
004D: jump_if_false Label0575F8
00D6: if  0?
0118:   actor  9920?? dead
004D: jump_if_false Label0575F8
0084:  10172?? =  19244??  \\ integer values and handles
000C:  10172?? -=  500&  \\ integer values

:Label0575F8
00D6: if  0?
001C:    19244?? >  10172??  \\ integer values
004D: jump_if_false Label057672
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label057623
01CE: actor  10012?? avoid_player $PLAYER_CHAR

:Label057623
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label05763B
01CE: actor  10016?? avoid_player $PLAYER_CHAR

:Label05763B
00D6: if  0?
0038:    10272?? ==  0?  \\ integer values
004D: jump_if_false Label057664
0004:  10272?? =  1?  \\ integer values
0084:  10364?? =  19244??  \\ integer values and handles
0008:  10364?? +=  6000&  \\ integer values

:Label057664
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values

:Label057672
00D6: if  0?
8118:   NOT   actor  9932?? dead
004D: jump_if_false Label05768A
01CA: actor  9932?? kill_player $PLAYER_CHAR

:Label05768A
00D6: if  0?
8118:   NOT   actor  9936?? dead
004D: jump_if_false Label0576A2
01CA: actor  9936?? kill_player $PLAYER_CHAR

:Label0576A2
00D6: if  0?
8118:   NOT   actor  9900?? dead
004D: jump_if_false Label0576BA
01CA: actor  9900?? kill_player $PLAYER_CHAR

:Label0576BA
00D6: if  0?
8118:   NOT   actor  9904?? dead
004D: jump_if_false Label0576D2
01CA: actor  9904?? kill_player $PLAYER_CHAR

:Label0576D2
00D6: if  0?
8118:   NOT   actor  9916?? dead
004D: jump_if_false Label0576EA
01CA: actor  9916?? kill_player $PLAYER_CHAR

:Label0576EA
00D6: if  0?
8118:   NOT   actor  9920?? dead
004D: jump_if_false Label057702
01CA: actor  9920?? kill_player $PLAYER_CHAR

:Label057702
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0582D7
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label05779C
00D6: if  0?
050D:  10012??
004D: jump_if_false Label05779C
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label05779C
01CE: actor  10016?? avoid_player $PLAYER_CHAR
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values
00D6: if  0?
0038:    10268?? ==  0?  \\ integer values
004D: jump_if_false Label057783
0004:  10268?? =  1?  \\ integer values
0084:  10360?? =  19244??  \\ integer values and handles
0008:  10360?? +=  6000&  \\ integer values

:Label057783
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05779C
0004:  10100?? =  1?  \\ integer values

:Label05779C
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label057B78
00D6: if  0?
050D:  10016??
004D: jump_if_false Label057824
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label057824
01CE: actor  10012?? avoid_player $PLAYER_CHAR
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values
00D6: if  0?
0038:    10268?? ==  0?  \\ integer values
004D: jump_if_false Label05780B
0004:  10268?? =  1?  \\ integer values
0084:  10360?? =  19244??  \\ integer values and handles
0008:  10360?? +=  6000&  \\ integer values

:Label05780B
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label057824
0004:  10100?? =  1?  \\ integer values

:Label057824
00D6: if  0?
0038:    10464?? ==  0?  \\ integer values
004D: jump_if_false Label0578C2
00D6: if  0?
01AD:   car  9880??  0? ()near_point -834.422! -634.884!  5!  5!
004D: jump_if_false Label0578C2
0004:  10108?? =  1?  \\ integer values
00D6: if  0?
0038:    10144?? ==  0?  \\ integer values
004D: jump_if_false Label0578C2
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values
00D6: if  0?
0038:    10280?? ==  0?  \\ integer values
004D: jump_if_false Label0578AC
0004:  10280?? =  1?  \\ integer values
0084:  10372?? =  19244??  \\ integer values and handles
0008:  10372?? +=  6000&  \\ integer values

:Label0578AC
0239: actor  10016?? run_to -844.5248! -639.313!
0004:  10464?? =  1?  \\ integer values

:Label0578C2
00D6: if  0?
0038:    10464?? ==  1?  \\ integer values
004D: jump_if_false Label057910
00D6: if  0?
00ED:   actor  10016??  0? ()near_point_on_foot -844.5248! -639.313! radius  1!  1!
004D: jump_if_false Label057910
0239: actor  10016?? run_to -850.9821! -633.8697!
0004:  10464?? =  2?  \\ integer values

:Label057910
00D6: if  0?
0038:    10464?? ==  2?  \\ integer values
004D: jump_if_false Label05795F
00D6: if  0?
00ED:   actor  10016??  0? ()near_point_on_foot -850.9821! -633.8697! radius  1!  1!
004D: jump_if_false Label05795F
0084:  10468?? =  19244??  \\ integer values and handles
0008:  10468?? +=  2000&  \\ integer values
0004:  10464?? =  3?  \\ integer values

:Label05795F
00D6: if  0?
0038:    10464?? ==  3?  \\ integer values
004D: jump_if_false Label05799A
00D6: if  0?
001C:    19244?? >  10468??  \\ integer values
004D: jump_if_false Label05799A
0239: actor  10016?? run_to -850.9821! -633.8697!
0004:  10464?? =  4?  \\ integer values

:Label05799A
00D6: if  0?
0038:    10464?? ==  4?  \\ integer values
004D: jump_if_false Label0579E8
00D6: if  0?
00ED:   actor  10016??  0? ()near_point_on_foot -850.9821! -633.8697! radius  1!  1!
004D: jump_if_false Label0579E8
0239: actor  10016?? run_to -844.5248! -639.313!
0004:  10464?? =  5?  \\ integer values

:Label0579E8
00D6: if  0?
0038:    10464?? ==  5?  \\ integer values
004D: jump_if_false Label057A2F
00D6: if  0?
00ED:   actor  10016??  0? ()near_point_on_foot -844.5248! -639.313! radius  1!  1!
004D: jump_if_false Label057A2F
01D4: actor  10016?? go_to_car  9880?? and_enter_it_as_a_passenger
0004:  10464?? =  6?  \\ integer values

:Label057A2F
00D6: if  0?
0038:    10464?? ==  6?  \\ integer values
004D: jump_if_false Label057B71
00D6: if  0?
00DB:   actor  10016?? in_car  9880??
004D: jump_if_false Label057B71
00D6: if  0?
0038:    10432?? ==  0?  \\ integer values
004D: jump_if_false Label057B3D
00D6: if  0?
0038:    10284?? ==  0?  \\ integer values
004D: jump_if_false Label057A8F
0004:  10284?? =  1?  \\ integer values
0084:  10376?? =  19244??  \\ integer values and handles
0008:  10376?? +=  6000&  \\ integer values

:Label057A8F
021B: set_garage  2756?? to_accept_car  9880??
0360: open_garage  2756??
009A:  10032?? = create_actor  4? #ARMY at -830.7947! -1500.054!  11.067!
0173: set_actor  10032?? z_angle_to  2.1778!
01B2: give_actor  10032?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  10032??
0243: set_actor  10032?? ped_stats_to  16?
02A9: set_actor  10032?? immune_to_nonplayer  1?
0350: unknown_actor  10032?? not_scared_flag  1?
0411: (unknown)  10032??  0? 
009A:  10036?? = create_actor  4? #ARMY at -824.3466! -1488.274!  10.9186!
0173: set_actor  10036?? z_angle_to  117.421!
01B2: give_actor  10036?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  10036??
0243: set_actor  10036?? ped_stats_to  16?
02A9: set_actor  10036?? immune_to_nonplayer  1?
0350: unknown_actor  10036?? not_scared_flag  1?
0411: (unknown)  10036??  0? 
0004:  10432?? =  1?  \\ integer values

:Label057B3D
00D6: if  0?
0038:    10104?? ==  0?  \\ integer values
004D: jump_if_false Label057B5D
0004:  10108?? =  0?  \\ integer values
0004:  10464?? =  7?  \\ integer values

:Label057B5D
02C2: car  9880?? drive_to_point -838.3314! -1492.5!  11.0623!

:Label057B71
0002: jump Label057BA3

:Label057B78
00D6: if  0?
8038:   NOT    10512?? ==  3?  \\ integer values
004D: jump_if_false Label057BA3
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label057BA3
0004:  10100?? =  1?  \\ integer values

:Label057BA3
00D6: if  0?
01AD:   car  9880??  0? ()near_point -838.3314! -1492.5!  3!  3!
004D: jump_if_false Label057C3A
00D6: if  0?
0038:    10436?? ==  0?  \\ integer values
004D: jump_if_false Label057C2C
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -823.448! -1488.083!  10.852! -841.991! -1480.591!  16.165! radius  30! sphere  0?
004D: jump_if_false Label057C1E
0004:  10128?? =  1?  \\ integer values
0002: jump Label057C25

:Label057C1E
0004:  10128?? =  0?  \\ integer values

:Label057C25
0002: jump Label057C33

:Label057C2C
0004:  10128?? =  0?  \\ integer values

:Label057C33
0002: jump Label057C41

:Label057C3A
0004:  10128?? =  0?  \\ integer values

:Label057C41
00D6: if  0?
0038:    10484?? ==  0?  \\ integer values
004D: jump_if_false Label0582D0
00D6: if  0?
0038:    10496?? ==  0?  \\ integer values
004D: jump_if_false Label0582D0
00D6: if  0?
0038:    10104?? ==  0?  \\ integer values
004D: jump_if_false Label057E01
00D6: if  21?
01FF:   player $PLAYER_CHAR near_car  9880?? radius  8!  10!  3! unknown  0?
0038:    10128?? ==  1?  \\ integer values
004D: jump_if_false Label057DF1
00D6: if  0?
001C:    19244?? >  10572??  \\ integer values
004D: jump_if_false Label057DEA
00A0:  1780?? = actor  9932?? x_pos,  1784?? = actor  9932?? y_pos,  1788?? = actor  9932?? z_pos
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
0086:  19448?? =  1780??  \\ floating-point values only
0061:  19448?? -=  380??  \\ floating-point values
0086:  19452?? =  1784??  \\ floating-point values only
0061:  19452?? -=  384??  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10616?? = square_root  19456??
00A0:  1780?? = actor  9904?? x_pos,  1784?? = actor  9904?? y_pos,  1788?? = actor  9904?? z_pos
0086:  19448?? =  1780??  \\ floating-point values only
0061:  19448?? -=  380??  \\ floating-point values
0086:  19452?? =  1784??  \\ floating-point values only
0061:  19452?? -=  384??  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10620?? = square_root  19456??
00D6: if  0?
0024:    10620?? >  10616??  \\ floating-point values only
004D: jump_if_false Label057D9B
022D: set_actor  9932?? to_look_at_player $PLAYER_CHAR
0005:  10616?? = -100!  \\ floating-point values
0002: jump Label057DAD

:Label057D9B
022D: set_actor  9904?? to_look_at_player $PLAYER_CHAR
0005:  10620?? = -100!  \\ floating-point values

:Label057DAD
00D6: if  0?
0038:    10300?? ==  0?  \\ integer values
004D: jump_if_false Label057DD6
0004:  10300?? =  1?  \\ integer values
0084:  10392?? =  19244??  \\ integer values and handles
0008:  10392?? +=  6000&  \\ integer values

:Label057DD6
01BD:  27584?? = current_time_in_ms
0008:  27584?? +=  5000&  \\ integer values
0004:  10104?? =  1?  \\ integer values

:Label057DEA
0002: jump Label057E01

:Label057DF1
0084:  10572?? =  19244??  \\ integer values and handles
0008:  10572?? +=  2000&  \\ integer values

:Label057E01
00D6: if  0?
0038:    10104?? ==  1?  \\ integer values
004D: jump_if_false Label057EF2
00D6: if  21?
01FF:   player $PLAYER_CHAR near_car  9880?? radius  8!  10!  3! unknown  0?
0038:    10128?? ==  1?  \\ integer values
004D: jump_if_false Label057EA4
00D6: if  0?
001C:    19244?? >  27584??  \\ integer values
004D: jump_if_false Label057E9D
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label057E6A
0004:  10108?? =  1?  \\ integer values

:Label057E6A
0004:  10104?? =  2?  \\ integer values
00D6: if  0?
0042:    10616?? == -100!  \\ floating-point values
004D: jump_if_false Label057E95
01D2: actor  9932?? follow_player $PLAYER_CHAR
0002: jump Label057E9D

:Label057E95
01D2: actor  9904?? follow_player $PLAYER_CHAR

:Label057E9D
0002: jump Label057EF2

:Label057EA4
00D6: if  3?
0038:    10132?? ==  0?  \\ integer values
0038:    10136?? ==  0?  \\ integer values
0038:    10144?? ==  0?  \\ integer values
0038:    10148?? ==  0?  \\ integer values
004D: jump_if_false Label057EEB
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label057EEB
0004:  10108?? =  0?  \\ integer values

:Label057EEB
0004:  10104?? =  0?  \\ integer values

:Label057EF2
00D6: if  0?
0038:    10104?? ==  2?  \\ integer values
004D: jump_if_false Label058058
00D6: if  21?
01FF:   player $PLAYER_CHAR near_car  9880?? radius  8!  10!  3! unknown  0?
0038:    10128?? ==  1?  \\ integer values
004D: jump_if_false Label05800A
00D6: if  0?
0042:    10616?? == -100!  \\ floating-point values
004D: jump_if_false Label057FA7
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  9932?? radius  4!  4!
004D: jump_if_false Label057FA0
00D6: if  0?
0038:    10320?? ==  0?  \\ integer values
004D: jump_if_false Label057F8C
0004:  10320?? =  1?  \\ integer values
0084:  10408?? =  19244??  \\ integer values and handles
0008:  10408?? +=  6000&  \\ integer values

:Label057F8C
01BD:  27584?? = current_time_in_ms
0008:  27584?? +=  6000&  \\ integer values
0004:  10104?? =  3?  \\ integer values

:Label057FA0
0002: jump Label058003

:Label057FA7
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  9904?? radius  4!  4!
004D: jump_if_false Label058003
00D6: if  0?
0038:    10320?? ==  0?  \\ integer values
004D: jump_if_false Label057FEF
0004:  10320?? =  1?  \\ integer values
0084:  10408?? =  19244??  \\ integer values and handles
0008:  10408?? +=  6000&  \\ integer values

:Label057FEF
01BD:  27584?? = current_time_in_ms
0008:  27584?? +=  6000&  \\ integer values
0004:  10104?? =  3?  \\ integer values

:Label058003
0002: jump Label058058

:Label05800A
00D6: if  3?
0038:    10132?? ==  0?  \\ integer values
0038:    10136?? ==  0?  \\ integer values
0038:    10144?? ==  0?  \\ integer values
0038:    10148?? ==  0?  \\ integer values
004D: jump_if_false Label058051
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label058051
0004:  10108?? =  0?  \\ integer values

:Label058051
0004:  10104?? =  0?  \\ integer values

:Label058058
00D6: if  0?
0038:    10104?? ==  3?  \\ integer values
004D: jump_if_false Label05821A
00D6: if  21?
01FF:   player $PLAYER_CHAR near_car  9880?? radius  8!  10!  3! unknown  0?
0038:    10128?? ==  1?  \\ integer values
004D: jump_if_false Label0581CC
00D6: if  0?
001C:    19244?? >  27584??  \\ integer values
004D: jump_if_false Label0581C5
00D6: if  0?
0038:    10316?? ==  0?  \\ integer values
004D: jump_if_false Label0580D1
0004:  10316?? =  1?  \\ integer values
0084:  10404?? =  19244??  \\ integer values and handles
0008:  10404?? +=  6000&  \\ integer values

:Label0580D1
00D6: if  0?
0042:    10616?? == -100!  \\ floating-point values
004D: jump_if_false Label05811C
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label05810D
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  9932?? run_away_from_car  19160??
0002: jump Label058115

:Label05810D
01CA: actor  9932?? kill_player $PLAYER_CHAR

:Label058115
0002: jump Label05814B

:Label05811C
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label058143
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  9904?? run_away_from_car  19160??
0002: jump Label05814B

:Label058143
01CA: actor  9904?? kill_player $PLAYER_CHAR

:Label05814B
00D6: if  0?
01FF:   player $PLAYER_CHAR near_car  9880?? radius  2!  2!  1! unknown  0?
004D: jump_if_false Label0581BE
00D6: if  0?
0038:    10292?? ==  0?  \\ integer values
004D: jump_if_false Label058198
0004:  10292?? =  1?  \\ integer values
0084:  10384?? =  19244??  \\ integer values and handles
0008:  10384?? +=  6000&  \\ integer values

:Label058198
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label0581B0
01CA: actor  10016?? kill_player $PLAYER_CHAR

:Label0581B0
020A: set_car  9880?? door_status_to  1?
0004:  10176?? =  2?  \\ integer values

:Label0581BE
0004:  10104?? =  4?  \\ integer values

:Label0581C5
0002: jump Label05821A

:Label0581CC
00D6: if  3?
0038:    10132?? ==  0?  \\ integer values
0038:    10136?? ==  0?  \\ integer values
0038:    10144?? ==  0?  \\ integer values
0038:    10148?? ==  0?  \\ integer values
004D: jump_if_false Label058213
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label058213
0004:  10108?? =  0?  \\ integer values

:Label058213
0004:  10104?? =  0?  \\ integer values

:Label05821A
00D6: if  0?
0038:    10104?? ==  4?  \\ integer values
004D: jump_if_false Label0582D0
00D6: if  1?
81FF:   NOT   player $PLAYER_CHAR near_car  9880?? radius  8!  10!  3! unknown  0?
0038:    10128?? ==  0?  \\ integer values
004D: jump_if_false Label0582D0
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label058282
00D6: if  0?
80DB:   NOT   actor  10016?? in_car  9880??
004D: jump_if_false Label058282
01D4: actor  10016?? go_to_car  9880?? and_enter_it_as_a_passenger

:Label058282
00D6: if  3?
0038:    10132?? ==  0?  \\ integer values
0038:    10136?? ==  0?  \\ integer values
0038:    10144?? ==  0?  \\ integer values
0038:    10148?? ==  0?  \\ integer values
004D: jump_if_false Label0582C9
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label0582C9
0004:  10108?? =  0?  \\ integer values

:Label0582C9
0004:  10104?? =  0?  \\ integer values

:Label0582D0
0002: jump Label0582F7

:Label0582D7
00D6: if  0?
8038:   NOT    10104?? == -1?  \\ integer values
004D: jump_if_false Label0582F7
00AE: unknown_set_car  9880?? to_ignore_traffic_lights  3?
0004:  10104?? = -1?  \\ integer values

:Label0582F7
00D6: if  0?
81AD:   NOT   car  9880??  0? ()near_point -838.3314! -1490.493!  50!  50!
004D: jump_if_false Label05832B
0004:  10140?? =  1?  \\ integer values
0002: jump Label058332

:Label05832B
0004:  10140?? =  0?  \\ integer values

:Label058332
00D6: if  0?
8038:   NOT    10088?? ==  1?  \\ integer values
004D: jump_if_false Label0583D3
0088:  19448?? =  3@  \\ floating-point values only
0067:  19448?? -=  6@  \\ floating-point values
0088:  19452?? =  4@  \\ floating-point values only
0067:  19452?? -=  7@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
00D6: if  0?
0024:    10660?? >  10656??  \\ floating-point values only
004D: jump_if_false Label0583CC
00D6: if  0?
0038:    10140?? ==  1?  \\ integer values
004D: jump_if_false Label0583C2
0005:  19456?? =  5!  \\ floating-point values
0002: jump Label0583CC

:Label0583C2
0005:  19456?? =  10!  \\ floating-point values

:Label0583CC
0002: jump Label05847E

:Label0583D3
00D6: if  0?
8038:   NOT    10084?? ==  1?  \\ integer values
004D: jump_if_false Label058474
0088:  19448?? =  3@  \\ floating-point values only
0067:  19448?? -=  0@  \\ floating-point values
0088:  19452?? =  4@  \\ floating-point values only
0067:  19452?? -=  1@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
00D6: if  0?
0024:    10652?? >  10656??  \\ floating-point values only
004D: jump_if_false Label05846D
00D6: if  0?
0038:    10140?? ==  1?  \\ integer values
004D: jump_if_false Label058463
0005:  19456?? =  5!  \\ floating-point values
0002: jump Label05846D

:Label058463
0005:  19456?? =  10!  \\ floating-point values

:Label05846D
0002: jump Label05847E

:Label058474
0005:  19456?? =  12!  \\ floating-point values

:Label05847E
0086:  10624?? =  19456??  \\ floating-point values only
000D:  10624?? -=  5!  \\ floating-point values
00D6: if  0?
0020:    10624?? >  100!  \\ floating-point values
004D: jump_if_false Label0584AF
0005:  10624?? =  100!  \\ floating-point values

:Label0584AF
00D6: if  0?
0022:    0! >  10624??  \\ floating-point values
004D: jump_if_false Label0584CE
0005:  10624?? =  0!  \\ floating-point values

:Label0584CE
00D6: if  0?
0038:    10140?? ==  1?  \\ integer values
004D: jump_if_false Label05850F
0086:  10676?? =  10664??  \\ floating-point values only
0061:  10676?? -=  10656??  \\ floating-point values
00D6: if  0?
0020:    10676?? >  20!  \\ floating-point values
004D: jump_if_false Label05850F
0005:  10624?? =  0!  \\ floating-point values

:Label05850F
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label058556
00D6: if  0?
0042:    10624?? ==  0!  \\ floating-point values
004D: jump_if_false Label058547
0477: unknown_car  9880??  1?  500&
0002: jump Label05854F

:Label058547
00AD: set_car  9880?? max_speed_to  10624??

:Label05854F
0002: jump Label05856A

:Label058556
0005:  10624?? =  0!  \\ floating-point values
0477: unknown_car  9880??  1?  500&

:Label05856A
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label0585B4
00D6: if  0?
8038:   NOT    10512?? ==  3?  \\ integer values
004D: jump_if_false Label0585B4
0084:  10024?? =  9880??  \\ integer values and handles
0084:  10028?? =  10016??  \\ integer values and handles
0087:  10@ =  5@  \\ floating-point values only
0050: gosub Label05BB2C

:Label0585B4
0002: jump Label05894B

:Label0585BB
00D6: if  0?
8118:   NOT   actor  9972?? dead
004D: jump_if_false Label0585F6
00A0:  1780?? = actor  9972?? x_pos,  1784?? = actor  9972?? y_pos,  1788?? = actor  9972?? z_pos
0465: remove_actor  9972?? from_turret_mode
0009:  1788?? +=  .5!  \\ floating-point values
00A1: put_actor  9972?? at  1780??  1784??  1788??

:Label0585F6
00D6: if  0?
0038:    10076?? ==  0?  \\ integer values
004D: jump_if_false Label05894B
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label058631
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  6000&  \\ integer values

:Label058631
0084:  10476?? =  19244??  \\ integer values and handles
0008:  10476?? +=  6000&  \\ integer values
00BC: text_highpriority "COL4_B3"  5000& ms  1? \\ ~g~Drop the tank off in the Colonels lockup before it self destructs.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0164: disable_marker  10064??
018A:  10064?? = create_checkpoint_at -1053.572! -478.045!  11.2887!
01E7: remove_forbidden_for_cars_cube -721.211!  243.998!  5! -651.211!  693.998!  25!
01E7: remove_forbidden_for_cars_cube -760.362!  101.883!  5! -700.362!  251.883!  25!
01E7: remove_forbidden_for_cars_cube -783.906! -46.826!  5! -723.906!  103.174!  25!
01E7: remove_forbidden_for_cars_cube -853.397! -149.692!  5! -773.397!  .308!  25!
01E7: remove_forbidden_for_cars_cube -870.656! -594.54!  5! -810.656! -144.54!  25!
01E7: remove_forbidden_for_cars_cube -837.282! -1041.814!  5! -777.282! -591.814!  25!
01E7: remove_forbidden_for_cars_cube -827.532! -1539.617!  5! -747.532! -1039.617!  25!
0084:  10020?? =  9880??  \\ integer values and handles
021B: set_garage  2752?? to_accept_car  10020??
0493: unknown_car  9880??  1?
0004:  9880?? = -1?  \\ integer values
0004:  10068?? =  1?  \\ integer values
0004:  10100?? =  1?  \\ integer values
0004:  10076?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  9932?? dead
004D: jump_if_false Label0587B0
011A: set_actor  9932?? flags  1?
01CA: actor  9932?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9932??  \\ Like turning an actor into a random pedestrian

:Label0587B0
00D6: if  0?
8118:   NOT   actor  9936?? dead
004D: jump_if_false Label0587D4
011A: set_actor  9936?? flags  1?
01CA: actor  9936?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9936??  \\ Like turning an actor into a random pedestrian

:Label0587D4
00D6: if  0?
8118:   NOT   actor  9900?? dead
004D: jump_if_false Label0587F8
011A: set_actor  9900?? flags  1?
01CA: actor  9900?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9900??  \\ Like turning an actor into a random pedestrian

:Label0587F8
00D6: if  0?
8118:   NOT   actor  9904?? dead
004D: jump_if_false Label05881C
011A: set_actor  9904?? flags  1?
01CA: actor  9904?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9904??  \\ Like turning an actor into a random pedestrian

:Label05881C
00D6: if  0?
8118:   NOT   actor  9916?? dead
004D: jump_if_false Label058840
011A: set_actor  9916?? flags  1?
01CA: actor  9916?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9916??  \\ Like turning an actor into a random pedestrian

:Label058840
00D6: if  0?
8118:   NOT   actor  9920?? dead
004D: jump_if_false Label058864
011A: set_actor  9920?? flags  1?
01CA: actor  9920?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9920??  \\ Like turning an actor into a random pedestrian

:Label058864
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label058888
011A: set_actor  10012?? flags  1?
01CA: actor  10012?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  10012??  \\ Like turning an actor into a random pedestrian

:Label058888
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label0588AC
011A: set_actor  10016?? flags  1?
01CA: actor  10016?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  10016??  \\ Like turning an actor into a random pedestrian

:Label0588AC
00D6: if  0?
8118:   NOT   actor  9892?? dead
004D: jump_if_false Label0588D0
011A: set_actor  9892?? flags  1?
01CA: actor  9892?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9892??  \\ Like turning an actor into a random pedestrian

:Label0588D0
00D6: if  0?
8118:   NOT   actor  9896?? dead
004D: jump_if_false Label0588F4
011A: set_actor  9896?? flags  1?
01CA: actor  9896?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9896??  \\ Like turning an actor into a random pedestrian

:Label0588F4
00D6: if  0?
8118:   NOT   actor  9912?? dead
004D: jump_if_false Label058918
011A: set_actor  9912?? flags  1?
01CA: actor  9912?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9912??  \\ Like turning an actor into a random pedestrian

:Label058918
00D6: if  0?
8118:   NOT   actor  9928?? dead
004D: jump_if_false Label05893C
011A: set_actor  9928?? flags  1?
01CA: actor  9928?? kill_player $PLAYER_CHAR
01C2: remove_references_to_actor  9928??  \\ Like turning an actor into a random pedestrian

:Label05893C
01C3: remove_references_to_car  9868??  \\ Like turning a car into any random car
01C3: remove_references_to_car  9872??  \\ Like turning a car into any random car
01C3: remove_references_to_car  9876??  \\ Like turning a car into any random car

:Label05894B
0002: jump Label05897A

:Label058952
00D6: if  0?
0038:    10076?? ==  0?  \\ integer values
004D: jump_if_false Label05897A
00BC: text_highpriority "COL4_B5"  5000& ms  1? \\ ~r~The tank has been destroyed!
0002: jump Label05B9B9

:Label05897A
00D6: if  0?
0038:    10076?? ==  1?  \\ integer values
004D: jump_if_false Label058C5C
00D6: if  0?
021C:   car_inside_garage  2752??
004D: jump_if_false Label0589A3
0002: jump Label05B9CA

:Label0589A3
00D6: if  0?
0119:   car  10020?? wrecked
004D: jump_if_false Label0589C9
00BC: text_highpriority "COL4_B5"  5000& ms  1? \\ ~r~The tank has been destroyed!
0002: jump Label05B9B9

:Label0589C9
00D6: if  0?
81AD:   NOT   car  10020??  0? ()near_point -1058.095! -478.054!  30!  30!
004D: jump_if_false Label0589FD
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
0002: jump Label058A04

:Label0589FD
010D: set_player $PLAYER_CHAR wanted_level_to  0?

:Label058A04
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  10020??
004D: jump_if_false Label058B20
00D6: if  0?
0038:    10456?? ==  0?  \\ integer values
004D: jump_if_false Label058A7F
00D6: if  0?
00F7:   player $PLAYER_CHAR  1? (in-sphere)near_point_in_car -1058.095! -478.054!  10.0896! radius  4!  4!  3!
004D: jump_if_false Label058A7F
00BC: text_highpriority "COL4_B7"  5000& ms  1? \\ ~g~Drive the tank into the garage.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  10456?? =  1?  \\ integer values

:Label058A7F
00D6: if  0?
0038:    10456?? ==  1?  \\ integer values
004D: jump_if_false Label058AE7
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1043.661! -476.886!  12.038! radius  7!  8!  2!
004D: jump_if_false Label058AE7
00BC: text_highpriority "COL4_B8"  5000& ms  1? \\ ~g~Get out of the tank and walk out of the garage.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  10456?? =  2?  \\ integer values

:Label058AE7
00D6: if  0?
0038:    10068?? ==  0?  \\ integer values
004D: jump_if_false Label058B19
0164: disable_marker  10064??
018A:  10064?? = create_checkpoint_at -1053.572! -478.045!  11.2887!
0004:  10068?? =  1?  \\ integer values

:Label058B19
0002: jump Label058B58

:Label058B20
00D6: if  0?
0038:    10068?? ==  1?  \\ integer values
004D: jump_if_false Label058B58
00D6: if  0?
8038:   NOT    10456?? ==  2?  \\ integer values
004D: jump_if_false Label058B58
0164: disable_marker  10064??
0186:  10064?? = create_marker_above_car  10020??
0004:  10068?? =  0?  \\ integer values

:Label058B58
00D6: if  0?
001C:    19244?? >  10476??  \\ integer values
004D: jump_if_false Label058BBC
00D6: if  0?
0038:    10480?? ==  0?  \\ integer values
004D: jump_if_false Label058BBC
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label058BA6
0004:  10240?? =  1?  \\ integer values
0084:  10340?? =  19244??  \\ integer values and handles
0008:  10340?? +=  6000&  \\ integer values

:Label058BA6
03C4: set_status_text_to  10080??  1? (bar) "DETON" \\ DETONATION:
0004:  10480?? =  1?  \\ integer values

:Label058BBC
00D6: if  0?
0018:    10480?? >  0?  \\ integer values
004D: jump_if_false Label058C5C
00D6: if  0?
0020:    10588?? >  100!  \\ floating-point values
004D: jump_if_false Label058BF6
0004:  10080?? =  100?  \\ integer values
020B: explode_car  10020??
0002: jump Label058C08

:Label058BF6
0078:  10588?? += unknown_inaccurate_float_timer  .017!  \\ floating-point values
008C:  10080?? = float_to_integer  10588??

:Label058C08
00D6: if  0?
0018:    10080?? >  95?  \\ integer values
004D: jump_if_false Label058C5C
00D6: if  0?
0038:    10480?? ==  1?  \\ integer values
004D: jump_if_false Label058C5C
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label058C55
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  6000&  \\ integer values

:Label058C55
0004:  10480?? =  2?  \\ integer values

:Label058C5C
00D6: if  0?
0018:    10432?? >  0?  \\ integer values
004D: jump_if_false Label0591A3
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -823.448! -1488.083!  10.852! -841.991! -1480.591!  16.165! radius  30! sphere  0?
004D: jump_if_false Label058F13
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -833.708! -1509.877!  12.489! radius  4!  6!  1.5!
004D: jump_if_false Label058EBD
00D6: if  0?
8118:   NOT   actor  10032?? dead
004D: jump_if_false Label058DBC
00D6: if  0?
0038:    10180?? ==  0?  \\ integer values
004D: jump_if_false Label058D19
0411: (unknown)  10032??  0? 
0239: actor  10032?? run_to -838.6741! -1498.07!
0411: (unknown)  10032??  0? 
0004:  10180?? =  1?  \\ integer values

:Label058D19
00D6: if  0?
0038:    10180?? ==  1?  \\ integer values
004D: jump_if_false Label058D6E
00D6: if  0?
00ED:   actor  10032??  0? ()near_point_on_foot -838.6741! -1498.07! radius  1!  1!
004D: jump_if_false Label058D6E
0239: actor  10032?? run_to -845.7342! -1501.918!
0411: (unknown)  10032??  0? 
0004:  10180?? =  2?  \\ integer values

:Label058D6E
00D6: if  0?
0038:    10180?? ==  2?  \\ integer values
004D: jump_if_false Label058DB5
00D6: if  0?
00ED:   actor  10032??  0? ()near_point_on_foot -845.7342! -1501.918! radius  1!  1!
004D: jump_if_false Label058DB5
01CA: actor  10032?? kill_player $PLAYER_CHAR
0004:  10180?? =  3?  \\ integer values

:Label058DB5
0002: jump Label058EB6

:Label058DBC
01C2: remove_references_to_actor  10032??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  10036?? dead
004D: jump_if_false Label058EAA
00D6: if  0?
0038:    10184?? ==  0?  \\ integer values
004D: jump_if_false Label058E07
0411: (unknown)  10036??  0? 
0239: actor  10036?? run_to -838.6741! -1498.07!
0411: (unknown)  10036??  0? 
0004:  10184?? =  1?  \\ integer values

:Label058E07
00D6: if  0?
0038:    10184?? ==  1?  \\ integer values
004D: jump_if_false Label058E5C
00D6: if  0?
00ED:   actor  10036??  0? ()near_point_on_foot -838.6741! -1498.07! radius  1!  1!
004D: jump_if_false Label058E5C
0239: actor  10036?? run_to -845.7342! -1501.918!
0411: (unknown)  10036??  0? 
0004:  10184?? =  2?  \\ integer values

:Label058E5C
00D6: if  0?
0038:    10184?? ==  2?  \\ integer values
004D: jump_if_false Label058EA3
00D6: if  0?
00ED:   actor  10036??  0? ()near_point_on_foot -845.7342! -1501.918! radius  1!  1!
004D: jump_if_false Label058EA3
01CA: actor  10036?? kill_player $PLAYER_CHAR
0004:  10184?? =  3?  \\ integer values

:Label058EA3
0002: jump Label058EB6

:Label058EAA
01C2: remove_references_to_actor  10036??  \\ Like turning an actor into a random pedestrian
0004:  10436?? =  1?  \\ integer values

:Label058EB6
0002: jump Label058F0C

:Label058EBD
00D6: if  0?
8118:   NOT   actor  10032?? dead
004D: jump_if_false Label058EDC
01CA: actor  10032?? kill_player $PLAYER_CHAR
0002: jump Label058EE1

:Label058EDC
01C2: remove_references_to_actor  10032??  \\ Like turning an actor into a random pedestrian

:Label058EE1
00D6: if  0?
8118:   NOT   actor  10036?? dead
004D: jump_if_false Label058F00
01CA: actor  10036?? kill_player $PLAYER_CHAR
0002: jump Label058F05

:Label058F00
01C2: remove_references_to_actor  10036??  \\ Like turning an actor into a random pedestrian

:Label058F05
0004:  10436?? =  0?  \\ integer values

:Label058F0C
0002: jump Label0591A3

:Label058F13
00D6: if  0?
8118:   NOT   actor  10032?? dead
004D: jump_if_false Label059056
00D6: if  0?
0038:    10180?? ==  0?  \\ integer values
004D: jump_if_false Label058F6A
00D6: if  0?
00ED:   actor  10032??  0? ()near_point_on_foot -830.7947! -1500.054! radius  1!  1!
004D: jump_if_false Label058F6A
011C: actor  10032?? clear_objective
0173: set_actor  10032?? z_angle_to  2.1778!

:Label058F6A
00D6: if  0?
0038:    10180?? ==  1?  \\ integer values
004D: jump_if_false Label058FA0
0411: (unknown)  10032??  0? 
0239: actor  10032?? run_to -830.7947! -1500.054!
0411: (unknown)  10032??  0? 
0004:  10180?? =  0?  \\ integer values

:Label058FA0
00D6: if  0?
0038:    10180?? ==  3?  \\ integer values
004D: jump_if_false Label058FD6
0411: (unknown)  10032??  0? 
0239: actor  10032?? run_to -839.5587! -1496.724!
0411: (unknown)  10032??  0? 
0004:  10180?? =  2?  \\ integer values

:Label058FD6
00D6: if  0?
0038:    10180?? ==  2?  \\ integer values
004D: jump_if_false Label05904F
0411: (unknown)  10032??  0? 
0239: actor  10032?? run_to -839.5587! -1496.724!
0411: (unknown)  10032??  0? 
00D6: if  0?
00ED:   actor  10032??  0? ()near_point_on_foot -839.5587! -1496.724! radius  1!  1!
004D: jump_if_false Label05904F
0411: (unknown)  10032??  0? 
0239: actor  10032?? run_to -830.7947! -1500.054!
0411: (unknown)  10032??  0? 
0004:  10180?? =  0?  \\ integer values

:Label05904F
0002: jump Label05905B

:Label059056
01C2: remove_references_to_actor  10032??  \\ Like turning an actor into a random pedestrian

:Label05905B
00D6: if  0?
8118:   NOT   actor  10036?? dead
004D: jump_if_false Label05919E
00D6: if  0?
0038:    10184?? ==  0?  \\ integer values
004D: jump_if_false Label0590B2
00D6: if  0?
00ED:   actor  10036??  0? ()near_point_on_foot -824.3466! -1488.274! radius  1!  1!
004D: jump_if_false Label0590B2
011C: actor  10036?? clear_objective
0173: set_actor  10036?? z_angle_to  117.421!

:Label0590B2
00D6: if  0?
0038:    10184?? ==  1?  \\ integer values
004D: jump_if_false Label0590E8
0411: (unknown)  10036??  0? 
0239: actor  10036?? run_to -824.3466! -1488.274!
0411: (unknown)  10036??  0? 
0004:  10184?? =  0?  \\ integer values

:Label0590E8
00D6: if  0?
0038:    10184?? ==  3?  \\ integer values
004D: jump_if_false Label05911E
0411: (unknown)  10036??  0? 
0239: actor  10036?? run_to -839.5587! -1496.724!
0411: (unknown)  10036??  0? 
0004:  10184?? =  2?  \\ integer values

:Label05911E
00D6: if  0?
0038:    10184?? ==  2?  \\ integer values
004D: jump_if_false Label059197
0411: (unknown)  10036??  0? 
0239: actor  10036?? run_to -839.5587! -1496.724!
0411: (unknown)  10036??  0? 
00D6: if  0?
00ED:   actor  10036??  0? ()near_point_on_foot -839.5587! -1496.724! radius  1!  1!
004D: jump_if_false Label059197
0411: (unknown)  10036??  0? 
0239: actor  10036?? run_to -824.3466! -1488.274!
0411: (unknown)  10036??  0? 
0004:  10184?? =  0?  \\ integer values

:Label059197
0002: jump Label0591A3

:Label05919E
01C2: remove_references_to_actor  10036??  \\ Like turning an actor into a random pedestrian

:Label0591A3
00D6: if  0?
0038:    10444?? ==  1?  \\ integer values
004D: jump_if_false Label059671
00D6: if  0?
0038:    10248?? ==  0?  \\ integer values
004D: jump_if_false Label0591DE
0004:  10248?? =  1?  \\ integer values
0084:  10348?? =  19244??  \\ integer values and handles
0008:  10348?? +=  6000&  \\ integer values

:Label0591DE
00D6: if  0?
8118:   NOT   actor  9932?? dead
004D: jump_if_false Label059214
0084:  10048?? =  9932??  \\ integer values and handles
0084:  10576?? =  10484??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10484?? =  10576??  \\ integer values and handles
0002: jump Label05922D

:Label059214
00D6: if  0?
8038:   NOT    10484?? ==  3?  \\ integer values
004D: jump_if_false Label05922D
0004:  10100?? =  1?  \\ integer values

:Label05922D
00D6: if  0?
8118:   NOT   actor  9936?? dead
004D: jump_if_false Label059263
0084:  10048?? =  9936??  \\ integer values and handles
0084:  10576?? =  10488??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10488?? =  10576??  \\ integer values and handles
0002: jump Label05927C

:Label059263
00D6: if  0?
8038:   NOT    10488?? ==  3?  \\ integer values
004D: jump_if_false Label05927C
0004:  10100?? =  1?  \\ integer values

:Label05927C
00D6: if  0?
8118:   NOT   actor  9900?? dead
004D: jump_if_false Label0592B2
0084:  10048?? =  9900??  \\ integer values and handles
0084:  10576?? =  10492??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10492?? =  10576??  \\ integer values and handles
0002: jump Label0592CB

:Label0592B2
00D6: if  0?
8038:   NOT    10492?? ==  3?  \\ integer values
004D: jump_if_false Label0592CB
0004:  10100?? =  1?  \\ integer values

:Label0592CB
00D6: if  0?
8118:   NOT   actor  9904?? dead
004D: jump_if_false Label059301
0084:  10048?? =  9904??  \\ integer values and handles
0084:  10576?? =  10496??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10496?? =  10576??  \\ integer values and handles
0002: jump Label05931A

:Label059301
00D6: if  0?
8038:   NOT    10496?? ==  3?  \\ integer values
004D: jump_if_false Label05931A
0004:  10100?? =  1?  \\ integer values

:Label05931A
00D6: if  0?
8118:   NOT   actor  9916?? dead
004D: jump_if_false Label059350
0084:  10048?? =  9916??  \\ integer values and handles
0084:  10576?? =  10500??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10500?? =  10576??  \\ integer values and handles
0002: jump Label059369

:Label059350
00D6: if  0?
8038:   NOT    10500?? ==  3?  \\ integer values
004D: jump_if_false Label059369
0004:  10100?? =  1?  \\ integer values

:Label059369
00D6: if  0?
8118:   NOT   actor  9920?? dead
004D: jump_if_false Label05939F
0084:  10048?? =  9920??  \\ integer values and handles
0084:  10576?? =  10504??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10504?? =  10576??  \\ integer values and handles
0002: jump Label0593B8

:Label05939F
00D6: if  0?
8038:   NOT    10504?? ==  3?  \\ integer values
004D: jump_if_false Label0593B8
0004:  10100?? =  1?  \\ integer values

:Label0593B8
00D6: if  0?
8118:   NOT   actor  9892?? dead
004D: jump_if_false Label0593EE
0084:  10048?? =  9892??  \\ integer values and handles
0084:  10576?? =  10516??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10516?? =  10576??  \\ integer values and handles
0002: jump Label059407

:Label0593EE
00D6: if  0?
8038:   NOT    10516?? ==  3?  \\ integer values
004D: jump_if_false Label059407
0004:  10100?? =  1?  \\ integer values

:Label059407
00D6: if  0?
8118:   NOT   actor  9896?? dead
004D: jump_if_false Label05943D
0084:  10048?? =  9896??  \\ integer values and handles
0084:  10576?? =  10520??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10520?? =  10576??  \\ integer values and handles
0002: jump Label059456

:Label05943D
00D6: if  0?
8038:   NOT    10520?? ==  3?  \\ integer values
004D: jump_if_false Label059456
0004:  10100?? =  1?  \\ integer values

:Label059456
00D6: if  0?
8118:   NOT   actor  10012?? dead
004D: jump_if_false Label05948C
0084:  10048?? =  10012??  \\ integer values and handles
0084:  10576?? =  10508??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10508?? =  10576??  \\ integer values and handles
0002: jump Label0594A5

:Label05948C
00D6: if  0?
8038:   NOT    10508?? ==  3?  \\ integer values
004D: jump_if_false Label0594A5
0004:  10100?? =  1?  \\ integer values

:Label0594A5
00D6: if  0?
8118:   NOT   actor  10016?? dead
004D: jump_if_false Label0594DB
0084:  10048?? =  10016??  \\ integer values and handles
0084:  10576?? =  10512??  \\ integer values and handles
0050: gosub Label05C3F4
0084:  10512?? =  10576??  \\ integer values and handles
0002: jump Label0594F4

:Label0594DB
00D6: if  0?
8038:   NOT    10512?? ==  3?  \\ integer values
004D: jump_if_false Label0594F4
0004:  10100?? =  1?  \\ integer values

:Label0594F4
00D6: if  0?
8118:   NOT   actor  9972?? dead
004D: jump_if_false Label059658
00D6: if  0?
0038:    10152?? ==  0?  \\ integer values
004D: jump_if_false Label05956C
0465: remove_actor  9972?? from_turret_mode
00A0:  1780?? = actor  9972?? x_pos,  1784?? = actor  9972?? y_pos,  1788?? = actor  9972?? z_pos
0009:  1788?? +=  1!  \\ floating-point values
00A1: put_actor  9972?? at  1780??  1784??  1788??
0291: unknown_actor  9972?? unknown_behavior_flag  1?
011A: set_actor  9972?? flags  1?
0239: actor  9972?? run_to -829.7494! -1491.996!
0411: (unknown)  9972??  0? 
0004:  10152?? =  1?  \\ integer values

:Label05956C
00D6: if  0?
0038:    10152?? ==  1?  \\ integer values
004D: jump_if_false Label0595E7
00D6: if  0?
04FF:  9972??
004D: jump_if_false Label0595A4
0239: actor  9972?? run_to -829.7494! -1491.996!
0411: (unknown)  9972??  0? 

:Label0595A4
00D6: if  0?
00ED:   actor  9972??  0? ()near_point_on_foot -829.7494! -1491.996! radius  1!  1!
004D: jump_if_false Label0595E7
0239: actor  9972?? run_to -826.0425! -1493.517!
0411: (unknown)  9972??  0? 
0004:  10152?? =  2?  \\ integer values

:Label0595E7
00D6: if  0?
0038:    10152?? ==  2?  \\ integer values
004D: jump_if_false Label059651
00D6: if  0?
04FF:  9972??
004D: jump_if_false Label05961F
0239: actor  9972?? run_to -826.0425! -1493.517!
0411: (unknown)  9972??  0? 

:Label05961F
00D6: if  0?
00ED:   actor  9972??  0? ()near_point_on_foot -826.0425! -1493.517! radius  1!  1!
004D: jump_if_false Label059651
009B: destroy_actor_instantly  9972??
0004:  10152?? =  3?  \\ integer values

:Label059651
0002: jump Label059671

:Label059658
00D6: if  0?
8038:   NOT    10152?? ==  3?  \\ integer values
004D: jump_if_false Label059671
0004:  10100?? =  1?  \\ integer values

:Label059671
00D6: if  0?
0038:    10260?? ==  3?  \\ integer values
004D: jump_if_false Label059CD5
00D6: if  0?
8119:   NOT   car  9876?? wrecked
004D: jump_if_false Label059C00
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  9876??
004D: jump_if_false Label059BA9
00D6: if  0?
8118:   NOT   actor  9924?? dead
004D: jump_if_false Label059B89
00D6: if  0?
00DB:   actor  9924?? in_car  9876??
004D: jump_if_false Label059B69
00AA:  11@ = car  9876?? x_pos,  12@ = car  9876?? y_pos,  13@ = car  9876?? z_pos
0088:  19448?? =  11@  \\ floating-point values only
000D:  19448?? -= -837.0244!  \\ floating-point values
0088:  19452?? =  12@  \\ floating-point values only
000D:  19452?? -= -1509.279!  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  10664?? = square_root  19456??
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0599EB
00D6: if  0?
8118:   NOT   actor  9928?? dead
004D: jump_if_false Label0597CE
00D6: if  0?
0038:    10148?? ==  5?  \\ integer values
004D: jump_if_false Label0597C7
00D6: if  0?
00DB:   actor  9928?? in_car  9876??
004D: jump_if_false Label059798
0004:  10148?? =  0?  \\ integer values
00D6: if  21?
0038:    10464?? ==  0?  \\ integer values
0038:    10464?? ==  7?  \\ integer values
004D: jump_if_false Label059791
0004:  10108?? =  0?  \\ integer values

:Label059791
0002: jump Label0597C7

:Label059798
00D6: if  0?
00DF:   actor  9928?? driving
004D: jump_if_false Label0597BF
03C0:  10008?? = actor  9928?? car
01D3: actor  9928?? leave_car  10008??
0002: jump Label0597C7

:Label0597BF
01D4: actor  9928?? go_to_car  9876?? and_enter_it_as_a_passenger

:Label0597C7
0002: jump Label0597E7

:Label0597CE
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label0597E7
0004:  10100?? =  1?  \\ integer values

:Label0597E7
00D6: if  0?
0118:   actor  9924?? dead
004D: jump_if_false Label059810
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label059810
0004:  10100?? =  1?  \\ integer values

:Label059810
00D6: if  0?
031E:   unknown_vehicle_check  9876?? unknown  39?
004D: jump_if_false Label059848
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9876?? radius  20!  20!  0?
004D: jump_if_false Label059848
0004:  10552?? =  1?  \\ integer values

:Label059848
00D6: if  0?
031E:   unknown_vehicle_check  9876?? unknown  47?
004D: jump_if_false Label05987C
0227:  10564?? = car  9876?? health
00D6: if  0?
001A:    800& >  10564??  \\ integer values
004D: jump_if_false Label05987C
0004:  10100?? =  1?  \\ integer values

:Label05987C
0468:  9876??
0088:  19448?? =  11@  \\ floating-point values only
0067:  19448?? -=  3@  \\ floating-point values
0088:  19452?? =  12@  \\ floating-point values only
0067:  19452?? -=  4@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0089:  14@ =  19456??  \\ floating-point values only
000F:  14@ -=  4!  \\ floating-point values
00D6: if  0?
0021:    14@ >  100!  \\ floating-point values
004D: jump_if_false Label0598FA
0007:  14@ =  100!  \\ floating-point values

:Label0598FA
00D6: if  0?
0023:    0! >  14@  \\ floating-point values
004D: jump_if_false Label059919
0007:  14@ =  0!  \\ floating-point values

:Label059919
00D6: if  0?
81AD:   NOT   car  9876??  0? ()near_point -838.3314! -1490.493!  50!  50!
004D: jump_if_false Label059963
00D6: if  0?
0024:    10656?? >  10664??  \\ floating-point values only
004D: jump_if_false Label05995C
0007:  14@ =  0!  \\ floating-point values

:Label05995C
0002: jump Label05996A

:Label059963
04E0: unknown_car  9876??  40?

:Label05996A
0084:  10024?? =  9876??  \\ integer values and handles
0084:  10028?? =  9928??  \\ integer values and handles
0087:  10@ =  13@  \\ floating-point values only
0050: gosub Label05BB2C
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label0599D0
00D6: if  0?
0043:    14@ ==  0!  \\ floating-point values
004D: jump_if_false Label0599C1
0477: unknown_car  9876??  1?  500&
0002: jump Label0599C9

:Label0599C1
00AD: set_car  9876?? max_speed_to  14@

:Label0599C9
0002: jump Label0599E4

:Label0599D0
0007:  14@ =  0!  \\ floating-point values
0477: unknown_car  9876??  1?  500&

:Label0599E4
0002: jump Label059B62

:Label0599EB
00D6: if  0?
0038:    10380?? ==  1?  \\ integer values
004D: jump_if_false Label059AC5
00D6: if  21?
0038:    10096?? ==  2?  \\ integer values
0038:    10096?? ==  3?  \\ integer values
004D: jump_if_false Label059A1D
0004:  10096?? =  0?  \\ integer values

:Label059A1D
00D6: if  0?
0038:    10096?? ==  0?  \\ integer values
004D: jump_if_false Label059A4E
00AD: set_car  9876?? max_speed_to  100!
00AE: unknown_set_car  9876?? to_ignore_traffic_lights  2?
00AF: set_car  9876?? driver_behaviour_to  2?
0004:  10096?? =  1?  \\ integer values

:Label059A4E
00D6: if  0?
0038:    10096?? ==  1?  \\ integer values
004D: jump_if_false Label059ABE
00D6: if  0?
0038:    10228?? ==  10?  \\ integer values
004D: jump_if_false Label059AB7
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  9876?? radius  20!  20!  0?
004D: jump_if_false Label059AA9
00D6: if  0?
8118:   NOT   actor  9928?? dead
004D: jump_if_false Label059AA9
01CA: actor  9928?? kill_player $PLAYER_CHAR

:Label059AA9
0004:  10228?? =  0?  \\ integer values
0002: jump Label059ABE

:Label059AB7
0008:  10228?? +=  1?  \\ integer values

:Label059ABE
0002: jump Label059B62

:Label059AC5
00D6: if  21?
0038:    10096?? ==  0?  \\ integer values
0038:    10096?? ==  1?  \\ integer values
004D: jump_if_false Label059AE5
0004:  10096?? =  2?  \\ integer values

:Label059AE5
00D6: if  0?
0038:    10096?? ==  2?  \\ integer values
004D: jump_if_false Label059B1D
00AD: set_car  9876?? max_speed_to  100!
00AE: unknown_set_car  9876?? to_ignore_traffic_lights  2?
00A7: unknown_car  9876?? drive_to  3@  4@  5@
0004:  10096?? =  3?  \\ integer values

:Label059B1D
00D6: if  0?
0038:    10096?? ==  3?  \\ integer values
004D: jump_if_false Label059B62
00D6: if  0?
01AD:   car  9876??  0? ()near_point  3@  4@  20!  20!
004D: jump_if_false Label059B62
00AF: set_car  9876?? driver_behaviour_to  11?
0477: unknown_car  9876??  1?  500&

:Label059B62
0002: jump Label059B82

:Label059B69
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label059B82
0004:  10100?? =  1?  \\ integer values

:Label059B82
0002: jump Label059BA2

:Label059B89
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label059BA2
0004:  10100?? =  1?  \\ integer values

:Label059BA2
0002: jump Label059BF9

:Label059BA9
02AA: set_car  9876?? immune_to_nonplayer  0?
00D6: if  0?
8118:   NOT   actor  9924?? dead
004D: jump_if_false Label059BC8
01CA: actor  9924?? kill_player $PLAYER_CHAR

:Label059BC8
00D6: if  0?
8118:   NOT   actor  9928?? dead
004D: jump_if_false Label059BE0
01CA: actor  9928?? kill_player $PLAYER_CHAR

:Label059BE0
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label059BF9
0004:  10100?? =  1?  \\ integer values

:Label059BF9
0002: jump Label059C19

:Label059C00
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label059C19
0004:  10100?? =  1?  \\ integer values

:Label059C19
0084:  10052?? =  9956??  \\ integer values and handles
0084:  10056?? =  9876??  \\ integer values and handles
0084:  10060?? =  9924??  \\ integer values and handles
0084:  10264?? =  10208??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10208?? =  10264??  \\ integer values and handles
0084:  10052?? =  9960??  \\ integer values and handles
0084:  10056?? =  9876??  \\ integer values and handles
0084:  10060?? =  9924??  \\ integer values and handles
0084:  10264?? =  10212??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10212?? =  10264??  \\ integer values and handles
0084:  10052?? =  9964??  \\ integer values and handles
0084:  10056?? =  9876??  \\ integer values and handles
0084:  10060?? =  9924??  \\ integer values and handles
0084:  10264?? =  10216??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10216?? =  10264??  \\ integer values and handles
0084:  10052?? =  9968??  \\ integer values and handles
0084:  10056?? =  9876??  \\ integer values and handles
0084:  10060?? =  9924??  \\ integer values and handles
0084:  10264?? =  10220??  \\ integer values and handles
0050: gosub Label05C53D
0084:  10220?? =  10264??  \\ integer values and handles

:Label059CD5
00D6: if  0?
803A:   NOT    10108?? ==  10472??  \\ integer values and handles
004D: jump_if_false Label059D5B
0084:  10472?? =  10108??  \\ integer values and handles
00D6: if  0?
0038:    10108?? ==  1?  \\ integer values
004D: jump_if_false Label059D32
00D6: if  0?
0038:    10304?? ==  0?  \\ integer values
004D: jump_if_false Label059D2B
0004:  10304?? =  1?  \\ integer values
0084:  10396?? =  19244??  \\ integer values and handles
0008:  10396?? +=  6000&  \\ integer values

:Label059D2B
0002: jump Label059D5B

:Label059D32
00D6: if  0?
0038:    10308?? ==  0?  \\ integer values
004D: jump_if_false Label059D5B
0004:  10308?? =  1?  \\ integer values
0084:  10400?? =  19244??  \\ integer values and handles
0008:  10400?? +=  6000&  \\ integer values

:Label059D5B
00D6: if  0?
0018:    10240?? >  0?  \\ integer values
004D: jump_if_false Label059E61
00D6: if  0?
0038:    10240?? ==  3?  \\ integer values
004D: jump_if_false Label059DAD
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label059DAD
03D5: remove_text "COL4_24" \\ Security protocol Delta India Echo triggered! Vehicle self destruct initiated!
0004:  10240?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label059DAD
00D6: if  0?
0038:    10240?? ==  2?  \\ integer values
004D: jump_if_false Label059DFB
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label059DFB
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label059DF4
00BC: text_highpriority "COL4_24"  10000& ms  1? \\ Security protocol Delta India Echo triggered! Vehicle self destruct initiated!

:Label059DF4
0004:  10240?? =  3?  \\ integer values

:Label059DFB
00D6: if  0?
0038:    10240?? ==  1?  \\ integer values
004D: jump_if_false Label059E5A
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label059E40
03CF: load_wav "COL4_24" as  1?
0004:  10240?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label059E5A

:Label059E40
00D6: if  0?
001C:    19244?? >  10340??  \\ integer values
004D: jump_if_false Label059E5A
0004:  10240?? =  0?  \\ integer values

:Label059E5A
0002: jump Label059EA8

:Label059E61
00D6: if  0?
0018:    10240?? >  0?  \\ integer values
004D: jump_if_false Label059EA8
00D6: if  0?
0018:    10240?? >  1?  \\ integer values
004D: jump_if_false Label059EA1
0004:  10240?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label059EA8

:Label059EA1
0004:  10240?? =  0?  \\ integer values

:Label059EA8
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label059FAE
00D6: if  0?
0038:    10244?? ==  3?  \\ integer values
004D: jump_if_false Label059EFA
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label059EFA
03D5: remove_text "COL4_26" \\ Prepare to die Communist scum!
0004:  10244?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label059EFA
00D6: if  0?
0038:    10244?? ==  2?  \\ integer values
004D: jump_if_false Label059F48
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label059F48
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label059F41
00BC: text_highpriority "COL4_26"  10000& ms  1? \\ Prepare to die Communist scum!

:Label059F41
0004:  10244?? =  3?  \\ integer values

:Label059F48
00D6: if  0?
0038:    10244?? ==  1?  \\ integer values
004D: jump_if_false Label059FA7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label059F8D
03CF: load_wav "COL4_26" as  1?
0004:  10244?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label059FA7

:Label059F8D
00D6: if  0?
001C:    19244?? >  10344??  \\ integer values
004D: jump_if_false Label059FA7
0004:  10244?? =  0?  \\ integer values

:Label059FA7
0002: jump Label059FF5

:Label059FAE
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label059FF5
00D6: if  0?
0018:    10244?? >  1?  \\ integer values
004D: jump_if_false Label059FEE
0004:  10244?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label059FF5

:Label059FEE
0004:  10244?? =  0?  \\ integer values

:Label059FF5
00D6: if  1?
0018:    10248?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A102
00D6: if  0?
0038:    10248?? ==  3?  \\ integer values
004D: jump_if_false Label05A04E
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A04E
03D5: remove_text "COL4_23" \\ Objective completed! Platoon dismissed! - Lets go eat some doughnuts.
0004:  10248?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A04E
00D6: if  0?
0038:    10248?? ==  2?  \\ integer values
004D: jump_if_false Label05A09C
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A09C
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A095
00BC: text_highpriority "COL4_23"  10000& ms  1? \\ Objective completed! Platoon dismissed! - Lets go eat some doughnuts.

:Label05A095
0004:  10248?? =  3?  \\ integer values

:Label05A09C
00D6: if  0?
0038:    10248?? ==  1?  \\ integer values
004D: jump_if_false Label05A0FB
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A0E1
03CF: load_wav "COL4_23" as  1?
0004:  10248?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A0FB

:Label05A0E1
00D6: if  0?
001C:    19244?? >  10348??  \\ integer values
004D: jump_if_false Label05A0FB
0004:  10248?? =  0?  \\ integer values

:Label05A0FB
0002: jump Label05A149

:Label05A102
00D6: if  0?
0018:    10248?? >  0?  \\ integer values
004D: jump_if_false Label05A149
00D6: if  0?
0018:    10248?? >  1?  \\ integer values
004D: jump_if_false Label05A142
0004:  10248?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A149

:Label05A142
0004:  10248?? =  0?  \\ integer values

:Label05A149
00D6: if  1?
0018:    10252?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A256
00D6: if  0?
0038:    10252?? ==  3?  \\ integer values
004D: jump_if_false Label05A1A2
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A1A2
03D5: remove_text "COL4_12" \\ Civilian in the TANK! STOP HIM!
0004:  10252?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A1A2
00D6: if  0?
0038:    10252?? ==  2?  \\ integer values
004D: jump_if_false Label05A1F0
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A1F0
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A1E9
00BC: text_highpriority "COL4_12"  10000& ms  1? \\ Civilian in the TANK! STOP HIM!

:Label05A1E9
0004:  10252?? =  3?  \\ integer values

:Label05A1F0
00D6: if  0?
0038:    10252?? ==  1?  \\ integer values
004D: jump_if_false Label05A24F
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A235
03CF: load_wav "COL4_12" as  1?
0004:  10252?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A24F

:Label05A235
00D6: if  0?
001C:    19244?? >  10352??  \\ integer values
004D: jump_if_false Label05A24F
0004:  10252?? =  0?  \\ integer values

:Label05A24F
0002: jump Label05A29D

:Label05A256
00D6: if  0?
0018:    10252?? >  0?  \\ integer values
004D: jump_if_false Label05A29D
00D6: if  0?
0018:    10252?? >  1?  \\ integer values
004D: jump_if_false Label05A296
0004:  10252?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A29D

:Label05A296
0004:  10252?? =  0?  \\ integer values

:Label05A29D
00D6: if  1?
0018:    10268?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A3AA
00D6: if  0?
0038:    10268?? ==  3?  \\ integer values
004D: jump_if_false Label05A2F6
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A2F6
03D5: remove_text "COL4_21" \\ SNIPER!
0004:  10268?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A2F6
00D6: if  0?
0038:    10268?? ==  2?  \\ integer values
004D: jump_if_false Label05A344
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A344
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A33D
00BC: text_highpriority "COL4_21"  10000& ms  1? \\ SNIPER!

:Label05A33D
0004:  10268?? =  3?  \\ integer values

:Label05A344
00D6: if  0?
0038:    10268?? ==  1?  \\ integer values
004D: jump_if_false Label05A3A3
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A389
03CF: load_wav "COL4_21" as  1?
0004:  10268?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A3A3

:Label05A389
00D6: if  0?
001C:    19244?? >  10360??  \\ integer values
004D: jump_if_false Label05A3A3
0004:  10268?? =  0?  \\ integer values

:Label05A3A3
0002: jump Label05A3F1

:Label05A3AA
00D6: if  0?
0018:    10268?? >  0?  \\ integer values
004D: jump_if_false Label05A3F1
00D6: if  0?
0018:    10268?? >  1?  \\ integer values
004D: jump_if_false Label05A3EA
0004:  10268?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A3F1

:Label05A3EA
0004:  10268?? =  0?  \\ integer values

:Label05A3F1
00D6: if  1?
0018:    10272?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A4FE
00D6: if  0?
0038:    10272?? ==  3?  \\ integer values
004D: jump_if_false Label05A44A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A44A
03D5: remove_text "COL4_22" \\ I'm getting out of here.
0004:  10272?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A44A
00D6: if  0?
0038:    10272?? ==  2?  \\ integer values
004D: jump_if_false Label05A498
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A498
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A491
00BC: text_highpriority "COL4_22"  10000& ms  1? \\ I'm getting out of here.

:Label05A491
0004:  10272?? =  3?  \\ integer values

:Label05A498
00D6: if  0?
0038:    10272?? ==  1?  \\ integer values
004D: jump_if_false Label05A4F7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A4DD
03CF: load_wav "COL4_22" as  1?
0004:  10272?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A4F7

:Label05A4DD
00D6: if  0?
001C:    19244?? >  10364??  \\ integer values
004D: jump_if_false Label05A4F7
0004:  10272?? =  0?  \\ integer values

:Label05A4F7
0002: jump Label05A545

:Label05A4FE
00D6: if  0?
0018:    10272?? >  0?  \\ integer values
004D: jump_if_false Label05A545
00D6: if  0?
0018:    10272?? >  1?  \\ integer values
004D: jump_if_false Label05A53E
0004:  10272?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A545

:Label05A53E
0004:  10272?? =  0?  \\ integer values

:Label05A545
00D6: if  1?
0018:    10100?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A67B
00D6: if  0?
0038:    10256?? ==  3?  \\ integer values
004D: jump_if_false Label05A59E
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A59E
03D5: remove_text "COL4_9" \\ DEFENSIVE POSITIONS!
0004:  10256?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A59E
00D6: if  0?
0038:    10256?? ==  2?  \\ integer values
004D: jump_if_false Label05A5EC
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A5EC
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A5E5
00BC: text_highpriority "COL4_9"  10000& ms  1? \\ DEFENSIVE POSITIONS!

:Label05A5E5
0004:  10256?? =  3?  \\ integer values

:Label05A5EC
00D6: if  0?
0038:    10256?? ==  1?  \\ integer values
004D: jump_if_false Label05A64B
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A631
03CF: load_wav "COL4_9" as  1?
0004:  10256?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A64B

:Label05A631
00D6: if  0?
001C:    19244?? >  10356??  \\ integer values
004D: jump_if_false Label05A64B
0004:  10256?? =  0?  \\ integer values

:Label05A64B
00D6: if  0?
0038:    10256?? ==  0?  \\ integer values
004D: jump_if_false Label05A674
0084:  10356?? =  19244??  \\ integer values and handles
0008:  10356?? +=  6000&  \\ integer values
0004:  10256?? =  1?  \\ integer values

:Label05A674
0002: jump Label05A6D4

:Label05A67B
00D6: if  0?
0018:    10256?? >  0?  \\ integer values
004D: jump_if_false Label05A6D4
00D6: if  0?
0018:    10256?? >  1?  \\ integer values
004D: jump_if_false Label05A6CD
00D6: if  0?
8038:   NOT    10256?? ==  4?  \\ integer values
004D: jump_if_false Label05A6B8
0004:  10256?? =  0?  \\ integer values

:Label05A6B8
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A6D4

:Label05A6CD
0004:  10256?? =  0?  \\ integer values

:Label05A6D4
00D6: if  1?
0018:    10276?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A7E1
00D6: if  0?
0038:    10276?? ==  3?  \\ integer values
004D: jump_if_false Label05A72D
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A72D
03D5: remove_text "COL4_6" \\ WE'RE TAKING ENEMY FIRE!
0004:  10276?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A72D
00D6: if  0?
0038:    10276?? ==  2?  \\ integer values
004D: jump_if_false Label05A77B
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A77B
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A774
00BC: text_highpriority "COL4_6"  10000& ms  1? \\ WE'RE TAKING ENEMY FIRE!

:Label05A774
0004:  10276?? =  3?  \\ integer values

:Label05A77B
00D6: if  0?
0038:    10276?? ==  1?  \\ integer values
004D: jump_if_false Label05A7DA
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A7C0
03CF: load_wav "COL4_6" as  1?
0004:  10276?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A7DA

:Label05A7C0
00D6: if  0?
001C:    19244?? >  10368??  \\ integer values
004D: jump_if_false Label05A7DA
0004:  10276?? =  0?  \\ integer values

:Label05A7DA
0002: jump Label05A828

:Label05A7E1
00D6: if  0?
0018:    10276?? >  0?  \\ integer values
004D: jump_if_false Label05A828
00D6: if  0?
0018:    10276?? >  1?  \\ integer values
004D: jump_if_false Label05A821
0004:  10276?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A828

:Label05A821
0004:  10276?? =  0?  \\ integer values

:Label05A828
00D6: if  1?
0018:    10280?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05A935
00D6: if  0?
0038:    10280?? ==  3?  \\ integer values
004D: jump_if_false Label05A881
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A881
03D5: remove_text "COL4_19" \\ Go get some doughnuts, soldier! - Sir, Yes Sir!
0004:  10280?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A881
00D6: if  0?
0038:    10280?? ==  2?  \\ integer values
004D: jump_if_false Label05A8CF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05A8CF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05A8C8
00BC: text_highpriority "COL4_19"  10000& ms  1? \\ Go get some doughnuts, soldier! - Sir, Yes Sir!

:Label05A8C8
0004:  10280?? =  3?  \\ integer values

:Label05A8CF
00D6: if  0?
0038:    10280?? ==  1?  \\ integer values
004D: jump_if_false Label05A92E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05A914
03CF: load_wav "COL4_19" as  1?
0004:  10280?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05A92E

:Label05A914
00D6: if  0?
001C:    19244?? >  10372??  \\ integer values
004D: jump_if_false Label05A92E
0004:  10280?? =  0?  \\ integer values

:Label05A92E
0002: jump Label05A97C

:Label05A935
00D6: if  0?
0018:    10280?? >  0?  \\ integer values
004D: jump_if_false Label05A97C
00D6: if  0?
0018:    10280?? >  1?  \\ integer values
004D: jump_if_false Label05A975
0004:  10280?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05A97C

:Label05A975
0004:  10280?? =  0?  \\ integer values

:Label05A97C
00D6: if  1?
0018:    10284?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05AA89
00D6: if  0?
0038:    10284?? ==  3?  \\ integer values
004D: jump_if_false Label05A9D5
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05A9D5
03D5: remove_text "COL4_20" \\ Target acquired, Sir
0004:  10284?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05A9D5
00D6: if  0?
0038:    10284?? ==  2?  \\ integer values
004D: jump_if_false Label05AA23
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05AA23
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05AA1C
00BC: text_highpriority "COL4_20"  10000& ms  1? \\ Target acquired, Sir

:Label05AA1C
0004:  10284?? =  3?  \\ integer values

:Label05AA23
00D6: if  0?
0038:    10284?? ==  1?  \\ integer values
004D: jump_if_false Label05AA82
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05AA68
03CF: load_wav "COL4_20" as  1?
0004:  10284?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05AA82

:Label05AA68
00D6: if  0?
001C:    19244?? >  10376??  \\ integer values
004D: jump_if_false Label05AA82
0004:  10284?? =  0?  \\ integer values

:Label05AA82
0002: jump Label05AAD0

:Label05AA89
00D6: if  0?
0018:    10284?? >  0?  \\ integer values
004D: jump_if_false Label05AAD0
00D6: if  0?
0018:    10284?? >  1?  \\ integer values
004D: jump_if_false Label05AAC9
0004:  10284?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05AAD0

:Label05AAC9
0004:  10284?? =  0?  \\ integer values

:Label05AAD0
00D6: if  1?
0018:    10292?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
004D: jump_if_false Label05ABDD
00D6: if  0?
0038:    10292?? ==  3?  \\ integer values
004D: jump_if_false Label05AB29
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05AB29
03D5: remove_text "COL4_18" \\ Someone's on the tank Sir!
0004:  10292?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05AB29
00D6: if  0?
0038:    10292?? ==  2?  \\ integer values
004D: jump_if_false Label05AB77
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05AB77
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05AB70
00BC: text_highpriority "COL4_18"  10000& ms  1? \\ Someone's on the tank Sir!

:Label05AB70
0004:  10292?? =  3?  \\ integer values

:Label05AB77
00D6: if  0?
0038:    10292?? ==  1?  \\ integer values
004D: jump_if_false Label05ABD6
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05ABBC
03CF: load_wav "COL4_18" as  1?
0004:  10292?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05ABD6

:Label05ABBC
00D6: if  0?
001C:    19244?? >  10384??  \\ integer values
004D: jump_if_false Label05ABD6
0004:  10292?? =  0?  \\ integer values

:Label05ABD6
0002: jump Label05AC24

:Label05ABDD
00D6: if  0?
0018:    10292?? >  0?  \\ integer values
004D: jump_if_false Label05AC24
00D6: if  0?
0018:    10292?? >  1?  \\ integer values
004D: jump_if_false Label05AC1D
0004:  10292?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05AC24

:Label05AC1D
0004:  10292?? =  0?  \\ integer values

:Label05AC24
00D6: if  2?
0018:    10296?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05AD38
00D6: if  0?
0038:    10296?? ==  3?  \\ integer values
004D: jump_if_false Label05AC84
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05AC84
03D5: remove_text "COL4_1" \\ What's up with the Gunner? - Don't know Sir!
0004:  10296?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05AC84
00D6: if  0?
0038:    10296?? ==  2?  \\ integer values
004D: jump_if_false Label05ACD2
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05ACD2
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05ACCB
00BC: text_highpriority "COL4_1"  10000& ms  1? \\ What's up with the Gunner? - Don't know Sir!

:Label05ACCB
0004:  10296?? =  3?  \\ integer values

:Label05ACD2
00D6: if  0?
0038:    10296?? ==  1?  \\ integer values
004D: jump_if_false Label05AD31
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05AD17
03CF: load_wav "COL4_1" as  1?
0004:  10296?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05AD31

:Label05AD17
00D6: if  0?
001C:    19244?? >  10388??  \\ integer values
004D: jump_if_false Label05AD31
0004:  10296?? =  0?  \\ integer values

:Label05AD31
0002: jump Label05AD7F

:Label05AD38
00D6: if  0?
0018:    10296?? >  0?  \\ integer values
004D: jump_if_false Label05AD7F
00D6: if  0?
0018:    10296?? >  1?  \\ integer values
004D: jump_if_false Label05AD78
0004:  10296?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05AD7F

:Label05AD78
0004:  10296?? =  0?  \\ integer values

:Label05AD7F
00D6: if  2?
0018:    10336?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05AE93
00D6: if  0?
0038:    10336?? ==  3?  \\ integer values
004D: jump_if_false Label05ADDF
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05ADDF
03D5: remove_text "COL4_4" \\ Get topside soldier. - Sir, Yes Sir!
0004:  10336?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05ADDF
00D6: if  0?
0038:    10336?? ==  2?  \\ integer values
004D: jump_if_false Label05AE2D
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05AE2D
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05AE26
00BC: text_highpriority "COL4_4"  10000& ms  1? \\ Get topside soldier. - Sir, Yes Sir!

:Label05AE26
0004:  10336?? =  3?  \\ integer values

:Label05AE2D
00D6: if  0?
0038:    10336?? ==  1?  \\ integer values
004D: jump_if_false Label05AE8C
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05AE72
03CF: load_wav "COL4_4" as  1?
0004:  10336?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05AE8C

:Label05AE72
00D6: if  0?
001C:    19244?? >  10424??  \\ integer values
004D: jump_if_false Label05AE8C
0004:  10336?? =  0?  \\ integer values

:Label05AE8C
0002: jump Label05AEDA

:Label05AE93
00D6: if  0?
0018:    10336?? >  0?  \\ integer values
004D: jump_if_false Label05AEDA
00D6: if  0?
0018:    10336?? >  1?  \\ integer values
004D: jump_if_false Label05AED3
0004:  10336?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05AEDA

:Label05AED3
0004:  10336?? =  0?  \\ integer values

:Label05AEDA
00D6: if  2?
0018:    10304?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05AFEE
00D6: if  0?
0038:    10304?? ==  3?  \\ integer values
004D: jump_if_false Label05AF3A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05AF3A
03D5: remove_text "COL4_3" \\ CONVOY HALT!
0004:  10304?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05AF3A
00D6: if  0?
0038:    10304?? ==  2?  \\ integer values
004D: jump_if_false Label05AF88
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05AF88
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05AF81
00BC: text_highpriority "COL4_3"  10000& ms  1? \\ CONVOY HALT!

:Label05AF81
0004:  10304?? =  3?  \\ integer values

:Label05AF88
00D6: if  0?
0038:    10304?? ==  1?  \\ integer values
004D: jump_if_false Label05AFE7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05AFCD
03CF: load_wav "COL4_3" as  1?
0004:  10304?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05AFE7

:Label05AFCD
00D6: if  0?
001C:    19244?? >  10396??  \\ integer values
004D: jump_if_false Label05AFE7
0004:  10304?? =  0?  \\ integer values

:Label05AFE7
0002: jump Label05B035

:Label05AFEE
00D6: if  0?
0018:    10304?? >  0?  \\ integer values
004D: jump_if_false Label05B035
00D6: if  0?
0018:    10304?? >  1?  \\ integer values
004D: jump_if_false Label05B02E
0004:  10304?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B035

:Label05B02E
0004:  10304?? =  0?  \\ integer values

:Label05B035
00D6: if  2?
0018:    10308?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B149
00D6: if  0?
0038:    10308?? ==  3?  \\ integer values
004D: jump_if_false Label05B095
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B095
03D5: remove_text "COL4_17" \\ Ok, PLATOON MOVE IT OUT!
0004:  10308?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B095
00D6: if  0?
0038:    10308?? ==  2?  \\ integer values
004D: jump_if_false Label05B0E3
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B0E3
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B0DC
00BC: text_highpriority "COL4_17"  10000& ms  1? \\ Ok, PLATOON MOVE IT OUT!

:Label05B0DC
0004:  10308?? =  3?  \\ integer values

:Label05B0E3
00D6: if  0?
0038:    10308?? ==  1?  \\ integer values
004D: jump_if_false Label05B142
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B128
03CF: load_wav "COL4_17" as  1?
0004:  10308?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B142

:Label05B128
00D6: if  0?
001C:    19244?? >  10400??  \\ integer values
004D: jump_if_false Label05B142
0004:  10308?? =  0?  \\ integer values

:Label05B142
0002: jump Label05B190

:Label05B149
00D6: if  0?
0018:    10308?? >  0?  \\ integer values
004D: jump_if_false Label05B190
00D6: if  0?
0018:    10308?? >  1?  \\ integer values
004D: jump_if_false Label05B189
0004:  10308?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B190

:Label05B189
0004:  10308?? =  0?  \\ integer values

:Label05B190
00D6: if  2?
0018:    10300?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B2A4
00D6: if  0?
0038:    10300?? ==  3?  \\ integer values
004D: jump_if_false Label05B1F0
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B1F0
03D5: remove_text "COL4_7" \\ Civilian, move away from the tank!
0004:  10300?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B1F0
00D6: if  0?
0038:    10300?? ==  2?  \\ integer values
004D: jump_if_false Label05B23E
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B23E
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B237
00BC: text_highpriority "COL4_7"  10000& ms  1? \\ Civilian, move away from the tank!

:Label05B237
0004:  10300?? =  3?  \\ integer values

:Label05B23E
00D6: if  0?
0038:    10300?? ==  1?  \\ integer values
004D: jump_if_false Label05B29D
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B283
03CF: load_wav "COL4_7" as  1?
0004:  10300?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B29D

:Label05B283
00D6: if  0?
001C:    19244?? >  10392??  \\ integer values
004D: jump_if_false Label05B29D
0004:  10300?? =  0?  \\ integer values

:Label05B29D
0002: jump Label05B2EB

:Label05B2A4
00D6: if  0?
0018:    10300?? >  0?  \\ integer values
004D: jump_if_false Label05B2EB
00D6: if  0?
0018:    10300?? >  1?  \\ integer values
004D: jump_if_false Label05B2E4
0004:  10300?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B2EB

:Label05B2E4
0004:  10300?? =  0?  \\ integer values

:Label05B2EB
00D6: if  2?
0018:    10316?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B3FF
00D6: if  0?
0038:    10316?? ==  3?  \\ integer values
004D: jump_if_false Label05B34B
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B34B
03D5: remove_text "COL4_14" \\ Drop him soldier.
0004:  10316?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B34B
00D6: if  0?
0038:    10316?? ==  2?  \\ integer values
004D: jump_if_false Label05B399
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B399
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B392
00BC: text_highpriority "COL4_14"  10000& ms  1? \\ Drop him soldier.

:Label05B392
0004:  10316?? =  3?  \\ integer values

:Label05B399
00D6: if  0?
0038:    10316?? ==  1?  \\ integer values
004D: jump_if_false Label05B3F8
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B3DE
03CF: load_wav "COL4_14" as  1?
0004:  10316?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B3F8

:Label05B3DE
00D6: if  0?
001C:    19244?? >  10404??  \\ integer values
004D: jump_if_false Label05B3F8
0004:  10316?? =  0?  \\ integer values

:Label05B3F8
0002: jump Label05B446

:Label05B3FF
00D6: if  0?
0018:    10316?? >  0?  \\ integer values
004D: jump_if_false Label05B446
00D6: if  0?
0018:    10316?? >  1?  \\ integer values
004D: jump_if_false Label05B43F
0004:  10316?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B446

:Label05B43F
0004:  10316?? =  0?  \\ integer values

:Label05B446
00D6: if  2?
0018:    10320?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B55A
00D6: if  0?
0038:    10320?? ==  3?  \\ integer values
004D: jump_if_false Label05B4A6
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B4A6
03D5: remove_text "COL4_8" \\ I SAID, move away, IMMEDIATELY!
0004:  10320?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B4A6
00D6: if  0?
0038:    10320?? ==  2?  \\ integer values
004D: jump_if_false Label05B4F4
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B4F4
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B4ED
00BC: text_highpriority "COL4_8"  10000& ms  1? \\ I SAID, move away, IMMEDIATELY!

:Label05B4ED
0004:  10320?? =  3?  \\ integer values

:Label05B4F4
00D6: if  0?
0038:    10320?? ==  1?  \\ integer values
004D: jump_if_false Label05B553
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B539
03CF: load_wav "COL4_8" as  1?
0004:  10320?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B553

:Label05B539
00D6: if  0?
001C:    19244?? >  10408??  \\ integer values
004D: jump_if_false Label05B553
0004:  10320?? =  0?  \\ integer values

:Label05B553
0002: jump Label05B5A1

:Label05B55A
00D6: if  0?
0018:    10320?? >  0?  \\ integer values
004D: jump_if_false Label05B5A1
00D6: if  0?
0018:    10320?? >  1?  \\ integer values
004D: jump_if_false Label05B59A
0004:  10320?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B5A1

:Label05B59A
0004:  10320?? =  0?  \\ integer values

:Label05B5A1
00D6: if  2?
0018:    10324?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B6B5
00D6: if  0?
0038:    10324?? ==  3?  \\ integer values
004D: jump_if_false Label05B601
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B601
03D5: remove_text "COL4_11" \\ Get that civilian out of our way soldier! - Sir, Yes Sir!
0004:  10324?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B601
00D6: if  0?
0038:    10324?? ==  2?  \\ integer values
004D: jump_if_false Label05B64F
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B64F
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B648
00BC: text_highpriority "COL4_11"  10000& ms  1? \\ Get that civilian out of our way soldier! - Sir, Yes Sir!

:Label05B648
0004:  10324?? =  3?  \\ integer values

:Label05B64F
00D6: if  0?
0038:    10324?? ==  1?  \\ integer values
004D: jump_if_false Label05B6AE
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B694
03CF: load_wav "COL4_11" as  1?
0004:  10324?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B6AE

:Label05B694
00D6: if  0?
001C:    19244?? >  10412??  \\ integer values
004D: jump_if_false Label05B6AE
0004:  10324?? =  0?  \\ integer values

:Label05B6AE
0002: jump Label05B6FC

:Label05B6B5
00D6: if  0?
0018:    10324?? >  0?  \\ integer values
004D: jump_if_false Label05B6FC
00D6: if  0?
0018:    10324?? >  1?  \\ integer values
004D: jump_if_false Label05B6F5
0004:  10324?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B6FC

:Label05B6F5
0004:  10324?? =  0?  \\ integer values

:Label05B6FC
00D6: if  2?
0018:    10328?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B810
00D6: if  0?
0038:    10328?? ==  3?  \\ integer values
004D: jump_if_false Label05B75C
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B75C
03D5: remove_text "COL4_13" \\ This is a military convoy, do not obstruct our route.
0004:  10328?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B75C
00D6: if  0?
0038:    10328?? ==  2?  \\ integer values
004D: jump_if_false Label05B7AA
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B7AA
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B7A3
00BC: text_highpriority "COL4_13"  10000& ms  1? \\ This is a military convoy, do not obstruct our route.

:Label05B7A3
0004:  10328?? =  3?  \\ integer values

:Label05B7AA
00D6: if  0?
0038:    10328?? ==  1?  \\ integer values
004D: jump_if_false Label05B809
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B7EF
03CF: load_wav "COL4_13" as  1?
0004:  10328?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B809

:Label05B7EF
00D6: if  0?
001C:    19244?? >  10416??  \\ integer values
004D: jump_if_false Label05B809
0004:  10328?? =  0?  \\ integer values

:Label05B809
0002: jump Label05B857

:Label05B810
00D6: if  0?
0018:    10328?? >  0?  \\ integer values
004D: jump_if_false Label05B857
00D6: if  0?
0018:    10328?? >  1?  \\ integer values
004D: jump_if_false Label05B850
0004:  10328?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B857

:Label05B850
0004:  10328?? =  0?  \\ integer values

:Label05B857
00D6: if  2?
0018:    10332?? >  0?  \\ integer values
0038:    10440?? ==  1?  \\ integer values
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05B96B
00D6: if  0?
0038:    10332?? ==  3?  \\ integer values
004D: jump_if_false Label05B8B7
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label05B8B7
03D5: remove_text "COL4_15" \\ Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!
0004:  10332?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D

:Label05B8B7
00D6: if  0?
0038:    10332?? ==  2?  \\ integer values
004D: jump_if_false Label05B905
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label05B905
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label05B8FE
00BC: text_highpriority "COL4_15"  10000& ms  1? \\ Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir!

:Label05B8FE
0004:  10332?? =  3?  \\ integer values

:Label05B905
00D6: if  0?
0038:    10332?? ==  1?  \\ integer values
004D: jump_if_false Label05B964
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label05B94A
03CF: load_wav "COL4_15" as  1?
0004:  10332?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label05B964

:Label05B94A
00D6: if  0?
001C:    19244?? >  10420??  \\ integer values
004D: jump_if_false Label05B964
0004:  10332?? =  0?  \\ integer values

:Label05B964
0002: jump Label05B9B2

:Label05B96B
00D6: if  0?
0018:    10332?? >  0?  \\ integer values
004D: jump_if_false Label05B9B2
00D6: if  0?
0018:    10332?? >  1?  \\ integer values
004D: jump_if_false Label05B9AB
0004:  10332?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label055A6D
0002: jump Label05B9B2

:Label05B9AB
0004:  10332?? =  0?  \\ integer values

:Label05B9B2
0002: jump Label055A6D

:Label05B9B9
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label05B9CA
0004: $PASSED_COL4_SIR_YES_SIR =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
0318: set_latest_mission_passed "COL_4" \\ Sir, Yes Sir!
030C: set_mission_points +=  1?
0394: play_music  1?
0164: disable_marker  912??
0051: return

:Label05BA09
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  10064??
01E7: remove_forbidden_for_cars_cube -721.211!  243.998!  5! -651.211!  693.998!  25!
01E7: remove_forbidden_for_cars_cube -760.362!  101.883!  5! -700.362!  251.883!  25!
01E7: remove_forbidden_for_cars_cube -783.906! -46.826!  5! -723.906!  103.174!  25!
01E7: remove_forbidden_for_cars_cube -853.397! -149.692!  5! -773.397!  .308!  25!
01E7: remove_forbidden_for_cars_cube -870.656! -594.54!  5! -810.656! -144.54!  25!
01E7: remove_forbidden_for_cars_cube -837.282! -1041.814!  5! -777.282! -591.814!  25!
01E7: remove_forbidden_for_cars_cube -827.532! -1539.617!  5! -747.532! -1039.617!  25!
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #RHINO
0249: release_model #BARRACKS
0249: release_model #ARMY
0249: release_model #PATRIOT
0249: release_model #RUGER
0151: remove_status_text  10080??
0215: destroy_pickup  10040??
0215: destroy_pickup  10044??
0004:  6412?? =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label05BB2C
00D6: if  0?
003A:    10028?? ==  9896??  \\ integer values and handles
004D: jump_if_false Label05BB6F
0084:  10120?? =  10132??  \\ integer values and handles
0084:  10124?? =  10156??  \\ integer values and handles
0086:  10644?? =  10608??  \\ floating-point values only
0086:  10648?? =  10612??  \\ floating-point values only
0084:  9884?? =  9980??  \\ integer values and handles
0084:  10524?? =  10528??  \\ integer values and handles

:Label05BB6F
00D6: if  0?
003A:    10028?? ==  9912??  \\ integer values and handles
004D: jump_if_false Label05BBB2
0084:  10120?? =  10136??  \\ integer values and handles
0084:  10124?? =  10160??  \\ integer values and handles
0086:  10644?? =  10592??  \\ floating-point values only
0086:  10648?? =  10596??  \\ floating-point values only
0084:  9884?? =  9984??  \\ integer values and handles
0084:  10524?? =  10532??  \\ integer values and handles

:Label05BBB2
00D6: if  0?
003A:    10028?? ==  10016??  \\ integer values and handles
004D: jump_if_false Label05BBF5
0084:  10120?? =  10144??  \\ integer values and handles
0084:  10124?? =  10164??  \\ integer values and handles
0086:  10644?? =  10600??  \\ floating-point values only
0086:  10648?? =  10604??  \\ floating-point values only
0084:  9884?? =  9988??  \\ integer values and handles
0084:  10524?? =  10536??  \\ integer values and handles

:Label05BBF5
00D6: if  0?
003A:    10028?? ==  9928??  \\ integer values and handles
004D: jump_if_false Label05BC38
0084:  10120?? =  10148??  \\ integer values and handles
0084:  10124?? =  10168??  \\ integer values and handles
0086:  10644?? =  10580??  \\ floating-point values only
0086:  10648?? =  10584??  \\ floating-point values only
0084:  9884?? =  9992??  \\ integer values and handles
0084:  10524?? =  10540??  \\ integer values and handles

:Label05BC38
00D6: if  0?
01C1:   car  10024?? stopped
004D: jump_if_false Label05C2A7
0407: create_coordinate  10636??  10640??  1788?? from_car  10024?? offset  0!  7!  0!
00D6: if  0?
8118:   NOT   actor  10028?? dead
004D: jump_if_false Label05C2A0
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  10636??  10640??  10@ radius  4!  4!  2!
004D: jump_if_false Label05BE69
00D6: if  0?
0038:    10120?? ==  5?  \\ integer values
004D: jump_if_false Label05BCB8
0004:  10120?? =  0?  \\ integer values

:Label05BCB8
00D6: if  0?
0038:    10120?? ==  0?  \\ integer values
004D: jump_if_false Label05BD8B
00D6: if  0?
044B: (unknown)  10028?? 
004D: jump_if_false Label05BD1E
011C: actor  10028?? clear_objective
01D2: actor  10028?? follow_player $PLAYER_CHAR
00D6: if  0?
0038:    10324?? ==  0?  \\ integer values
004D: jump_if_false Label05BD10
0004:  10324?? =  1?  \\ integer values
0084:  10412?? =  19244??  \\ integer values and handles
0008:  10412?? +=  6000&  \\ integer values

:Label05BD10
0004:  10120?? =  1?  \\ integer values
0002: jump Label05BD72

:Label05BD1E
00D6: if  0?
803A:   NOT    10028?? ==  10016??  \\ integer values and handles
004D: jump_if_false Label05BD72
00D6: if  0?
00DF:   actor  10028?? driving
004D: jump_if_false Label05BD72
03C0:  9976?? = actor  10028?? car
020A: set_car  9976?? door_status_to  1?
00D6: if  0?
003A:    9976?? ==  9880??  \\ integer values and handles
004D: jump_if_false Label05BD6A
0004:  10176?? =  2?  \\ integer values

:Label05BD6A
01D3: actor  10028?? leave_car  9976??

:Label05BD72
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label05BD8B
0004:  10108?? =  1?  \\ integer values

:Label05BD8B
00D6: if  0?
0038:    10120?? ==  1?  \\ integer values
004D: jump_if_false Label05BE0C
00D6: if  0?
80DF:   NOT   actor  10028?? driving
004D: jump_if_false Label05BE0C
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  10028?? radius  2.5!  2.5!
004D: jump_if_false Label05BE0C
00D6: if  0?
0038:    10328?? ==  0?  \\ integer values
004D: jump_if_false Label05BDF5
0004:  10328?? =  1?  \\ integer values
0084:  10416?? =  19244??  \\ integer values and handles
0008:  10416?? +=  6000&  \\ integer values

:Label05BDF5
0084:  10124?? =  19244??  \\ integer values and handles
0008:  10124?? +=  7000&  \\ integer values
0004:  10120?? =  2?  \\ integer values

:Label05BE0C
00D6: if  0?
0038:    10120?? ==  2?  \\ integer values
004D: jump_if_false Label05BE69
00D6: if  0?
001C:    19244?? >  10124??  \\ integer values
004D: jump_if_false Label05BE69
00D6: if  0?
0038:    10316?? ==  0?  \\ integer values
004D: jump_if_false Label05BE5A
0004:  10316?? =  1?  \\ integer values
0084:  10404?? =  19244??  \\ integer values and handles
0008:  10404?? +=  6000&  \\ integer values

:Label05BE5A
01CA: actor  10028?? kill_player $PLAYER_CHAR
0004:  10120?? =  3?  \\ integer values

:Label05BE69
00D6: if  0?
0038:    10120?? ==  0?  \\ integer values
004D: jump_if_false Label05BE92
00D6: if  0?
80DF:   NOT   actor  10028?? driving
004D: jump_if_false Label05BE92
0004:  10120?? =  5?  \\ integer values

:Label05BE92
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  10636??  10640??  10@ radius  4!  4!  2!
004D: jump_if_false Label05C133
00D6: if  22?
0038:    10120?? ==  1?  \\ integer values
0038:    10120?? ==  2?  \\ integer values
0038:    10120?? ==  3?  \\ integer values
004D: jump_if_false Label05BF6C
0086:  10628?? =  10636??  \\ floating-point values only
0009:  10628?? +=  4!  \\ floating-point values
0086:  10632?? =  10640??  \\ floating-point values only
0009:  10632?? +=  4!  \\ floating-point values
0086:  1780?? =  10628??  \\ floating-point values only
000D:  1780?? -=  8!  \\ floating-point values
0086:  1784?? =  10632??  \\ floating-point values only
000D:  1784?? -=  8!  \\ floating-point values
053E: unknown  10628??  10632??  1780??  1784?? -1? (DTN_STADDOORA)  9884??
00D6: if  0?
0038:    9884?? == -1?  \\ integer values
004D: jump_if_false Label05BF5E
0004:  10120?? =  5?  \\ integer values
0004:  10072?? =  0?  \\ integer values
0002: jump Label05BF6C

:Label05BF5E
0004:  10120?? =  0?  \\ integer values
0004:  10072?? =  1?  \\ integer values

:Label05BF6C
00D6: if  0?
0038:    10120?? ==  8?  \\ integer values
004D: jump_if_false Label05BFEE
00D6: if  0?
80DF:   NOT   actor  10028?? driving
004D: jump_if_false Label05BFEE
00D6: if  0?
8119:   NOT   car  9884?? wrecked
004D: jump_if_false Label05BFAD
01D5: actor  10028?? go_to_and_drive_car  9884??
0002: jump Label05BFB9

:Label05BFAD
011C: actor  10028?? clear_objective
0004:  10120?? =  5?  \\ integer values

:Label05BFB9
01C3: remove_references_to_car  9884??  \\ Like turning a car into any random car
00D6: if  0?
0038:    10332?? ==  0?  \\ integer values
004D: jump_if_false Label05BFE7
0004:  10332?? =  1?  \\ integer values
0084:  10420?? =  19244??  \\ integer values and handles
0008:  10420?? +=  4000&  \\ integer values

:Label05BFE7
0004:  10120?? =  4?  \\ integer values

:Label05BFEE
00D6: if  0?
0038:    10120?? ==  0?  \\ integer values
004D: jump_if_false Label05C12C
00D6: if  0?
8038:   NOT    10072?? ==  1?  \\ integer values
004D: jump_if_false Label05C06D
0086:  10628?? =  10636??  \\ floating-point values only
0009:  10628?? +=  4!  \\ floating-point values
0086:  10632?? =  10640??  \\ floating-point values only
0009:  10632?? +=  4!  \\ floating-point values
0086:  1780?? =  10628??  \\ floating-point values only
000D:  1780?? -=  8!  \\ floating-point values
0086:  1784?? =  10632??  \\ floating-point values only
000D:  1784?? -=  8!  \\ floating-point values
053E: unknown  10628??  10632??  1780??  1784?? -1? (DTN_STADDOORA)  9884??

:Label05C06D
00D6: if  0?
8038:   NOT    9884?? == -1?  \\ integer values
004D: jump_if_false Label05C12C
00D6: if  0?
0119:   car  9884?? wrecked
004D: jump_if_false Label05C0B0
00AE: unknown_set_car  10024?? to_ignore_traffic_lights  3?
01C3: remove_references_to_car  9884??  \\ Like turning a car into any random car
0004:  10120?? =  5?  \\ integer values
0004:  9884?? = -1?  \\ integer values
0002: jump Label05C12C

:Label05C0B0
00D6: if  0?
80DF:   NOT   actor  10028?? driving
004D: jump_if_false Label05C0DB
01D5: actor  10028?? go_to_and_drive_car  9884??
01C3: remove_references_to_car  9884??  \\ Like turning a car into any random car
0004:  10120?? =  4?  \\ integer values
0002: jump Label05C113

:Label05C0DB
03C0:  9976?? = actor  10028?? car
020A: set_car  9976?? door_status_to  1?
00D6: if  0?
003A:    9976?? ==  9880??  \\ integer values and handles
004D: jump_if_false Label05C104
0004:  10176?? =  2?  \\ integer values

:Label05C104
01D3: actor  10028?? leave_car  9976??
0004:  10120?? =  8?  \\ integer values

:Label05C113
00D6: if  0?
0038:    10108?? ==  0?  \\ integer values
004D: jump_if_false Label05C12C
0004:  10108?? =  1?  \\ integer values

:Label05C12C
0004:  10072?? =  0?  \\ integer values

:Label05C133
00D6: if  0?
0038:    10120?? ==  4?  \\ integer values
004D: jump_if_false Label05C22D
00D6: if  0?
00DF:   actor  10028?? driving
004D: jump_if_false Label05C1DC
01C3: remove_references_to_car  9884??  \\ Like turning a car into any random car
0004:  9884?? = -1?  \\ integer values
03C0:  9884?? = actor  10028?? car
00AA:  1780?? = car  9884?? x_pos,  1784?? = car  9884?? y_pos,  1788?? = car  9884?? z_pos
000D:  1780?? -=  10!  \\ floating-point values
000D:  1784?? -=  25!  \\ floating-point values
02C0: set  10644??  10648??  1788?? to_ped_path_coords_closest_to  1780??  1784??  1788??
00AD: set_car  9884?? max_speed_to  20!
00AE: unknown_set_car  9884?? to_ignore_traffic_lights  2?
02C2: car  9884?? drive_to_point  10644??  10648??  1788??
0084:  10124?? =  19244??  \\ integer values and handles
0008:  10124?? +=  10000&  \\ integer values
0004:  10120?? =  6?  \\ integer values
0002: jump Label05C22D

:Label05C1DC
00D6: if  0?
0119:   car  9884?? wrecked
004D: jump_if_false Label05C1FF
011C: actor  10028?? clear_objective
0004:  10120?? =  5?  \\ integer values
0002: jump Label05C22D

:Label05C1FF
00D6: if  0?
81AD:   NOT   car  9884??  0? ()near_point  10636??  10640??  4!  4!
004D: jump_if_false Label05C22D
011C: actor  10028?? clear_objective
0004:  10120?? =  5?  \\ integer values

:Label05C22D
00D6: if  0?
0038:    10120?? ==  6?  \\ integer values
004D: jump_if_false Label05C2A0
00D6: if  0?
00EE:   actor  10028??  0? ()near_point_in_car  10644??  10648?? radius  3!  3!
004D: jump_if_false Label05C26F
0004:  10120?? =  5?  \\ integer values
0002: jump Label05C2A0

:Label05C26F
00D6: if  0?
001C:    19244?? >  10124??  \\ integer values
004D: jump_if_false Label05C289
0004:  10120?? =  5?  \\ integer values

:Label05C289
00D6: if  0?
80DF:   NOT   actor  10028?? driving
004D: jump_if_false Label05C2A0
0004:  10120?? =  5?  \\ integer values

:Label05C2A0
0002: jump Label05C2C7

:Label05C2A7
00D6: if  1?
8038:   NOT    10120?? ==  0?  \\ integer values
8038:   NOT    10120?? ==  5?  \\ integer values
004D: jump_if_false Label05C2C7
0004:  10120?? =  5?  \\ integer values

:Label05C2C7
00D6: if  0?
003A:    10028?? ==  9896??  \\ integer values and handles
004D: jump_if_false Label05C30A
0084:  10132?? =  10120??  \\ integer values and handles
0084:  10156?? =  10124??  \\ integer values and handles
0086:  10608?? =  10644??  \\ floating-point values only
0086:  10612?? =  10648??  \\ floating-point values only
0084:  9980?? =  9884??  \\ integer values and handles
0084:  10528?? =  10524??  \\ integer values and handles

:Label05C30A
00D6: if  0?
003A:    10028?? ==  9912??  \\ integer values and handles
004D: jump_if_false Label05C34D
0084:  10136?? =  10120??  \\ integer values and handles
0084:  10160?? =  10124??  \\ integer values and handles
0086:  10592?? =  10644??  \\ floating-point values only
0086:  10596?? =  10648??  \\ floating-point values only
0084:  9984?? =  9884??  \\ integer values and handles
0084:  10532?? =  10524??  \\ integer values and handles

:Label05C34D
00D6: if  0?
003A:    10028?? ==  10016??  \\ integer values and handles
004D: jump_if_false Label05C390
0084:  10144?? =  10120??  \\ integer values and handles
0084:  10164?? =  10124??  \\ integer values and handles
0086:  10600?? =  10644??  \\ floating-point values only
0086:  10604?? =  10648??  \\ floating-point values only
0084:  9988?? =  9884??  \\ integer values and handles
0084:  10536?? =  10524??  \\ integer values and handles

:Label05C390
00D6: if  0?
003A:    10028?? ==  9928??  \\ integer values and handles
004D: jump_if_false Label05C3D3
0084:  10148?? =  10120??  \\ integer values and handles
0084:  10168?? =  10124??  \\ integer values and handles
0086:  10580?? =  10644??  \\ floating-point values only
0086:  10584?? =  10648??  \\ floating-point values only
0084:  9992?? =  9884??  \\ integer values and handles
0084:  10540?? =  10524??  \\ integer values and handles

:Label05C3D3
0051: return

:Label05C3D5
01B2: give_actor  9888?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  9888??
0243: set_actor  9888?? ped_stats_to  16?
0319: set_actor  9888?? wander_state_to  1? (off)
0051: return

:Label05C3F4
00D6: if  0?
0038:    10576?? ==  0?  \\ integer values
004D: jump_if_false Label05C431
0291: unknown_actor  10048?? unknown_behavior_flag  1?
011A: set_actor  10048?? flags  1?
0239: actor  10048?? run_to -829.7494! -1491.996!
0411: (unknown)  10048??  0? 
0004:  10576?? =  1?  \\ integer values

:Label05C431
00D6: if  0?
0038:    10576?? ==  1?  \\ integer values
004D: jump_if_false Label05C4AC
00D6: if  0?
04FF:  10048??
004D: jump_if_false Label05C469
0239: actor  10048?? run_to -829.7494! -1491.996!
0411: (unknown)  10048??  0? 

:Label05C469
00D6: if  0?
00ED:   actor  10048??  0? ()near_point_on_foot -829.7494! -1491.996! radius  1!  1!
004D: jump_if_false Label05C4AC
0239: actor  10048?? run_to -826.0425! -1493.517!
0411: (unknown)  10048??  0? 
0004:  10576?? =  2?  \\ integer values

:Label05C4AC
00D6: if  0?
0038:    10576?? ==  2?  \\ integer values
004D: jump_if_false Label05C516
00D6: if  0?
04FF:  10048??
004D: jump_if_false Label05C4E4
0239: actor  10048?? run_to -826.0425! -1493.517!
0411: (unknown)  10048??  0? 

:Label05C4E4
00D6: if  0?
00ED:   actor  10048??  0? ()near_point_on_foot -826.0425! -1493.517! radius  1!  1!
004D: jump_if_false Label05C516
009B: destroy_actor_instantly  10048??
0004:  10576?? =  3?  \\ integer values

:Label05C516
0051: return

:Label05C518
00D6: if  0?
001C:    11124?? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label05C53B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label05C518

:Label05C53B
0051: return

:Label05C53D
00D6: if  0?
8119:   NOT   car  10056?? wrecked
004D: jump_if_false Label05C759
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  10056??
004D: jump_if_false Label05C72E
00D6: if  0?
8118:   NOT   actor  10060?? dead
004D: jump_if_false Label05C68E
00D6: if  0?
00DB:   actor  10060?? in_car  10056??
004D: jump_if_false Label05C607
00D6: if  0?
8038:   NOT    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05C5C0
00D6: if  0?
8118:   NOT   actor  10052?? dead
004D: jump_if_false Label05C5B4
01CA: actor  10052?? kill_player $PLAYER_CHAR
0002: jump Label05C5B9

:Label05C5B4
0465: remove_actor  10052?? from_turret_mode

:Label05C5B9
0002: jump Label05C600

:Label05C5C0
00D6: if  0?
0118:   actor  10052?? dead
004D: jump_if_false Label05C5F0
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05C5E9
0004:  10100?? =  1?  \\ integer values

:Label05C5E9
0002: jump Label05C600

:Label05C5F0
020F: actor  10052?? look_at_player $PLAYER_CHAR
04C6:  10052?? $PLAYER_ACTOR

:Label05C600
0002: jump Label05C687

:Label05C607
00D6: if  0?
0038:    10264?? ==  0?  \\ integer values
004D: jump_if_false Label05C687
00D6: if  0?
8118:   NOT   actor  10052?? dead
004D: jump_if_false Label05C687
0465: remove_actor  10052?? from_turret_mode
0407: create_coordinate  1780??  1784??  1788?? from_car  10056?? offset  0! -11!  0!
0239: actor  10052?? run_to  1780??  1784??
00D6: if  0?
00ED:   actor  10052??  0? ()near_point_on_foot  1780??  1784?? radius  2!  2!
004D: jump_if_false Label05C687
01CA: actor  10052?? kill_player $PLAYER_CHAR
0004:  10264?? =  1?  \\ integer values

:Label05C687
0002: jump Label05C727

:Label05C68E
00D6: if  0?
0038:    10100?? ==  0?  \\ integer values
004D: jump_if_false Label05C6A7
0004:  10100?? =  1?  \\ integer values

:Label05C6A7
00D6: if  0?
0038:    10264?? ==  0?  \\ integer values
004D: jump_if_false Label05C727
00D6: if  0?
8118:   NOT   actor  10052?? dead
004D: jump_if_false Label05C727
0465: remove_actor  10052?? from_turret_mode
0407: create_coordinate  1780??  1784??  1788?? from_car  10056?? offset  0! -11!  0!
0239: actor  10052?? run_to  1780??  1784??
00D6: if  0?
00ED:   actor  10052??  0? ()near_point_on_foot  1780??  1784?? radius  2!  2!
004D: jump_if_false Label05C727
01CA: actor  10052?? kill_player $PLAYER_CHAR
0004:  10264?? =  1?  \\ integer values

:Label05C727
0002: jump Label05C752

:Label05C72E
02AA: set_car  10056?? immune_to_nonplayer  0?
0465: remove_actor  10052?? from_turret_mode
00D6: if  0?
8118:   NOT   actor  10052?? dead
004D: jump_if_false Label05C752
01CA: actor  10052?? kill_player $PLAYER_CHAR

:Label05C752
0002: jump Label05C776

:Label05C759
0465: remove_actor  10052?? from_turret_mode
00D6: if  0?
8118:   NOT   actor  10052?? dead
004D: jump_if_false Label05C776
01CA: actor  10052?? kill_player $PLAYER_CHAR

:Label05C776
0051: return

;-------------Mission 11---------------
; Originally: All Hands On Deck!


:Label05C778
0050: gosub Label05C79C
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label05C793
0050: gosub Label063E47

:Label05C793
0050: gosub Label064032
004E: end_thread

:Label05C79C
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "COL_5"
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "GENERA5"
058E: unknown_point_command -163! -1439.4!  9! angle  201.5!
0005:  11240?? =  0!  \\ floating-point values
0004:  10996?? =  0?  \\ integer values
0004:  11000?? =  0?  \\ integer values
0004:  10964?? =  0?  \\ integer values
0004:  10968?? =  0?  \\ integer values
0004:  10984?? =  0?  \\ integer values
0004:  10988?? =  0?  \\ integer values
0004:  10992?? =  0?  \\ integer values
0004:  11004?? =  0?  \\ integer values
0004:  11012?? =  0?  \\ integer values
0004:  11016?? =  0?  \\ integer values
0004:  11020?? =  0?  \\ integer values
0004:  11024?? =  0?  \\ integer values
0004:  11028?? =  0?  \\ integer values
0004:  11036?? =  0?  \\ integer values
0004:  11040?? =  0?  \\ integer values
0004:  11044?? =  0?  \\ integer values
0004:  11048?? =  0?  \\ integer values
0004:  11052?? = -2?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0004:  10240?? =  0?  \\ integer values
0004:  10244?? =  0?  \\ integer values
0004:  10248?? =  0?  \\ integer values
0004:  10252?? =  0?  \\ integer values
0004:  10272?? =  0?  \\ integer values
0004:  10280?? =  0?  \\ integer values
0004:  10284?? =  0?  \\ integer values
0004:  10292?? =  0?  \\ integer values
0004:  10296?? =  0?  \\ integer values
0004:  10300?? =  0?  \\ integer values
0004:  10304?? =  0?  \\ integer values
0004:  10308?? =  0?  \\ integer values
0004:  10316?? =  0?  \\ integer values
0004:  10340?? =  0?  \\ integer values
0004:  10344?? =  0?  \\ integer values
0004:  10348?? =  0?  \\ integer values
0004:  10352?? =  0?  \\ integer values
0004:  10364?? =  0?  \\ integer values
0004:  10372?? =  0?  \\ integer values
0004:  10376?? =  0?  \\ integer values
0004:  10384?? =  0?  \\ integer values
0004:  10388?? =  0?  \\ integer values
0004:  10392?? =  0?  \\ integer values
0004:  10396?? =  0?  \\ integer values
0004:  10400?? =  0?  \\ integer values
0004:  10404?? =  0?  \\ integer values
0004:  11072?? =  0?  \\ integer values
0004:  11076?? =  0?  \\ integer values
0004:  11080?? =  0?  \\ integer values
0004:  11084?? =  0?  \\ integer values
0004:  11088?? =  0?  \\ integer values
0004:  11064?? =  0?  \\ integer values
0004:  11136?? = -1?  \\ integer values
0004:  11140?? = -1?  \\ integer values
0004:  11196?? = -1?  \\ integer values
0004:  11144?? = -1?  \\ integer values
0004:  11068?? = -1?  \\ integer values
0004:  11100?? =  0?  \\ integer values
0004:  11104?? =  0?  \\ integer values
0004:  11116?? =  0?  \\ integer values
0004:  11120?? =  0?  \\ integer values
0004:  11152?? =  0?  \\ integer values
0004:  11156?? =  0?  \\ integer values
0004:  11160?? =  0?  \\ integer values
0004:  11164?? =  0?  \\ integer values
0004:  11168?? =  0?  \\ integer values
0004:  11172?? =  0?  \\ integer values
0004:  11176?? =  0?  \\ integer values
0004:  11180?? =  0?  \\ integer values
0004:  11184?? =  0?  \\ integer values
0004:  11188?? =  0?  \\ integer values
0004:  11192?? =  0?  \\ integer values
0004:  11148?? =  0?  \\ integer values
0004:  11200?? =  0?  \\ integer values
0004:  11204?? =  0?  \\ integer values
0004:  11092?? =  0?  \\ integer values
0004:  11096?? =  0?  \\ integer values
0005:  11220?? =  10!  \\ floating-point values
0004:  10956?? =  0?  \\ integer values
0004:  11112?? =  0?  \\ integer values
0004:  11132?? =  0?  \\ integer values
0004:  10960?? =  0?  \\ integer values
0004:  11056?? = -1?  \\ integer values
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0086:  11248?? =  1792??  \\ floating-point values only
0086:  11252?? =  1796??  \\ floating-point values only
0086:  11256?? =  1800??  \\ floating-point values only
0482:  6!
00C0: set_current_time  6?  0?
01B6: set_weather  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
023C: load_special_actor  3? "CGONA"
023C: load_special_actor  4? "CGONB"
0247: request_model -8? (YT_MAIN_BODY)
0247: request_model -9? (YT_MAIN_BODY2)
0247: request_model -10? (YT_DOORS14)
0247: request_model -11? (YT_TMP_BOAT)
0247: request_model -12? (LODMAIN_BODY)
0247: request_model -115? (BIG_POLY_TINGS)
0247: request_model -14? (YT_GANGPLNK_TMP)
038B: load_requested_models

:Label05CAA3
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label05CAC9
0001: wait  0? ms
0002: jump Label05CAA3

:Label05CAC9
00D6: if  25?
8248:   NOT   model -8? (YT_MAIN_BODY) available
8248:   NOT   model -9? (YT_MAIN_BODY2) available
8248:   NOT   model -10? (YT_DOORS14) available
8248:   NOT   model -11? (YT_TMP_BOAT) available
8248:   NOT   model -12? (LODMAIN_BODY) available
8248:   NOT   model -115? (BIG_POLY_TINGS) available
004D: jump_if_false Label05CAF7
0001: wait  0? ms
0002: jump Label05CAC9

:Label05CAF7
00D6: if  0?
8248:   NOT   model -14? (YT_GANGPLNK_TMP) available
004D: jump_if_false Label05CB11
0001: wait  0? ms
0002: jump Label05CAF7

:Label05CB11
041D: set_camera_near_clip  .1!
02E4: load_cutscene_data "COL_5A"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
0244: set_cutscene_pos  1792??  1796??  1800??
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSCOLO"
02E5:  9080?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  9080?? "CGONA"
02E5:  9084?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  9084?? "CGONB"
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004:  11124?? =  791&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_1"  10000& ms  1? \\ Circumstances force a hasty departure, amigo.
0004:  11124?? =  3435&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_2"  10000& ms  1? \\ What's the problem?
0004:  11124?? =  4140&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_3"  10000& ms  1? \\ Ehh, the French want their missile technology back and after that last incident,
0004:  11124?? =  7919&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_4"  10000& ms  1? \\ I feel it is time to find safer harbors.
0004:  11124?? =  9945&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_5"  10000& ms  1? \\ Wouldn't it be safer to fly?
0004:  11124?? =  11371&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_6"  10000& ms  1? \\ I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country.
0004:  11124?? =  16000&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_7"  10000& ms  1? \\ Need another gun?
0004:  11124?? =  17365&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5A_8"  10000& ms  1? \\ You, my friend, are worth ten guns...
0004:  11124?? =  21837&  \\ integer values
0050: gosub Label063CDC
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label05CCD7
00D6: if  0?
016B:   fading
004D: jump_if_false Label05CCEF
0001: wait  0? ms
0002: jump Label05CCD7

:Label05CCEF
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label05CD07
0001: wait  0? ms
0002: jump Label05CCEF

:Label05CD07
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model -8? (YT_MAIN_BODY)
0249: release_model -9? (YT_MAIN_BODY2)
0249: release_model -10? (YT_DOORS14)
0249: release_model -11? (YT_TMP_BOAT)
0249: release_model -12? (LODMAIN_BODY)
0249: release_model -115? (BIG_POLY_TINGS)
0249: release_model -14? (YT_GANGPLNK_TMP)
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0247: request_model #HUNTER
0247: request_model #DINGHY
0247: request_model #SPEEDER
0247: request_model #RIO
0247: request_model #WASHING
0247: request_model #MAVERICK
0247: request_model #MARQUIS
0247: request_model #TROPIC
0247: request_model #RUGER
0247: request_model #KATANA
0247: request_model #HMOST
0247: request_model #UZI
0247: request_model #COLT45
023C: load_special_actor  1? "IGCOLON"
023C: load_special_actor  2? "CGONA"
038B: load_requested_models

:Label05CDA1
00D6: if  24?
8248:   NOT   model #HUNTER available
8248:   NOT   model #DINGHY available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #RIO available
8248:   NOT   model #WASHING available
004D: jump_if_false Label05CDD0
0001: wait  0? ms
0002: jump Label05CDA1

:Label05CDD0
00D6: if  24?
8248:   NOT   model #MAVERICK available
8248:   NOT   model #MARQUIS available
8248:   NOT   model #TROPIC available
8248:   NOT   model #KATANA available
8248:   NOT   model #RUGER available
004D: jump_if_false Label05CDFF
0001: wait  0? ms
0002: jump Label05CDD0

:Label05CDFF
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #HMOST available
8248:   NOT   model #UZI available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label05CE2B
0001: wait  0? ms
0002: jump Label05CDFF

:Label05CE2B
01B1: give_player $PLAYER_CHAR weapon  10? ammo  1?  \\ Load the weapon model before using this
035E: set_player $PLAYER_CHAR armour_to  200&
0225:  29804?? = player $PLAYER_CHAR health
00D6: if  0?
001A:    100? >  29804??  \\ integer values
004D: jump_if_false Label05CE5D
0222: set_player $PLAYER_CHAR health_to  100?

:Label05CE5D
0108: destroy_object  7136??
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
0108: destroy_object  2864??
0108: destroy_object  2880??
0108: destroy_object  2884??
0400: create_coordinate  1792??  1796??  1800?? from_object  2856?? offset -.277! -16.662!  3.152!
0055: put_player $PLAYER_CHAR at  1792??  1796??  1800??
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
009A:  10736?? = create_actor  4? #SPECIAL01 at  1792??  1796??  1800??
0084:  10940?? =  10736??  \\ integer values and handles
0050: gosub Label063DFD
0446: (unknown)  10736??  0? 
02AB: set_actor  10736?? immunities  0?  0?  1?  1?  0?
02E2: set_actor  10736?? weapon_accuracy_to  40?
0223: set_actor  10736?? health_to  500&
04F4: unknown_actor  10736?? mess_around_with_object  2856?? -2.5! -1.996!  4.179!  0?  360!  27?
009A:  10740?? = create_actor  4? #SPECIAL02 at  1792??  1796??  1800??
0084:  10940?? =  10740??  \\ integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor  10740?? mess_around_with_object  2856??  4.288! -11.674!  4.179!  0?  360!  27?
009A:  10744?? = create_actor  4? #SPECIAL02 at  1792??  1796??  1800??
0084:  10940?? =  10744??  \\ integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor  10744?? mess_around_with_object  2856?? -4.215! -8.161!  4.179!  0?  360!  27?
009A:  10748?? = create_actor  4? #SPECIAL02 at  1792??  1796??  1800??
0084:  10940?? =  10748??  \\ integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor  10748?? mess_around_with_object  2856??  4.267! -4.745!  4.179!  0?  360!  27?
009A:  10920?? = create_actor  4? #SPECIAL02 at  1792??  1796??  1800??
0084:  10940?? =  10920??  \\ integer values and handles
0050: gosub Label063DFD
04F4: unknown_actor  10920?? mess_around_with_object  2856?? -4.225! -12.46!  4.179!  0?  360!  27?
049E: unknown_change_special_objects_flag  2888??  0!
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label05D26F
00A5:  10764?? = create_car #HUNTER at  36.0195! -447.5407!  15.017!
00A5:  10756?? = create_car #HUNTER at  36.0195! -447.5407!  15.017!
009A:  10760?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10680?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10684?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10688?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10692?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10712?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10716?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10720?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10724?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10812?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10816?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10820?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10824?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10832?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10836?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10840?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10900?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10904?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
009A:  10908?? = create_actor  9? #HMOST at  36.0195! -447.5407!  15.017!
00A5:  10728?? = create_car #WASHING at -238.2693! -1361.33!  7.0786!
00A5:  10708?? = create_car #WASHING at -238.2693! -1361.33!  7.0786!

:Label05D26F
00A5:  10696?? = create_car #MARQUIS at -327.2818! -1207.3!  6!
0175: set_car  10696?? z_angle_to  90!
02AA: set_car  10696?? immune_to_nonplayer  1?
00A5:  10700?? = create_car #SPEEDER at -332.1327! -1221.623!  6!
0175: set_car  10700?? z_angle_to  90!
02AA: set_car  10700?? immune_to_nonplayer  1?
00A5:  10704?? = create_car #RIO at -332.6164! -1233.008!  6!
0175: set_car  10704?? z_angle_to  90!
02AA: set_car  10704?? immune_to_nonplayer  1?
01BD:  19244?? = current_time_in_ms
0084:  11008?? =  19244??  \\ integer values and handles
0008:  11008?? +=  12000&  \\ integer values
0001: wait  0? ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
015F: set_camera_position -410.4125! -1320.864!  12.1604!  0!  0!  0!
0160: point_camera -409.6047! -1320.275!  12.1915!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  6100&  \\ integer values

:Label05D359
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
010D: set_player $PLAYER_CHAR wanted_level_to  0?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label05D3EC
00D6: if  0?
84A8:   NOT $PLAYER_CHAR
004D: jump_if_false Label05D3EC
00D6: if  0?
8118:   NOT   actor  10736?? dead
004D: jump_if_false Label05D3AC
0321: kill_actor  10736??

:Label05D3AC
00BC: text_highpriority "COL5_B3"  5000& ms  1? \\ ~r~The Colonel is dead!
0169: set_fade_color  225&  225&  225&
016A: fade  0? ()  1000& ms

:Label05D3CD
00D6: if  0?
016B:   fading
004D: jump_if_false Label05D3E5
0001: wait  0? ms
0002: jump Label05D3CD

:Label05D3E5
0002: jump Label063E47

:Label05D3EC
00D6: if  0?
0038:    11148?? ==  0?  \\ integer values
004D: jump_if_false Label05D42A
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  10972?? ammo  10976?? model  10980??
00D6: if  0?
001A:    1? >  10976??  \\ integer values
004D: jump_if_false Label05D42A
01B1: give_player $PLAYER_CHAR weapon  27? ammo  180&  \\ Load the weapon model before using this

:Label05D42A
00D6: if  0?
0038:    10960?? ==  0?  \\ integer values
004D: jump_if_false Label05D46E
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6? weapon  10972?? ammo  10976?? model  10980??
00D6: if  0?
001A:    1? >  10976??  \\ integer values
004D: jump_if_false Label05D46E
01B1: give_player $PLAYER_CHAR weapon  23? ammo  80?  \\ Load the weapon model before using this
0004:  10960?? =  1?  \\ integer values

:Label05D46E
00D6: if  0?
0038:    11064?? ==  2?  \\ integer values
004D: jump_if_false Label05D524
00D6: if  0?
0038:    11092?? ==  0?  \\ integer values
004D: jump_if_false Label05D4DA
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  7? weapon  10972?? ammo  10976?? model  10980??
00D6: if  0?
001A:    1? >  10976??  \\ integer values
004D: jump_if_false Label05D4DA
00BC: text_highpriority "COL5_B6"  5000& ms  1? \\ ~g~You have run out of ammo, get more from the stairs on the top deck.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
0004:  11092?? =  1?  \\ integer values

:Label05D4DA
00D6: if  0?
0038:    11096?? ==  0?  \\ integer values
004D: jump_if_false Label05D524
00D6: if  0?
8183:   NOT   player $PLAYER_CHAR health >  40?
004D: jump_if_false Label05D524
00BC: text_highpriority "COL5_B7"  5000& ms  1? \\ ~g~You are running low on health, get more from the stairs on the top deck.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
0004:  11096?? =  1?  \\ integer values

:Label05D524
00D6: if  0?
0038:    11192?? ==  0?  \\ integer values
004D: jump_if_false Label05D583
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D583
015F: set_camera_position -381.3522! -1363.918!  18.9859!  0!  0!  0!
0160: point_camera -381.1456! -1362.953!  18.8254!  2?
0004:  11192?? =  1?  \\ integer values

:Label05D583
00D6: if  0?
0038:    11192?? ==  1?  \\ integer values
004D: jump_if_false Label05D608
00D6: if  0?
0018:    11004?? >  0?  \\ integer values
004D: jump_if_false Label05D608
03CB: set_camera -264.5628! -1231.901!  10.8113!
015F: set_camera_position -264.5628! -1231.901!  10.8113!  0!  0!  0!
00D6: if  0?
8119:   NOT   car  10708?? wrecked
004D: jump_if_false Label05D5F1
0158: camera_on_vehicle  10708??  15?  2?

:Label05D5F1
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  5500&  \\ integer values
0004:  11192?? =  2?  \\ integer values

:Label05D608
00D6: if  0?
0038:    11192?? ==  2?  \\ integer values
004D: jump_if_false Label05D677
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D677
015F: set_camera_position -233.0363! -1221.283!  9.3205!  0!  0!  0!
0160: point_camera -233.9623! -1220.907!  9.3547!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  3?  \\ integer values

:Label05D677
00D6: if  0?
0038:    11192?? ==  3?  \\ integer values
004D: jump_if_false Label05D6E6
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D6E6
015F: set_camera_position -267.5756! -1219.911!  10.2994!  0!  0!  0!
0160: point_camera -268.5739! -1219.966!  10.2809!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  4?  \\ integer values

:Label05D6E6
00D6: if  0?
0038:    11192?? ==  4?  \\ integer values
004D: jump_if_false Label05D755
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D755
015F: set_camera_position -351.4564! -1232.334!  10.4296!  0!  0!  0!
0160: point_camera -350.6927! -1231.689!  10.4065!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  5?  \\ integer values

:Label05D755
00D6: if  0?
0038:    11192?? ==  5?  \\ integer values
004D: jump_if_false Label05D81B
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D81B
0176:  11244?? = object  2856?? z_angle
0171: set_player $PLAYER_CHAR z_angle_to  11244??
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0?
0038:    11200?? ==  1?  \\ integer values
004D: jump_if_false Label05D7DC
00BC: text_highpriority "COL5_B2"  5000& ms  1? \\ ~g~Get up front and clear the route for the Colonel's yacht.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
0008:  11200?? +=  1?  \\ integer values

:Label05D7DC
00D6: if  0?
0038:    11200?? ==  0?  \\ integer values
004D: jump_if_false Label05D814
00BC: text_highpriority "COL5_B1"  5000& ms  1? \\ ~g~Defend the Colonel and his yacht at all costs.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
0008:  11200?? +=  1?  \\ integer values

:Label05D814
0004:  11192?? =  6?  \\ integer values

:Label05D81B
00D6: if  0?
0038:    11192?? ==  10?  \\ integer values
004D: jump_if_false Label05D89B
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D89B
015F: set_camera_position  223.1382!  976.4195!  11.1547!  0!  0!  0!
0160: point_camera  222.8153!  975.4747!  11.2115!  2?
03CB: set_camera  222.8153!  975.4747!  11.2115!
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  5?  \\ integer values

:Label05D89B
00D6: if  0?
0038:    11192?? ==  15?  \\ integer values
004D: jump_if_false Label05D90A
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05D90A
015F: set_camera_position  203.4923!  871.4227!  23.2555!  0!  0!  0!
0160: point_camera  203.3397!  872.3857!  23.0336!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  16?  \\ integer values

:Label05D90A
00D6: if  0?
0038:    10968?? ==  2?  \\ integer values
004D: jump_if_false Label05D9A7
00D6: if  0?
816B:   NOT   fading
004D: jump_if_false Label05D9A7
015F: set_camera_position  75.9!  748.5027!  10.4895!  0!  0!  0!
00D6: if  0?
8119:   NOT   car  10756?? wrecked
004D: jump_if_false Label05D962
0158: camera_on_vehicle  10756??  15?  2?

:Label05D962
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0395: clear_area  1? at  189.6395!  888.1066! range  12.6813!  60!
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  5?  \\ integer values
0004:  10968?? =  3?  \\ integer values

:Label05D9A7
00D6: if  0?
0038:    11192?? ==  16?  \\ integer values
004D: jump_if_false Label05DA1F
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05DA1F
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label05D9DB
00D6: if  0?
016B:   fading
004D: jump_if_false Label05D9F3
0001: wait  0? ms
0002: jump Label05D9DB

:Label05D9F3
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?
049F: unknown_change_special_objects_flag  2888??  3250!
049E: unknown_change_special_objects_flag  2888??  0!
02EB: restore_camera_with_jumpcut
0001: wait  0? ms
0001: wait  0? ms
0002: jump Label062EC9

:Label05DA1F
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0176:  11244?? = object  2856?? z_angle
00D6: if  0?
0038:    10964?? ==  0?  \\ integer values
004D: jump_if_false Label05DA86
00D6: if  0?
0022:    5! >  11240??  \\ floating-point values
004D: jump_if_false Label05DA6D
0078:  11240?? += unknown_inaccurate_float_timer  .01!  \\ floating-point values
0002: jump Label05DA7E

:Label05DA6D
0005:  11240?? =  5!  \\ floating-point values
0004:  10964?? =  1?  \\ integer values

:Label05DA7E
049E: unknown_change_special_objects_flag  2888??  11240??

:Label05DA86
00D6: if  0?
0038:    11072?? ==  0?  \\ integer values
004D: jump_if_false Label05DB1C
00D6: if  0?
04E5:   unknown_object  2856?? near_point -277.999!  614.19! radius  25!  25! unknown  0?
004D: jump_if_false Label05DAE5
00D6: if  0?
0038:    11148?? ==  0?  \\ integer values
004D: jump_if_false Label05DAD7
0004:  11148?? =  1?  \\ integer values

:Label05DAD7
0004:  11072?? =  3?  \\ integer values
0002: jump Label05DB1C

:Label05DAE5
00D6: if  2?
0038:    11076?? ==  1?  \\ integer values
0038:    11080?? ==  1?  \\ integer values
0038:    11084?? ==  1?  \\ integer values
004D: jump_if_false Label05DB1C
0084:  11088?? =  19244??  \\ integer values and handles
0008:  11088?? +=  8000&  \\ integer values
0004:  11072?? =  1?  \\ integer values

:Label05DB1C
00D6: if  0?
0038:    11148?? ==  1?  \\ integer values
004D: jump_if_false Label05DECC
01C3: remove_references_to_car  10708??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10696??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10700??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10704??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10680??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10684??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10688??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10692??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10712??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10716??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10720??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10724??  \\ Like turning an actor into a random pedestrian
00A5:  10776?? = create_car #DINGHY at  246.161!  934.99!  6!
0175: set_car  10776?? z_angle_to  165!
0129:  10844?? = create_actor  9? #HMOST in_car  10776?? driverseat
009A:  10848?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10848??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10848?? into_turret_on_car  10776?? at_car_offset  .0742! -.8961!  1.0623! unknown  2? angle  360! with_weapon  23?
00A5:  10780?? = create_car #DINGHY at  252.074!  929.9!  6!
0175: set_car  10780?? z_angle_to  165!
0129:  10852?? = create_actor  9? #HMOST in_car  10780?? driverseat
009A:  10856?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10856??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10856?? into_turret_on_car  10780?? at_car_offset  .0742! -.8961!  1.0623! unknown  2? angle  360! with_weapon  23?
00A5:  10784?? = create_car #RIO at  229.653!  929.049!  6!
0175: set_car  10784?? z_angle_to  124.5!
0129:  10884?? = create_actor  9? #HMOST in_car  10784?? driverseat
009A:  10860?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10860??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10860?? into_turret_on_car  10784?? at_car_offset  0!  4!  1.5! unknown  0? angle  360! with_weapon  23?
00A5:  10788?? = create_car #TROPIC at  217.382!  940.656!  6!
0175: set_car  10788?? z_angle_to -136.5!
00A5:  10792?? = create_car #DINGHY at  210.127!  932.185!  6!
0175: set_car  10792?? z_angle_to  166.5!
0129:  10864?? = create_actor  9? #HMOST in_car  10792?? driverseat
009A:  10868?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10868??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10868?? into_turret_on_car  10792?? at_car_offset  .0742! -.8961!  1.0623! unknown  2? angle  360! with_weapon  23?
00A5:  10796?? = create_car #MARQUIS at  201.639!  942.166!  6!
0175: set_car  10796?? z_angle_to  72!
009A:  10872?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10872??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10872?? into_turret_on_car  10796?? at_car_offset  0! -2!  1.2! unknown  0? angle  360! with_weapon  23?
009A:  10876?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10876??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10876?? into_turret_on_car  10796?? at_car_offset  0!  6!  2.65! unknown  0? angle  360! with_weapon  23?
009A:  10880?? = create_actor  9? #HMOST at  274.1312!  969.9899!  23.4139!
0084:  10936?? =  10880??  \\ integer values and handles
0050: gosub Label063D8A
0464: put_actor  10880?? into_turret_on_car  10796?? at_car_offset  0!  10!  1.9! unknown  0? angle  360! with_weapon  23?
00A5:  10800?? = create_car #TROPIC at  187.631!  953.41!  6!
0175: set_car  10800?? z_angle_to -126!
00A5:  10804?? = create_car #MARQUIS at  168.216!  955.625!  6!
0175: set_car  10804?? z_angle_to -106.5!
00A5:  10808?? = create_car #TROPIC at  195.398!  767.808!  6!
0175: set_car  10808?? z_angle_to -7.5!
0129:  10888?? = create_actor  9? #HMOST in_car  10808?? driverseat
0004:  11148?? =  2?  \\ integer values

:Label05DECC
00D6: if  0?
0038:    11072?? ==  1?  \\ integer values
004D: jump_if_false Label05DF07
00D6: if  0?
001C:    19244?? >  11088??  \\ integer values
004D: jump_if_false Label05DF07
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
0004:  11072?? =  2?  \\ integer values

:Label05DF07
00D6: if  0?
0038:    11072?? ==  3?  \\ integer values
004D: jump_if_false Label05E019
00D6: if  0?
0038:    11148?? ==  0?  \\ integer values
004D: jump_if_false Label05DF32
0004:  11148?? =  1?  \\ integer values

:Label05DF32
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?
0400: create_coordinate  1792??  1796??  1800?? from_object  2856?? offset -.277! -16.662!  3.152!
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label05DF7B
0055: put_player $PLAYER_CHAR at  1792??  1796??  1800??
0002: jump Label05DF89

:Label05DF7B
012A: put_player $PLAYER_CHAR at  1792??  1796??  1800?? and_remove_from_car

:Label05DF89
0171: set_player $PLAYER_CHAR z_angle_to  11244??
0373: set_camera_directly_behind_player
03CB: set_camera  1792??  1796??  1800??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
015F: set_camera_position  160.3909!  797.2673!  7.6438!  0!  0!  0!
0160: point_camera  159.4485!  797.5592!  7.8072!  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  8500&  \\ integer values
0004:  11192?? =  10?  \\ integer values
0001: wait  500& ms
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
0004:  11072?? =  4?  \\ integer values

:Label05E019
00D6: if  0?
0038:    11072?? ==  2?  \\ integer values
004D: jump_if_false Label05E050
00D6: if  0?
816B:   NOT   fading
004D: jump_if_false Label05E050
049F: unknown_change_special_objects_flag  2888??  2700!
04D7: lock_actor $PLAYER_ACTOR in_current_position  1?
0004:  11072?? =  3?  \\ integer values

:Label05E050
00D6: if  0?
0038:    11064?? ==  0?  \\ integer values
004D: jump_if_false Label05E08F
00D6: if  0?
04E5:   unknown_object  2856?? near_point  194.999!  891.496! radius  25!  25! unknown  0?
004D: jump_if_false Label05E08F
0004:  11064?? =  1?  \\ integer values

:Label05E08F
00D6: if  0?
0038:    11064?? ==  1?  \\ integer values
004D: jump_if_false Label05E171
00D6: if  0?
0038:    11152?? ==  0?  \\ integer values
004D: jump_if_false Label05E0E3
00D6: if  0?
0038:    10248?? ==  0?  \\ integer values
004D: jump_if_false Label05E0DC
0004:  10248?? =  1?  \\ integer values
0084:  10348?? =  19244??  \\ integer values and handles
0008:  10348?? +=  5000&  \\ integer values

:Label05E0DC
0004:  11152?? =  1?  \\ integer values

:Label05E0E3
00D6: if  0?
8042:   NOT    11240?? ==  0!  \\ floating-point values
004D: jump_if_false Label05E137
00D6: if  0?
0022:    0! >  11240??  \\ floating-point values
004D: jump_if_false Label05E11E
0005:  11240?? =  0!  \\ floating-point values
0002: jump Label05E128

:Label05E11E
007E:  11240?? -= unknown_inaccurate_float_timer  .01!  \\ floating-point values

:Label05E128
049E: unknown_change_special_objects_flag  2888??  11240??
0002: jump Label05E171

:Label05E137
0004:  11064?? =  2?  \\ integer values
0213:  10912?? = create_pickup -86? (HEALTH) type  2? at  189.4928!  885.3084!  13.7132!
032B:  10916?? = create_weapon_pickup #RUGER  2? ammo  120? at  190.5261!  885.2347!  13.7132!

:Label05E171
00D6: if  0?
0038:    11064?? ==  2?  \\ integer values
004D: jump_if_false Label05E22B
00D6: if  0?
0038:    11068?? == -1?  \\ integer values
004D: jump_if_false Label05E19C
0004:  11068?? =  1?  \\ integer values

:Label05E19C
00D6: if  0?
0038:    11052?? == -2?  \\ integer values
004D: jump_if_false Label05E1C7
0084:  11128?? =  19244??  \\ integer values and handles
0008:  11128?? +=  45000&&  \\ integer values
0004:  11052?? = -1?  \\ integer values

:Label05E1C7
00D6: if  0?
0038:    11136?? == -1?  \\ integer values
004D: jump_if_false Label05E1E0
0004:  11136?? =  0?  \\ integer values

:Label05E1E0
00D6: if  0?
0038:    11140?? == -1?  \\ integer values
004D: jump_if_false Label05E1F9
0004:  11140?? =  0?  \\ integer values

:Label05E1F9
00D6: if  0?
0038:    11196?? == -1?  \\ integer values
004D: jump_if_false Label05E212
0004:  11196?? =  0?  \\ integer values

:Label05E212
00D6: if  0?
0038:    11144?? == -1?  \\ integer values
004D: jump_if_false Label05E22B
0004:  11144?? =  0?  \\ integer values

:Label05E22B
00D6: if  0?
0038:    11168?? ==  0?  \\ integer values
004D: jump_if_false Label05E29C
00D6: if  0?
0018:    10968?? >  0?  \\ integer values
004D: jump_if_false Label05E29C
00D6: if  0?
0119:   car  10756?? wrecked
004D: jump_if_false Label05E29C
00D6: if  0?
8119:   NOT   car  10796?? wrecked
004D: jump_if_false Label05E285
00BC: text_highpriority "COL5_B2"  200& ms  1? \\ ~g~Get up front and clear the route for the Colonel's yacht.
0002: jump Label05E29C

:Label05E285
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  6000&  \\ integer values
0004:  11168?? =  1?  \\ integer values

:Label05E29C
00D6: if  0?
0038:    11168?? ==  1?  \\ integer values
004D: jump_if_false Label05E385
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05E385
01C2: remove_references_to_actor  10812??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10816??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10820??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10824??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10832??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10836??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10840??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10900??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10904??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10908??  \\ Like turning an actor into a random pedestrian
00A6: destroy_car  10796??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
015F: set_camera_position  218.3319!  1001.141!  10.0492!  0!  0!  0!
0160: point_camera  218.0191!  1000.191!  10.0691!  2?
049E: unknown_change_special_objects_flag  2888??  5!
0395: clear_area  1? at  1792??  1796?? range  1800??  100!
0215: destroy_pickup  10912??
0215: destroy_pickup  10916??
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0004:  11192?? =  15?  \\ integer values
0004:  11168?? =  2?  \\ integer values

:Label05E385
00D6: if  0?
0038:    11168?? ==  2?  \\ integer values
004D: jump_if_false Label05E3E9
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label05E3E9
00D6: if  0?
0022:    5! >  11240??  \\ floating-point values
004D: jump_if_false Label05E3D0
0078:  11240?? += unknown_inaccurate_float_timer  .01!  \\ floating-point values
0002: jump Label05E3E1

:Label05E3D0
0005:  11240?? =  5!  \\ floating-point values
0004:  11168?? =  2?  \\ integer values

:Label05E3E1
049E: unknown_change_special_objects_flag  2888??  11240??

:Label05E3E9
00D6: if  0?
8118:   NOT   actor  10736?? dead
004D: jump_if_false Label05E4FD
00D6: if  0?
0038:    11180?? ==  0?  \\ integer values
004D: jump_if_false Label05E44D
00D6: if  0?
8183:   NOT   player $PLAYER_CHAR health >  50?
004D: jump_if_false Label05E44D
00D6: if  0?
0038:    10308?? ==  0?  \\ integer values
004D: jump_if_false Label05E446
0004:  10308?? =  1?  \\ integer values
0084:  10400?? =  19244??  \\ integer values and handles
0008:  10400?? +=  5000&  \\ integer values

:Label05E446
0004:  11180?? =  1?  \\ integer values

:Label05E44D
00D6: if  0?
0038:    11172?? ==  0?  \\ integer values
004D: jump_if_false Label05E4A2
00D6: if  0?
8184:   NOT   actor  10736?? health >=  180&
004D: jump_if_false Label05E4A2
00D6: if  0?
0038:    10272?? ==  0?  \\ integer values
004D: jump_if_false Label05E49B
0004:  10272?? =  1?  \\ integer values
0084:  10364?? =  19244??  \\ integer values and handles
0008:  10364?? +=  5000&  \\ integer values

:Label05E49B
0004:  11172?? =  1?  \\ integer values

:Label05E4A2
00D6: if  0?
0038:    11176?? ==  0?  \\ integer values
004D: jump_if_false Label05E4F6
00D6: if  0?
8184:   NOT   actor  10736?? health >=  100?
004D: jump_if_false Label05E4F6
00D6: if  0?
0038:    10280?? ==  0?  \\ integer values
004D: jump_if_false Label05E4EF
0004:  10280?? =  1?  \\ integer values
0084:  10372?? =  19244??  \\ integer values and handles
0008:  10372?? +=  5000&  \\ integer values

:Label05E4EF
0004:  11176?? =  1?  \\ integer values

:Label05E4F6
0002: jump Label05E53D

:Label05E4FD
00BC: text_highpriority "COL5_B3"  5000& ms  1? \\ ~r~The Colonel is dead!
0169: set_fade_color  225&  225&  225&
016A: fade  0? ()  1000& ms

:Label05E51E
00D6: if  0?
016B:   fading
004D: jump_if_false Label05E536
0001: wait  0? ms
0002: jump Label05E51E

:Label05E536
0002: jump Label063E47

:Label05E53D
00D6: if  0?
0118:   actor  10740?? dead
004D: jump_if_false Label05E552
034F: destroy_actor_with_fade  10740??  \\ The actor fades away like a ghost

:Label05E552
00D6: if  0?
0118:   actor  10744?? dead
004D: jump_if_false Label05E567
034F: destroy_actor_with_fade  10744??  \\ The actor fades away like a ghost

:Label05E567
00D6: if  0?
0118:   actor  10748?? dead
004D: jump_if_false Label05E57C
034F: destroy_actor_with_fade  10748??  \\ The actor fades away like a ghost

:Label05E57C
00D6: if  0?
0118:   actor  10920?? dead
004D: jump_if_false Label05E591
034F: destroy_actor_with_fade  10920??  \\ The actor fades away like a ghost

:Label05E591
0084:  10924?? =  10776??  \\ integer values and handles
0084:  10928?? =  10844??  \\ integer values and handles
0084:  10932?? =  10848??  \\ integer values and handles
0084:  11108?? =  11136??  \\ integer values and handles
0050: gosub Label063365
0084:  10776?? =  10924??  \\ integer values and handles
0084:  11136?? =  11108??  \\ integer values and handles
0084:  10924?? =  10780??  \\ integer values and handles
0084:  10928?? =  10852??  \\ integer values and handles
0084:  10932?? =  10856??  \\ integer values and handles
0084:  11108?? =  11140??  \\ integer values and handles
0050: gosub Label063365
0084:  10780?? =  10924??  \\ integer values and handles
0084:  11140?? =  11108??  \\ integer values and handles
0084:  10924?? =  10792??  \\ integer values and handles
0084:  10928?? =  10864??  \\ integer values and handles
0084:  10932?? =  10868??  \\ integer values and handles
0084:  11108?? =  11144??  \\ integer values and handles
0050: gosub Label063365
0084:  10792?? =  10924??  \\ integer values and handles
0084:  11144?? =  11108??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  10784?? wrecked
004D: jump_if_false Label05E94D
00D6: if  0?
8118:   NOT   actor  10884?? dead
004D: jump_if_false Label05E935
00D6: if  0?
0038:    11196?? ==  0?  \\ integer values
004D: jump_if_false Label05E68D
02DB: set_boat  10784?? speed_to  10!
02D3: boat  10784?? drive_to  171.0578!  942.3843!  6!
0004:  11196?? =  1?  \\ integer values

:Label05E68D
00D6: if  0?
0038:    11196?? ==  1?  \\ integer values
004D: jump_if_false Label05E6E0
00D6: if  0?
01AD:   car  10784??  0? ()near_point  171.0578!  942.3843!  8!  8!
004D: jump_if_false Label05E6E0
02D3: boat  10784?? drive_to  148.7975!  947.8748!  6!
0004:  11196?? =  2?  \\ integer values

:Label05E6E0
00D6: if  0?
0038:    11196?? ==  2?  \\ integer values
004D: jump_if_false Label05E733
00D6: if  0?
01AD:   car  10784??  0? ()near_point  148.7975!  947.8748!  8!  8!
004D: jump_if_false Label05E733
02D3: boat  10784?? drive_to  129.6003!  936.7351!  6!
0004:  11196?? =  3?  \\ integer values

:Label05E733
00D6: if  0?
0038:    11196?? ==  3?  \\ integer values
004D: jump_if_false Label05E786
00D6: if  0?
01AD:   car  10784??  0? ()near_point  129.6003!  936.7351!  8!  8!
004D: jump_if_false Label05E786
02D3: boat  10784?? drive_to  122.3512!  920.2498!  6!
0004:  11196?? =  4?  \\ integer values

:Label05E786
00D6: if  0?
0038:    11196?? ==  4?  \\ integer values
004D: jump_if_false Label05E7D9
00D6: if  0?
01AD:   car  10784??  0? ()near_point  122.3512!  920.2498!  8!  8!
004D: jump_if_false Label05E7D9
02D3: boat  10784?? drive_to  124.624!  909.1359!  6!
0004:  11196?? =  5?  \\ integer values

:Label05E7D9
00D6: if  0?
0038:    11196?? ==  5?  \\ integer values
004D: jump_if_false Label05E82C
00D6: if  0?
01AD:   car  10784??  0? ()near_point  124.624!  909.1359!  8!  8!
004D: jump_if_false Label05E82C
02D3: boat  10784?? drive_to  138.0438!  900.7563!  6!
0004:  11196?? =  6?  \\ integer values

:Label05E82C
00D6: if  0?
0038:    11196?? ==  6?  \\ integer values
004D: jump_if_false Label05E87F
00D6: if  0?
01AD:   car  10784??  0? ()near_point  138.0438!  900.7563!  8!  8!
004D: jump_if_false Label05E87F
02D3: boat  10784?? drive_to  161.4032!  891.2236!  6!
0004:  11196?? =  7?  \\ integer values

:Label05E87F
00D6: if  0?
0038:    11196?? ==  7?  \\ integer values
004D: jump_if_false Label05E8D2
00D6: if  0?
01AD:   car  10784??  0? ()near_point  161.4032!  891.2236!  8!  8!
004D: jump_if_false Label05E8D2
02D3: boat  10784?? drive_to  176.3047!  887.8659!  6!
0004:  11196?? =  8?  \\ integer values

:Label05E8D2
00D6: if  0?
0038:    11196?? ==  8?  \\ integer values
004D: jump_if_false Label05E92E
00D6: if  0?
01AD:   car  10784??  0? ()near_point  176.3047!  887.8659!  8!  8!
004D: jump_if_false Label05E92E
02DB: set_boat  10784?? speed_to  0!
02D4: unknown_turn_off_car  10784?? engine
0323: unknown_car  10784?? flag  1?
00AF: set_car  10784?? driver_behaviour_to  11?
0004:  11196?? =  9?  \\ integer values

:Label05E92E
0002: jump Label05E946

:Label05E935
01C2: remove_references_to_actor  10884??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  10784??  \\ Like turning a car into any random car
0004:  10792?? = -1?  \\ integer values

:Label05E946
0002: jump Label05E965

:Label05E94D
01C2: remove_references_to_actor  10884??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  10784??  \\ Like turning a car into any random car
0004:  10792?? = -1?  \\ integer values
0004:  11196?? = -1?  \\ integer values

:Label05E965
00D6: if  0?
8119:   NOT   car  10808?? wrecked
004D: jump_if_false Label05EA5B
00D6: if  0?
8118:   NOT   actor  10888?? dead
004D: jump_if_false Label05EA1F
00D6: if  0?
0038:    11068?? ==  1?  \\ integer values
004D: jump_if_false Label05E9BC
02D3: boat  10808?? drive_to  200.4224!  885.9669!  6!
02DB: set_boat  10808?? speed_to  8!
0004:  11068?? =  2?  \\ integer values

:Label05E9BC
00D6: if  0?
0038:    11068?? ==  2?  \\ integer values
004D: jump_if_false Label05EA18
00D6: if  0?
01AD:   car  10808??  0? ()near_point  200.4224!  885.9669!  8!  8!
004D: jump_if_false Label05EA18
02DB: set_boat  10808?? speed_to  0!
00AF: set_car  10808?? driver_behaviour_to  11?
02D4: unknown_turn_off_car  10808?? engine
0323: unknown_car  10808?? flag  1?
0004:  11068?? =  3?  \\ integer values

:Label05EA18
0002: jump Label05EA54

:Label05EA1F
00AF: set_car  10808?? driver_behaviour_to  11?
02DB: set_boat  10808?? speed_to  0!
02D4: unknown_turn_off_car  10808?? engine
0323: unknown_car  10808?? flag  1?
03A2: (unknown)  10808??  4? 
01C3: remove_references_to_car  10808??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10888??  \\ Like turning an actor into a random pedestrian
0004:  10808?? = -1?  \\ integer values

:Label05EA54
0002: jump Label05EA73

:Label05EA5B
01C3: remove_references_to_car  10808??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10888??  \\ Like turning an actor into a random pedestrian
0004:  10808?? = -1?  \\ integer values
0004:  11068?? = -1?  \\ integer values

:Label05EA73
00D6: if  0?
0038:    11068?? ==  3?  \\ integer values
004D: jump_if_false Label05EAE8
00D6: if  0?
0038:    11100?? ==  0?  \\ integer values
004D: jump_if_false Label05EAE8
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0020:    1788?? >  11.2!  \\ floating-point values
004D: jump_if_false Label05EAE8
009A:  10812?? = create_actor  9? #HMOST at  195.7159!  886.0515!  8!
0084:  10772?? =  10812??  \\ integer values and handles
0050: gosub Label063D2E
0004:  11100?? =  1?  \\ integer values

:Label05EAE8
00D6: if  0?
8118:   NOT   actor  10812?? dead
004D: jump_if_false Label05EE0F
00D6: if  0?
0038:    11100?? ==  1?  \\ integer values
004D: jump_if_false Label05EB73
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05EB30
0239: actor  10812?? run_to  196.3903!  888.9396!
0411: (unknown)  10812??  0? 

:Label05EB30
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  196.3903!  888.9396! radius  1!  1!
004D: jump_if_false Label05EB73
0239: actor  10812?? run_to  194.5447!  914.6995!
0411: (unknown)  10812??  0? 
0004:  11100?? =  2?  \\ integer values

:Label05EB73
00D6: if  0?
0038:    11100?? ==  2?  \\ integer values
004D: jump_if_false Label05EBEE
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05EBAB
0239: actor  10812?? run_to  194.5447!  914.6995!
0411: (unknown)  10812??  0? 

:Label05EBAB
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  194.5447!  914.6995! radius  1!  1!
004D: jump_if_false Label05EBEE
0239: actor  10812?? run_to  192.41!  901.3952!
0411: (unknown)  10812??  0? 
0004:  11100?? =  3?  \\ integer values

:Label05EBEE
00D6: if  0?
0038:    11100?? ==  3?  \\ integer values
004D: jump_if_false Label05EC69
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05EC26
0239: actor  10812?? run_to  192.41!  901.3952!
0411: (unknown)  10812??  0? 

:Label05EC26
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  192.41!  901.3952! radius  1!  1!
004D: jump_if_false Label05EC69
0239: actor  10812?? run_to  196.3216!  899.4728!
0411: (unknown)  10812??  0? 
0004:  11100?? =  4?  \\ integer values

:Label05EC69
00D6: if  0?
0038:    11100?? ==  4?  \\ integer values
004D: jump_if_false Label05ECE4
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05ECA1
0239: actor  10812?? run_to  196.3216!  899.4728!
0411: (unknown)  10812??  0? 

:Label05ECA1
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  196.3216!  899.4728! radius  1!  1!
004D: jump_if_false Label05ECE4
0239: actor  10812?? run_to  192.9792!  875.6545!
0411: (unknown)  10812??  0? 
0004:  11100?? =  5?  \\ integer values

:Label05ECE4
00D6: if  0?
0038:    11100?? ==  5?  \\ integer values
004D: jump_if_false Label05ED58
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05ED15
0239: actor  10812?? run_to  192.9792!  875.6545!

:Label05ED15
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  192.9792!  875.6545! radius  1!  1!
004D: jump_if_false Label05ED58
0239: actor  10812?? run_to  191.2296!  869.7584!
0411: (unknown)  10812??  0? 
0004:  11100?? =  6?  \\ integer values

:Label05ED58
00D6: if  0?
0038:    11100?? ==  6?  \\ integer values
004D: jump_if_false Label05EDEE
00D6: if  0?
04FF:  10812??
004D: jump_if_false Label05ED90
0239: actor  10812?? run_to  191.2296!  869.7584!
0411: (unknown)  10812??  0? 

:Label05ED90
00D6: if  0?
00ED:   actor  10812??  0? ()near_point_on_foot  191.2296!  869.7584! radius  2!  2!
004D: jump_if_false Label05EDEE
01CA: actor  10812?? kill_player $PLAYER_CHAR
00D6: if  0?
0038:    10300?? ==  0?  \\ integer values
004D: jump_if_false Label05EDE7
0004:  10300?? =  1?  \\ integer values
0084:  10392?? =  19244??  \\ integer values and handles
0008:  10392?? +=  5000&  \\ integer values

:Label05EDE7
0004:  11100?? =  7?  \\ integer values

:Label05EDEE
00D6: if  0?
0038:    11100?? ==  7?  \\ integer values
004D: jump_if_false Label05EE08
01CA: actor  10812?? kill_player $PLAYER_CHAR

:Label05EE08
0002: jump Label05EE1B

:Label05EE0F
034F: destroy_actor_with_fade  10812??  \\ The actor fades away like a ghost
0004:  11100?? =  0?  \\ integer values

:Label05EE1B
00D6: if  0?
0018:    11100?? >  1?  \\ integer values
004D: jump_if_false Label05EE90
00D6: if  0?
0038:    11104?? ==  0?  \\ integer values
004D: jump_if_false Label05EE90
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0020:    1788?? >  11.2!  \\ floating-point values
004D: jump_if_false Label05EE90
009A:  10816?? = create_actor  9? #HMOST at  195.7159!  886.0515!  8!
0084:  10772?? =  10816??  \\ integer values and handles
0050: gosub Label063D2E
0004:  11104?? =  1?  \\ integer values

:Label05EE90
00D6: if  0?
8118:   NOT   actor  10816?? dead
004D: jump_if_false Label05F195
00D6: if  0?
0038:    11104?? ==  1?  \\ integer values
004D: jump_if_false Label05EF1B
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05EED8
0239: actor  10816?? run_to  196.3903!  888.9396!
0411: (unknown)  10816??  0? 

:Label05EED8
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  196.3903!  888.9396! radius  1!  1!
004D: jump_if_false Label05EF1B
0239: actor  10816?? run_to  194.5447!  914.6995!
0411: (unknown)  10816??  0? 
0004:  11104?? =  2?  \\ integer values

:Label05EF1B
00D6: if  0?
0038:    11104?? ==  2?  \\ integer values
004D: jump_if_false Label05EF96
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05EF53
0239: actor  10816?? run_to  194.5447!  914.6995!
0411: (unknown)  10816??  0? 

:Label05EF53
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  194.5447!  914.6995! radius  1!  1!
004D: jump_if_false Label05EF96
0239: actor  10816?? run_to  192.41!  901.3952!
0411: (unknown)  10816??  0? 
0004:  11104?? =  3?  \\ integer values

:Label05EF96
00D6: if  0?
0038:    11104?? ==  3?  \\ integer values
004D: jump_if_false Label05F011
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05EFCE
0239: actor  10816?? run_to  192.41!  901.3952!
0411: (unknown)  10816??  0? 

:Label05EFCE
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  192.41!  901.3952! radius  1!  1!
004D: jump_if_false Label05F011
0239: actor  10816?? run_to  187.9892!  900.3357!
0411: (unknown)  10816??  0? 
0004:  11104?? =  4?  \\ integer values

:Label05F011
00D6: if  0?
0038:    11104?? ==  4?  \\ integer values
004D: jump_if_false Label05F08C
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05F049
0239: actor  10816?? run_to  187.9892!  900.3357!
0411: (unknown)  10816??  0? 

:Label05F049
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  187.9892!  900.3357! radius  1!  1!
004D: jump_if_false Label05F08C
0239: actor  10816?? run_to  184.6517!  876.7971!
0411: (unknown)  10816??  0? 
0004:  11104?? =  5?  \\ integer values

:Label05F08C
00D6: if  0?
0038:    11104?? ==  5?  \\ integer values
004D: jump_if_false Label05F107
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05F0C4
0239: actor  10816?? run_to  184.6517!  876.7971!
0411: (unknown)  10816??  0? 

:Label05F0C4
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  184.6517!  876.7971! radius  1!  1!
004D: jump_if_false Label05F107
0239: actor  10816?? run_to  184.4611!  870.8157!
0411: (unknown)  10816??  0? 
0004:  11104?? =  6?  \\ integer values

:Label05F107
00D6: if  0?
0038:    11104?? ==  6?  \\ integer values
004D: jump_if_false Label05F174
00D6: if  0?
04FF:  10816??
004D: jump_if_false Label05F13F
0239: actor  10816?? run_to  184.4611!  870.8157!
0411: (unknown)  10816??  0? 

:Label05F13F
00D6: if  0?
00ED:   actor  10816??  0? ()near_point_on_foot  184.4611!  870.8157! radius  2!  2!
004D: jump_if_false Label05F174
01CA: actor  10816?? kill_player $PLAYER_CHAR
0004:  11104?? =  7?  \\ integer values

:Label05F174
00D6: if  0?
0038:    11104?? ==  7?  \\ integer values
004D: jump_if_false Label05F18E
01CA: actor  10816?? kill_player $PLAYER_CHAR

:Label05F18E
0002: jump Label05F1A1

:Label05F195
034F: destroy_actor_with_fade  10816??  \\ The actor fades away like a ghost
0004:  11104?? =  0?  \\ integer values

:Label05F1A1
00D6: if  0?
0038:    11196?? ==  9?  \\ integer values
004D: jump_if_false Label05F216
00D6: if  0?
0038:    11116?? ==  0?  \\ integer values
004D: jump_if_false Label05F216
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0020:    1788?? >  11.2!  \\ floating-point values
004D: jump_if_false Label05F216
009A:  10820?? = create_actor  9? #HMOST at  184.5751!  887.7821!  8!
0084:  10772?? =  10820??  \\ integer values and handles
0050: gosub Label063D2E
0004:  11116?? =  1?  \\ integer values

:Label05F216
00D6: if  0?
8118:   NOT   actor  10820?? dead
004D: jump_if_false Label05F544
00D6: if  0?
0038:    11116?? ==  1?  \\ integer values
004D: jump_if_false Label05F2A1
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F25E
0239: actor  10820?? run_to  184.8738!  891.4559!
0411: (unknown)  10820??  0? 

:Label05F25E
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  184.8738!  891.4559! radius  1!  1!
004D: jump_if_false Label05F2A1
0239: actor  10820?? run_to  194.5447!  914.6995!
0411: (unknown)  10820??  0? 
0004:  11116?? =  2?  \\ integer values

:Label05F2A1
00D6: if  0?
0038:    11116?? ==  2?  \\ integer values
004D: jump_if_false Label05F31C
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F2D9
0239: actor  10820?? run_to  194.5447!  914.6995!
0411: (unknown)  10820??  0? 

:Label05F2D9
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  194.5447!  914.6995! radius  1!  1!
004D: jump_if_false Label05F31C
0239: actor  10820?? run_to  192.41!  901.3952!
0411: (unknown)  10820??  0? 
0004:  11116?? =  3?  \\ integer values

:Label05F31C
00D6: if  0?
0038:    11116?? ==  3?  \\ integer values
004D: jump_if_false Label05F397
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F354
0239: actor  10820?? run_to  192.41!  901.3952!
0411: (unknown)  10820??  0? 

:Label05F354
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  192.41!  901.3952! radius  1!  1!
004D: jump_if_false Label05F397
0239: actor  10820?? run_to  196.3216!  899.4728!
0411: (unknown)  10820??  0? 
0004:  11116?? =  4?  \\ integer values

:Label05F397
00D6: if  0?
0038:    11116?? ==  4?  \\ integer values
004D: jump_if_false Label05F412
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F3CF
0239: actor  10820?? run_to  196.3216!  899.4728!
0411: (unknown)  10820??  0? 

:Label05F3CF
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  196.3216!  899.4728! radius  1!  1!
004D: jump_if_false Label05F412
0239: actor  10820?? run_to  192.9792!  875.6545!
0411: (unknown)  10820??  0? 
0004:  11116?? =  5?  \\ integer values

:Label05F412
00D6: if  0?
0038:    11116?? ==  5?  \\ integer values
004D: jump_if_false Label05F48D
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F44A
0239: actor  10820?? run_to  192.9792!  875.6545!
0411: (unknown)  10820??  0? 

:Label05F44A
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  192.9792!  875.6545! radius  1!  1!
004D: jump_if_false Label05F48D
0239: actor  10820?? run_to  191.2296!  869.7584!
0411: (unknown)  10820??  0? 
0004:  11116?? =  6?  \\ integer values

:Label05F48D
00D6: if  0?
0038:    11116?? ==  6?  \\ integer values
004D: jump_if_false Label05F523
00D6: if  0?
04FF:  10820??
004D: jump_if_false Label05F4C5
0239: actor  10820?? run_to  191.2296!  869.7584!
0411: (unknown)  10820??  0? 

:Label05F4C5
00D6: if  0?
00ED:   actor  10820??  0? ()near_point_on_foot  191.2296!  869.7584! radius  2!  2!
004D: jump_if_false Label05F523
01CA: actor  10820?? kill_player $PLAYER_CHAR
00D6: if  0?
0038:    10300?? ==  0?  \\ integer values
004D: jump_if_false Label05F51C
0004:  10300?? =  1?  \\ integer values
0084:  10392?? =  19244??  \\ integer values and handles
0008:  10392?? +=  5000&  \\ integer values

:Label05F51C
0004:  11116?? =  7?  \\ integer values

:Label05F523
00D6: if  0?
0038:    11116?? ==  7?  \\ integer values
004D: jump_if_false Label05F53D
01CA: actor  10820?? kill_player $PLAYER_CHAR

:Label05F53D
0002: jump Label05F550

:Label05F544
034F: destroy_actor_with_fade  10820??  \\ The actor fades away like a ghost
0004:  11116?? =  0?  \\ integer values

:Label05F550
00D6: if  0?
0018:    11116?? >  0?  \\ integer values
004D: jump_if_false Label05F5C5
00D6: if  0?
0038:    11120?? ==  0?  \\ integer values
004D: jump_if_false Label05F5C5
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0020:    1788?? >  11.2!  \\ floating-point values
004D: jump_if_false Label05F5C5
009A:  10824?? = create_actor  9? #HMOST at  184.5751!  887.7821!  8!
0084:  10772?? =  10824??  \\ integer values and handles
0050: gosub Label063D2E
0004:  11120?? =  1?  \\ integer values

:Label05F5C5
00D6: if  0?
8118:   NOT   actor  10824?? dead
004D: jump_if_false Label05F8CA
00D6: if  0?
0038:    11120?? ==  1?  \\ integer values
004D: jump_if_false Label05F650
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F60D
0239: actor  10824?? run_to  184.8738!  891.4559!
0411: (unknown)  10824??  0? 

:Label05F60D
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  184.8738!  891.4559! radius  1!  1!
004D: jump_if_false Label05F650
0239: actor  10824?? run_to  194.5447!  914.6995!
0411: (unknown)  10824??  0? 
0004:  11120?? =  2?  \\ integer values

:Label05F650
00D6: if  0?
0038:    11120?? ==  2?  \\ integer values
004D: jump_if_false Label05F6CB
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F688
0239: actor  10824?? run_to  194.5447!  914.6995!
0411: (unknown)  10824??  0? 

:Label05F688
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  194.5447!  914.6995! radius  1!  1!
004D: jump_if_false Label05F6CB
0239: actor  10824?? run_to  192.41!  901.3952!
0411: (unknown)  10824??  0? 
0004:  11120?? =  3?  \\ integer values

:Label05F6CB
00D6: if  0?
0038:    11120?? ==  3?  \\ integer values
004D: jump_if_false Label05F746
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F703
0239: actor  10824?? run_to  192.41!  901.3952!
0411: (unknown)  10824??  0? 

:Label05F703
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  192.41!  901.3952! radius  1!  1!
004D: jump_if_false Label05F746
0239: actor  10824?? run_to  187.9892!  900.3357!
0411: (unknown)  10824??  0? 
0004:  11120?? =  4?  \\ integer values

:Label05F746
00D6: if  0?
0038:    11120?? ==  4?  \\ integer values
004D: jump_if_false Label05F7C1
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F77E
0239: actor  10824?? run_to  187.9892!  900.3357!
0411: (unknown)  10824??  0? 

:Label05F77E
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  187.9892!  900.3357! radius  1!  1!
004D: jump_if_false Label05F7C1
0239: actor  10824?? run_to  184.6517!  876.7971!
0411: (unknown)  10824??  0? 
0004:  11120?? =  5?  \\ integer values

:Label05F7C1
00D6: if  0?
0038:    11120?? ==  5?  \\ integer values
004D: jump_if_false Label05F83C
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F7F9
0239: actor  10824?? run_to  184.6517!  876.7971!
0411: (unknown)  10824??  0? 

:Label05F7F9
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  184.6517!  876.7971! radius  1!  1!
004D: jump_if_false Label05F83C
0239: actor  10824?? run_to  184.4611!  870.8157!
0411: (unknown)  10824??  0? 
0004:  11120?? =  6?  \\ integer values

:Label05F83C
00D6: if  0?
0038:    11120?? ==  6?  \\ integer values
004D: jump_if_false Label05F8A9
00D6: if  0?
04FF:  10824??
004D: jump_if_false Label05F874
0239: actor  10824?? run_to  184.4611!  870.8157!
0411: (unknown)  10824??  0? 

:Label05F874
00D6: if  0?
00ED:   actor  10824??  0? ()near_point_on_foot  184.4611!  870.8157! radius  2!  2!
004D: jump_if_false Label05F8A9
01CA: actor  10824?? kill_player $PLAYER_CHAR
0004:  11120?? =  7?  \\ integer values

:Label05F8A9
00D6: if  0?
0038:    11120?? ==  7?  \\ integer values
004D: jump_if_false Label05F8C3
01CA: actor  10824?? kill_player $PLAYER_CHAR

:Label05F8C3
0002: jump Label05F8D6

:Label05F8CA
034F: destroy_actor_with_fade  10824??  \\ The actor fades away like a ghost
0004:  11120?? =  0?  \\ integer values

:Label05F8D6
00D6: if  0?
0038:    11052?? == -1?  \\ integer values
004D: jump_if_false Label05F902
00D6: if  0?
001C:    19244?? >  11128??  \\ integer values
004D: jump_if_false Label05F902
0004:  11052?? =  0?  \\ integer values

:Label05F902
00D6: if  0?
0038:    11052?? ==  0?  \\ integer values
004D: jump_if_false Label05F9BC
00A5:  10764?? = create_car #MAVERICK at  314.2827!  993.9822!  13.2063!
0129:  10828?? = create_actor  9? #HMOST in_car  10764?? driverseat
020A: set_car  10764?? door_status_to  2?
01C8:  10832?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  0?
0084:  10944?? =  10832??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10836?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  1?
0084:  10944?? =  10836??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10840?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  2?
0084:  10944?? =  10840??  \\ integer values and handles
0050: gosub Label063DC6
04BA: unknown_car  10764??  .1!
04A2: heli  10764?? fly_to  314.2827!  993.9822!  40! speed  30?
0004:  11052?? =  1?  \\ integer values

:Label05F9BC
00D6: if  0?
0018:    11052?? >  0?  \\ integer values
004D: jump_if_false Label05FF3D
00D6: if  0?
8119:   NOT   car  10764?? wrecked
004D: jump_if_false Label05FEF9
00D6: if  0?
8118:   NOT   actor  10828?? dead
004D: jump_if_false Label05FE68
00D6: if  0?
0038:    11052?? ==  1?  \\ integer values
004D: jump_if_false Label05FA37
00D6: if  0?
01AF:   car  10764??  0? ()near_point  314.2827!  993.9822!  40! radius  5!  5!  4!
004D: jump_if_false Label05FA37
0004:  11052?? =  2?  \\ integer values

:Label05FA37
00D6: if  0?
0038:    11052?? ==  2?  \\ integer values
004D: jump_if_false Label05FAF7
04A2: heli  10764?? fly_to  188.1993!  877.1445!  30! speed  20?
00D6: if  0?
0038:    11200?? ==  2?  \\ integer values
004D: jump_if_false Label05FAC0
00BC: text_highpriority "COL5_B5"  5000& ms  1? \\ ~g~Shoot down the helicopters, do not endanger the yacht.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label05FAB9
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  5000&  \\ integer values

:Label05FAB9
0008:  11200?? +=  1?  \\ integer values

:Label05FAC0
00D6: if  0?
01AF:   car  10764??  0? ()near_point  188.1993!  877.1445!  30! radius  10!  10!  5!
004D: jump_if_false Label05FAF7
0004:  11052?? =  3?  \\ integer values

:Label05FAF7
00D6: if  0?
0038:    11052?? ==  3?  \\ integer values
004D: jump_if_false Label05FB5B
04A2: heli  10764?? fly_to  188.1993!  877.1445!  16! speed  10?
00D6: if  0?
01AD:   car  10764??  0? ()near_point  188.1993!  877.1445!  5!  5!
004D: jump_if_false Label05FB5B
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  100?  \\ integer values
0004:  11052?? =  4?  \\ integer values

:Label05FB5B
00D6: if  0?
0038:    11052?? ==  4?  \\ integer values
004D: jump_if_false Label05FBAE
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label05FBAE
00D6: if  0?
8118:   NOT   actor  10832?? dead
004D: jump_if_false Label05FB98
01CA: actor  10832?? kill_player $PLAYER_CHAR

:Label05FB98
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  100?  \\ integer values
0004:  11052?? =  5?  \\ integer values

:Label05FBAE
00D6: if  0?
0038:    11052?? ==  5?  \\ integer values
004D: jump_if_false Label05FC01
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label05FC01
00D6: if  0?
8118:   NOT   actor  10836?? dead
004D: jump_if_false Label05FBEB
01CA: actor  10836?? kill_player $PLAYER_CHAR

:Label05FBEB
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  80?  \\ integer values
0004:  11052?? =  6?  \\ integer values

:Label05FC01
00D6: if  0?
0038:    11052?? ==  6?  \\ integer values
004D: jump_if_false Label05FCB5
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label05FCB5
00D6: if  0?
8118:   NOT   actor  10840?? dead
004D: jump_if_false Label05FC3E
01CA: actor  10840?? kill_player $PLAYER_CHAR

:Label05FC3E
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  1500&  \\ integer values
00D6: if  0?
0038:    10296?? ==  0?  \\ integer values
004D: jump_if_false Label05FC7E
0004:  10296?? =  1?  \\ integer values
0084:  10388?? =  19244??  \\ integer values and handles
0008:  10388?? +=  5000&  \\ integer values
0002: jump Label05FCAE

:Label05FC7E
0004:  10296?? =  0?  \\ integer values
00D6: if  0?
0038:    10300?? ==  0?  \\ integer values
004D: jump_if_false Label05FCAE
0004:  10300?? =  1?  \\ integer values
0084:  10392?? =  19244??  \\ integer values and handles
0008:  10392?? +=  5000&  \\ integer values

:Label05FCAE
0004:  11052?? =  7?  \\ integer values

:Label05FCB5
00D6: if  0?
0038:    11052?? ==  7?  \\ integer values
004D: jump_if_false Label05FD27
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label05FD27
04A2: heli  10764?? fly_to  189.1993!  879.1445!  30! speed  20?
00D6: if  0?
01AF:   car  10764??  0? ()near_point  189.1993!  879.1445!  30! radius  5!  5!  4!
004D: jump_if_false Label05FD27
0004:  11052?? =  8?  \\ integer values

:Label05FD27
00D6: if  0?
0038:    11052?? ==  8?  \\ integer values
004D: jump_if_false Label05FD86
04A2: heli  10764?? fly_to  314.2827!  993.9822!  40! speed  20?
00D6: if  0?
01AF:   car  10764??  0? ()near_point  314.2827!  993.9822!  40! radius  5!  5!  4!
004D: jump_if_false Label05FD86
0004:  11052?? =  9?  \\ integer values

:Label05FD86
00D6: if  0?
0038:    11052?? ==  9?  \\ integer values
004D: jump_if_false Label05FE61
04A2: heli  10764?? fly_to  314.2827!  993.9822!  15! speed  20?
00D6: if  0?
01AF:   car  10764??  0? ()near_point  314.2827!  993.9822!  15! radius  5!  5!  4!
004D: jump_if_false Label05FE61
01C2: remove_references_to_actor  10832??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10836??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10840??  \\ Like turning an actor into a random pedestrian
01C8:  10832?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  0?
0084:  10944?? =  10832??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10836?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  1?
0084:  10944?? =  10836??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10840?? = create_actor  9? #HMOST in_car  10764?? passenger_seat  2?
0084:  10944?? =  10840??  \\ integer values and handles
0050: gosub Label063DC6
04A2: heli  10764?? fly_to  314.2827!  993.9822!  40! speed  20?
0004:  11052?? =  1?  \\ integer values

:Label05FE61
0002: jump Label05FEF2

:Label05FE68
00D6: if  0?
8118:   NOT   actor  10832?? dead
004D: jump_if_false Label05FE8D
00D6: if  0?
00DF:   actor  10832?? driving
004D: jump_if_false Label05FE8D
03E2: actor  10832?? exit_car

:Label05FE8D
00D6: if  0?
8118:   NOT   actor  10836?? dead
004D: jump_if_false Label05FEB2
00D6: if  0?
00DF:   actor  10836?? driving
004D: jump_if_false Label05FEB2
03E2: actor  10836?? exit_car

:Label05FEB2
00D6: if  0?
8118:   NOT   actor  10840?? dead
004D: jump_if_false Label05FED7
00D6: if  0?
00DF:   actor  10840?? driving
004D: jump_if_false Label05FED7
03E2: actor  10840?? exit_car

:Label05FED7
0564:  10764??
0508:  10764??
01C3: remove_references_to_car  10764??  \\ Like turning a car into any random car
034F: destroy_actor_with_fade  10828??  \\ The actor fades away like a ghost
0004:  10764?? = -1?  \\ integer values

:Label05FEF2
0002: jump Label05FEFE

:Label05FEF9
01C3: remove_references_to_car  10764??  \\ Like turning a car into any random car

:Label05FEFE
00D6: if  0?
0118:   actor  10832?? dead
004D: jump_if_false Label05FF13
034F: destroy_actor_with_fade  10832??  \\ The actor fades away like a ghost

:Label05FF13
00D6: if  0?
0118:   actor  10836?? dead
004D: jump_if_false Label05FF28
034F: destroy_actor_with_fade  10836??  \\ The actor fades away like a ghost

:Label05FF28
00D6: if  0?
0118:   actor  10840?? dead
004D: jump_if_false Label05FF3D
034F: destroy_actor_with_fade  10840??  \\ The actor fades away like a ghost

:Label05FF3D
00D6: if  1?
0119:   car  10764?? wrecked
0018:    11052?? >  0?  \\ integer values
004D: jump_if_false Label05FF6D
00D6: if  0?
0038:    11056?? == -1?  \\ integer values
004D: jump_if_false Label05FF6D
0004:  11056?? =  0?  \\ integer values

:Label05FF6D
00D6: if  0?
0018:    11052?? >  4?  \\ integer values
004D: jump_if_false Label05FF98
00D6: if  0?
0038:    11056?? == -1?  \\ integer values
004D: jump_if_false Label05FF98
0004:  11056?? =  0?  \\ integer values

:Label05FF98
00D6: if  0?
0038:    11056?? ==  0?  \\ integer values
004D: jump_if_false Label060052
00A5:  10892?? = create_car #MAVERICK at  302.9623!  909.7476!  11.6869!
0129:  10896?? = create_actor  9? #HMOST in_car  10892?? driverseat
020A: set_car  10892?? door_status_to  2?
01C8:  10900?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  0?
0084:  10944?? =  10900??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10904?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  1?
0084:  10944?? =  10904??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10908?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  2?
0084:  10944?? =  10908??  \\ integer values and handles
0050: gosub Label063DC6
04BA: unknown_car  10892??  .1!
04A2: heli  10892?? fly_to  302.9623!  909.7476!  32! speed  30?
0004:  11056?? =  1?  \\ integer values

:Label060052
00D6: if  0?
0018:    11056?? >  0?  \\ integer values
004D: jump_if_false Label06059B
00D6: if  0?
8119:   NOT   car  10892?? wrecked
004D: jump_if_false Label060557
00D6: if  0?
8118:   NOT   actor  10896?? dead
004D: jump_if_false Label0604C6
00D6: if  0?
0038:    11056?? ==  1?  \\ integer values
004D: jump_if_false Label0600CD
00D6: if  0?
01AF:   car  10892??  0? ()near_point  302.9623!  909.7476!  32! radius  5!  5!  4!
004D: jump_if_false Label0600CD
0004:  11056?? =  2?  \\ integer values

:Label0600CD
00D6: if  0?
0038:    11056?? ==  2?  \\ integer values
004D: jump_if_false Label060155
04A2: heli  10892?? fly_to  188.1993!  879.1445!  25! speed  20?
00D6: if  0?
01AF:   car  10892??  0? ()near_point  188.1993!  879.1445!  25! radius  10!  10!  5!
004D: jump_if_false Label060155
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label06014E
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  5000&  \\ integer values

:Label06014E
0004:  11056?? =  3?  \\ integer values

:Label060155
00D6: if  0?
0038:    11056?? ==  3?  \\ integer values
004D: jump_if_false Label0601B9
04A2: heli  10892?? fly_to  188.1993!  879.1445!  16! speed  10?
00D6: if  0?
01AD:   car  10892??  0? ()near_point  188.1993!  879.1445!  5!  5!
004D: jump_if_false Label0601B9
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  100?  \\ integer values
0004:  11056?? =  4?  \\ integer values

:Label0601B9
00D6: if  0?
0038:    11056?? ==  4?  \\ integer values
004D: jump_if_false Label06020C
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label06020C
00D6: if  0?
8118:   NOT   actor  10900?? dead
004D: jump_if_false Label0601F6
01CA: actor  10900?? kill_player $PLAYER_CHAR

:Label0601F6
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  100?  \\ integer values
0004:  11056?? =  5?  \\ integer values

:Label06020C
00D6: if  0?
0038:    11056?? ==  5?  \\ integer values
004D: jump_if_false Label06025F
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label06025F
00D6: if  0?
8118:   NOT   actor  10904?? dead
004D: jump_if_false Label060249
01CA: actor  10904?? kill_player $PLAYER_CHAR

:Label060249
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  80?  \\ integer values
0004:  11056?? =  6?  \\ integer values

:Label06025F
00D6: if  0?
0038:    11056?? ==  6?  \\ integer values
004D: jump_if_false Label060313
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label060313
00D6: if  0?
8118:   NOT   actor  10908?? dead
004D: jump_if_false Label06029C
01CA: actor  10908?? kill_player $PLAYER_CHAR

:Label06029C
0084:  10952?? =  19244??  \\ integer values and handles
0008:  10952?? +=  1500&  \\ integer values
00D6: if  0?
0038:    10304?? ==  0?  \\ integer values
004D: jump_if_false Label0602DC
0004:  10304?? =  1?  \\ integer values
0084:  10396?? =  19244??  \\ integer values and handles
0008:  10396?? +=  5000&  \\ integer values
0002: jump Label06030C

:Label0602DC
0004:  10304?? =  0?  \\ integer values
00D6: if  0?
0038:    10316?? ==  0?  \\ integer values
004D: jump_if_false Label06030C
0004:  10316?? =  1?  \\ integer values
0084:  10404?? =  19244??  \\ integer values and handles
0008:  10404?? +=  5000&  \\ integer values

:Label06030C
0004:  11056?? =  7?  \\ integer values

:Label060313
00D6: if  0?
0038:    11056?? ==  7?  \\ integer values
004D: jump_if_false Label060385
00D6: if  0?
001C:    19244?? >  10952??  \\ integer values
004D: jump_if_false Label060385
04A2: heli  10892?? fly_to  189.1993!  879.1445!  30! speed  20?
00D6: if  0?
01AF:   car  10892??  0? ()near_point  189.1993!  879.1445!  30! radius  5!  5!  4!
004D: jump_if_false Label060385
0004:  11056?? =  8?  \\ integer values

:Label060385
00D6: if  0?
0038:    11056?? ==  8?  \\ integer values
004D: jump_if_false Label0603E4
04A2: heli  10892?? fly_to  302.9623!  909.7476!  32! speed  20?
00D6: if  0?
01AF:   car  10892??  0? ()near_point  302.9623!  909.7476!  32! radius  5!  5!  4!
004D: jump_if_false Label0603E4
0004:  11056?? =  9?  \\ integer values

:Label0603E4
00D6: if  0?
0038:    11056?? ==  9?  \\ integer values
004D: jump_if_false Label0604BF
04A2: heli  10892?? fly_to  302.9623!  909.7476!  13! speed  20?
00D6: if  0?
01AF:   car  10892??  0? ()near_point  302.9623!  909.7476!  13! radius  5!  5!  4!
004D: jump_if_false Label0604BF
01C2: remove_references_to_actor  10900??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10904??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10908??  \\ Like turning an actor into a random pedestrian
01C8:  10900?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  0?
0084:  10944?? =  10900??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10904?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  1?
0084:  10944?? =  10904??  \\ integer values and handles
0050: gosub Label063DC6
01C8:  10908?? = create_actor  9? #HMOST in_car  10892?? passenger_seat  2?
0084:  10944?? =  10908??  \\ integer values and handles
0050: gosub Label063DC6
04A2: heli  10892?? fly_to  302.9623!  909.7476!  40! speed  20?
0004:  11056?? =  1?  \\ integer values

:Label0604BF
0002: jump Label060550

:Label0604C6
00D6: if  0?
8118:   NOT   actor  10900?? dead
004D: jump_if_false Label0604EB
00D6: if  0?
00DF:   actor  10900?? driving
004D: jump_if_false Label0604EB
03E2: actor  10900?? exit_car

:Label0604EB
00D6: if  0?
8118:   NOT   actor  10904?? dead
004D: jump_if_false Label060510
00D6: if  0?
00DF:   actor  10904?? driving
004D: jump_if_false Label060510
03E2: actor  10904?? exit_car

:Label060510
00D6: if  0?
8118:   NOT   actor  10908?? dead
004D: jump_if_false Label060535
00D6: if  0?
00DF:   actor  10908?? driving
004D: jump_if_false Label060535
03E2: actor  10908?? exit_car

:Label060535
0564:  10892??
0508:  10892??
01C3: remove_references_to_car  10892??  \\ Like turning a car into any random car
034F: destroy_actor_with_fade  10896??  \\ The actor fades away like a ghost
0004:  10892?? = -1?  \\ integer values

:Label060550
0002: jump Label06055C

:Label060557
01C3: remove_references_to_car  10892??  \\ Like turning a car into any random car

:Label06055C
00D6: if  0?
0118:   actor  10900?? dead
004D: jump_if_false Label060571
034F: destroy_actor_with_fade  10900??  \\ The actor fades away like a ghost

:Label060571
00D6: if  0?
0118:   actor  10904?? dead
004D: jump_if_false Label060586
034F: destroy_actor_with_fade  10904??  \\ The actor fades away like a ghost

:Label060586
00D6: if  0?
0118:   actor  10908?? dead
004D: jump_if_false Label06059B
034F: destroy_actor_with_fade  10908??  \\ The actor fades away like a ghost

:Label06059B
00D6: if  0?
8119:   NOT   car  10756?? wrecked
004D: jump_if_false Label060652
00D6: if  0?
8118:   NOT   actor  10760?? dead
004D: jump_if_false Label060630
0084:  10752?? =  10756??  \\ integer values and handles
0050: gosub Label063677
00D6: if  0?
01AD:   car  10756??  0? ()near_point  1792??  1796??  40!  40!
004D: jump_if_false Label060629
00D6: if  0?
0038:    11184?? ==  0?  \\ integer values
004D: jump_if_false Label060624
00BC: text_highpriority "COL5_B4"  5000& ms  1? \\ ~g~Shoot the attacking helicopter out of the sky.
0084:  11204?? =  19244??  \\ integer values and handles
0008:  11204?? +=  4000&  \\ integer values
0004:  11184?? =  1?  \\ integer values

:Label060624
0541:  10756??

:Label060629
0002: jump Label06064B

:Label060630
0564:  10756??
0508:  10756??
01C3: remove_references_to_car  10756??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10760??  \\ Like turning an actor into a random pedestrian
0004:  10756?? = -1?  \\ integer values

:Label06064B
0002: jump Label060768

:Label060652
01C3: remove_references_to_car  10756??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10760??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    10968?? ==  0?  \\ integer values
004D: jump_if_false Label060768
00D6: if  1?
0119:   car  10764?? wrecked
0018:    11052?? >  0?  \\ integer values
004D: jump_if_false Label0606F9
00D6: if  1?
0119:   car  10892?? wrecked
0018:    11056?? >  0?  \\ integer values
004D: jump_if_false Label0606E2
00D6: if  0?
001C:    19244?? >  10956??  \\ integer values
004D: jump_if_false Label0606DB
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
0004:  10968?? =  1?  \\ integer values

:Label0606DB
0002: jump Label0606F2

:Label0606E2
0084:  10956?? =  19244??  \\ integer values and handles
0008:  10956?? +=  8000&  \\ integer values

:Label0606F2
0002: jump Label060709

:Label0606F9
0084:  10956?? =  19244??  \\ integer values and handles
0008:  10956?? +=  8000&  \\ integer values

:Label060709
00D6: if  0?
0038:    10968?? ==  1?  \\ integer values
004D: jump_if_false Label060768
00A5:  10756?? = create_car #HUNTER at  21.2864!  720.1946!  13!
0175: set_car  10756?? z_angle_to  312.7112!
0129:  10760?? = create_actor  9? #HMOST in_car  10756?? driverseat
0224: set_car  10756?? health_to  2500&
020A: set_car  10756?? door_status_to  2?
04BA: unknown_car  10756??  30!
0004:  10968?? =  2?  \\ integer values

:Label060768
00D6: if  0?
8038:   NOT    11004?? ==  4?  \\ integer values
004D: jump_if_false Label060971
00D6: if  0?
8119:   NOT   car  10708?? wrecked
004D: jump_if_false Label060853
00D6: if  0?
0038:    11004?? ==  1?  \\ integer values
004D: jump_if_false Label0607E3
00D6: if  0?
01AD:   car  10708??  0? ()near_point -247.1728! -1215.75!  26!  26!
004D: jump_if_false Label0607E3
0477: unknown_car  10708??  6?  200&
0084:  11008?? =  19244??  \\ integer values and handles
0008:  11008?? +=  199&  \\ integer values
0004:  11004?? =  2?  \\ integer values

:Label0607E3
00D6: if  0?
0038:    11004?? ==  2?  \\ integer values
004D: jump_if_false Label060819
00D6: if  0?
001C:    19244?? >  11008??  \\ integer values
004D: jump_if_false Label060819
0477: unknown_car  10708??  3?  5000&
0004:  11004?? =  3?  \\ integer values

:Label060819
00D6: if  0?
0038:    11004?? ==  3?  \\ integer values
004D: jump_if_false Label06084C
00D6: if  0?
01C1:   car  10708?? stopped
004D: jump_if_false Label06084C
0477: unknown_car  10708??  1?  5000&
0004:  11004?? =  4?  \\ integer values

:Label06084C
0002: jump Label06096A

:Label060853
00D6: if  0?
0038:    11004?? ==  0?  \\ integer values
004D: jump_if_false Label06096A
00D6: if  0?
001C:    19244?? >  11008??  \\ integer values
004D: jump_if_false Label06096A
0395: clear_area  1? at -238.2693! -1361.33! range  7.0786!  500!
00A5:  10708?? = create_car #WASHING at -238.2693! -1361.33!  7.0786!
0229: set_car  10708?? color_to  0?  0?
0175: set_car  10708?? z_angle_to  10.7405!
0129:  10680?? = create_actor  9? #HMOST in_car  10708?? driverseat
0084:  10772?? =  10680??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10684?? = create_actor  9? #HMOST in_car  10708?? passenger_seat  0?
0084:  10772?? =  10684??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10688?? = create_actor  9? #HMOST in_car  10708?? passenger_seat  1?
0084:  10772?? =  10688??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10692?? = create_actor  9? #HMOST in_car  10708?? passenger_seat  2?
0084:  10772?? =  10692??  \\ integer values and handles
0050: gosub Label063D01
00AD: set_car  10708?? max_speed_to  100!
04BA: unknown_car  10708??  30!
00AE: unknown_set_car  10708?? to_ignore_traffic_lights  2?
02C2: car  10708?? drive_to_point -247.1728! -1215.75!  7.0856!
04E0: unknown_car  10708??  255&
0004:  11004?? =  1?  \\ integer values

:Label06096A
0002: jump Label061729

:Label060971
00D6: if  0?
8118:   NOT   actor  10680?? dead
004D: jump_if_false Label060B47
00D6: if  0?
0038:    11012?? ==  0?  \\ integer values
004D: jump_if_false Label0609B0
0239: actor  10680?? run_to -257.2504! -1214.484!
0411: (unknown)  10680??  0? 
0004:  11012?? =  1?  \\ integer values

:Label0609B0
00D6: if  0?
0038:    11012?? ==  1?  \\ integer values
004D: jump_if_false Label060A05
00D6: if  0?
00ED:   actor  10680??  0? ()near_point_on_foot -257.2504! -1214.484! radius  1.5!  1.5!
004D: jump_if_false Label060A05
0239: actor  10680?? run_to -266.0016! -1214.565!
0411: (unknown)  10680??  0? 
0004:  11012?? =  2?  \\ integer values

:Label060A05
00D6: if  0?
0038:    11012?? ==  2?  \\ integer values
004D: jump_if_false Label060A5A
00D6: if  0?
00ED:   actor  10680??  0? ()near_point_on_foot -266.0016! -1214.565! radius  1.5!  1.5!
004D: jump_if_false Label060A5A
0239: actor  10680?? run_to -321.7568! -1214.596!
0411: (unknown)  10680??  0? 
0004:  11012?? =  3?  \\ integer values

:Label060A5A
00D6: if  0?
0038:    11012?? ==  3?  \\ integer values
004D: jump_if_false Label060AAF
00D6: if  0?
00ED:   actor  10680??  0? ()near_point_on_foot -321.7568! -1214.596! radius  1.5!  1.5!
004D: jump_if_false Label060AAF
0239: actor  10680?? run_to -323.5134! -1232.98!
0411: (unknown)  10680??  0? 
0004:  11012?? =  4?  \\ integer values

:Label060AAF
00D6: if  0?
0038:    11012?? ==  4?  \\ integer values
004D: jump_if_false Label060B2D
00D6: if  0?
00ED:   actor  10680??  0? ()near_point_on_foot -323.5134! -1232.98! radius  1.5!  1.5!
004D: jump_if_false Label060B2D
00D6: if  0?
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label060B25
0464: put_actor  10680?? into_turret_on_car  10704?? at_car_offset  0!  4!  1.5! unknown  0? angle  360! with_weapon  23?
0004:  11012?? =  5?  \\ integer values
0002: jump Label060B2D

:Label060B25
01CA: actor  10680?? kill_player $PLAYER_CHAR

:Label060B2D
00D6: if  0?
0038:    11012?? ==  5?  \\ integer values
004D: jump_if_false Label060B47
01CA: actor  10680?? kill_player $PLAYER_CHAR

:Label060B47
00D6: if  0?
8118:   NOT   actor  10684?? dead
004D: jump_if_false Label060CF4
00D6: if  0?
0038:    11016?? ==  0?  \\ integer values
004D: jump_if_false Label060B86
0239: actor  10684?? run_to -257.2504! -1214.484!
0411: (unknown)  10684??  0? 
0004:  11016?? =  1?  \\ integer values

:Label060B86
00D6: if  0?
0038:    11016?? ==  1?  \\ integer values
004D: jump_if_false Label060BDB
00D6: if  0?
00ED:   actor  10684??  0? ()near_point_on_foot -257.2504! -1214.484! radius  1.5!  1.5!
004D: jump_if_false Label060BDB
0239: actor  10684?? run_to -266.0016! -1214.565!
0411: (unknown)  10684??  0? 
0004:  11016?? =  2?  \\ integer values

:Label060BDB
00D6: if  0?
0038:    11016?? ==  2?  \\ integer values
004D: jump_if_false Label060C30
00D6: if  0?
00ED:   actor  10684??  0? ()near_point_on_foot -266.0016! -1214.565! radius  1.5!  1.5!
004D: jump_if_false Label060C30
0239: actor  10684?? run_to -321.7568! -1214.596!
0411: (unknown)  10684??  0? 
0004:  11016?? =  3?  \\ integer values

:Label060C30
00D6: if  0?
0038:    11016?? ==  3?  \\ integer values
004D: jump_if_false Label060C85
00D6: if  0?
00ED:   actor  10684??  0? ()near_point_on_foot -321.7568! -1214.596! radius  1.5!  1.5!
004D: jump_if_false Label060C85
0239: actor  10684?? run_to -323.5134! -1232.98!
0411: (unknown)  10684??  0? 
0004:  11016?? =  4?  \\ integer values

:Label060C85
00D6: if  0?
0038:    11016?? ==  4?  \\ integer values
004D: jump_if_false Label060CF4
00D6: if  0?
00ED:   actor  10684??  0? ()near_point_on_foot -323.5134! -1232.98! radius  1.5!  1.5!
004D: jump_if_false Label060CF4
00D6: if  0?
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label060CEC
009B: destroy_actor_instantly  10684??
0129:  10684?? = create_actor  9? #HMOST in_car  10704?? driverseat
0004:  11016?? =  5?  \\ integer values
0002: jump Label060CF4

:Label060CEC
01CA: actor  10684?? kill_player $PLAYER_CHAR

:Label060CF4
00D6: if  0?
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label060FC9
00D6: if  0?
8118:   NOT   actor  10684?? dead
004D: jump_if_false Label060FA0
00D6: if  1?
0038:    11012?? ==  5?  \\ integer values
0038:    11016?? ==  5?  \\ integer values
004D: jump_if_false Label060F99
0400: create_coordinate  1780??  1784??  1788?? from_object  2856?? offset -20! -20!  0!
00D6: if  0?
01AF:   car  10704??  0? ()near_point  1780??  1784??  6! radius  5!  5!  5!
004D: jump_if_false Label060E3C
02DB: set_boat  10704?? speed_to  2!
0176:  19544?? = object  2856?? z_angle
0174:  11232?? = car  10704?? z_angle
0086:  23688?? =  19544??  \\ floating-point values only
0061:  23688?? -=  11232??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label060DBF
0009:  23688?? +=  360!  \\ floating-point values

:Label060DBF
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label060DDE
000D:  23688?? -=  360!  \\ floating-point values

:Label060DDE
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label060E04
0078:  11232?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label060E0E

:Label060E04
007E:  11232?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label060E0E
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label060E35
0175: set_car  10704?? z_angle_to  11232??

:Label060E35
0002: jump Label060F2E

:Label060E3C
00D6: if  0?
01AD:   car  10704??  0? ()near_point  1780??  1784??  10!  10!
004D: jump_if_false Label060F24
02DB: set_boat  10704?? speed_to  6!
0176:  19544?? = object  2856?? z_angle
0174:  11232?? = car  10704?? z_angle
0086:  23688?? =  19544??  \\ floating-point values only
0061:  23688?? -=  11232??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label060EA7
0009:  23688?? +=  360!  \\ floating-point values

:Label060EA7
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label060EC6
000D:  23688?? -=  360!  \\ floating-point values

:Label060EC6
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label060EEC
0078:  11232?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label060EF6

:Label060EEC
007E:  11232?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label060EF6
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label060F1D
0175: set_car  10704?? z_angle_to  11232??

:Label060F1D
0002: jump Label060F2E

:Label060F24
02DB: set_boat  10704?? speed_to  12!

:Label060F2E
02D3: boat  10704?? drive_to  1780??  1784??  6!
00D6: if  0?
81AD:   NOT   car  10704??  0? ()near_point  1792??  1796??  300!  300!
004D: jump_if_false Label060F67
0004:  10680?? = -1?  \\ integer values

:Label060F67
00D6: if  0?
0118:   actor  10680?? dead
004D: jump_if_false Label060F99
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10704??  \\ Like turning a car into any random car
0004:  10704?? = -1?  \\ integer values
01C2: remove_references_to_actor  10684??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10680??  \\ Like turning an actor into a random pedestrian
0004:  11084?? =  1?  \\ integer values

:Label060F99
0002: jump Label060FC2

:Label060FA0
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10704??  \\ Like turning a car into any random car
0004:  10704?? = -1?  \\ integer values
01C2: remove_references_to_actor  10684??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10680??  \\ Like turning an actor into a random pedestrian
0004:  11084?? =  1?  \\ integer values

:Label060FC2
0002: jump Label06104D

:Label060FC9
00D6: if  0?
0038:    11156?? ==  0?  \\ integer values
004D: jump_if_false Label06102B
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label06102B
00D6: if  0?
0119:   car  10700?? wrecked
004D: jump_if_false Label06102B
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label061024
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  5000&  \\ integer values

:Label061024
0004:  11156?? =  1?  \\ integer values

:Label06102B
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10704??  \\ Like turning a car into any random car
0004:  10704?? = -1?  \\ integer values
01C2: remove_references_to_actor  10684??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10680??  \\ Like turning an actor into a random pedestrian
0004:  11084?? =  1?  \\ integer values

:Label06104D
00D6: if  0?
8118:   NOT   actor  10688?? dead
004D: jump_if_false Label061223
00D6: if  0?
0038:    11020?? ==  0?  \\ integer values
004D: jump_if_false Label06108C
0239: actor  10688?? run_to -257.2504! -1214.484!
0411: (unknown)  10688??  0? 
0004:  11020?? =  1?  \\ integer values

:Label06108C
00D6: if  0?
0038:    11020?? ==  1?  \\ integer values
004D: jump_if_false Label0610E1
00D6: if  0?
00ED:   actor  10688??  0? ()near_point_on_foot -257.2504! -1214.484! radius  1.5!  1.5!
004D: jump_if_false Label0610E1
0239: actor  10688?? run_to -266.0016! -1214.565!
0411: (unknown)  10688??  0? 
0004:  11020?? =  2?  \\ integer values

:Label0610E1
00D6: if  0?
0038:    11020?? ==  2?  \\ integer values
004D: jump_if_false Label061136
00D6: if  0?
00ED:   actor  10688??  0? ()near_point_on_foot -266.0016! -1214.565! radius  1.5!  1.5!
004D: jump_if_false Label061136
0239: actor  10688?? run_to -321.7568! -1214.596!
0411: (unknown)  10688??  0? 
0004:  11020?? =  3?  \\ integer values

:Label061136
00D6: if  0?
0038:    11020?? ==  3?  \\ integer values
004D: jump_if_false Label06118B
00D6: if  0?
00ED:   actor  10688??  0? ()near_point_on_foot -321.7568! -1214.596! radius  1.5!  1.5!
004D: jump_if_false Label06118B
0239: actor  10688?? run_to -332.7804! -1217.117!
0411: (unknown)  10688??  0? 
0004:  11020?? =  4?  \\ integer values

:Label06118B
00D6: if  0?
0038:    11020?? ==  4?  \\ integer values
004D: jump_if_false Label061209
00D6: if  0?
00ED:   actor  10688??  0? ()near_point_on_foot -332.7804! -1217.117! radius  2!  2!
004D: jump_if_false Label061209
00D6: if  0?
8119:   NOT   car  10700?? wrecked
004D: jump_if_false Label061201
0464: put_actor  10688?? into_turret_on_car  10700?? at_car_offset  .6462!  1.4897!  1.3333! unknown  0? angle  360! with_weapon  23?
0004:  11020?? =  5?  \\ integer values
0002: jump Label061209

:Label061201
01CA: actor  10688?? kill_player $PLAYER_CHAR

:Label061209
00D6: if  0?
0038:    11012?? ==  5?  \\ integer values
004D: jump_if_false Label061223
01CA: actor  10688?? kill_player $PLAYER_CHAR

:Label061223
00D6: if  0?
8118:   NOT   actor  10692?? dead
004D: jump_if_false Label0613D0
00D6: if  0?
0038:    11024?? ==  0?  \\ integer values
004D: jump_if_false Label061262
0239: actor  10692?? run_to -257.2504! -1214.484!
0411: (unknown)  10692??  0? 
0004:  11024?? =  1?  \\ integer values

:Label061262
00D6: if  0?
0038:    11024?? ==  1?  \\ integer values
004D: jump_if_false Label0612B7
00D6: if  0?
00ED:   actor  10692??  0? ()near_point_on_foot -257.2504! -1214.484! radius  1.5!  1.5!
004D: jump_if_false Label0612B7
0239: actor  10692?? run_to -266.0016! -1214.565!
0411: (unknown)  10692??  0? 
0004:  11024?? =  2?  \\ integer values

:Label0612B7
00D6: if  0?
0038:    11024?? ==  2?  \\ integer values
004D: jump_if_false Label06130C
00D6: if  0?
00ED:   actor  10692??  0? ()near_point_on_foot -266.0016! -1214.565! radius  1.5!  1.5!
004D: jump_if_false Label06130C
0239: actor  10692?? run_to -321.7568! -1214.596!
0411: (unknown)  10692??  0? 
0004:  11024?? =  3?  \\ integer values

:Label06130C
00D6: if  0?
0038:    11024?? ==  3?  \\ integer values
004D: jump_if_false Label061361
00D6: if  0?
00ED:   actor  10692??  0? ()near_point_on_foot -321.7568! -1214.596! radius  1.5!  1.5!
004D: jump_if_false Label061361
0239: actor  10692?? run_to -332.7804! -1217.117!
0411: (unknown)  10692??  0? 
0004:  11024?? =  4?  \\ integer values

:Label061361
00D6: if  0?
0038:    11024?? ==  4?  \\ integer values
004D: jump_if_false Label0613D0
00D6: if  0?
00ED:   actor  10692??  0? ()near_point_on_foot -332.7804! -1217.117! radius  2!  2!
004D: jump_if_false Label0613D0
00D6: if  0?
8119:   NOT   car  10700?? wrecked
004D: jump_if_false Label0613C8
009B: destroy_actor_instantly  10692??
0129:  10692?? = create_actor  9? #HMOST in_car  10700?? driverseat
0004:  11024?? =  5?  \\ integer values
0002: jump Label0613D0

:Label0613C8
01CA: actor  10692?? kill_player $PLAYER_CHAR

:Label0613D0
00D6: if  0?
8119:   NOT   car  10700?? wrecked
004D: jump_if_false Label0616A5
00D6: if  0?
8118:   NOT   actor  10692?? dead
004D: jump_if_false Label06167C
00D6: if  1?
0038:    11020?? ==  5?  \\ integer values
0038:    11024?? ==  5?  \\ integer values
004D: jump_if_false Label06161A
0400: create_coordinate  1780??  1784??  1788?? from_object  2856?? offset -20!  0!  0!
00D6: if  0?
01AF:   car  10700??  0? ()near_point  1780??  1784??  6! radius  5!  5!  5!
004D: jump_if_false Label061518
02DB: set_boat  10700?? speed_to  2!
0176:  19544?? = object  2856?? z_angle
0174:  11228?? = car  10700?? z_angle
0086:  23688?? =  19544??  \\ floating-point values only
0061:  23688?? -=  11228??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label06149B
0009:  23688?? +=  360!  \\ floating-point values

:Label06149B
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0614BA
000D:  23688?? -=  360!  \\ floating-point values

:Label0614BA
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0614E0
0078:  11228?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0614EA

:Label0614E0
007E:  11228?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0614EA
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label061511
0175: set_car  10700?? z_angle_to  11228??

:Label061511
0002: jump Label06160A

:Label061518
00D6: if  0?
01AD:   car  10700??  0? ()near_point  1780??  1784??  10!  10!
004D: jump_if_false Label061600
02DB: set_boat  10700?? speed_to  6!
0176:  19544?? = object  2856?? z_angle
0174:  11228?? = car  10700?? z_angle
0086:  23688?? =  19544??  \\ floating-point values only
0061:  23688?? -=  11228??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label061583
0009:  23688?? +=  360!  \\ floating-point values

:Label061583
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0615A2
000D:  23688?? -=  360!  \\ floating-point values

:Label0615A2
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0615C8
0078:  11228?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0615D2

:Label0615C8
007E:  11228?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0615D2
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0615F9
0175: set_car  10700?? z_angle_to  11228??

:Label0615F9
0002: jump Label06160A

:Label061600
02DB: set_boat  10700?? speed_to  12!

:Label06160A
02D3: boat  10700?? drive_to  1780??  1784??  6!

:Label06161A
00D6: if  0?
81AD:   NOT   car  10700??  0? ()near_point  1792??  1796??  300!  300!
004D: jump_if_false Label061643
0004:  10688?? = -1?  \\ integer values

:Label061643
00D6: if  0?
0118:   actor  10688?? dead
004D: jump_if_false Label061675
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10700??  \\ Like turning a car into any random car
0004:  10700?? = -1?  \\ integer values
01C2: remove_references_to_actor  10692??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10688??  \\ Like turning an actor into a random pedestrian
0004:  11080?? =  1?  \\ integer values

:Label061675
0002: jump Label06169E

:Label06167C
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10700??  \\ Like turning a car into any random car
0004:  10700?? = -1?  \\ integer values
01C2: remove_references_to_actor  10692??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10688??  \\ Like turning an actor into a random pedestrian
0004:  11080?? =  1?  \\ integer values

:Label06169E
0002: jump Label061729

:Label0616A5
00D6: if  0?
0038:    11156?? ==  0?  \\ integer values
004D: jump_if_false Label061707
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061707
00D6: if  0?
0119:   car  10704?? wrecked
004D: jump_if_false Label061707
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label061700
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  5000&  \\ integer values

:Label061700
0004:  11156?? =  1?  \\ integer values

:Label061707
01C3: remove_references_to_car  10728??  \\ Like turning a car into any random car
01C3: remove_references_to_car  10700??  \\ Like turning a car into any random car
0004:  10700?? = -1?  \\ integer values
01C2: remove_references_to_actor  10692??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10688??  \\ Like turning an actor into a random pedestrian
0004:  11080?? =  1?  \\ integer values

:Label061729
00D6: if  0?
8038:   NOT    11028?? ==  4?  \\ integer values
004D: jump_if_false Label06193E
00D6: if  0?
8119:   NOT   car  10728?? wrecked
004D: jump_if_false Label061814
00D6: if  0?
0038:    11028?? ==  1?  \\ integer values
004D: jump_if_false Label0617A4
00D6: if  0?
01AD:   car  10728??  0? ()near_point -247.1728! -1215.75!  33!  33!
004D: jump_if_false Label0617A4
0477: unknown_car  10728??  7?  200&
0084:  11032?? =  19244??  \\ integer values and handles
0008:  11032?? +=  199&  \\ integer values
0004:  11028?? =  2?  \\ integer values

:Label0617A4
00D6: if  0?
0038:    11028?? ==  2?  \\ integer values
004D: jump_if_false Label0617DA
00D6: if  0?
001C:    19244?? >  11032??  \\ integer values
004D: jump_if_false Label0617DA
0477: unknown_car  10728??  4?  5000&
0004:  11028?? =  3?  \\ integer values

:Label0617DA
00D6: if  0?
0038:    11028?? ==  3?  \\ integer values
004D: jump_if_false Label06180D
00D6: if  0?
01C1:   car  10728?? stopped
004D: jump_if_false Label06180D
0477: unknown_car  10728??  1?  5000&
0004:  11028?? =  4?  \\ integer values

:Label06180D
0002: jump Label061937

:Label061814
00D6: if  1?
0038:    11028?? ==  0?  \\ integer values
0018:    11004?? >  0?  \\ integer values
004D: jump_if_false Label061937
00D6: if  0?
838A:   NOT   car_in_cube -238.2693! -1361.33!  7.0786!  4!  4!  4!
004D: jump_if_false Label061937
00A5:  10728?? = create_car #WASHING at -238.2693! -1361.33!  7.0786!
0229: set_car  10728?? color_to  0?  0?
0175: set_car  10728?? z_angle_to  10.7405!
0249: release_model #WASHING
0129:  10712?? = create_actor  9? #HMOST in_car  10728?? driverseat
0084:  10772?? =  10712??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10716?? = create_actor  9? #HMOST in_car  10728?? passenger_seat  0?
0084:  10772?? =  10716??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10720?? = create_actor  9? #HMOST in_car  10728?? passenger_seat  1?
0084:  10772?? =  10720??  \\ integer values and handles
0050: gosub Label063D01
01C8:  10724?? = create_actor  9? #HMOST in_car  10728?? passenger_seat  2?
0084:  10772?? =  10724??  \\ integer values and handles
0050: gosub Label063D01
00AD: set_car  10728?? max_speed_to  100!
04BA: unknown_car  10728??  30!
00AE: unknown_set_car  10728?? to_ignore_traffic_lights  2?
02C2: car  10728?? drive_to_point -247.1728! -1215.75!  7.0856!
04E0: unknown_car  10728??  255&
0004:  11028?? =  1?  \\ integer values

:Label061937
0002: jump Label06201E

:Label06193E
00D6: if  0?
8118:   NOT   actor  10712?? dead
004D: jump_if_false Label061A05
0084:  10948?? =  10712??  \\ integer values and handles
0084:  11112?? =  11036??  \\ integer values and handles
0050: gosub Label06415C
0084:  11036?? =  11112??  \\ integer values and handles
00D6: if  0?
0038:    11036?? ==  4?  \\ integer values
004D: jump_if_false Label0619EB
00D6: if  0?
00ED:   actor  10712??  0? ()near_point_on_foot -328.9344! -1212.065! radius  1.5!  1.5!
004D: jump_if_false Label0619EB
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label0619E3
0464: put_actor  10712?? into_turret_on_car  10696?? at_car_offset  0! -2!  1.2! unknown  0? angle  360! with_weapon  23?
0004:  11036?? =  5?  \\ integer values
0002: jump Label0619EB

:Label0619E3
01CA: actor  10712?? kill_player $PLAYER_CHAR

:Label0619EB
00D6: if  0?
0038:    11036?? ==  5?  \\ integer values
004D: jump_if_false Label061A05
01CA: actor  10712?? kill_player $PLAYER_CHAR

:Label061A05
00D6: if  0?
8118:   NOT   actor  10716?? dead
004D: jump_if_false Label061ACC
0084:  10948?? =  10716??  \\ integer values and handles
0084:  11112?? =  11040??  \\ integer values and handles
0050: gosub Label06415C
0084:  11040?? =  11112??  \\ integer values and handles
00D6: if  0?
0038:    11040?? ==  4?  \\ integer values
004D: jump_if_false Label061AB2
00D6: if  0?
00ED:   actor  10716??  0? ()near_point_on_foot -328.9344! -1212.065! radius  1.5!  1.5!
004D: jump_if_false Label061AB2
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061AAA
0464: put_actor  10716?? into_turret_on_car  10696?? at_car_offset  0!  6!  2.65! unknown  0? angle  360! with_weapon  23?
0004:  11040?? =  5?  \\ integer values
0002: jump Label061AB2

:Label061AAA
01CA: actor  10716?? kill_player $PLAYER_CHAR

:Label061AB2
00D6: if  0?
0038:    11040?? ==  5?  \\ integer values
004D: jump_if_false Label061ACC
01CA: actor  10716?? kill_player $PLAYER_CHAR

:Label061ACC
00D6: if  0?
8118:   NOT   actor  10720?? dead
004D: jump_if_false Label061B93
0084:  10948?? =  10720??  \\ integer values and handles
0084:  11112?? =  11044??  \\ integer values and handles
0050: gosub Label06415C
0084:  11044?? =  11112??  \\ integer values and handles
00D6: if  0?
0038:    11044?? ==  4?  \\ integer values
004D: jump_if_false Label061B79
00D6: if  0?
00ED:   actor  10720??  0? ()near_point_on_foot -328.9344! -1212.065! radius  1.5!  1.5!
004D: jump_if_false Label061B79
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061B71
0464: put_actor  10720?? into_turret_on_car  10696?? at_car_offset  0!  10!  1.9! unknown  0? angle  360! with_weapon  23?
0004:  11044?? =  5?  \\ integer values
0002: jump Label061B79

:Label061B71
01CA: actor  10720?? kill_player $PLAYER_CHAR

:Label061B79
00D6: if  0?
0038:    11044?? ==  5?  \\ integer values
004D: jump_if_false Label061B93
01CA: actor  10720?? kill_player $PLAYER_CHAR

:Label061B93
00D6: if  0?
8118:   NOT   actor  10724?? dead
004D: jump_if_false Label061C41
0084:  10948?? =  10724??  \\ integer values and handles
0084:  11112?? =  11048??  \\ integer values and handles
0050: gosub Label06415C
0084:  11048?? =  11112??  \\ integer values and handles
00D6: if  0?
0038:    11048?? ==  4?  \\ integer values
004D: jump_if_false Label061C41
00D6: if  0?
00ED:   actor  10724??  0? ()near_point_on_foot -328.9344! -1212.065! radius  1.5!  1.5!
004D: jump_if_false Label061C41
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061C39
009B: destroy_actor_instantly  10724??
0129:  10724?? = create_actor  9? #HMOST in_car  10696?? driverseat
0084:  11060?? =  19244??  \\ integer values and handles
0008:  11060?? +=  5000&  \\ integer values
0004:  11048?? =  5?  \\ integer values
0002: jump Label061C41

:Label061C39
01CA: actor  10724?? kill_player $PLAYER_CHAR

:Label061C41
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061F9B
00D6: if  0?
8118:   NOT   actor  10724?? dead
004D: jump_if_false Label061F68
00D6: if  4?
0038:    11036?? ==  5?  \\ integer values
0038:    11040?? ==  5?  \\ integer values
0038:    11044?? ==  5?  \\ integer values
0038:    11048?? ==  5?  \\ integer values
001C:    19244?? >  11060??  \\ integer values
004D: jump_if_false Label061ECE
00D6: if  0?
0038:    11160?? ==  0?  \\ integer values
004D: jump_if_false Label061D72
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label061CCB
0004:  10240?? =  1?  \\ integer values
0084:  10340?? =  19244??  \\ integer values and handles
0008:  10340?? +=  5000&  \\ integer values

:Label061CCB
00D6: if  0?
8119:   NOT   car  10696?? wrecked
004D: jump_if_false Label061CF3
00D6: if  0?
8118:   NOT   actor  10740?? dead
004D: jump_if_false Label061CF3
01D9: actor  10740?? run_away_from_car  10696??

:Label061CF3
00D6: if  0?
8119:   NOT   car  10700?? wrecked
004D: jump_if_false Label061D1B
00D6: if  0?
8118:   NOT   actor  10744?? dead
004D: jump_if_false Label061D1B
01D9: actor  10744?? run_away_from_car  10700??

:Label061D1B
00D6: if  0?
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label061D43
00D6: if  0?
8118:   NOT   actor  10748?? dead
004D: jump_if_false Label061D43
01D9: actor  10748?? run_away_from_car  10696??

:Label061D43
00D6: if  0?
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label061D6B
00D6: if  0?
8118:   NOT   actor  10920?? dead
004D: jump_if_false Label061D6B
01D9: actor  10920?? run_away_from_car  10704??

:Label061D6B
0004:  11160?? =  1?  \\ integer values

:Label061D72
0400: create_coordinate  1780??  1784??  1788?? from_object  2856?? offset  20!  20!  0!
0176:  19544?? = object  2856?? z_angle
0174:  11224?? = car  10696?? z_angle
0086:  23688?? =  19544??  \\ floating-point values only
0061:  23688?? -=  11224??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label061DCE
0009:  23688?? +=  360!  \\ floating-point values

:Label061DCE
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label061DED
000D:  23688?? -=  360!  \\ floating-point values

:Label061DED
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label061E13
007E:  11224?? -= unknown_inaccurate_float_timer  2!  \\ floating-point values
0002: jump Label061E1D

:Label061E13
0078:  11224?? += unknown_inaccurate_float_timer  2!  \\ floating-point values

:Label061E1D
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label061E44
0175: set_car  10696?? z_angle_to  11224??

:Label061E44
00D6: if  0?
01AF:   car  10696??  0? ()near_point  1780??  1784??  6! radius  10!  10!  5!
004D: jump_if_false Label061E81
02DB: set_boat  10696?? speed_to  2!
0002: jump Label061EBE

:Label061E81
00D6: if  0?
01AD:   car  10696??  0? ()near_point  1780??  1784??  30!  30!
004D: jump_if_false Label061EB4
02DB: set_boat  10696?? speed_to  6!
0002: jump Label061EBE

:Label061EB4
02DB: set_boat  10696?? speed_to  12!

:Label061EBE
02D3: boat  10696?? drive_to  1780??  1784??  6!

:Label061ECE
00D6: if  0?
81AD:   NOT   car  10696??  0? ()near_point  1792??  1796??  300!  300!
004D: jump_if_false Label061F05
0004:  10712?? = -1?  \\ integer values
0004:  10716?? = -1?  \\ integer values
0004:  10720?? = -1?  \\ integer values

:Label061F05
00D6: if  0?
0118:   actor  10712?? dead
004D: jump_if_false Label061F61
00D6: if  0?
0118:   actor  10716?? dead
004D: jump_if_false Label061F61
00D6: if  0?
0118:   actor  10720?? dead
004D: jump_if_false Label061F61
01C3: remove_references_to_car  10696??  \\ Like turning a car into any random car
0004:  10696?? = -1?  \\ integer values
01C3: remove_references_to_car  10708??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10712??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10716??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10720??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10724??  \\ Like turning an actor into a random pedestrian
0004:  11076?? =  1?  \\ integer values

:Label061F61
0002: jump Label061F94

:Label061F68
01C3: remove_references_to_car  10696??  \\ Like turning a car into any random car
0004:  10696?? = -1?  \\ integer values
01C3: remove_references_to_car  10708??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10712??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10716??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10720??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10724??  \\ Like turning an actor into a random pedestrian
0004:  11076?? =  1?  \\ integer values

:Label061F94
0002: jump Label06201E

:Label061F9B
00D6: if  0?
0038:    11164?? ==  0?  \\ integer values
004D: jump_if_false Label061FF2
00D6: if  21?
8119:   NOT   car  10700?? wrecked
8119:   NOT   car  10704?? wrecked
004D: jump_if_false Label061FF2
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label061FEB
0004:  10240?? =  1?  \\ integer values
0084:  10340?? =  19244??  \\ integer values and handles
0008:  10340?? +=  5000&  \\ integer values

:Label061FEB
0004:  11164?? =  1?  \\ integer values

:Label061FF2
01C3: remove_references_to_car  10696??  \\ Like turning a car into any random car
0004:  10696?? = -1?  \\ integer values
01C3: remove_references_to_car  10708??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  10712??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10716??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10720??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10724??  \\ Like turning an actor into a random pedestrian
0004:  11076?? =  1?  \\ integer values

:Label06201E
00D6: if  0?
0018:    10240?? >  0?  \\ integer values
004D: jump_if_false Label06211D
00D6: if  0?
0038:    10240?? ==  3?  \\ integer values
004D: jump_if_false Label062070
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062070
03D5: remove_text "COL5_1" \\ Port side! Port side!
0004:  10240?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062070
00D6: if  0?
0038:    10240?? ==  2?  \\ integer values
004D: jump_if_false Label0620BE
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0620BE
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label0620B7
00BC: text_highpriority "COL5_1"  10000& ms  1? \\ Port side! Port side!

:Label0620B7
0004:  10240?? =  3?  \\ integer values

:Label0620BE
00D6: if  0?
0038:    10240?? ==  1?  \\ integer values
004D: jump_if_false Label06211D
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062103
03CF: load_wav "COL5_1" as  1?
0004:  10240?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label06211D

:Label062103
00D6: if  0?
001C:    19244?? >  10340??  \\ integer values
004D: jump_if_false Label06211D
0004:  10240?? =  0?  \\ integer values

:Label06211D
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label06221C
00D6: if  0?
0038:    10244?? ==  3?  \\ integer values
004D: jump_if_false Label06216F
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06216F
03D5: remove_text "COL5_2" \\ They're attacking from starboard!
0004:  10244?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06216F
00D6: if  0?
0038:    10244?? ==  2?  \\ integer values
004D: jump_if_false Label0621BD
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0621BD
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label0621B6
00BC: text_highpriority "COL5_2"  10000& ms  1? \\ They're attacking from starboard!

:Label0621B6
0004:  10244?? =  3?  \\ integer values

:Label0621BD
00D6: if  0?
0038:    10244?? ==  1?  \\ integer values
004D: jump_if_false Label06221C
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062202
03CF: load_wav "COL5_2" as  1?
0004:  10244?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label06221C

:Label062202
00D6: if  0?
001C:    19244?? >  10344??  \\ integer values
004D: jump_if_false Label06221C
0004:  10244?? =  0?  \\ integer values

:Label06221C
00D6: if  0?
0018:    10248?? >  0?  \\ integer values
004D: jump_if_false Label06231B
00D6: if  0?
0038:    10248?? ==  3?  \\ integer values
004D: jump_if_false Label06226E
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06226E
03D5: remove_text "COL5_3" \\ The bridge up ahead!
0004:  10248?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06226E
00D6: if  0?
0038:    10248?? ==  2?  \\ integer values
004D: jump_if_false Label0622BC
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0622BC
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label0622B5
00BC: text_highpriority "COL5_3"  10000& ms  1? \\ The bridge up ahead!

:Label0622B5
0004:  10248?? =  3?  \\ integer values

:Label0622BC
00D6: if  0?
0038:    10248?? ==  1?  \\ integer values
004D: jump_if_false Label06231B
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062301
03CF: load_wav "COL5_3" as  1?
0004:  10248?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label06231B

:Label062301
00D6: if  0?
001C:    19244?? >  10348??  \\ integer values
004D: jump_if_false Label06231B
0004:  10248?? =  0?  \\ integer values

:Label06231B
00D6: if  0?
0018:    10252?? >  0?  \\ integer values
004D: jump_if_false Label0625CB
00D6: if  0?
0038:    10252?? ==  3?  \\ integer values
004D: jump_if_false Label06239F
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06239F
03D5: remove_text "COL5_17" \\ Oh my god they've got a helicopter!
03D5: remove_text "COL5_18" \\ Shoot the helicopter!
03D5: remove_text "COL5_19" \\ Tommy, take that chopper out!
03D5: remove_text "COL5_20" \\ He's coming again! Blow that chopper!
03D5: remove_text "COL5_21" \\ Look at the size of that chopper!
03D5: remove_text "COL5_22" \\ Here he comes again!
0004:  10252?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06239F
00D6: if  0?
0038:    10252?? ==  2?  \\ integer values
004D: jump_if_false Label0624C4
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0624C4
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label06249D
00D6: if  0?
0038:    11132?? ==  0?  \\ integer values
004D: jump_if_false Label0623F8
00BC: text_highpriority "COL5_17"  10000& ms  1? \\ Oh my god they've got a helicopter!

:Label0623F8
00D6: if  0?
0038:    11132?? ==  1?  \\ integer values
004D: jump_if_false Label062419
00BC: text_highpriority "COL5_18"  10000& ms  1? \\ Shoot the helicopter!

:Label062419
00D6: if  0?
0038:    11132?? ==  2?  \\ integer values
004D: jump_if_false Label06243A
00BC: text_highpriority "COL5_19"  10000& ms  1? \\ Tommy, take that chopper out!

:Label06243A
00D6: if  0?
0038:    11132?? ==  3?  \\ integer values
004D: jump_if_false Label06245B
00BC: text_highpriority "COL5_20"  10000& ms  1? \\ He's coming again! Blow that chopper!

:Label06245B
00D6: if  0?
0038:    11132?? ==  4?  \\ integer values
004D: jump_if_false Label06247C
00BC: text_highpriority "COL5_21"  10000& ms  1? \\ Look at the size of that chopper!

:Label06247C
00D6: if  0?
0038:    11132?? ==  5?  \\ integer values
004D: jump_if_false Label06249D
00BC: text_highpriority "COL5_22"  10000& ms  1? \\ Here he comes again!

:Label06249D
0008:  11132?? +=  1?  \\ integer values
00D6: if  0?
0038:    11132?? ==  6?  \\ integer values
004D: jump_if_false Label0624BD
0004:  11132?? =  0?  \\ integer values

:Label0624BD
0004:  10252?? =  3?  \\ integer values

:Label0624C4
00D6: if  0?
0038:    10252?? ==  1?  \\ integer values
004D: jump_if_false Label0625CB
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0625B1
00D6: if  0?
0038:    11132?? ==  0?  \\ integer values
004D: jump_if_false Label062506
03CF: load_wav "COL5_17" as  1?

:Label062506
00D6: if  0?
0038:    11132?? ==  1?  \\ integer values
004D: jump_if_false Label062524
03CF: load_wav "COL5_18" as  1?

:Label062524
00D6: if  0?
0038:    11132?? ==  2?  \\ integer values
004D: jump_if_false Label062542
03CF: load_wav "COL5_19" as  1?

:Label062542
00D6: if  0?
0038:    11132?? ==  3?  \\ integer values
004D: jump_if_false Label062560
03CF: load_wav "COL5_20" as  1?

:Label062560
00D6: if  0?
0038:    11132?? ==  4?  \\ integer values
004D: jump_if_false Label06257E
03CF: load_wav "COL5_21" as  1?

:Label06257E
00D6: if  0?
0038:    11132?? ==  5?  \\ integer values
004D: jump_if_false Label06259C
03CF: load_wav "COL5_22" as  1?

:Label06259C
0004:  10252?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0625CB

:Label0625B1
00D6: if  0?
001C:    19244?? >  10352??  \\ integer values
004D: jump_if_false Label0625CB
0004:  10252?? =  0?  \\ integer values

:Label0625CB
00D6: if  0?
0018:    10272?? >  0?  \\ integer values
004D: jump_if_false Label0626CA
00D6: if  0?
0038:    10272?? ==  3?  \\ integer values
004D: jump_if_false Label06261D
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06261D
03D5: remove_text "COL5_7" \\ Stop shooting at me!
0004:  10272?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06261D
00D6: if  0?
0038:    10272?? ==  2?  \\ integer values
004D: jump_if_false Label06266B
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label06266B
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062664
00BC: text_highpriority "COL5_7"  10000& ms  1? \\ Stop shooting at me!

:Label062664
0004:  10272?? =  3?  \\ integer values

:Label06266B
00D6: if  0?
0038:    10272?? ==  1?  \\ integer values
004D: jump_if_false Label0626CA
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0626B0
03CF: load_wav "COL5_7" as  1?
0004:  10272?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0626CA

:Label0626B0
00D6: if  0?
001C:    19244?? >  10364??  \\ integer values
004D: jump_if_false Label0626CA
0004:  10272?? =  0?  \\ integer values

:Label0626CA
00D6: if  0?
0018:    10280?? >  0?  \\ integer values
004D: jump_if_false Label0627C9
00D6: if  0?
0038:    10280?? ==  3?  \\ integer values
004D: jump_if_false Label06271C
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06271C
03D5: remove_text "COL5_9" \\ Tommy, stop them shooting at me!
0004:  10280?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06271C
00D6: if  0?
0038:    10280?? ==  2?  \\ integer values
004D: jump_if_false Label06276A
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label06276A
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062763
00BC: text_highpriority "COL5_9"  10000& ms  1? \\ Tommy, stop them shooting at me!

:Label062763
0004:  10280?? =  3?  \\ integer values

:Label06276A
00D6: if  0?
0038:    10280?? ==  1?  \\ integer values
004D: jump_if_false Label0627C9
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0627AF
03CF: load_wav "COL5_9" as  1?
0004:  10280?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0627C9

:Label0627AF
00D6: if  0?
001C:    19244?? >  10372??  \\ integer values
004D: jump_if_false Label0627C9
0004:  10280?? =  0?  \\ integer values

:Label0627C9
00D6: if  0?
0018:    10284?? >  0?  \\ integer values
004D: jump_if_false Label0628C8
00D6: if  0?
0038:    10284?? ==  3?  \\ integer values
004D: jump_if_false Label06281B
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06281B
03D5: remove_text "COL5_10" \\ I have diplomatic immunity!
0004:  10284?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06281B
00D6: if  0?
0038:    10284?? ==  2?  \\ integer values
004D: jump_if_false Label062869
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062869
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062862
00BC: text_highpriority "COL5_10"  10000& ms  1? \\ I have diplomatic immunity!

:Label062862
0004:  10284?? =  3?  \\ integer values

:Label062869
00D6: if  0?
0038:    10284?? ==  1?  \\ integer values
004D: jump_if_false Label0628C8
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0628AE
03CF: load_wav "COL5_10" as  1?
0004:  10284?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0628C8

:Label0628AE
00D6: if  0?
001C:    19244?? >  10376??  \\ integer values
004D: jump_if_false Label0628C8
0004:  10284?? =  0?  \\ integer values

:Label0628C8
00D6: if  0?
0018:    10292?? >  0?  \\ integer values
004D: jump_if_false Label0629C7
00D6: if  0?
0038:    10292?? ==  3?  \\ integer values
004D: jump_if_false Label06291A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06291A
03D5: remove_text "COL5_11" \\ Don't shoot, I am a Colonel!
0004:  10292?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label06291A
00D6: if  0?
0038:    10292?? ==  2?  \\ integer values
004D: jump_if_false Label062968
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062968
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062961
00BC: text_highpriority "COL5_11"  10000& ms  1? \\ Don't shoot, I am a Colonel!

:Label062961
0004:  10292?? =  3?  \\ integer values

:Label062968
00D6: if  0?
0038:    10292?? ==  1?  \\ integer values
004D: jump_if_false Label0629C7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0629AD
03CF: load_wav "COL5_11" as  1?
0004:  10292?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0629C7

:Label0629AD
00D6: if  0?
001C:    19244?? >  10384??  \\ integer values
004D: jump_if_false Label0629C7
0004:  10292?? =  0?  \\ integer values

:Label0629C7
00D6: if  0?
0018:    10296?? >  0?  \\ integer values
004D: jump_if_false Label062AC6
00D6: if  0?
0038:    10296?? ==  3?  \\ integer values
004D: jump_if_false Label062A19
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062A19
03D5: remove_text "COL5_12" \\ Thomas, kill them, my country will love you.
0004:  10296?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062A19
00D6: if  0?
0038:    10296?? ==  2?  \\ integer values
004D: jump_if_false Label062A67
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062A67
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062A60
00BC: text_highpriority "COL5_12"  10000& ms  1? \\ Thomas, kill them, my country will love you.

:Label062A60
0004:  10296?? =  3?  \\ integer values

:Label062A67
00D6: if  0?
0038:    10296?? ==  1?  \\ integer values
004D: jump_if_false Label062AC6
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062AAC
03CF: load_wav "COL5_12" as  1?
0004:  10296?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label062AC6

:Label062AAC
00D6: if  0?
001C:    19244?? >  10388??  \\ integer values
004D: jump_if_false Label062AC6
0004:  10296?? =  0?  \\ integer values

:Label062AC6
00D6: if  0?
0018:    10300?? >  0?  \\ integer values
004D: jump_if_false Label062BC5
00D6: if  0?
0038:    10300?? ==  3?  \\ integer values
004D: jump_if_false Label062B18
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062B18
03D5: remove_text "COL5_13" \\ Tommy, we are being overrun by the French!
0004:  10300?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062B18
00D6: if  0?
0038:    10300?? ==  2?  \\ integer values
004D: jump_if_false Label062B66
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062B66
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062B5F
00BC: text_highpriority "COL5_13"  10000& ms  1? \\ Tommy, we are being overrun by the French!

:Label062B5F
0004:  10300?? =  3?  \\ integer values

:Label062B66
00D6: if  0?
0038:    10300?? ==  1?  \\ integer values
004D: jump_if_false Label062BC5
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062BAB
03CF: load_wav "COL5_13" as  1?
0004:  10300?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label062BC5

:Label062BAB
00D6: if  0?
001C:    19244?? >  10392??  \\ integer values
004D: jump_if_false Label062BC5
0004:  10300?? =  0?  \\ integer values

:Label062BC5
00D6: if  0?
0018:    10304?? >  0?  \\ integer values
004D: jump_if_false Label062CC4
00D6: if  0?
0038:    10304?? ==  3?  \\ integer values
004D: jump_if_false Label062C17
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062C17
03D5: remove_text "COL5_14" \\ Tommy, everywhere I look, there are French men, I hate it!
0004:  10304?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062C17
00D6: if  0?
0038:    10304?? ==  2?  \\ integer values
004D: jump_if_false Label062C65
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062C65
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062C5E
00BC: text_highpriority "COL5_14"  10000& ms  1? \\ Tommy, everywhere I look, there are French men, I hate it!

:Label062C5E
0004:  10304?? =  3?  \\ integer values

:Label062C65
00D6: if  0?
0038:    10304?? ==  1?  \\ integer values
004D: jump_if_false Label062CC4
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062CAA
03CF: load_wav "COL5_14" as  1?
0004:  10304?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label062CC4

:Label062CAA
00D6: if  0?
001C:    19244?? >  10396??  \\ integer values
004D: jump_if_false Label062CC4
0004:  10304?? =  0?  \\ integer values

:Label062CC4
00D6: if  0?
0018:    10308?? >  0?  \\ integer values
004D: jump_if_false Label062DC3
00D6: if  0?
0038:    10308?? ==  3?  \\ integer values
004D: jump_if_false Label062D16
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062D16
03D5: remove_text "COL5_15" \\ Tommy, how are you?
0004:  10308?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062D16
00D6: if  0?
0038:    10308?? ==  2?  \\ integer values
004D: jump_if_false Label062D64
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062D64
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062D5D
00BC: text_highpriority "COL5_15"  10000& ms  1? \\ Tommy, how are you?

:Label062D5D
0004:  10308?? =  3?  \\ integer values

:Label062D64
00D6: if  0?
0038:    10308?? ==  1?  \\ integer values
004D: jump_if_false Label062DC3
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062DA9
03CF: load_wav "COL5_15" as  1?
0004:  10308?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label062DC3

:Label062DA9
00D6: if  0?
001C:    19244?? >  10400??  \\ integer values
004D: jump_if_false Label062DC3
0004:  10308?? =  0?  \\ integer values

:Label062DC3
00D6: if  0?
0018:    10316?? >  0?  \\ integer values
004D: jump_if_false Label062EC2
00D6: if  0?
0038:    10316?? ==  3?  \\ integer values
004D: jump_if_false Label062E15
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label062E15
03D5: remove_text "COL5_16" \\ This is for Piaf and Gainesbourg and your stupid french bread!
0004:  10316?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label05D359

:Label062E15
00D6: if  0?
0038:    10316?? ==  2?  \\ integer values
004D: jump_if_false Label062E63
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label062E63
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  11204??  \\ integer values
004D: jump_if_false Label062E5C
00BC: text_highpriority "COL5_16"  10000& ms  1? \\ This is for Piaf and Gainesbourg and your stupid french bread!

:Label062E5C
0004:  10316?? =  3?  \\ integer values

:Label062E63
00D6: if  0?
0038:    10316?? ==  1?  \\ integer values
004D: jump_if_false Label062EC2
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label062EA8
03CF: load_wav "COL5_16" as  1?
0004:  10316?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label062EC2

:Label062EA8
00D6: if  0?
001C:    19244?? >  10404??  \\ integer values
004D: jump_if_false Label062EC2
0004:  10316?? =  0?  \\ integer values

:Label062EC2
0002: jump Label05D359

:Label062EC9
01BD:  19244?? = current_time_in_ms
0084:  112?? =  19244??  \\ integer values and handles
0008:  112?? +=  5000&  \\ integer values

:Label062EDE
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001C:    112?? >  19244??  \\ integer values
004D: jump_if_false Label062F06
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
0002: jump Label062EDE

:Label062F06
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
00A6: destroy_car  10696??
00A6: destroy_car  10700??
00A6: destroy_car  10704??
00A6: destroy_car  10708??
00A6: destroy_car  10728??
00A6: destroy_car  10752??
00A6: destroy_car  10756??
00A6: destroy_car  10764??
00A6: destroy_car  10776??
00A6: destroy_car  10780??
00A6: destroy_car  10784??
00A6: destroy_car  10788??
00A6: destroy_car  10792??
00A6: destroy_car  10796??
00A6: destroy_car  10800??
00A6: destroy_car  10804??
00A6: destroy_car  10808??
00A6: destroy_car  10892??
00A6: destroy_car  10924??
009B: destroy_actor_instantly  10680??
009B: destroy_actor_instantly  10684??
009B: destroy_actor_instantly  10688??
009B: destroy_actor_instantly  10692??
009B: destroy_actor_instantly  10712??
009B: destroy_actor_instantly  10716??
009B: destroy_actor_instantly  10720??
009B: destroy_actor_instantly  10724??
009B: destroy_actor_instantly  10736??
009B: destroy_actor_instantly  10740??
009B: destroy_actor_instantly  10744??
009B: destroy_actor_instantly  10748??
009B: destroy_actor_instantly  10920??
009B: destroy_actor_instantly  10760??
009B: destroy_actor_instantly  10828??
009B: destroy_actor_instantly  10832??
009B: destroy_actor_instantly  10836??
009B: destroy_actor_instantly  10840??
009B: destroy_actor_instantly  10896??
009B: destroy_actor_instantly  10900??
009B: destroy_actor_instantly  10904??
009B: destroy_actor_instantly  10908??
009B: destroy_actor_instantly  10812??
009B: destroy_actor_instantly  10816??
009B: destroy_actor_instantly  10820??
009B: destroy_actor_instantly  10824??
009B: destroy_actor_instantly  10844??
009B: destroy_actor_instantly  10848??
009B: destroy_actor_instantly  10852??
009B: destroy_actor_instantly  10856??
009B: destroy_actor_instantly  10860??
009B: destroy_actor_instantly  10864??
009B: destroy_actor_instantly  10868??
009B: destroy_actor_instantly  10872??
009B: destroy_actor_instantly  10876??
009B: destroy_actor_instantly  10880??
009B: destroy_actor_instantly  10884??
009B: destroy_actor_instantly  10888??
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSCOLO"
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0009:  1792?? +=  .003!  \\ floating-point values
000D:  1796?? -=  1.381!  \\ floating-point values
0009:  1800?? +=  3.149!  \\ floating-point values
03CB: set_camera  1792??  1796??  1800??
038B: load_requested_models

:Label063091
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0630AF
0001: wait  0? ms
0002: jump Label063091

:Label0630AF
02E4: load_cutscene_data "COL_5B"
041D: set_camera_near_clip  .1!
0244: set_cutscene_pos  1792??  1796??  1800??
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSCOLO"
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
0004:  11124?? =  5880&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_1"  10000& ms  1? \\ Thomas, you have protected and served me well.
0004:  11124?? =  8941&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_2"  10000& ms  1? \\ But now you must leave us before we reach the open seas.
0004:  11124?? =  12276&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_3"  10000& ms  1? \\ I will lower my personal launch. Keep it, my friend, a token of my gratitude.
0004:  11124?? =  17735&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_4"  10000& ms  1? \\ Thank you, Colonel.
0004:  11124?? =  18884&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_5"  10000& ms  1? \\ One more request. While I'm away, could you keep an eye on Mercedes for me?
0004:  11124?? =  24046&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_6"  10000& ms  1? \\ I think she could look after herself, but sure, I'll keep an eye out.
0004:  11124?? =  27722&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_7"  10000& ms  1? \\ Gracias, amigo. Hasta luego.
0004:  11124?? =  30400&  \\ integer values
0050: gosub Label063CDC
00BC: text_highpriority "COL5B_8"  10000& ms  1? \\ Adios, amigo.
0004:  11124?? =  32127&  \\ integer values
0050: gosub Label063CDC
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label063221
00D6: if  0?
016B:   fading
004D: jump_if_false Label063239
0001: wait  0? ms
0002: jump Label063221

:Label063239
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label063251
0001: wait  0? ms
0002: jump Label063239

:Label063251
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
0108: destroy_object  2872??
0400: create_coordinate  1792??  1796??  1800?? from_object  2856?? offset  0! -50!  0!
00A5:  10732?? = create_car #SPEEDER at  1792??  1796??  6!
0175: set_car  10732?? z_angle_to  270!
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0632CC
0369: put_player $PLAYER_CHAR in_car  10732??
0002: jump Label06330E

:Label0632CC
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
0009:  1788?? +=  1!  \\ floating-point values
012A: put_player $PLAYER_CHAR at  1780??  1784??  1788?? and_remove_from_car
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  10732?? wrecked
004D: jump_if_false Label06330E
0369: put_player $PLAYER_CHAR in_car  10732??

:Label06330E
04D7: lock_actor $PLAYER_ACTOR in_current_position  0?
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0108: destroy_object  2856??
0108: destroy_object  2860??
0108: destroy_object  2864??
0108: destroy_object  2868??
0108: destroy_object  2872??
0108: destroy_object  2876??
0108: destroy_object  2880??
0108: destroy_object  2884??
04A1:  2888??

:Label063346
00D6: if  0?
016B:   fading
004D: jump_if_false Label06335E
0001: wait  0? ms
0002: jump Label063346

:Label06335E
0002: jump Label063FF3

:Label063365
00D6: if  0?
8119:   NOT   car  10924?? wrecked
004D: jump_if_false Label063664
00D6: if  0?
8118:   NOT   actor  10928?? dead
004D: jump_if_false Label063617
00D6: if  0?
0038:    11108?? ==  0?  \\ integer values
004D: jump_if_false Label0633E2
02D3: boat  10924?? drive_to  210.4842!  914.7!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  210.4842!  914.7!  6! radius  8!  8!  8!
004D: jump_if_false Label0633E2
0004:  11108?? =  1?  \\ integer values

:Label0633E2
00D6: if  0?
0038:    11108?? ==  1?  \\ integer values
004D: jump_if_false Label06343F
02D3: boat  10924?? drive_to  209.1303!  871.395!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  209.1303!  871.395!  6! radius  8!  8!  8!
004D: jump_if_false Label06343F
0004:  11108?? =  2?  \\ integer values

:Label06343F
00D6: if  0?
0038:    11108?? ==  2?  \\ integer values
004D: jump_if_false Label06349C
02D3: boat  10924?? drive_to  190.7315!  844.9837!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  190.7315!  844.9837!  6! radius  8!  8!  8!
004D: jump_if_false Label06349C
0004:  11108?? =  3?  \\ integer values

:Label06349C
00D6: if  0?
0038:    11108?? ==  3?  \\ integer values
004D: jump_if_false Label0634F9
02D3: boat  10924?? drive_to  166!  862.7161!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  166!  862.7161!  6! radius  8!  8!  8!
004D: jump_if_false Label0634F9
0004:  11108?? =  4?  \\ integer values

:Label0634F9
00D6: if  0?
0038:    11108?? ==  4?  \\ integer values
004D: jump_if_false Label063556
02D3: boat  10924?? drive_to  173!  907.8094!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  173!  907.8094!  6! radius  8!  8!  8!
004D: jump_if_false Label063556
0004:  11108?? =  5?  \\ integer values

:Label063556
00D6: if  0?
0038:    11108?? ==  5?  \\ integer values
004D: jump_if_false Label0635B3
02D3: boat  10924?? drive_to  196.3743!  924.7827!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  196.3743!  924.7827!  6! radius  8!  8!  8!
004D: jump_if_false Label0635B3
0004:  11108?? =  0?  \\ integer values

:Label0635B3
00D6: if  0?
0038:    11108?? ==  6?  \\ integer values
004D: jump_if_false Label063610
02D3: boat  10924?? drive_to  210.4842!  914.7!  6!
00D6: if  0?
01AF:   car  10924??  0? ()near_point  210.4842!  914.7!  6! radius  8!  8!  8!
004D: jump_if_false Label063610
0004:  11108?? =  0?  \\ integer values

:Label063610
0002: jump Label063628

:Label063617
01C2: remove_references_to_actor  10928??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  10924??  \\ Like turning a car into any random car
0004:  10924?? = -1?  \\ integer values

:Label063628
00D6: if  0?
8118:   NOT   actor  10932?? dead
004D: jump_if_false Label063647
01CA: actor  10932?? kill_player $PLAYER_CHAR
0002: jump Label06365D

:Label063647
01C2: remove_references_to_actor  10928??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10932??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  10924??  \\ Like turning a car into any random car
0004:  10924?? = -1?  \\ integer values

:Label06365D
0002: jump Label063675

:Label063664
01C2: remove_references_to_actor  10928??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  10924??  \\ Like turning a car into any random car
0004:  10924?? = -1?  \\ integer values

:Label063675
0051: return

:Label063677
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0086:  11216?? =  11220??  \\ floating-point values only
00D6: if  0?
003A:    10752?? ==  10756??  \\ integer values and handles
004D: jump_if_false Label0636B0
0084:  10984?? =  10996??  \\ integer values and handles
0084:  10988?? =  11000??  \\ integer values and handles

:Label0636B0
00D6: if  0?
0038:    10984?? ==  0?  \\ integer values
004D: jump_if_false Label0636EB
0086:  11208?? =  380??  \\ floating-point values only
0086:  11212?? =  384??  \\ floating-point values only
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  7!  \\ floating-point values
0002: jump Label06393B

:Label0636EB
00D6: if  0?
0038:    10984?? ==  1?  \\ integer values
004D: jump_if_false Label06373A
0086:  11208?? =  380??  \\ floating-point values only
0009:  11208?? +=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
0009:  11212?? +=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  22!  \\ floating-point values
0004:  10988?? =  1?  \\ integer values

:Label06373A
00D6: if  0?
0038:    10984?? ==  2?  \\ integer values
004D: jump_if_false Label06377F
0086:  11208?? =  380??  \\ floating-point values only
0009:  11208?? +=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  14!  \\ floating-point values
0004:  10988?? =  2?  \\ integer values

:Label06377F
00D6: if  0?
0038:    10984?? ==  3?  \\ integer values
004D: jump_if_false Label0637CE
0086:  11208?? =  380??  \\ floating-point values only
0009:  11208?? +=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
000D:  11212?? -=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  14!  \\ floating-point values
0004:  10988?? =  3?  \\ integer values

:Label0637CE
00D6: if  0?
0038:    10984?? ==  4?  \\ integer values
004D: jump_if_false Label063813
0086:  11208?? =  380??  \\ floating-point values only
0086:  11212?? =  384??  \\ floating-point values only
000D:  11212?? -=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  14!  \\ floating-point values
0004:  10988?? =  4?  \\ integer values

:Label063813
00D6: if  0?
0038:    10984?? ==  5?  \\ integer values
004D: jump_if_false Label063862
0086:  11208?? =  380??  \\ floating-point values only
000D:  11208?? -=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
000D:  11212?? -=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  14!  \\ floating-point values
0004:  10988?? =  5?  \\ integer values

:Label063862
00D6: if  0?
0038:    10984?? ==  6?  \\ integer values
004D: jump_if_false Label0638A7
0086:  11208?? =  380??  \\ floating-point values only
000D:  11208?? -=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  14!  \\ floating-point values
0004:  10988?? =  6?  \\ integer values

:Label0638A7
00D6: if  0?
0038:    10984?? ==  7?  \\ integer values
004D: jump_if_false Label0638F6
0086:  11208?? =  380??  \\ floating-point values only
000D:  11208?? -=  70!  \\ floating-point values
0086:  11212?? =  384??  \\ floating-point values only
0009:  11212?? +=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  22!  \\ floating-point values
0004:  10988?? =  7?  \\ integer values

:Label0638F6
00D6: if  0?
0038:    10984?? ==  8?  \\ integer values
004D: jump_if_false Label06393B
0086:  11208?? =  380??  \\ floating-point values only
0086:  11212?? =  384??  \\ floating-point values only
0009:  11212?? +=  70!  \\ floating-point values
0086:  11216?? =  388??  \\ floating-point values only
0009:  11216?? +=  22!  \\ floating-point values
0004:  10988?? =  8?  \\ integer values

:Label06393B
00AA:  1780?? = car  10752?? x_pos,  1784?? = car  10752?? y_pos,  1788?? = car  10752?? z_pos
02CE:  392?? = ground_z  1780??  1784??  1788??
0009:  392?? +=  10!  \\ floating-point values
00D6: if  0?
0024:    392?? >  11216??  \\ floating-point values only
004D: jump_if_false Label063984
0086:  11220?? =  11216??  \\ floating-point values only
0086:  11216?? =  392??  \\ floating-point values only

:Label063984
04A2: heli  10752?? fly_to  11208??  11212??  11216?? speed  40?
00D6: if  0?
0038:    10984?? ==  0?  \\ integer values
004D: jump_if_false Label0639B7
0005:  11236?? =  10!  \\ floating-point values
0002: jump Label0639C1

:Label0639B7
0005:  11236?? =  15!  \\ floating-point values

:Label0639C1
00D6: if  0?
01AF:   car  10752??  0? ()near_point  11208??  11212??  11216?? radius  11236??  11236??  10!
004D: jump_if_false Label063CB7
0209:  10992?? = random_int  0?  3?
00D6: if  0?
0038:    10984?? ==  0?  \\ integer values
004D: jump_if_false Label063CB0
00D6: if  0?
0038:    10988?? ==  0?  \\ integer values
004D: jump_if_false Label063A1B
0004:  10988?? =  1?  \\ integer values

:Label063A1B
00D6: if  0?
0038:    10988?? ==  1?  \\ integer values
004D: jump_if_false Label063A66
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063A46
0004:  10984?? =  5?  \\ integer values

:Label063A46
00D6: if  21?
0038:    10992?? ==  1?  \\ integer values
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063A66
0004:  10984?? =  6?  \\ integer values

:Label063A66
00D6: if  0?
0038:    10988?? ==  2?  \\ integer values
004D: jump_if_false Label063AB1
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063A91
0004:  10984?? =  6?  \\ integer values

:Label063A91
00D6: if  21?
0038:    10992?? ==  1?  \\ integer values
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063AB1
0004:  10984?? =  7?  \\ integer values

:Label063AB1
00D6: if  0?
0038:    10988?? ==  3?  \\ integer values
004D: jump_if_false Label063AFC
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063ADC
0004:  10984?? =  7?  \\ integer values

:Label063ADC
00D6: if  21?
0038:    10992?? ==  1?  \\ integer values
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063AFC
0004:  10984?? =  8?  \\ integer values

:Label063AFC
00D6: if  0?
0038:    10988?? ==  4?  \\ integer values
004D: jump_if_false Label063B59
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063B27
0004:  10984?? =  7?  \\ integer values

:Label063B27
00D6: if  0?
0038:    10992?? ==  1?  \\ integer values
004D: jump_if_false Label063B40
0004:  10984?? =  8?  \\ integer values

:Label063B40
00D6: if  0?
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063B59
0004:  10984?? =  1?  \\ integer values

:Label063B59
00D6: if  0?
0038:    10988?? ==  5?  \\ integer values
004D: jump_if_false Label063BA4
00D6: if  21?
0038:    10992?? ==  0?  \\ integer values
0038:    10992?? ==  1?  \\ integer values
004D: jump_if_false Label063B8B
0004:  10984?? =  8?  \\ integer values

:Label063B8B
00D6: if  0?
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063BA4
0004:  10984?? =  1?  \\ integer values

:Label063BA4
00D6: if  0?
0038:    10988?? ==  6?  \\ integer values
004D: jump_if_false Label063BEF
00D6: if  21?
0038:    10992?? ==  0?  \\ integer values
0038:    10992?? ==  1?  \\ integer values
004D: jump_if_false Label063BD6
0004:  10984?? =  1?  \\ integer values

:Label063BD6
00D6: if  0?
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063BEF
0004:  10984?? =  2?  \\ integer values

:Label063BEF
00D6: if  0?
0038:    10988?? ==  7?  \\ integer values
004D: jump_if_false Label063C4C
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063C1A
0004:  10984?? =  2?  \\ integer values

:Label063C1A
00D6: if  0?
0038:    10992?? ==  1?  \\ integer values
004D: jump_if_false Label063C33
0004:  10984?? =  3?  \\ integer values

:Label063C33
00D6: if  0?
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063C4C
0004:  10984?? =  4?  \\ integer values

:Label063C4C
00D6: if  0?
0038:    10988?? ==  8?  \\ integer values
004D: jump_if_false Label063CA9
00D6: if  0?
0038:    10992?? ==  0?  \\ integer values
004D: jump_if_false Label063C77
0004:  10984?? =  3?  \\ integer values

:Label063C77
00D6: if  0?
0038:    10992?? ==  1?  \\ integer values
004D: jump_if_false Label063C90
0004:  10984?? =  4?  \\ integer values

:Label063C90
00D6: if  0?
0038:    10992?? ==  2?  \\ integer values
004D: jump_if_false Label063CA9
0004:  10984?? =  5?  \\ integer values

:Label063CA9
0002: jump Label063CB7

:Label063CB0
0004:  10984?? =  0?  \\ integer values

:Label063CB7
00D6: if  0?
003A:    10752?? ==  10756??  \\ integer values and handles
004D: jump_if_false Label063CDA
0084:  10996?? =  10984??  \\ integer values and handles
0084:  11000?? =  10988??  \\ integer values and handles

:Label063CDA
0051: return

:Label063CDC
00D6: if  0?
001C:    11124?? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label063CFF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label063CDC

:Label063CFF
0051: return

:Label063D01
01ED: spawn_actor  10772??
01B2: give_actor  10772?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0243: set_actor  10772?? ped_stats_to  16?
0319: set_actor  10772?? wander_state_to  1? (off)
0411: (unknown)  10772??  0? 
0350: unknown_actor  10772?? not_scared_flag  1?
0051: return

:Label063D2E
0350: unknown_actor  10772?? not_scared_flag  1?
01B2: give_actor  10772?? weapon  17? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  10772??
011A: set_actor  10772?? flags  1?
011A: set_actor  10772?? flags  1048576&&
0291: unknown_actor  10772?? unknown_behavior_flag  1?
0239: actor  10772?? run_to  196.3903!  888.9396!
0411: (unknown)  10772??  0? 
0243: set_actor  10772?? ped_stats_to  16?
0562:  10772??  1?
0483: unknown_actor  10772??  1500&
0051: return

:Label063D8A
0350: unknown_actor  10936?? not_scared_flag  1?
01B2: give_actor  10936?? weapon  17? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  10936??
011A: set_actor  10936?? flags  1?
0291: unknown_actor  10936?? unknown_behavior_flag  1?
0411: (unknown)  10936??  0? 
01CA: actor  10936?? kill_player $PLAYER_CHAR
0243: set_actor  10936?? ped_stats_to  16?
0051: return

:Label063DC6
0350: unknown_actor  10944?? not_scared_flag  1?
01B2: give_actor  10944?? weapon  17? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  10944??
011A: set_actor  10944?? flags  1?
011A: set_actor  10944?? flags  1048576&&
0291: unknown_actor  10944?? unknown_behavior_flag  1?
0243: set_actor  10944?? ped_stats_to  16?
0051: return

:Label063DFD
04F5: unknown_actor  10940?? kiss_player $PLAYER_CHAR on  1?
01ED: spawn_actor  10940??
011A: set_actor  10940?? flags  512&
0291: unknown_actor  10940?? unknown_behavior_flag  1?
0243: set_actor  10940?? ped_stats_to  16?
0350: unknown_actor  10940?? not_scared_flag  1?
0411: (unknown)  10940??  0? 
02E2: set_actor  10940?? weapon_accuracy_to  15?
0568:  10940??  1?
0562:  10940??  1?
0051: return

:Label063E47
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
0176:  19544?? = object  2856?? z_angle
029B:  10768?? = init_object -8? (YT_MAIN_BODY) at  1792??  1796??  1800??
0177: set_object  10768?? z_angle_to  19544??
01C4: remove_references_to_object  10768??  \\ This object will now disappear when the player looks away
029B:  10768?? = init_object -9? (YT_MAIN_BODY2) at  1792??  1796??  1800??
0177: set_object  10768?? z_angle_to  19544??
01C4: remove_references_to_object  10768??  \\ This object will now disappear when the player looks away
029B:  10768?? = init_object -10? (YT_DOORS14) at  1792??  1796??  1800??
0177: set_object  10768?? z_angle_to  19544??
01C4: remove_references_to_object  10768??  \\ This object will now disappear when the player looks away
029B:  10768?? = init_object -11? (YT_TMP_BOAT) at  1792??  1796??  1800??
0177: set_object  10768?? z_angle_to  19544??
01C4: remove_references_to_object  10768??  \\ This object will now disappear when the player looks away
029B:  10768?? = init_object -12? (LODMAIN_BODY) at  1792??  1796??  1800??
0177: set_object  10768?? z_angle_to  19544??
01C4: remove_references_to_object  10768??  \\ This object will now disappear when the player looks away
0004:  10768?? = -1?  \\ integer values
049F: unknown_change_special_objects_flag  2888??  0!
049E: unknown_change_special_objects_flag  2888??  0!
01BB:  1792?? = object  2856?? x_pos,  1796?? = object  2856?? y_pos,  1800?? = object  2856?? z_pos
029B:  2880?? = init_object -14? (YT_GANGPLNK_TMP) at  11248??  11252??  11256??
01C7: spawn_object  2880??
029B:  2884?? = init_object -13? (YACHT_CHUNK_KB) at  11248??  11252??  11256??
01C7: spawn_object  2884??
00D6: if  0?
8112:   NOT   wasted_or_busted
004D: jump_if_false Label063FF1
04E4: unknown_refresh_game_renderer_at -244.2799! -1360.67!
03CB: set_camera -244.2799! -1360.67!  7.0786!
0395: clear_area  1? at -244.2799! -1360.67! range  7.0786!  1!
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label063FBD
0055: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786!
0002: jump Label063FD1

:Label063FBD
012A: put_player $PLAYER_CHAR at -244.2799! -1360.67!  7.0786! and_remove_from_car

:Label063FD1
0171: set_player $PLAYER_CHAR z_angle_to  279.1362!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  225&  225&  225&
016A: fade  1? (back)  1000& ms

:Label063FF1
0051: return

:Label063FF3
0004: $PASSED_COL5_ALL_HANDS_ON_DECK =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  5000&
0164: disable_marker  912??
0318: set_latest_mission_passed "COL_5" \\ All Hands On Deck!
0394: play_music  1?
030C: set_mission_points +=  1?
0051: return

:Label064032
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
034F: destroy_actor_with_fade  10680??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10684??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10688??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10692??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10712??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10716??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10720??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10724??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10736??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10740??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10744??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10748??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10920??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10760??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10828??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10832??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10836??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10840??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10896??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10900??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10904??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10908??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10812??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10816??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10820??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10824??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10844??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10848??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10852??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10856??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10860??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10864??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10868??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10872??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10876??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10880??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10884??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  10888??  \\ The actor fades away like a ghost
0215: destroy_pickup  10912??
0215: destroy_pickup  10916??
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
01B7: release_weather
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #HUNTER
0249: release_model #DINGHY
0249: release_model #SPEEDER
0249: release_model #RIO
0249: release_model #WASHING
0249: release_model #RUGER
0249: release_model #MAVERICK
0249: release_model #MARQUIS
0249: release_model #TROPIC
0249: release_model #KATANA
0249: release_model #HMOST
00D8: mission_cleanup
0051: return

:Label06415C
00D6: if  0?
0038:    11112?? ==  0?  \\ integer values
004D: jump_if_false Label06418B
0239: actor  10948?? run_to -257.2504! -1214.484!
0411: (unknown)  10948??  0? 
0004:  11112?? =  1?  \\ integer values

:Label06418B
00D6: if  0?
0038:    11112?? ==  1?  \\ integer values
004D: jump_if_false Label0641E0
00D6: if  0?
00ED:   actor  10948??  0? ()near_point_on_foot -257.2504! -1214.484! radius  1.5!  1.5!
004D: jump_if_false Label0641E0
0239: actor  10948?? run_to -266.0016! -1214.565!
0411: (unknown)  10948??  0? 
0004:  11112?? =  2?  \\ integer values

:Label0641E0
00D6: if  0?
0038:    11112?? ==  2?  \\ integer values
004D: jump_if_false Label064235
00D6: if  0?
00ED:   actor  10948??  0? ()near_point_on_foot -266.0016! -1214.565! radius  1.5!  1.5!
004D: jump_if_false Label064235
0239: actor  10948?? run_to -321.7568! -1214.596!
0411: (unknown)  10948??  0? 
0004:  11112?? =  3?  \\ integer values

:Label064235
00D6: if  0?
0038:    11112?? ==  3?  \\ integer values
004D: jump_if_false Label06428A
00D6: if  0?
00ED:   actor  10948??  0? ()near_point_on_foot -321.7568! -1214.596! radius  1.5!  1.5!
004D: jump_if_false Label06428A
0239: actor  10948?? run_to -328.9344! -1212.065!
0411: (unknown)  10948??  0? 
0004:  11112?? =  4?  \\ integer values

:Label06428A
0051: return

;-------------Mission 12---------------
; Originally: The Chase


:Label06428C
0050: gosub Label0642B0
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0642A7
0050: gosub Label06644B

:Label0642A7
0050: gosub Label0664AC
004E: end_thread

:Label0642B0
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
03A4: name_thread "BARON1"
0001: wait  0? ms
054C: use_GXT_table "BARON1"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0006:  1@ =  0?  \\ integer values
0005:  11272?? =  391.6!  \\ floating-point values
0005:  11276?? =  251.2!  \\ floating-point values
0005:  11280?? =  14!  \\ floating-point values
0006:  2@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0004:  11268?? =  0?  \\ integer values
04F9: interiour_colors  8?  0?
03CF: load_wav "MONO10" as  1?
04BB: select_interiour  2?  \\ select render area
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIAZ"
023C: load_special_actor  3? "DGOONA"
023C: load_special_actor  4? "DGOONC"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "TELLY"
038B: load_requested_models
03CB: set_camera -378.3! -591.9!  25.8!

:Label0643AE
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0643DE
0001: wait  0? ms
0002: jump Label0643AE

:Label0643DE
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DGOONC"
0569: "DCFAN"
0569: "TELLY"
0569: "DGOONA"
02E4: load_cutscene_data "COK_1"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  772?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  772?? "DGOONA"
02E5:  776?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  776?? "DGOONC"
02E5:  812?? = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim  812?? "DCFAN"
02E5:  10@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  10@ "TELLY"
0395: clear_area  1? at -379.2! -536.4! range  16.2!  .5!
0055: put_player $PLAYER_CHAR at -379.2! -536.4!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label064543
00D6: if  0?
001A:    13? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label064565
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064543

:Label064565
00BC: text_highpriority "COK1_A"  10000& ms  1? \\ Come on, baby, go! Yeah! Yeah! Arrrrr!

:Label064574
00D6: if  0?
001A:    5570& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label064597
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064574

:Label064597
00BC: text_highpriority "COK1_B"  10000& ms  1? \\ Stupid horse! I'll chop your head off! Grrrrr...

:Label0645A6
00D6: if  0?
001A:    10037& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0645C9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0645A6

:Label0645C9
00BC: text_highpriority "COK1_C"  10000& ms  1? \\ Who is this dickhead?

:Label0645D8
00D6: if  0?
001A:    11525& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0645FB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0645D8

:Label0645FB
00BC: text_highpriority "COK1_D"  10000& ms  1? \\ Tommy Vercetti. You remember me.

:Label06460A
00D6: if  0?
001A:    13845& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06462D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06460A

:Label06462D
00BC: text_highpriority "COK1_E"  10000& ms  1? \\ Excuse me. I'm a little anxious. Never trust a goddamn horse!

:Label06463C
00D6: if  0?
001A:    19000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06465F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06463C

:Label06465F
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06469C
039D: scatter_particles  17?  .2!  0?  0?  0?  30000& at -375.4! -595.8!  25.75!  .05!  .05!  .05!

:Label06469C
00D6: if  0?
001A:    24070& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0646BF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06469C

:Label0646BF
00BC: text_highpriority "COK1_F"  10000& ms  1? \\ You do a good job - you work for me now.

:Label0646CE
00D6: if  0?
001A:    27858& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0646F1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0646CE

:Label0646F1
00BC: text_highpriority "COK1_G"  10000& ms  1? \\ I work for money.

:Label064700
00D6: if  0?
001A:    29027& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label064723
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064700

:Label064723
00BC: text_highpriority "COK1_H"  10000& ms  1? \\ As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me.

:Label064732
00D6: if  0?
001A:    34900&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label064757
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064732

:Label064757
00BC: text_highpriority "COK1_I"  10000& ms  1? \\ He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%.

:Label064766
00D6: if  0?
001A:    42260&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06478B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label064766

:Label06478B
00BC: text_highpriority "COK1_J"  10000& ms  1? \\ No one does this to me. NO ONE!!

:Label06479A
00D6: if  0?
001A:    45900&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0647BF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06479A

:Label0647BF
00BC: text_highpriority "COK1_K"  10000& ms  1? \\ You follow him from his apartment and you see where he goes! Later, we will kill him.

:Label0647CE
00D6: if  0?
001A:    53576&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0647F3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0647CE

:Label0647F3
00BE: text_clear_all

:Label0647F5
00D6: if  0?
001A:    54076&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06481A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0647F5

:Label06481A
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label064862
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label064862
03D1: play_wav  1?

:Label064848
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label064862
0001: wait  0? ms
0002: jump Label064848

:Label064862
00D6: if  0?
016B:   fading
004D: jump_if_false Label06487A
0001: wait  0? ms
0002: jump Label064862

:Label06487A
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  1!
04FA: reset_interior_colors  0?
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -379.2! -536.4!  16.2!
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "COK1_10"  10000& ms  1? \\ ~g~Go to the thief's house and find out where he's stashing the money.
018A:  252?? = create_checkpoint_at  380.3!  247.4!  10!
023C: load_special_actor  5? "SGC"
0247: request_model #BFINJECT
0247: request_model #RUGER
0247: request_model -114? (BARREL4)
0247: request_model #FAGGIO
0247: request_model -121? (FAKETARGET)
0247: request_model #SGA

:Label064910
00D6: if  25?
823D:   NOT   special_actor  5? loaded
8248:   NOT   model #BFINJECT available
8248:   NOT   model #RUGER available
8248:   NOT   model -114? (BARREL4) available
8248:   NOT   model #FAGGIO available
8248:   NOT   model -121? (FAKETARGET) available
004D: jump_if_false Label064941
0001: wait  0? ms
0002: jump Label064910

:Label064941
00D6: if  0?
8248:   NOT   model #SGA available
004D: jump_if_false Label06495B
0001: wait  0? ms
0002: jump Label064941

:Label06495B
00D6: if  1?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  380.3!  247.4!  10! radius  3!  3!  3!
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  380.3!  247.4!  10! radius  3!  3!  3!
004D: jump_if_false Label0649BB
0001: wait  0? ms
0002: jump Label06495B

:Label0649BB
0164: disable_marker  252??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  387.967!  246.69!  15.277!  0!  0!  0!
0160: point_camera  388.694!  247.372!  15.356!  2?
00BC: text_highpriority "COK1_11"  5000& ms  1? \\ ~g~Have a look through his window.
0001: wait  1600& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
018A:  252?? = create_checkpoint_at  11272??  11276??  11280??

:Label064A2D
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  11272??  11276??  11280?? radius  1!  1!  2!
004D: jump_if_false Label064A62
0001: wait  0? ms
0002: jump Label064A2D

:Label064A62
0164: disable_marker  252??
0395: clear_area  1? at  370.99!  256.28! range  18.4!  3!
009A:  0@ = create_actor  4? #SPECIAL05 at  370.99!  256.28!  18.4!
0489: unknown_actor  0@ flag  1?
0223: set_actor  0@ health_to  600&
01ED: spawn_actor  0@
0173: set_actor  0@ z_angle_to  224.7!
0187:  252?? = create_marker_above_actor  0@
0192: set_actor  0@ objective_to_stand_still
0243: set_actor  0@ ped_stats_to  16?
0319: set_actor  0@ wander_state_to  1? (off)
014C: set_parked_car_generator  7536?? cars_to_generate_to  0?
00A5:  9@ = create_car #FAGGIO at  376.9!  477!  11.2!
0175: set_car  9@ z_angle_to  282!
03CF: load_wav "COK1_1" as  1?
03CF: load_wav "COK1_4" as  2?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0336: (unknown) $PLAYER_CHAR  0? 
0210: player $PLAYER_CHAR look_at_actor  0@
015F: set_camera_position  391.533!  250.984!  16.481!  0!  0!  0!
0160: point_camera  392.37!  251.5!  16.3!  2?
0006:  17@ =  0?  \\ integer values

:Label064B64
00D6: if  0?
8019:   NOT    17@ >  500&  \\ integer values
004D: jump_if_false Label064B82
0001: wait  0? ms
0002: jump Label064B64

:Label064B82
0460: set_camera_pointing_time  5!  1000&
015F: set_camera_position  391.533!  250.984!  16.481!  0!  0!  0!
0160: point_camera  392.496!  250.785!  16.3!  1?

:Label064BBF
00D6: if  0?
8019:   NOT    17@ >  2000&  \\ integer values
004D: jump_if_false Label064BF5
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label064BEE
0002: jump Label064D5A

:Label064BEE
0002: jump Label064BBF

:Label064BF5
0460: set_camera_pointing_time  5!  1000&
015F: set_camera_position  391.533!  250.984!  16.481!  0!  0!  0!
0160: point_camera  392.37!  251.5!  16.3!  1?

:Label064C32
00D6: if  0?
8019:   NOT    17@ >  3500&  \\ integer values
004D: jump_if_false Label064C68
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label064C61
0002: jump Label064D5A

:Label064C61
0002: jump Label064C32

:Label064C68
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label064CB5
0460: set_camera_pointing_time  5!  1000&
015F: set_camera_position  391.533!  250.984!  16.481!  0!  0!  0!
0160: point_camera  390.645!  251.287!  16.578!  1?

:Label064CB5
00D6: if  0?
8019:   NOT    17@ >  5500&  \\ integer values
004D: jump_if_false Label064CEB
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label064CE4
0002: jump Label064D5A

:Label064CE4
0002: jump Label064CB5

:Label064CEB
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label064D24
0239: actor  0@ run_to  373!  257.4!
0411: (unknown)  0@  0? 
03D1: play_wav  1?
00BC: text_highpriority "COK1_1"  2000& ms  1? \\ Ooh shit!

:Label064D24
00D6: if  0?
8019:   NOT    17@ >  6500&  \\ integer values
004D: jump_if_false Label064D5A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label064D53
0002: jump Label064D5A

:Label064D53
0002: jump Label064D24

:Label064D5A
0055: put_player $PLAYER_CHAR at  391.3!  251.8!  14.4!
0171: set_player $PLAYER_CHAR z_angle_to  90!
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0336: (unknown) $PLAYER_CHAR  1? 
0107:  12@ = create_object -114? (BARREL4) at  347.5!  417.4!  20.6!
0107:  13@ = create_object -114? (BARREL4) at  352.9!  416.5!  20.6!
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label064E0F
0395: clear_area  1? at  358.7!  277! range  22.5!  3!
00A1: put_actor  0@ at  358.7!  277!  22.5!
0173: set_actor  0@ z_angle_to  247!
01B2: give_actor  0@ weapon  27? ammo  30000&  \\ Load the weapon model before using this
01B9: set_actor  0@ armed_weapon_to  27?

:Label064E0F
00BC: text_highpriority "COK1_7"  5000& ms  2? \\ ~g~He's escaped to the roof, keep on his tail but don't kill him!
0006:  17@ =  0?  \\ integer values

:Label064E25
00D6: if  0?
80FE:   NOT   actor $PLAYER_ACTOR  0? ()near_point  374.3!  265.5!  23.5! radius  2!  2!  3!
004D: jump_if_false Label064EB6
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label064E7F
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label064E7F
00D6: if  0?
0019:    17@ >  60000&&  \\ integer values
004D: jump_if_false Label064EAF
00BC: text_highpriority "TEX1_5"  5000& ms  2? \\ ~r~He got away!
009B: destroy_actor_instantly  0@
0002: jump Label06644B

:Label064EAF
0002: jump Label064E25

:Label064EB6
01B5: force_weather  0?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
04E3: unknown_player $PLAYER_CHAR  1?  300000&&
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065020
015F: set_camera_position  357.505!  277.646!  24.28!  0!  0!  0!
0160: point_camera  358.296!  277.044!  24.171!  2?
0350: unknown_actor  0@ not_scared_flag  1?
01ED: spawn_actor  0@
011C: actor $PLAYER_ACTOR clear_objective
0482:  3!
03D1: play_wav  2?
00BC: text_highpriority "COK1_4"  1000& ms  1? \\ Loser.
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label064FCE
0395: clear_area  1? at  373.8!  265.3! range  22.5!  2!
009A:  11@ = create_actor  5? #NULL at  373.8!  265.3!  22.5!
0223: set_actor  11@ health_to  1000&
0446: (unknown)  11@  0? 
01ED: spawn_actor  11@
0243: set_actor  11@ ped_stats_to  16?
0173: set_actor  11@ z_angle_to  48!
0482:  2!
01C9: actor  0@ kill_actor  11@
0055: put_player $PLAYER_CHAR at  349.4!  278!  18.6!
0002: jump Label065020

:Label064FCE
0055: put_player $PLAYER_CHAR at  373.7!  265.5!  22.5!
0171: set_player $PLAYER_CHAR z_angle_to  50!
00DA:  6@ = player $PLAYER_CHAR car
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0107:  4@ = create_object -121? (FAKETARGET) at  371.6!  267.7!  22!
02E2: set_actor  0@ weapon_accuracy_to  100?
01D8: unknown_actor  0@ unknown_fire_at_target  4@

:Label065020
0001: wait  500& ms
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065059
00D6: if  0?
8118:   NOT   actor  11@ dead
004D: jump_if_false Label065059
0372: set_actor  11@ anim  14? wait_state_time  2000& ms
0372: set_actor $PLAYER_ACTOR anim  14? wait_state_time  2000& ms

:Label065059
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label06508F
00D6: if  0?
8119:   NOT   car  6@ wrecked
004D: jump_if_false Label06508F
04FE: unknown_car  6@ flag  0?
04FE: unknown_car  6@ flag  1?
0224: set_car  6@ health_to  350&

:Label06508F
0001: wait  1500& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0650F2
0350: unknown_actor  0@ not_scared_flag  0?
01ED: spawn_actor  0@
0482:  1!
0395: clear_area  1? at  350.5!  317.5! range  18.5!  2!
00A1: put_actor  0@ at  350.5!  317.5!  18.5!
0239: actor  0@ run_to  351.6!  341.3!

:Label0650F2
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065125
009B: destroy_actor_instantly  11@
0055: put_player $PLAYER_CHAR at  373.8!  265.3!  22.4!
0171: set_player $PLAYER_CHAR z_angle_to  48!

:Label065125
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "COK1_2" as  1?
03CF: load_wav "COK1_5" as  2?
0006:  17@ =  0?  \\ integer values
0001: wait  400& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label065174
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  0? ms
053D: $PLAYER_ACTOR

:Label065174
0395: clear_area  1? at  417.1!  464.3! range  27.4!  2!
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0651BA
00A5:  11264?? = create_car #BFINJECT at  417.1!  464.3!  27.4!
01EC: unknown_car  11264?? flag  1?

:Label0651BA
03BA: clear_cars_from_cube  361.9!  269.1!  26!  336.5!  380.8!  15!
03BA: clear_cars_from_cube  334.4!  381.4!  26!  383.9!  478.7!  15!

:Label0651FA
00D6: if  0?
80DB:   NOT   actor  0@ in_car  11264??
004D: jump_if_false Label065ADA
0001: wait  0? ms
00D6: if  0?
0119:   car  11264?? wrecked
004D: jump_if_false Label065237
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label065237
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label06525D
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label06525D
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0658F0
00D6: if  0?
0039:    1@ ==  0?  \\ integer values
004D: jump_if_false Label0658F0
00D6: if  0?
00FE:   actor  0@  0? ()near_point  351.6!  341.3!  18! radius  1!  1!  5!
004D: jump_if_false Label0652C5
0239: actor  0@ run_to  351.6!  347!
0411: (unknown)  0@  0? 

:Label0652C5
00D6: if  0?
00FE:   actor  0@  0? ()near_point  351.6!  347!  18! radius  1!  1!  5!
004D: jump_if_false Label06530B
0239: actor  0@ run_to  350.8!  358!
0411: (unknown)  0@  0? 

:Label06530B
00D6: if  0?
00FE:   actor  0@  0? ()near_point  350.8!  358!  18! radius  1!  1!  5!
004D: jump_if_false Label065351
0502: unknown_actor  0@ go_to  350.4!  375.6!
0411: (unknown)  0@  0? 

:Label065351
00D6: if  0?
00FE:   actor  0@  0? ()near_point  350.4!  375.6!  18! radius  1!  1!  5!
004D: jump_if_false Label065397
0239: actor  0@ run_to  350.4!  380.5!
0411: (unknown)  0@  0? 

:Label065397
00D6: if  0?
00FE:   actor  0@  0? ()near_point  350.4!  380.5!  19.5! radius  1!  1!  5!
004D: jump_if_false Label0653DD
0239: actor  0@ run_to  349.8!  389.3!
0411: (unknown)  0@  0? 

:Label0653DD
00D6: if  0?
00FE:   actor  0@  0? ()near_point  349.8!  389.3!  18! radius  1!  1!  5!
004D: jump_if_false Label065423
0502: unknown_actor  0@ go_to  346!  405.6!
0411: (unknown)  0@  0? 

:Label065423
00D6: if  0?
00FE:   actor  0@  0? ()near_point  346!  405.6!  18! radius  1!  1!  5!
004D: jump_if_false Label065469
0502: unknown_actor  0@ go_to  349.9!  415.8!
0411: (unknown)  0@  0? 

:Label065469
00D6: if  0?
00FE:   actor  0@  0? ()near_point  349.9!  415.8!  18! radius  1!  1!  5!
004D: jump_if_false Label0654AF
0239: actor  0@ run_to  355.1!  423.7!
0411: (unknown)  0@  0? 

:Label0654AF
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label0654F1
00D6: if  0?
0019:    17@ >  60000&&  \\ integer values
004D: jump_if_false Label0654F1
00BC: text_highpriority "TEX1_5"  5000& ms  2? \\ ~r~He got away!
009B: destroy_actor_instantly  0@
0002: jump Label06644B

:Label0654F1
00D6: if  0?
00FE:   actor  0@  0? ()near_point  355.1!  423.7!  20.6! radius  1!  1!  5!
004D: jump_if_false Label065756
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  355.1!  423.7!  20.6! radius  10!  11!  7!
004D: jump_if_false Label065581
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label065573
03D1: play_wav  2?
00BC: text_highpriority "COK1_5"  2000& ms  1? \\ You better keep on running, asshole!

:Label065573
0006:  7@ =  1?  \\ integer values
0006:  3@ =  1?  \\ integer values

:Label065581
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label065730
0192: set_actor  0@ objective_to_stand_still
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  352.4!  415.3!  25! radius  10!  20!  7!
004D: jump_if_false Label065729
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  357.699!  429.507!  19.518!  0!  0!  0!
0160: point_camera  357.237!  428.62!  19.533!  2?
00A1: put_actor  0@ at  356.6!  428.2!  18.1!
0173: set_actor  0@ z_angle_to  158!
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label065646
03D1: play_wav  1?
00BC: text_highpriority "COK1_2"  2000& ms  1? \\ Too slow grandad!

:Label065646
0001: wait  600& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label06566A
02E2: set_actor  0@ weapon_accuracy_to  100?
01D8: unknown_actor  0@ unknown_fire_at_target  13@

:Label06566A
0001: wait  500& ms
02CF:  14@ = create_fire_at  347.5!  417.4!  20.6!
02CF:  15@ = create_fire_at  350.9!  412.6!  20.6!
02CF:  11260?? = create_fire_at  349.5!  416.6!  20.6!
0001: wait  900& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0656E7
011C: actor  0@ clear_objective
0350: unknown_actor  0@ not_scared_flag  0?
01ED: spawn_actor  0@
0502: unknown_actor  0@ go_to  366!  444.6!
0411: (unknown)  0@  0? 

:Label0656E7
0173: set_actor $PLAYER_ACTOR z_angle_to  344!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label065722
03D1: play_wav  2?
00BC: text_highpriority "COK1_5"  2000& ms  1? \\ You better keep on running, asshole!

:Label065722
0006:  3@ =  1?  \\ integer values

:Label065729
0002: jump Label065756

:Label065730
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065756
0502: unknown_actor  0@ go_to  360.4!  432.9!
0411: (unknown)  0@  0? 

:Label065756
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0658F0
00D6: if  0?
00FE:   actor  0@  0? ()near_point  366!  444.6!  19.7! radius  1!  1!  5!
004D: jump_if_false Label0657AC
0502: unknown_actor  0@ go_to  374!  456.3!
0411: (unknown)  0@  0? 

:Label0657AC
00D6: if  0?
00FE:   actor  0@  0? ()near_point  374!  456.3!  19.7! radius  1!  1!  5!
004D: jump_if_false Label0657F2
0239: actor  0@ run_to  374.2!  465.8!
0411: (unknown)  0@  0? 

:Label0657F2
00D6: if  0?
00FE:   actor  0@  0? ()near_point  374.2!  465.8!  19.4! radius  1!  1!  5!
004D: jump_if_false Label0658F0
00D6: if  0?
0039:    5@ ==  0?  \\ integer values
004D: jump_if_false Label0658F0
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label0658F0
03AB: (unknown)  11264??  1? 
00AB: put_car  11264?? at  368.4!  478.6!  10.4!
0129:  8@ = create_actor  9? #SGA in_car  11264?? driverseat
01B2: give_actor  8@ weapon  27? ammo  30000&  \\ Load the weapon model before using this
0243: set_actor  8@ ped_stats_to  16?
01ED: spawn_actor  8@
0175: set_car  11264?? z_angle_to  311!
00AD: set_car  11264?? max_speed_to  0!
0239: actor  0@ run_to  375.5!  471.4!
0411: (unknown)  0@  0? 
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  382.421!  481.019!  12.024!  0!  0!  0!
0160: point_camera  381.675!  480.371!  12.177!  2?
0006:  5@ =  1?  \\ integer values

:Label0658F0
00D6: if  1?
0039:    2@ ==  1?  \\ integer values
0039:    3@ ==  1?  \\ integer values
004D: jump_if_false Label065958
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065958
00D6: if  0?
00FE:   actor  0@  0? ()near_point  355.1!  423.7!  20.6! radius  1!  1!  5!
004D: jump_if_false Label065958
0239: actor  0@ run_to  366!  444.6!

:Label065958
00D6: if  0?
0039:    7@ ==  1?  \\ integer values
004D: jump_if_false Label0659B9
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0659B9
00D6: if  0?
00FE:   actor  0@  0? ()near_point  355.1!  423.7!  20.6! radius  1!  1!  5!
004D: jump_if_false Label0659B9
0239: actor  0@ run_to  366!  444.6!

:Label0659B9
00D6: if  21?
0366: (unknown)  12@ 
0366: (unknown)  13@ 
004D: jump_if_false Label065A3C
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label065A3C
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label065A3C
02CF:  14@ = create_fire_at  347.5!  417.4!  20.6!
02CF:  15@ = create_fire_at  350.9!  412.6!  20.6!
02CF:  11260?? = create_fire_at  349.5!  416.6!  20.6!
0006:  2@ =  1?  \\ integer values
0006:  3@ =  1?  \\ integer values

:Label065A3C
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065AAD
00D6: if  0?
0039:    1@ ==  0?  \\ integer values
004D: jump_if_false Label065AAD
00D6: if  0?
00FE:   actor  0@  0? ()near_point  375.5!  471.4!  14.1! radius  3!  3!  5!
004D: jump_if_false Label065AAD
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065AAD
01D4: actor  0@ go_to_car  11264?? and_enter_it_as_a_passenger
0006:  1@ =  1?  \\ integer values

:Label065AAD
00D6: if  0?
0119:   car  11264?? wrecked
004D: jump_if_false Label065AD3
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label065AD3
0002: jump Label0651FA

:Label065ADA
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "COK1_8"  15000& ms  2? \\ ~g~Quick! Grab some wheels and follow him!
0001: wait  2000& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065BB9
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065BB9
0489: unknown_actor  0@ flag  0?
011C: actor  0@ clear_objective
0362: remove_actor  0@ from_car_and_place_at  349.4!  278!  18.6!
0464: put_actor  0@ into_turret_on_car  11264?? at_car_offset  .4!  0!  1! unknown  2? angle  180! with_weapon  27?
011A: set_actor  0@ flags  1?
02E2: set_actor  0@ weapon_accuracy_to  50?
01CA: actor  0@ kill_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1? (off)
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065BB9
00A7: unknown_car  11264?? drive_to  541.1!  482.6!  10.8!
00AD: set_car  11264?? max_speed_to  18!
00AE: unknown_set_car  11264?? to_ignore_traffic_lights  2?

:Label065BB9
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065BD0

:Label065BD0
00D6: if  21?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  34.9!  1086.8!  14.5! radius  20!  20!  10!
80FE:   NOT   actor  0@  0? ()near_point  34.9!  1086.8!  14.5! radius  15!  15!  10!
004D: jump_if_false Label066374
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label065C4F
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label065C4F
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  0@ radius  180!  180!
004D: jump_if_false Label065C84
00BC: text_highpriority "TEX1_5"  5000& ms  2? \\ ~r~He got away!
0002: jump Label06644B

:Label065C84
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label06602F
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label065CE9
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065CE9
00D6: if  0?
80DB:   NOT   actor  8@ in_car  11264??
004D: jump_if_false Label065CD4
0465: remove_actor  0@ from_turret_mode
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label065CD4
00D6: if  0?
02BF:   car  11264?? sunk
004D: jump_if_false Label065CE9
0465: remove_actor  0@ from_turret_mode

:Label065CE9
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065D5A
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065D5A
00D6: if  0?
80DB:   NOT   actor  0@ in_car  11264??
004D: jump_if_false Label065D5A
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label065D50
00D6: if  0?
80DB:   NOT   actor  8@ in_car  11264??
004D: jump_if_false Label065D49
00AD: set_car  11264?? max_speed_to  0!

:Label065D49
0002: jump Label065D5A

:Label065D50
00AD: set_car  11264?? max_speed_to  0!

:Label065D5A
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065DCB
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  11264??
004D: jump_if_false Label065DCB
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label065DCB
0465: remove_actor  0@ from_turret_mode
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065DCB
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label065DCB
0319: set_actor  0@ wander_state_to  1? (off)
01D5: actor  0@ go_to_and_drive_car  11264??
0006:  16@ =  0?  \\ integer values

:Label065DCB
00D6: if  0?
0118:   actor  8@ dead
004D: jump_if_false Label065E42
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065E42
0465: remove_actor  0@ from_turret_mode
00D6: if  0?
0185:   car  11264?? health >=  269&
004D: jump_if_false Label065E1C
01D5: actor  0@ go_to_and_drive_car  11264??
00AD: set_car  11264?? max_speed_to  0!
0002: jump Label065E42

:Label065E1C
00D6: if  0?
0019:    16@ >  1500&  \\ integer values
004D: jump_if_false Label065E42
0319: set_actor  0@ wander_state_to  1? (off)
0377: set_actor  0@ objective_to 32
0006:  16@ =  0?  \\ integer values

:Label065E42
00D6: if  0?
0038:    11268?? ==  0?  \\ integer values
004D: jump_if_false Label065EA7
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065EA7
00D6: if  0?
01F4:   car  11264?? flipped
004D: jump_if_false Label065EA7
00D6: if  0?
80DB:   NOT   actor  0@ in_car  11264??
004D: jump_if_false Label065E98
0465: remove_actor  0@ from_turret_mode
0377: set_actor  0@ objective_to 32
0002: jump Label065EA0

:Label065E98
01D3: actor  0@ leave_car  11264??

:Label065EA0
0004:  11268?? =  1?  \\ integer values

:Label065EA7
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065FBF
00D6: if  0?
8185:   NOT   car  11264?? health >=  270&
004D: jump_if_false Label065FB8
00AD: set_car  11264?? max_speed_to  10!
0465: remove_actor  0@ from_turret_mode
00D6: if  0?
00DB:   actor  0@ in_car  11264??
004D: jump_if_false Label065F48
01D3: actor  0@ leave_car  11264??

:Label065EF4
00D6: if  0?
00DB:   actor  0@ in_car  11264??
004D: jump_if_false Label065F48
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label065F31
00BC: text_highpriority "COK1_9"  5000& ms  2? \\ ~r~You're supposed to follow him, not kill him!
0002: jump Label06644B

:Label065F31
00D6: if  0?
0119:   car  11264?? wrecked
004D: jump_if_false Label065F41

:Label065F41
0002: jump Label065EF4

:Label065F48
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label065F92
00D9:  11264?? = actor  0@ car
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label065F8B
00A7: unknown_car  11264?? drive_to  34.9!  1086.8!  14.5!
00AE: unknown_set_car  11264?? to_ignore_traffic_lights  2?

:Label065F8B
0002: jump Label065FB8

:Label065F92
00D6: if  0?
0019:    16@ >  1500&  \\ integer values
004D: jump_if_false Label065FB8
0319: set_actor  0@ wander_state_to  1? (off)
0377: set_actor  0@ objective_to 32
0006:  16@ =  0?  \\ integer values

:Label065FB8
0002: jump Label06602F

:Label065FBF
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label066009
00D9:  11264?? = actor  0@ car
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label066002
00A7: unknown_car  11264?? drive_to  34.9!  1086.8!  14.5!
00AE: unknown_set_car  11264?? to_ignore_traffic_lights  2?

:Label066002
0002: jump Label06602F

:Label066009
00D6: if  0?
0019:    16@ >  1500&  \\ integer values
004D: jump_if_false Label06602F
0319: set_actor  0@ wander_state_to  1? (off)
0377: set_actor  0@ objective_to 32
0006:  16@ =  0?  \\ integer values

:Label06602F
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label066176
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label066176
00D6: if  0?
00DB:   actor  8@ in_car  11264??
004D: jump_if_false Label066176
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  50!  50!
004D: jump_if_false Label066099
00AD: set_car  11264?? max_speed_to  34!
02E2: set_actor  0@ weapon_accuracy_to  60?
0002: jump Label0660AA

:Label066099
00AD: set_car  11264?? max_speed_to  18!
02E2: set_actor  0@ weapon_accuracy_to  50?

:Label0660AA
00D6: if  0?
00FE:   actor  0@  0? ()near_point  541.1!  482.6!  10.8! radius  8!  8!  6!
004D: jump_if_false Label0660EE
00A7: unknown_car  11264?? drive_to  527.9!  974.9!  17.6!

:Label0660EE
00D6: if  0?
00FE:   actor  0@  0? ()near_point  527.9!  974.9!  17.6! radius  8!  8!  6!
004D: jump_if_false Label066132
00A7: unknown_car  11264?? drive_to  455.1!  1285.5!  17.3!

:Label066132
00D6: if  0?
00FE:   actor  0@  0? ()near_point  455.1!  1285.5!  17.3! radius  8!  8!  6!
004D: jump_if_false Label066176
00A7: unknown_car  11264?? drive_to  266.2!  1139.9!  21.1!

:Label066176
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0662AF
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label0662AF
00D6: if  0?
00DB:   actor  0@ in_car  11264??
004D: jump_if_false Label0662AF
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  50!  50!
004D: jump_if_false Label0661D9
00AD: set_car  11264?? max_speed_to  34!
0002: jump Label0661E3

:Label0661D9
00AD: set_car  11264?? max_speed_to  20!

:Label0661E3
00D6: if  0?
00FE:   actor  0@  0? ()near_point  541.1!  482.6!  10.8! radius  8!  8!  6!
004D: jump_if_false Label066227
00A7: unknown_car  11264?? drive_to  527.9!  974.9!  17.6!

:Label066227
00D6: if  0?
00FE:   actor  0@  0? ()near_point  527.9!  974.9!  17.6! radius  8!  8!  6!
004D: jump_if_false Label06626B
00A7: unknown_car  11264?? drive_to  455.1!  1285.5!  17.3!

:Label06626B
00D6: if  0?
00FE:   actor  0@  0? ()near_point  455.1!  1285.5!  17.3! radius  8!  8!  6!
004D: jump_if_false Label0662AF
00A7: unknown_car  11264?? drive_to  266.2!  1139.9!  21.1!

:Label0662AF
00D6: if  0?
00FE:   actor  0@  0? ()near_point  266.2!  1139.9!  21.1! radius  8!  8!  6!
004D: jump_if_false Label066303
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label066303
00A7: unknown_car  11264?? drive_to  34.9!  1086.8!  14.5!

:Label066303
00D6: if  21?
0366: (unknown)  12@ 
0366: (unknown)  13@ 
004D: jump_if_false Label06636D
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label06636D
02CF:  14@ = create_fire_at  347.5!  417.4!  20.6!
02CF:  15@ = create_fire_at  350.9!  412.6!  20.6!
02CF:  11260?? = create_fire_at  349.5!  416.6!  20.6!
0006:  2@ =  1?  \\ integer values

:Label06636D
0002: jump Label065BD0

:Label066374
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0001: wait  0? ms
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0663FA
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label0663B7
0362: remove_actor  0@ from_car_and_place_at  56.4!  1081.1!  15!

:Label0663B7
0465: remove_actor  0@ from_turret_mode
01ED: spawn_actor  0@
011C: actor  0@ clear_objective
00A1: put_actor  0@ at  56.4!  1081.1!  15!
0173: set_actor  0@ z_angle_to  275!
0239: actor  0@ run_to  72.4!  1082.8!
0411: (unknown)  0@  0? 

:Label0663FA
015F: set_camera_position  79.834!  1069.695!  14.212!  0!  0!  0!
0160: point_camera  79.273!  1070.427!  14.597!  2?
0001: wait  3000& ms
009B: destroy_actor_instantly  0@
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0002: jump Label06645C

:Label06644B
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label06645C
0004: $PASSED_COK1_THE_CHASE =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
0318: set_latest_mission_passed "COK_1" \\ The Chase
030C: set_mission_points +=  1?
0004:  3472?? =  1?  \\ integer values
0004:  3496?? =  1?  \\ integer values
004F: create_thread Label00B8F8 
0051: return

:Label0664AC
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  252??
0249: release_model #BFINJECT
0249: release_model #RUGER
0249: release_model -114? (BARREL4)
0249: release_model #FAGGIO
0249: release_model -121? (FAKETARGET)
0249: release_model #SGA
01C3: remove_references_to_car  11264??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  0@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  \\ Like turning an actor into a random pedestrian
0296: unload_special_actor  5?
0482:  0!
014C: set_parked_car_generator  7536?? cars_to_generate_to  101?
00D6: if  0?
8119:   NOT   car  11264?? wrecked
004D: jump_if_false Label066509
03AB: (unknown)  11264??  0? 

:Label066509
0004: $ONMISSION =  0?  \\ integer values
040D: unload_wav  1?
040D: unload_wav  2?
01B7: release_weather
009B: destroy_actor_instantly  11@
01C4: remove_references_to_object  12@  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  13@  \\ This object will now disappear when the player looks away
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 13---------------
; Originally: Phnom Penh '86


:Label06652F
0050: gosub Label066553
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label06654A
0050: gosub Label069B87

:Label06654A
0050: gosub Label069E31
004E: end_thread

:Label066553
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "BARON2"
0001: wait  0? ms
054C: use_GXT_table "BARON2"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0006:  10@ =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0004:  164?? =  0?  \\ integer values
0004:  168?? =  0?  \\ integer values
0004:  172?? =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
0006:  13@ =  0?  \\ integer values
0006:  14@ =  0?  \\ integer values
0006:  15@ =  0?  \\ integer values
0004:  11452?? =  0?  \\ integer values
0004:  11384?? =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0004:  11304?? =  0?  \\ integer values
03DE: set_pedestrians_density_multiplier_to  0!
04BB: select_interiour  2?  \\ select render area
04F9: interiour_colors  8?  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIAZ"
023C: load_special_actor  3? "CSBUDDY"
023C: load_special_actor  4? "IGBUDDY"
0247: request_model #MAVERICK
02F3: load_object #CUTOBJ01 "DZPLANT"
02F3: load_object #CUTOBJ02 "COLPHON"
038B: load_requested_models
03CB: set_camera -378.3! -591.9!  25.8!

:Label06667B
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
8248:   NOT   model #MAVERICK available
004D: jump_if_false Label0666A6
0001: wait  0? ms
0002: jump Label06667B

:Label0666A6
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0666C6
0001: wait  0? ms
0002: jump Label0666A6

:Label0666C6
02E4: load_cutscene_data "COK_2A"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  11376?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  11376?? "DZPLANT"
02E5:  560?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  560?? "COLPHON"
0395: clear_area  1? at -379.2! -536.4! range  16.2!  1!
0055: put_player $PLAYER_CHAR at -379.2! -536.4!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0667CA
00D6: if  0?
001A:    4424& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0667ED
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0667CA

:Label0667ED
00BC: text_highpriority "COK2_A"  10000& ms  1? \\ What kind of incompetent fool are you?

:Label0667FC
00D6: if  0?
001A:    6836& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06681F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0667FC

:Label06681F
00BC: text_highpriority "COK2_B"  10000& ms  1? \\ FOOL! FOOL! FOOL! FOOL!

:Label06682E
00D6: if  0?
001A:    12564& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066851
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06682E

:Label066851
00BC: text_highpriority "COK2_C"  10000& ms  1? \\ Tommy!

:Label066860
00D6: if  0?
001A:    13816& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066883
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066860

:Label066883
00BC: text_highpriority "COK2_D"  10000& ms  1? \\ What, Ricardo?

:Label066892
00D6: if  0?
001A:    15862& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0668B5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066892

:Label0668B5
00BC: text_highpriority "COK2_E"  10000& ms  1? \\ These idiots - they always trying to screw you.

:Label0668C4
00D6: if  0?
001A:    17918& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0668E7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0668C4

:Label0668E7
00BC: text_highpriority "COK2_F"  10000& ms  1? \\ That's the problem with this business.

:Label0668F6
00D6: if  0?
001A:    20021& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066919
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0668F6

:Label066919
00BC: text_highpriority "COK2_G"  10000& ms  1? \\ What do you think you're doing?

:Label066928
00D6: if  0?
001A:    24585& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06694B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066928

:Label06694B
00BC: text_highpriority "COK2_H"  10000& ms  1? \\ These pricks have failed me miserably,

:Label06695A
00D6: if  0?
001A:    27367& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06697D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06695A

:Label06697D
00BC: text_highpriority "COK2_I"  10000& ms  1? \\ Soon any mom and pop will think they can sell gallo in Vice City.

:Label06698C
00D6: if  0?
001A:    32111& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0669AF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06698C

:Label0669AF
00BC: text_highpriority "COK2_J"  10000& ms  1? \\ What next, huh? The stinking Mafia?!

:Label0669BE
00D6: if  0?
001A:    35328&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0669E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0669BE

:Label0669E3
00BC: text_highpriority "COK2_K"  10000& ms  1? \\ That gang place is a fortress at ground level,

:Label0669F2
00D6: if  0?
001A:    39729&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066A17
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0669F2

:Label066A17
00BC: text_highpriority "COK2_L"  10000& ms  1? \\ so Quentin here - Quentin! QUENTIN!

:Label066A26
00D6: if  0?
001A:    41796&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066A4B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A26

:Label066A4B
00BC: text_highpriority "COK2_M"  10000& ms  1? \\ He'll fly you over the area!

:Label066A5A
00D6: if  0?
001A:    44036&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066A7F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A5A

:Label066A7F
00BC: text_highpriority "COK2_N"  10000& ms  1? \\ Eradicate them!

:Label066A8E
00D6: if  0?
001A:    45599&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066AB3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066A8E

:Label066AB3
00BC: text_highpriority "COK2_O"  10000& ms  1? \\ What do you think you're doing?

:Label066AC2
00D6: if  0?
001A:    48599&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066AE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066AC2

:Label066AE7
00BE: text_clear_all

:Label066AE9
00D6: if  0?
001A:    49960&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066B0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066AE9

:Label066B0E
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0?
016A: fade  0? ()  1500& ms
00BA: text_styled "COK_2"  15000& ms  2? \\ Phnom Penh '86

:Label066B3E
00D6: if  0?
016B:   fading
004D: jump_if_false Label066B56
0001: wait  0? ms
0002: jump Label066B3E

:Label066B56
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  0!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
02F3: load_object #CUTOBJ01 "CSCHOPB"
038B: load_requested_models

:Label066B86
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label066BA9
0001: wait  0? ms
0002: jump Label066B86

:Label066BA9
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -380.9! -565.7!  40!
02E4: load_cutscene_data "COK_2B"
0244: set_cutscene_pos -390.8! -573.877!  40.1!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  592?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  592?? "CSCHOPB"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label066C33
00D6: if  0?
001A:    130& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066C56
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C33

:Label066C56
00BC: text_highpriority "COK2_P"  10000& ms  1? \\ What are you doing here?

:Label066C65
00D6: if  0?
001A:    1110& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066C88
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C65

:Label066C88
00BC: text_highpriority "COK2_Q"  10000& ms  1? \\ Hey, I've been asking around and it's obvious

:Label066C97
00D6: if  0?
001A:    3040& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066CBA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066C97

:Label066CBA
00BC: text_highpriority "COK2_R"  10000& ms  1? \\ that Diaz jumped the deal and iced my brother.

:Label066CC9
00D6: if  0?
001A:    5010& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066CEC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066CC9

:Label066CEC
00BC: text_highpriority "COK2_S"  10000& ms  1? \\ And he'll kill you, too!

:Label066CFB
00D6: if  0?
001A:    6070& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066D1E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066CFB

:Label066D1E
00BC: text_highpriority "COK2_T"  10000& ms  1? \\ I can take Diaz!

:Label066D2D
00D6: if  0?
001A:    7050& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066D50
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D2D

:Label066D50
00BC: text_highpriority "COK2_U"  10000& ms  1? \\ No - listen to me! I'll handle Diaz -

:Label066D5F
00D6: if  0?
001A:    10040& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066D82
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D5F

:Label066D82
00BC: text_highpriority "COK2_V"  10000& ms  1? \\ - he's beginning to trust me.

:Label066D91
00D6: if  0?
001A:    11500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label066DB4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label066D91

:Label066DB4
00BE: text_clear_all
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label066DBF
00D6: if  0?
016B:   fading
004D: jump_if_false Label066DD7
0001: wait  0? ms
0002: jump Label066DBF

:Label066DD7
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #M60
0247: request_model #TEC9
0247: request_model #BOBCAT
0247: request_model -114? (BARREL4)
0247: request_model #RUGER
0247: request_model #GANGBUR
0247: request_model #SPARROW
023C: load_special_actor  5? "SGC"
038B: load_requested_models

:Label066E22
00D6: if  25?
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #M60 available
8248:   NOT   model #TEC9 available
8248:   NOT   model #BOBCAT available
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label066E53
0001: wait  0? ms
0002: jump Label066E22

:Label066E53
00D6: if  23?
8248:   NOT   model -114? (BARREL4) available
8248:   NOT   model #RUGER available
8248:   NOT   model #SPARROW available
8248:   NOT   model #GANGBUR available
004D: jump_if_false Label066E7C
0001: wait  0? ms
0002: jump Label066E53

:Label066E7C
00A5:  11284?? = create_car #MAVERICK at -391! -573! -100!
0229: set_car  11284?? color_to  3?  1?
0224: set_car  11284?? health_to  3000&
023C: load_special_actor  6? "SPANDXA"
0247: request_model #MARQUIS
0247: request_model #RIO
0247: request_model #SEASPAR
0247: request_model #WMYGO
0247: request_model #CADDY
0482:  2!
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label066F77
0227:  11292?? = car  11284?? health
03C4: set_status_text_to  11292??  1? (bar) "COK2_24" \\ Heli Health:
0050: gosub Label069F51
04E2: $PLAYER_CHAR  1?
0129: $LANCE_VANCE = create_actor  4? #SPECIAL04 in_car  11284?? driverseat
0446: (unknown) $LANCE_VANCE  0? 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
04A2: heli  11284?? fly_to -375.155! -548.155!  48.266! speed  20?
015F: set_camera_position -386.772! -581.461!  40.134!  0!  0!  0!
0160: point_camera -387.379! -580.692!  40.335!  2?
04DF:  11284??  1?
041E: set_radio_station  3? -1?

:Label066F77
0001: wait  500& ms
016A: fade  1? (back)  1000& ms
0001: wait  6000& ms
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
0169: set_fade_color  1?  1?  1?
043C: unknown_set_game_sounds  0?
016A: fade  0? ()  500& ms
0001: wait  500& ms
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label066FD2
012A: put_player $PLAYER_CHAR at -379.2! -536.4!  16.2! and_remove_from_car

:Label066FD2
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label067002
0464: put_actor $PLAYER_ACTOR into_turret_on_car  11284?? at_car_offset -1.4!  1! -.1! unknown  1? angle  90! with_weapon  32?

:Label067002
02EB: restore_camera_with_jumpcut
016A: fade  1? (back)  500& ms
00D6: if  0?
0248:   model #MARQUIS available
004D: jump_if_false Label067032
00A5:  11360?? = create_car #MARQUIS at -363.6! -226.7!  5.5!

:Label067032
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  89.1!  1084!  39! radius  6!  6!  6!
004D: jump_if_false Label067AF6
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label067087
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067087
0050: gosub Label069F51
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -375! -548!  48.266! radius  6!  6!  6!
004D: jump_if_false Label0670D4
04A2: heli  11284?? fly_to -366! -346!  50! speed  50?

:Label0670D4
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -366! -346!  50! radius  6!  6!  6!
004D: jump_if_false Label0671CE
04A2: heli  11284?? fly_to -264!  46.2!  15! speed  70?
0169: set_fade_color  0?  0?  0?
00D6: if  0?
0039:    10@ ==  0?  \\ integer values
004D: jump_if_false Label06717C
00A5:  6@ = create_car #SEASPAR at -110!  692.4!  70!
0224: set_car  6@ health_to  500&
0129:  8@ = create_actor  4? #SGA in_car  6@ driverseat
04A2: heli  6@ fly_to -110! -48.2!  38! speed  2?
0006:  10@ =  1?  \\ integer values

:Label06717C
00D6: if  0?
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label0671CE
00A5:  7@ = create_car #SPARROW at -108!  720.4!  68!
0129:  9@ = create_actor  4? #SGA in_car  7@ driverseat
04A2: heli  7@ fly_to -108! -48.2!  40! speed  7?
0006:  11@ =  1?  \\ integer values

:Label0671CE
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -264!  46.2!  15! radius  6!  6!  6!
004D: jump_if_false Label067367
04A2: heli  11284?? fly_to  17.9!  1035.5!  34.2! speed  40?
00D6: if  0?
0038:    11304?? ==  0?  \\ integer values
004D: jump_if_false Label067367
00A6: destroy_car  11360??
00D6: if  0?
023D:   special_actor  6? loaded
004D: jump_if_false Label067252
009A:  11312?? = create_actor  4? #SPECIAL06 at -261.6!  62.4!  26.2!

:Label067252
00A5:  11360?? = create_car #MARQUIS at -211.6!  394.1!  5.5!
0224: set_car  11360?? health_to  500&
0175: set_car  11360?? z_angle_to  238!
00A5:  11364?? = create_car #RIO at -193.1!  384!  5.5!
0224: set_car  11364?? health_to  500&
0175: set_car  11364?? z_angle_to  119!
00A5:  11368?? = create_car #MARQUIS at -222.9!  363.8!  5.5!
0224: set_car  11368?? health_to  500&
009A:  11316?? = create_actor  4? #WMYGO at -151.4!  493.2!  15.3!
0243: set_actor  11316?? ped_stats_to  39?
009A:  11320?? = create_actor  4? #WMYGO at -150.5!  496.3!  15.4!
0243: set_actor  11320?? ped_stats_to  39?
03F9: make_actors  11316??  11320?? converse_in  999999&& ms
00A5:  11408?? = create_car #CADDY at -145.6!  496!  14.8!
0224: set_car  11408?? health_to  500&
0175: set_car  11408?? z_angle_to  58!
00A5:  11308?? = create_car #CADDY at -148.8!  490.1!  14.8!
0224: set_car  11308?? health_to  500&
0175: set_car  11308?? z_angle_to  90!
0004:  11304?? =  1?  \\ integer values

:Label067367
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  17.9!  1035.5!  34.2! radius  6!  6!  6!
004D: jump_if_false Label0675D3
04A2: heli  11284?? fly_to  87!  1087.6!  38! speed  50?
00D6: if  0?
0038:    11352?? ==  0?  \\ integer values
004D: jump_if_false Label0675D3
00A6: destroy_car  6@
00A6: destroy_car  7@
009B: destroy_actor_instantly  8@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
00A6: destroy_car  11360??
00A6: destroy_car  11364??
00A6: destroy_car  11368??
00A6: destroy_car  11408??
00A6: destroy_car  11308??
0249: release_model #SPARROW
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
0296: unload_special_actor  6?
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06758A
009A:  11312?? = create_actor  4? #SGA at  70.9!  1106.4! -100!
0350: unknown_actor  11312?? not_scared_flag  1?
01D9: actor  11312?? run_away_from_car  11284??
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGB at  75!  1106.9! -100!
0350: unknown_actor  11316?? not_scared_flag  1?
01D9: actor  11316?? run_away_from_car  11284??
011A: set_actor  11316?? flags  1?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
009A:  11320?? = create_actor  4? #SGA at  71.5!  1099! -100!
0350: unknown_actor  11320?? not_scared_flag  1?
01D9: actor  11320?? run_away_from_car  11284??
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGB at  78.4!  1101.6! -100!
0350: unknown_actor  11324?? not_scared_flag  1?
01D9: actor  11324?? run_away_from_car  11284??
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGA at  76!  1095.6! -100!
0350: unknown_actor  11328?? not_scared_flag  1?
01D9: actor  11328?? run_away_from_car  11284??
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?

:Label06758A
0107:  11432?? = create_object -114? (BARREL4) at  65.6!  1104.6!  31.5!
0107:  11436?? = create_object -114? (BARREL4) at  65.7!  1107.5!  31.5!
0107:  11440?? = create_object -114? (BARREL4) at  86.7!  1114.3!  31.5!
0004:  11352?? =  1?  \\ integer values

:Label0675D3
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label06767E
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06761D
03CF: load_wav "COK2_1" as  1?
03CF: load_wav "COK2_2" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label067624

:Label06761D
0050: gosub Label06A004

:Label067624
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06767E
03D1: play_wav  1?
00BC: text_highpriority "COK2_1"  5000& ms  2? \\ One thing puzzling me, What's with 'Quentin!?
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06767E
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "COK2_2"  5000& ms  2? \\ I dunno, I always kinda liked it...Quentin Vance...
0004:  152?? =  1?  \\ integer values
0050: gosub Label06A020

:Label06767E
00D6: if  2?
0038:    152?? ==  1?  \\ integer values
0038:    156?? ==  0?  \\ integer values
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label067738
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label0676D7
03CF: load_wav "COK2_3" as  1?
03CF: load_wav "COK2_4" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label0676DE

:Label0676D7
0050: gosub Label06A004

:Label0676DE
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067738
03D1: play_wav  1?
00BC: text_highpriority "COK2_3"  5000& ms  2? \\ Vance? Your name's Lance Vance?
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label067738
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "COK2_4"  5000& ms  2? \\ Hey! I got enough of that at school!
0004:  156?? =  1?  \\ integer values
0050: gosub Label06A020

:Label067738
00D6: if  2?
0038:    156?? ==  1?  \\ integer values
0038:    160?? ==  0?  \\ integer values
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label067800
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label067791
03CF: load_wav "COK2_8D" as  1?
03CF: load_wav "COK2_7B" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label067798

:Label067791
0050: gosub Label06A004

:Label067798
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067800
03D1: play_wav  1?
00BC: text_highpriority "COK2_13"  4000& ms  2? \\ Lance Vance. Poor bastard.
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label067800
00D6: if  0?
0019:    17@ >  6000&  \\ integer values
004D: jump_if_false Label067800
03D1: play_wav  2?
00BC: text_highpriority "COK2_8"  4000& ms  2? \\ Where the hell are we headed anyway?
0004:  160?? =  1?  \\ integer values
0050: gosub Label06A020

:Label067800
00D6: if  2?
0038:    160?? ==  1?  \\ integer values
0038:    164?? ==  0?  \\ integer values
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label0678C8
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label067859
03CF: load_wav "COK2_7C" as  1?
03CF: load_wav "COK2_5" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label067860

:Label067859
0050: gosub Label06A004

:Label067860
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label0678C8
03D1: play_wav  1?
00BC: text_highpriority "COK2_9"  5000& ms  2? \\ Prawn Island.
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0678C8
00D6: if  0?
0019:    17@ >  4000&  \\ integer values
004D: jump_if_false Label0678C8
03D1: play_wav  2?
00BC: text_highpriority "COK2_5"  5000& ms  2? \\ You ever fired one of those from a whirly?
0004:  164?? =  1?  \\ integer values
0050: gosub Label06A020

:Label0678C8
00D6: if  2?
0038:    164?? ==  1?  \\ integer values
0038:    168?? ==  0?  \\ integer values
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label067990
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label067921
03CF: load_wav "COK2_6" as  1?
03CF: load_wav "COK2_9" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label067928

:Label067921
0050: gosub Label06A004

:Label067928
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067990
03D1: play_wav  1?
00BC: text_highpriority "COK2_6"  3000& ms  2? \\ No. I'll get a bit of practice on the way though.
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label067990
00D6: if  0?
0019:    17@ >  12000&  \\ integer values
004D: jump_if_false Label067990
03D1: play_wav  2?
00BC: text_highpriority "COK2_14"  5000& ms  2? \\ Ok, we're almost there.
0004:  168?? =  1?  \\ integer values
0050: gosub Label06A020

:Label067990
00D6: if  2?
0038:    168?? ==  1?  \\ integer values
0038:    172?? ==  0?  \\ integer values
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label067A4A
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label0679E9
03CF: load_wav "COK210A" as  1?
03CF: load_wav "COK210B" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label0679F0

:Label0679E9
0050: gosub Label06A004

:Label0679F0
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067A4A
03D1: play_wav  1?
00BC: text_highpriority "COK2_15"  5000& ms  2? \\ We'll make a couple of passes.
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label067A4A
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "COK2_16"  5000& ms  2? \\ So take out as many guns as you can.
0004:  172?? =  1?  \\ integer values
0050: gosub Label06A020

:Label067A4A
00D6: if  2?
0038:    172?? ==  1?  \\ integer values
0039:    14@ ==  0?  \\ integer values
0019:    17@ >  2500&  \\ integer values
004D: jump_if_false Label067AEF
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label067A97
03CF: load_wav "COK210C" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label067AAD

:Label067A97
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label067AAD
0004:  136?? =  1?  \\ integer values

:Label067AAD
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067AEF
03D1: play_wav  1?
00BC: text_highpriority "COK2_17"  4000& ms  2? \\ Then I'll set you down and you're on your way.
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label067AEF
0006:  14@ =  1?  \\ integer values
0050: gosub Label06A020

:Label067AEF
0002: jump Label067032

:Label067AF6
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label067B10
04D0: unknown_heli  11284?? turn_to_angle  270!

:Label067B10
0050: gosub Label069F76

:Label067B17
00D6: if  0?
8038:   NOT    11288?? ==  5?  \\ integer values
004D: jump_if_false Label067BF8
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label067B4E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067B4E
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
0019:    17@ >  50000&&  \\ integer values
004D: jump_if_false Label067B78
0002: jump Label067BF8

:Label067B78
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label067BF1
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label067BB6
03CF: load_wav "COK2_13" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label067BCC

:Label067BB6
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label067BCC
0004:  136?? =  1?  \\ integer values

:Label067BCC
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label067BF1
03D1: play_wav  1?
00BC: text_highpriority "COK2_20"  4000& ms  2? \\ Damn! This is a war zone! Take out some of those gunmen!

:Label067BF1
0002: jump Label067B17

:Label067BF8
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label067C23
04D1:  11284??
04A2: heli  11284?? fly_to  113!  1106.9!  30! speed  40?

:Label067C23
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  117!  1106.9!  30! radius  6!  6!  6!
004D: jump_if_false Label067C86
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label067C78
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067C78
0050: gosub Label069F51
0002: jump Label067C23

:Label067C86
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label067CA0
04D0: unknown_heli  11284?? turn_to_angle  1!

:Label067CA0
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label067DE1
009A:  11312?? = create_actor  4? #SGA at  59!  1117.7!  17.7!
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGB at  64.7!  1089.8!  17.7!
011A: set_actor  11316?? flags  1?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
009A:  11320?? = create_actor  4? #SGA at  61!  1091.1!  24.4!
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGB at  58.2!  1118.7!  24.4!
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGA at  64.9!  1119!  24.4!
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?

:Label067DE1
0050: gosub Label069F76

:Label067DE8
00D6: if  0?
8038:   NOT    11288?? ==  5?  \\ integer values
004D: jump_if_false Label068251
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label067E1F
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label067E1F
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
8118:   NOT   actor  11312?? dead
004D: jump_if_false Label067EFA
00D6: if  0?
00FE:   actor  11312??  0? ()near_point  59!  1117.7!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067E7C
0239: actor  11312?? run_to  89.7!  1118.1!

:Label067E7C
00D6: if  0?
00FE:   actor  11312??  0? ()near_point  89.7!  1118.1!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067EBB
0239: actor  11312?? run_to  94.7!  1107.1!

:Label067EBB
00D6: if  0?
00FE:   actor  11312??  0? ()near_point  94.7!  1107.1!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067EFA
01D9: actor  11312?? run_away_from_car  11284??
0350: unknown_actor  11312?? not_scared_flag  1?

:Label067EFA
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label067FC7
00D6: if  0?
00FE:   actor  11316??  0? ()near_point  64.7!  1089.8!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067F49
0239: actor  11316?? run_to  90.1!  1090.1!

:Label067F49
00D6: if  0?
00FE:   actor  11316??  0? ()near_point  90.1!  1090.1!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067F88
0239: actor  11316?? run_to  91.1!  1097.8!

:Label067F88
00D6: if  0?
00FE:   actor  11316??  0? ()near_point  91.1!  1097.8!  17.7! radius  1!  1!  5!
004D: jump_if_false Label067FC7
01D9: actor  11316?? run_away_from_car  11284??
0350: unknown_actor  11316?? not_scared_flag  1?

:Label067FC7
00D6: if  0?
8118:   NOT   actor  11320?? dead
004D: jump_if_false Label068094
00D6: if  0?
00FE:   actor  11320??  0? ()near_point  61!  1091.1!  24.4! radius  1!  1!  5!
004D: jump_if_false Label068016
0239: actor  11320?? run_to  89.4!  1091!

:Label068016
00D6: if  0?
00FE:   actor  11320??  0? ()near_point  89.4!  1091!  24.4! radius  1!  1!  5!
004D: jump_if_false Label068055
0239: actor  11320?? run_to  94.5!  1100.5!

:Label068055
00D6: if  0?
00FE:   actor  11320??  0? ()near_point  94.5!  1100.5!  24.4! radius  1!  1!  5!
004D: jump_if_false Label068094
01D9: actor  11320?? run_away_from_car  11284??
0350: unknown_actor  11320?? not_scared_flag  1?

:Label068094
00D6: if  0?
8118:   NOT   actor  11324?? dead
004D: jump_if_false Label068161
00D6: if  0?
00FE:   actor  11324??  0? ()near_point  58.2!  1118.7!  24.4! radius  1!  1!  5!
004D: jump_if_false Label0680E3
0239: actor  11324?? run_to  90!  1118.8!

:Label0680E3
00D6: if  0?
00FE:   actor  11324??  0? ()near_point  90!  1118.8!  24.4! radius  1!  1!  5!
004D: jump_if_false Label068122
0239: actor  11324?? run_to  94.5!  1099.9!

:Label068122
00D6: if  0?
00FE:   actor  11324??  0? ()near_point  94.5!  1099.9!  24.4! radius  1!  1!  5!
004D: jump_if_false Label068161
01D9: actor  11324?? run_away_from_car  11284??
0350: unknown_actor  11324?? not_scared_flag  1?

:Label068161
00D6: if  0?
8118:   NOT   actor  11328?? dead
004D: jump_if_false Label06822E
00D6: if  0?
00FE:   actor  11328??  0? ()near_point  64.9!  1119!  24.4! radius  1!  1!  5!
004D: jump_if_false Label0681B0
0239: actor  11328?? run_to  89.1!  1117.9!

:Label0681B0
00D6: if  0?
00FE:   actor  11328??  0? ()near_point  89.1!  1117.9!  24.4! radius  1!  1!  5!
004D: jump_if_false Label0681EF
0239: actor  11328?? run_to  93!  1110!

:Label0681EF
00D6: if  0?
00FE:   actor  11328??  0? ()near_point  93!  1110!  24.4! radius  1!  1!  5!
004D: jump_if_false Label06822E
01D9: actor  11328?? run_away_from_car  11284??
0350: unknown_actor  11328?? not_scared_flag  1?

:Label06822E
00D6: if  0?
0019:    17@ >  40000&&  \\ integer values
004D: jump_if_false Label06824A
0002: jump Label068251

:Label06824A
0002: jump Label067DE8

:Label068251
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06827C
04D1:  11284??
04A2: heli  11284?? fly_to  90.9!  1196!  40! speed  40?

:Label06827C
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  90.9!  1196!  40! radius  6!  6!  6!
004D: jump_if_false Label0682DF
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label0682D1
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0682D1
0050: gosub Label069F51
0002: jump Label06827C

:Label0682DF
00A5:  11360?? = create_car #BOBCAT at  19.8!  1213.4! -100!
0175: set_car  11360?? z_angle_to  233.7!
00A5:  11364?? = create_car #BOBCAT at -12.1!  1207.3! -100!
0175: set_car  11364?? z_angle_to  159.6!
00A5:  11368?? = create_car #GANGBUR at -20.1!  1198.4! -100!
0175: set_car  11368?? z_angle_to  34.6!
0107:  1@ = create_object -114? (BARREL4) at  14.6!  1177.9!  22.5!
0107:  2@ = create_object -114? (BARREL4) at  7.2!  1193.1!  17.8!
0107:  3@ = create_object -114? (BARREL4) at -13.2!  1217.7!  20.4!
0107:  4@ = create_object -114? (BARREL4) at -18.3!  1217.5!  20.4!
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0686BE
009A:  11312?? = create_actor  4? #SGA at  17.8!  1212!  20.9!
0350: unknown_actor  11312?? not_scared_flag  1?
01D9: actor  11312?? run_away_from_car  11284??
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
00A5:  11296?? = create_car #GANGBUR at  43.8!  1129.6!  17.9!
0175: set_car  11296?? z_angle_to  0!
0129:  11316?? = create_actor  4? #SGB in_car  11296?? driverseat
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
011A: set_actor  11316?? flags  1?
00A7: unknown_car  11296?? drive_to  38.8!  1198!  20.8!
04E0: unknown_car  11296??  100?
04BA: unknown_car  11296??  10!
00AD: set_car  11296?? max_speed_to  25!
009A:  11320?? = create_actor  4? #SGA at  19.3!  1196.2!  19!
0350: unknown_actor  11320?? not_scared_flag  1?
01D9: actor  11320?? run_away_from_car  11284??
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGB at -11.8!  1208.5!  22.5!
0350: unknown_actor  11324?? not_scared_flag  1?
01D9: actor  11324?? run_away_from_car  11284??
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGA at -22.9!  1198.6!  22.1!
0350: unknown_actor  11328?? not_scared_flag  1?
01D9: actor  11328?? run_away_from_car  11284??
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?
009A:  11332?? = create_actor  4? #SGB at -34.7!  1202.3!  20.4!
0350: unknown_actor  11332?? not_scared_flag  1?
01D9: actor  11332?? run_away_from_car  11284??
011A: set_actor  11332?? flags  1?
022D: set_actor  11332?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11332?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11332?? health_to  50?
009A:  11336?? = create_actor  4? #SGB at -40.5!  1195.1!  20.4!
0350: unknown_actor  11336?? not_scared_flag  1?
01D9: actor  11336?? run_away_from_car  11284??
011A: set_actor  11336?? flags  1?
022D: set_actor  11336?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11336?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11336?? health_to  50?
009A:  11340?? = create_actor  4? #SGA at -22.3!  1218!  20.4!
0350: unknown_actor  11340?? not_scared_flag  1?
01D9: actor  11340?? run_away_from_car  11284??
011A: set_actor  11340?? flags  1?
022D: set_actor  11340?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11340?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11340?? health_to  50?
009A:  11344?? = create_actor  4? #SGA at  27.3!  1196.4!  19.6!
0350: unknown_actor  11344?? not_scared_flag  1?
01D9: actor  11344?? run_away_from_car  11284??
011A: set_actor  11344?? flags  1?
022D: set_actor  11344?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11344?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11344?? health_to  50?
009A:  11348?? = create_actor  4? #SGA at  .8!  1212.9!  20.4!
0350: unknown_actor  11348?? not_scared_flag  1?
01D9: actor  11348?? run_away_from_car  11284??
011A: set_actor  11348?? flags  1?
022D: set_actor  11348?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11348?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?

:Label0686BE
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0686E9
04D1:  11284??
04A2: heli  11284?? fly_to  28.1!  1224.5!  26.4! speed  40?

:Label0686E9
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  28.1!  1224.5!  27.4! radius  6!  6!  6!
004D: jump_if_false Label068829
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label06873E
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label06873E
00D6: if  0?
0038:    11452?? ==  0?  \\ integer values
004D: jump_if_false Label0687C0
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label0687B9
00D6: if  0?
8119:   NOT   car  11296?? wrecked
004D: jump_if_false Label0687B9
00D6: if  0?
00FE:   actor  11316??  0? ()near_point  38.8!  1198!  20.8! radius  4!  4!  4!
004D: jump_if_false Label0687B9
00AD: set_car  11296?? max_speed_to  0!
01D3: actor  11316?? leave_car  11296??
0004:  11452?? =  1?  \\ integer values

:Label0687B9
0002: jump Label06881B

:Label0687C0
00D6: if  0?
0038:    11384?? ==  0?  \\ integer values
004D: jump_if_false Label06881B
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label06881B
00D6: if  0?
8119:   NOT   car  11296?? wrecked
004D: jump_if_false Label06881B
00D6: if  0?
80DB:   NOT   actor  11316?? in_car  11296??
004D: jump_if_false Label06881B
01D9: actor  11316?? run_away_from_car  11284??
0350: unknown_actor  11316?? not_scared_flag  1?
0004:  11384?? =  1?  \\ integer values

:Label06881B
0050: gosub Label069F51
0002: jump Label0686E9

:Label068829
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068843
04D0: unknown_heli  11284?? turn_to_angle  90!

:Label068843
0050: gosub Label069F76
0006:  5@ =  1?  \\ integer values

:Label068851
00D6: if  0?
8018:   NOT    11288?? >  9?  \\ integer values
004D: jump_if_false Label0689F6
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label068888
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068888
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
0038:    11452?? ==  0?  \\ integer values
004D: jump_if_false Label068918
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label068911
00D6: if  0?
8119:   NOT   car  11296?? wrecked
004D: jump_if_false Label068911
00D6: if  0?
00FE:   actor  11316??  0? ()near_point  38.8!  1198!  20.8! radius  4!  4!  4!
004D: jump_if_false Label068911
00AD: set_car  11296?? max_speed_to  0!
01D3: actor  11316?? leave_car  11296??
0004:  11452?? =  1?  \\ integer values

:Label068911
0002: jump Label068973

:Label068918
00D6: if  0?
0038:    11384?? ==  0?  \\ integer values
004D: jump_if_false Label068973
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label068973
00D6: if  0?
8119:   NOT   car  11296?? wrecked
004D: jump_if_false Label068973
00D6: if  0?
80DB:   NOT   actor  11316?? in_car  11296??
004D: jump_if_false Label068973
01D9: actor  11316?? run_away_from_car  11284??
0350: unknown_actor  11316?? not_scared_flag  1?
0004:  11384?? =  1?  \\ integer values

:Label068973
00D6: if  0?
0019:    17@ >  20000&  \\ integer values
004D: jump_if_false Label06898D
0002: jump Label0689F6

:Label06898D
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0689EF
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label0689EF
03CF: load_wav "COK2_14" as  1?

:Label0689BB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0689D5
0001: wait  0? ms
0002: jump Label0689BB

:Label0689D5
03D1: play_wav  1?
00BC: text_highpriority "COK2_21"  5000& ms  2? \\ We're taking hits here, man!
0006:  12@ =  1?  \\ integer values

:Label0689EF
0002: jump Label068851

:Label0689F6
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068A21
04D1:  11284??
04A2: heli  11284?? fly_to -32.4!  1222.5!  30.6! speed  40?

:Label068A21
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -32.4!  1222.5!  30.6! radius  6!  6!  6!
004D: jump_if_false Label068A84
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label068A76
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068A76
0050: gosub Label069F51
0002: jump Label068A21

:Label068A84
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068A9E
04D0: unknown_heli  11284?? turn_to_angle  140!

:Label068A9E
0006:  17@ =  0?  \\ integer values

:Label068AA5
00D6: if  0?
8018:   NOT    11288?? >  9?  \\ integer values
004D: jump_if_false Label068B6D
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label068ADC
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068ADC
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
0019:    17@ >  20000&  \\ integer values
004D: jump_if_false Label068B04
0002: jump Label068B6D

:Label068B04
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068B66
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label068B66
03CF: load_wav "COK2_14" as  1?

:Label068B32
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label068B4C
0001: wait  0? ms
0002: jump Label068B32

:Label068B4C
03D1: play_wav  1?
00BC: text_highpriority "COK2_21"  5000& ms  2? \\ We're taking hits here, man!
0006:  12@ =  1?  \\ integer values

:Label068B66
0002: jump Label068AA5

:Label068B6D
0006:  5@ =  0?  \\ integer values
0001: wait  500& ms
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068D05
009A:  11312?? = create_actor  4? #SGB at -41.4!  1114.4! -100!
0350: unknown_actor  11312?? not_scared_flag  1?
01D9: actor  11312?? run_away_from_car  11284??
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGA at -59.3!  1113! -100!
0350: unknown_actor  11316?? not_scared_flag  1?
01D9: actor  11316?? run_away_from_car  11284??
011A: set_actor  11316?? flags  1?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
009A:  11320?? = create_actor  4? #SGB at -57.8!  1121.4! -100!
0350: unknown_actor  11320?? not_scared_flag  1?
01D9: actor  11320?? run_away_from_car  11284??
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGA at -44.4!  1119.6! -100!
0350: unknown_actor  11324?? not_scared_flag  1?
01D9: actor  11324?? run_away_from_car  11284??
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGB at -45!  1123.6! -100!
0350: unknown_actor  11328?? not_scared_flag  1?
01D9: actor  11328?? run_away_from_car  11284??
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?

:Label068D05
0107:  11444?? = create_object -114? (BARREL4) at -41.1!  1106.3!  29.9!
0107:  11448?? = create_object -114? (BARREL4) at -60.8!  1102.7!  29.9!
0107:  0@ = create_object -114? (BARREL4) at -46.6!  1118.5!  29.9!
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068D72
04D1:  11284??
04A2: heli  11284?? fly_to -49.8!  1144.7!  38.3! speed  40?

:Label068D72
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -49.8!  1144.7!  38.3! radius  6!  6!  6!
004D: jump_if_false Label068DD5
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label068DC7
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068DC7
0050: gosub Label069F51
0002: jump Label068D72

:Label068DD5
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068DEF
04D0: unknown_heli  11284?? turn_to_angle  90!

:Label068DEF
009B: destroy_actor_instantly  11332??
009B: destroy_actor_instantly  11336??
009B: destroy_actor_instantly  11340??
009B: destroy_actor_instantly  11344??
009B: destroy_actor_instantly  11348??
0050: gosub Label069F76

:Label068E0F
00D6: if  0?
8038:   NOT    11288?? ==  5?  \\ integer values
004D: jump_if_false Label068ED9
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label068E46
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label068E46
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
0019:    17@ >  40000&&  \\ integer values
004D: jump_if_false Label068E70
0002: jump Label068ED9

:Label068E70
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label068ED2
00D6: if  0?
0039:    13@ ==  0?  \\ integer values
004D: jump_if_false Label068ED2
03CF: load_wav "COK2_15" as  1?

:Label068E9E
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label068EB8
0001: wait  0? ms
0002: jump Label068E9E

:Label068EB8
03D1: play_wav  1?
00BC: text_highpriority "COK2_22"  5000& ms  2? \\ This thing ain't cheap to fix! Take them out!
0006:  13@ =  1?  \\ integer values

:Label068ED2
0002: jump Label068E0F

:Label068ED9
0001: wait  1500& ms
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06906A
009A:  11312?? = create_actor  4? #SGB at  14.6!  1145.4! -100!
0350: unknown_actor  11312?? not_scared_flag  1?
01D9: actor  11312?? run_away_from_car  11284??
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGA at  21.9!  1146.7! -100!
0350: unknown_actor  11316?? not_scared_flag  1?
01D9: actor  11316?? run_away_from_car  11284??
011A: set_actor  11316?? flags  1?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
009A:  11320?? = create_actor  4? #SGA at  11.3!  1147!  22.5!
0350: unknown_actor  11320?? not_scared_flag  1?
01D9: actor  11320?? run_away_from_car  11284??
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGA at  28.9!  1146.3!  20.5!
0350: unknown_actor  11324?? not_scared_flag  1?
01D9: actor  11324?? run_away_from_car  11284??
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGB at  15.9!  1145.5!  22.5!
0350: unknown_actor  11328?? not_scared_flag  1?
01D9: actor  11328?? run_away_from_car  11284??
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?

:Label06906A
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069095
04D1:  11284??
04A2: heli  11284?? fly_to  20!  1125!  36! speed  20?

:Label069095
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  20!  1125!  36! radius  6!  6!  6!
004D: jump_if_false Label0690F8
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label0690EA
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0690EA
0050: gosub Label069F51
0002: jump Label069095

:Label0690F8
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069112
04D0: unknown_heli  11284?? turn_to_angle  270!

:Label069112
0050: gosub Label069F76

:Label069119
00D6: if  0?
8038:   NOT    11288?? ==  5?  \\ integer values
004D: jump_if_false Label069181
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label069150
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label069150
0050: gosub Label069F51
0050: gosub Label06A037
00D6: if  0?
0019:    17@ >  40000&&  \\ integer values
004D: jump_if_false Label06917A
0002: jump Label069181

:Label06917A
0002: jump Label069119

:Label069181
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069253
009A:  11380?? = create_actor  4? #SPECIAL05 at  68.7!  1098.2!  31.7!
0350: unknown_actor  11380?? not_scared_flag  1?
022D: set_actor  11380?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11380?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11380?? health_to  100?
0173: set_actor  11380?? z_angle_to  90!
009A:  11312?? = create_actor  4? #SGB at  62.8!  1098.2!  31.7!
0350: unknown_actor  11312?? not_scared_flag  1?
01CA: actor  11312?? kill_player $PLAYER_CHAR
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGB at  66.6!  1093.7!  31.7!
0350: unknown_actor  11316?? not_scared_flag  1?
01CA: actor  11316?? kill_player $PLAYER_CHAR
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?

:Label069253
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06928D
04D1:  11284??
04A2: heli  11284?? fly_to  37!  1075!  43! speed  20?
02AC: set_car  11284?? immunities  1?  1?  1?  1?  1?

:Label06928D
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
03CF: load_wav "COK2_20" as  1?
03CF: load_wav "COK2_21" as  2?
0004:  132?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  11380?? dead
004D: jump_if_false Label069498
0001: wait  3500& ms
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06931D
041D: set_camera_near_clip  .5!
015F: set_camera_position  69.915!  1098.858!  33.058!  0!  0!  0!
0158: camera_on_vehicle  11284??  15?  2?

:Label06931D
0001: wait  500& ms
00D6: if  0?
8118:   NOT   actor  11380?? dead
004D: jump_if_false Label069472

:Label069332
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label069472
0001: wait  0? ms
00D6: if  0?
0038:    132?? ==  1?  \\ integer values
004D: jump_if_false Label069374
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label069374
0004:  136?? =  1?  \\ integer values

:Label069374
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06946B
03D1: play_wav  1?
00BC: text_highpriority "COK2_27"  2000& ms  2? \\ You're on MY turf asshole!
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06946B
00D6: if  0?
8118:   NOT   actor  11380?? dead
004D: jump_if_false Label0693DE
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0693DE
01D9: actor  11380?? run_away_from_car  11284??
011A: set_actor  11380?? flags  1?
02E2: set_actor  11380?? weapon_accuracy_to  30?

:Label0693DE
00D6: if  0?
8118:   NOT   actor  11312?? dead
004D: jump_if_false Label069414
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069414
01D9: actor  11312?? run_away_from_car  11284??
011A: set_actor  11312?? flags  1?
02E2: set_actor  11312?? weapon_accuracy_to  20?

:Label069414
00D6: if  0?
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label06944A
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label06944A
01D9: actor  11316?? run_away_from_car  11284??
011A: set_actor  11316?? flags  1?
02E2: set_actor  11316?? weapon_accuracy_to  20?

:Label06944A
03D1: play_wav  2?
00BC: text_highpriority "COK2_28"  2000& ms  2? \\ You're going down!
0004:  152?? =  1?  \\ integer values
0050: gosub Label06A020

:Label06946B
0002: jump Label069332

:Label069472
0001: wait  1000& ms
02EB: restore_camera_with_jumpcut
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069498
02AC: set_car  11284?? immunities  0?  0?  0?  0?  0?

:Label069498
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  37!  1075!  43! radius  6!  6!  6!
004D: jump_if_false Label0694FB
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label0694ED
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label0694ED
0050: gosub Label069F51
0002: jump Label069498

:Label0694FB
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069515
04D0: unknown_heli  11284?? turn_to_angle  237!

:Label069515
00D6: if  0?
0118:   actor  11312?? dead
004D: jump_if_false Label069525

:Label069525
0050: gosub Label069F76

:Label06952C
00D6: if  22?
8118:   NOT   actor  11380?? dead
8118:   NOT   actor  11312?? dead
8118:   NOT   actor  11316?? dead
004D: jump_if_false Label069579
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label06956B
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label06956B
0050: gosub Label069F51
0002: jump Label06952C

:Label069579
0213:  11356?? = create_pickup -120? (BRIEFCASE) type  3? at  68.7!  1098.2!  32.5!
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0695D3
04D1:  11284??
04A2: heli  11284?? fly_to  33.7!  1083!  15! speed  2?
04D0: unknown_heli  11284?? turn_to_angle  180!
0151: remove_status_text  11292??
0224: set_car  11284?? health_to  1000&

:Label0695D3
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!

:Label0695E1
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  33.7!  1083!  15! radius  6!  6!  4!
004D: jump_if_false Label0696BD
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label069636
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label069B87

:Label069636
00D6: if  0?
0039:    15@ ==  0?  \\ integer values
004D: jump_if_false Label0696B6
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label069674
03CF: load_wav "COK2_16" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label06968A

:Label069674
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label06968A
0004:  136?? =  1?  \\ integer values

:Label06968A
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label0696B6
03D1: play_wav  1?
00BC: text_highpriority "COK2_23"  5000& ms  2? \\ Ok, you're on your own from here! Good luck, brother!
0006:  15@ =  0?  \\ integer values

:Label0696B6
0002: jump Label0695E1

:Label0696BD
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label0696D7
04D0: unknown_heli  11284?? turn_to_angle  180!

:Label0696D7
0001: wait  1000& ms
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B1: give_player $PLAYER_CHAR weapon  32? ammo  100?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  32?
01F0: set_max_wanted_level_to  5?
04E2: $PLAYER_CHAR  0?
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069738
02AC: set_car  11284?? immunities  0?  0?  0?  0?  0?
04A2: heli  11284?? fly_to -19.9!  878!  45! speed  20?
04DF:  11284??  0?

:Label069738
00BC: text_highpriority "COK2_25"  8000& ms  1? \\ ~g~Go and collect the money on the roof.
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
009A:  11312?? = create_actor  4? #SGB at  79.6!  1106.4!  17.7!
0350: unknown_actor  11312?? not_scared_flag  1?
01CA: actor  11312?? kill_player $PLAYER_CHAR
011A: set_actor  11312?? flags  1?
022D: set_actor  11312?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11312?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11312?? health_to  50?
009A:  11316?? = create_actor  4? #SGA at  70.4!  1103.9!  17.7!
0350: unknown_actor  11316?? not_scared_flag  1?
01CA: actor  11316?? kill_player $PLAYER_CHAR
011A: set_actor  11316?? flags  1?
022D: set_actor  11316?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11316?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11316?? health_to  50?
009A:  11320?? = create_actor  4? #SGB at  67.6!  1107.2!  24.4!
0350: unknown_actor  11320?? not_scared_flag  1?
01CA: actor  11320?? kill_player $PLAYER_CHAR
011A: set_actor  11320?? flags  1?
022D: set_actor  11320?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11320?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11320?? health_to  50?
009A:  11324?? = create_actor  4? #SGA at  74.9!  1112.9!  22.2!
0350: unknown_actor  11324?? not_scared_flag  1?
01CA: actor  11324?? kill_player $PLAYER_CHAR
011A: set_actor  11324?? flags  1?
022D: set_actor  11324?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11324?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11324?? health_to  50?
009A:  11328?? = create_actor  4? #SGB at  79!  1111.1!  20!
0350: unknown_actor  11328?? not_scared_flag  1?
01CA: actor  11328?? kill_player $PLAYER_CHAR
011A: set_actor  11328?? flags  1?
022D: set_actor  11328?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11328?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11328?? health_to  50?
009A:  11332?? = create_actor  4? #SGA at  81.6!  1105.6!  24.6!
0350: unknown_actor  11332?? not_scared_flag  1?
01CA: actor  11332?? kill_player $PLAYER_CHAR
011A: set_actor  11332?? flags  1?
022D: set_actor  11332?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11332?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11332?? health_to  50?
009A:  11336?? = create_actor  4? #SGB at  62.9!  1102.1!  31.5!
0350: unknown_actor  11336?? not_scared_flag  1?
01CA: actor  11336?? kill_player $PLAYER_CHAR
011A: set_actor  11336?? flags  1?
022D: set_actor  11336?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11336?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11336?? health_to  50?
03DC:  252?? = create_marker_above_pickup  11356??

:Label069959
00D6: if  0?
8214:   NOT   pickup  11356?? picked_up
004D: jump_if_false Label06999A
0001: wait  0? ms
00D6: if  0?
0119:   car  11284?? wrecked
004D: jump_if_false Label069993
00BC: text_highpriority "COK2_26"  5000& ms  1? \\ ~r~You killed Lance!
0002: jump Label069B87

:Label069993
0002: jump Label069959

:Label06999A
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00A6: destroy_car  11284??
009B: destroy_actor_instantly $LANCE_VANCE
00A5:  11284?? = create_car #MAVERICK at  31.5!  884.7!  60!
0129: $LANCE_VANCE = create_actor  4? #SPECIAL04 in_car  11284?? driverseat
0229: set_car  11284?? color_to  3?  1?
04BA: unknown_car  11284??  30!
04A2: heli  11284?? fly_to  68.9!  1101.6!  35! speed  50?
022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE
015F: set_camera_position  62.132!  1093.546!  33.835!  0!  0!  0!
0158: camera_on_vehicle  11284??  15?  2?
0395: clear_area  1? at  62.132!  1093.546! range  33.835!  1!
0001: wait  9000& ms
016A: fade  0? ()  600& ms

:Label069A55
00D6: if  0?
016B:   fading
004D: jump_if_false Label069A6D
0001: wait  0? ms
0002: jump Label069A55

:Label069A6D
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069AB0
015F: set_camera_position  39.867!  1057.5!  42.034!  0!  0!  0!
0158: camera_on_vehicle  11284??  15?  2?
0175: set_car  11284?? z_angle_to  180!

:Label069AB0
0055: put_player $PLAYER_CHAR at  76.7!  1119.8!  25.4!
0230: set_player $PLAYER_CHAR stop_looking
016A: fade  1? (back)  600& ms
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069B04
04A2: heli  11284?? fly_to -19.9!  878!  45! speed  50?
01C8:  11300?? = create_actor  5? #NULL in_car  11284?? passenger_seat  0?

:Label069B04
0001: wait  6000& ms
016A: fade  0? ()  1000& ms

:Label069B10
00D6: if  0?
016B:   fading
004D: jump_if_false Label069B28
0001: wait  0? ms
0002: jump Label069B10

:Label069B28
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069B67
03CB: set_camera -375.7! -543.5!  16.6!
0055: put_player $PLAYER_CHAR at -375.7! -543.5!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  0!

:Label069B67
0001: wait  300& ms
016A: fade  1? (back)  1000& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label069B98

:Label069B87
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label069B98
0004: $PASSED_COK2_PHNOM_PENH_86 =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
0318: set_latest_mission_passed "COK_2" \\ Phnom Penh '86
030C: set_mission_points +=  1?
0004:  3388?? =  1?  \\ integer values
057C:  0?
016C: restart_if_wasted at -822.7!  1157.9!  10.1!  4!
016D: restart_if_busted at -659.5!  760.4!  10.5!  133!
016C: restart_if_wasted at -885.2! -470.4!  12.1!  276!
016D: restart_if_busted at -871.9! -682.3!  10.2!  328.1!
022A: remove_forbidden_for_peds_cube  189.8!  230.3!  0!  248!  258.5!  30!
022A: remove_forbidden_for_peds_cube -38!  84.3!  0! -102.3!  95.1!  30!
01E7: remove_forbidden_for_cars_cube  189.8!  230.3!  0!  248!  258.5!  30!
01E7: remove_forbidden_for_cars_cube -38!  84.3!  0! -102.3!  95.1!  30!
01E7: remove_forbidden_for_cars_cube  175!  236.1!  0!  161!  242.4!  30!
01E7: remove_forbidden_for_cars_cube  149.8!  231.4!  0!  136!  235.3!  30!
01E7: remove_forbidden_for_cars_cube  63.4!  188.6!  0!  49.4!  189.7!  30!
0108: destroy_object  7128??
022A: remove_forbidden_for_peds_cube -214.6! -948.8!  0! -258.7! -920.6!  30!
01E7: remove_forbidden_for_cars_cube -214.6! -948.8!  0! -258.7! -920.6!  30!
0108: destroy_object  7132??
022A: remove_forbidden_for_peds_cube -787.8! -519.4!  10! -657.5! -475.2!  20!
01E7: remove_forbidden_for_cars_cube -787.8! -519.4!  10! -657.5! -475.2!  20!
0108: destroy_object  7116??
029B:  7116?? = init_object -31? (COMGATE1OPEN) at -712.524! -489.428!  12.549!
01C7: spawn_object  7116??
0108: destroy_object  7136??
022A: remove_forbidden_for_peds_cube -99.8!  1041.9!  0! -129!  1097.4!  30!
01E7: remove_forbidden_for_cars_cube -99.8!  1041.9!  0! -129!  1097.4!  30!
0108: destroy_object  7124??
057D:  1?
014C: set_parked_car_generator  7376?? cars_to_generate_to  101?
014C: set_parked_car_generator  7468?? cars_to_generate_to  101?
014C: set_parked_car_generator  7368?? cars_to_generate_to  101?
014C: set_parked_car_generator  7372?? cars_to_generate_to  101?
004F: create_thread Label00B9A6 
0051: return

:Label069E31
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SPARROW
0249: release_model #M60
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #BOBCAT
0249: release_model -114? (BARREL4)
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MAVERICK
0249: release_model #GANGBUR
0249: release_model #MARQUIS
0249: release_model #RIO
0249: release_model #SEASPAR
0249: release_model #CADDY
0249: release_model #WMYGO
01C4: remove_references_to_object  11432??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  11436??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  11440??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  11444??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  11448??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  0@  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  1@  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  2@  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  3@  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  4@  \\ This object will now disappear when the player looks away
0482:  0!
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0296: unload_special_actor  6?
043C: unknown_set_game_sounds  1?
040D: unload_wav  1?
040D: unload_wav  2?
009B: destroy_actor_instantly  11312??
009B: destroy_actor_instantly  11316??
009B: destroy_actor_instantly  11320??
009B: destroy_actor_instantly  11324??
009B: destroy_actor_instantly  11328??
009B: destroy_actor_instantly  11332??
009B: destroy_actor_instantly  11336??
009B: destroy_actor_instantly  11340??
009B: destroy_actor_instantly  11344??
009B: destroy_actor_instantly  11348??
009B: destroy_actor_instantly  11300??
00A6: destroy_car  11408??
00A6: destroy_car  11308??
00A6: destroy_car  6@
04E2: $PLAYER_CHAR  0?
0164: disable_marker  252??
0215: destroy_pickup  11356??
0151: remove_status_text  11292??
009B: destroy_actor_instantly $LANCE_VANCE
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D8: mission_cleanup
01F0: set_max_wanted_level_to  5?
0051: return

:Label069F51
00D6: if  0?
8119:   NOT   car  11284?? wrecked
004D: jump_if_false Label069F74
0227:  11292?? = car  11284?? health
01F0: set_max_wanted_level_to  0?
0014:  11292?? /=  30?  \\ integer values

:Label069F74
0051: return

:Label069F76
0006:  17@ =  0?  \\ integer values
0004:  11288?? =  0?  \\ integer values
0004:  11388?? =  0?  \\ integer values
0004:  11392?? =  0?  \\ integer values
0004:  11396?? =  0?  \\ integer values
0004:  11400?? =  0?  \\ integer values
0004:  11404?? =  0?  \\ integer values
0004:  11412?? =  0?  \\ integer values
0004:  11416?? =  0?  \\ integer values
0004:  11420?? =  0?  \\ integer values
0004:  11424?? =  0?  \\ integer values
0004:  11428?? =  0?  \\ integer values
0004:  11352?? =  0?  \\ integer values
0004:  11372?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0004:  164?? =  0?  \\ integer values
0051: return

:Label06A004
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label06A01E
0004:  136?? =  1?  \\ integer values

:Label06A01E
0051: return

:Label06A020
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0051: return

:Label06A037
00D6: if  0?
0038:    11388?? ==  0?  \\ integer values
004D: jump_if_false Label06A067
00D6: if  0?
0118:   actor  11312?? dead
004D: jump_if_false Label06A067
0008:  11288?? +=  1?  \\ integer values
0004:  11388?? =  1?  \\ integer values

:Label06A067
00D6: if  0?
0038:    11392?? ==  0?  \\ integer values
004D: jump_if_false Label06A097
00D6: if  0?
0118:   actor  11316?? dead
004D: jump_if_false Label06A097
0008:  11288?? +=  1?  \\ integer values
0004:  11392?? =  1?  \\ integer values

:Label06A097
00D6: if  0?
0038:    11396?? ==  0?  \\ integer values
004D: jump_if_false Label06A0C7
00D6: if  0?
0118:   actor  11320?? dead
004D: jump_if_false Label06A0C7
0008:  11288?? +=  1?  \\ integer values
0004:  11396?? =  1?  \\ integer values

:Label06A0C7
00D6: if  0?
0038:    11400?? ==  0?  \\ integer values
004D: jump_if_false Label06A0F7
00D6: if  0?
0118:   actor  11324?? dead
004D: jump_if_false Label06A0F7
0008:  11288?? +=  1?  \\ integer values
0004:  11400?? =  1?  \\ integer values

:Label06A0F7
00D6: if  0?
0038:    11404?? ==  0?  \\ integer values
004D: jump_if_false Label06A127
00D6: if  0?
0118:   actor  11328?? dead
004D: jump_if_false Label06A127
0008:  11288?? +=  1?  \\ integer values
0004:  11404?? =  1?  \\ integer values

:Label06A127
00D6: if  0?
0039:    5@ ==  1?  \\ integer values
004D: jump_if_false Label06A229
00D6: if  0?
0038:    11412?? ==  0?  \\ integer values
004D: jump_if_false Label06A169
00D6: if  0?
0118:   actor  11332?? dead
004D: jump_if_false Label06A169
0008:  11288?? +=  1?  \\ integer values
0004:  11412?? =  1?  \\ integer values

:Label06A169
00D6: if  0?
0038:    11416?? ==  0?  \\ integer values
004D: jump_if_false Label06A199
00D6: if  0?
0118:   actor  11336?? dead
004D: jump_if_false Label06A199
0008:  11288?? +=  1?  \\ integer values
0004:  11416?? =  1?  \\ integer values

:Label06A199
00D6: if  0?
0038:    11420?? ==  0?  \\ integer values
004D: jump_if_false Label06A1C9
00D6: if  0?
0118:   actor  11340?? dead
004D: jump_if_false Label06A1C9
0008:  11288?? +=  1?  \\ integer values
0004:  11420?? =  1?  \\ integer values

:Label06A1C9
00D6: if  0?
0038:    11424?? ==  0?  \\ integer values
004D: jump_if_false Label06A1F9
00D6: if  0?
0118:   actor  11344?? dead
004D: jump_if_false Label06A1F9
0008:  11288?? +=  1?  \\ integer values
0004:  11424?? =  1?  \\ integer values

:Label06A1F9
00D6: if  0?
0038:    11428?? ==  0?  \\ integer values
004D: jump_if_false Label06A229
00D6: if  0?
0118:   actor  11348?? dead
004D: jump_if_false Label06A229
0008:  11288?? +=  1?  \\ integer values
0004:  11428?? =  1?  \\ integer values

:Label06A229
0051: return

;-------------Mission 14---------------
; Originally: The Fastest Boat


:Label06A22B
0050: gosub Label06A24F
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label06A246
0050: gosub Label06C011

:Label06A246
0050: gosub Label06C064
004E: end_thread

:Label06A24F
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "BARON3"
0001: wait  0? ms
054C: use_GXT_table "BARON3"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0004:  11548?? =  0?  \\ integer values
0004:  11552?? =  0?  \\ integer values
0004:  11564?? =  0?  \\ integer values
0004:  11568?? =  0?  \\ integer values
0004:  11580?? =  0?  \\ integer values
0004:  11584?? =  0?  \\ integer values
0004:  11532?? =  0?  \\ integer values
0004:  11536?? =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0004:  11524?? =  0?  \\ integer values
0005:  11516?? =  270!  \\ floating-point values
0005:  11520?? =  270!  \\ floating-point values
0004:  11560?? =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
04BB: select_interiour  0?  \\ select render area
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIAZ"
02F3: load_object #CUTOBJ01 "DSHOTGN"
038B: load_requested_models
03CB: set_camera -378.3! -591.9!  25.8!

:Label06A331
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label06A354
0001: wait  0? ms
0002: jump Label06A331

:Label06A354
0569: "CSPLAY"
0569: "CSDIAZ"
02E4: load_cutscene_data "COK_3"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  11576?? = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command  11576??  644??  24?
0395: clear_area  1? at -379.2! -536.4! range  16.2!  .5!
0055: put_player $PLAYER_CHAR at -379.2! -536.4!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06A447
00D6: if  0?
001A:    2000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A46A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A447

:Label06A46A
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06A497
058A: unknown -386.581! -614.139!  17.96! -386.794! -614.627!  18.155!

:Label06A497
00D6: if  0?
001A:    3599& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A4BA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A497

:Label06A4BA
00BC: text_highpriority "COK3_A"  10000& ms  1? \\ Not so pleased with your selves NOW, huh!

:Label06A4C9
00D6: if  0?
001A:    5985& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A4EC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A4C9

:Label06A4EC
00BC: text_highpriority "COK3_B"  10000& ms  1? \\ Ahahahahaa, Ahahahahaa.

:Label06A4FB
00D6: if  0?
001A:    8050& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A51E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A4FB

:Label06A51E
00BC: text_highpriority "COK3_C"  10000& ms  1? \\ Whoa! Watch where you're waving that thing!

:Label06A52D
00D6: if  0?
001A:    9520& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A550
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A52D

:Label06A550
00BC: text_highpriority "COK3_D"  10000& ms  1? \\ No more pigeon shit on MY car, eh Tommy!

:Label06A55F
00D6: if  0?
001A:    12144& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A582
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A55F

:Label06A582
00BC: text_highpriority "COK3_E"  10000& ms  1? \\ Guess not.

:Label06A591
00D6: if  0?
001A:    13827& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A5B4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A591

:Label06A5B4
00BC: text_highpriority "COK3_F"  10000& ms  1? \\ You're damn right. Now listen,

:Label06A5C3
00D6: if  0?
001A:    16253& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A5E6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A5C3

:Label06A5E6
00BC: text_highpriority "COK3_G"  10000& ms  1? \\ you know who owns the fastest boat on the east coast?

:Label06A5F5
00D6: if  0?
001A:    18599& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A618
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A5F5

:Label06A618
00BC: text_highpriority "COK3_H"  10000& ms  1? \\ Not off hand, no.

:Label06A627
00D6: if  0?
001A:    19835& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A64A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A627

:Label06A64A
00BC: text_highpriority "COK3_I"  10000& ms  1? \\ ME. And I want it to stay that way.

:Label06A659
00D6: if  0?
001A:    23576& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A67C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A659

:Label06A67C
00BC: text_highpriority "COK3_J"  10000& ms  1? \\ Every smuggler from here to Caracas has one dream, a faster boat.

:Label06A68B
00D6: if  0?
001A:    28644& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A6AE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A68B

:Label06A6AE
00BC: text_highpriority "COK3_K"  10000& ms  1? \\ Rumor has it the boatyard has just completed such a vessel.

:Label06A6BD
00D6: if  0?
001A:    32972&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A6E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A6BD

:Label06A6E2
00BC: text_highpriority "COK3_L"  10000& ms  1? \\ for some Costa Rican dickhead.

:Label06A6F1
00D6: if  0?
001A:    35549&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A716
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A6F1

:Label06A716
00BC: text_highpriority "COK3_M"  10000& ms  1? \\ And Tommy...I WANT THAT BOAT!!!

:Label06A725
00D6: if  0?
001A:    40624&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A74A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A725

:Label06A74A
00BC: text_highpriority "COK3_O"  10000& ms  1? \\ Ah! I thought I got you. Where'd you come from?

:Label06A759
00D6: if  0?
001A:    43796&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A77E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A759

:Label06A77E
00BC: text_highpriority "COK3_P"  10000& ms  1? \\ Pigeons! Boom! Aaaaah!

:Label06A78D
00D6: if  0?
001A:    43866&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A7B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A78D

:Label06A7B2
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06A7DF
058A: unknown -386.404! -614.265!  17.955! -386.639! -614.744!  18.148!

:Label06A7DF
00D6: if  0?
001A:    44500&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A804
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A7DF

:Label06A804
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06A831
058A: unknown -386.466! -614.374!  17.876! -386.739! -614.85!  18.024!

:Label06A831
00D6: if  0?
001A:    46018&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A856
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A831

:Label06A856
00BC: text_highpriority "COK3_N"  10000& ms  1? \\ I think your pigeons are back.

:Label06A865
00D6: if  0?
001A:    47040&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06A88A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06A865

:Label06A88A
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label06A893
00D6: if  0?
016B:   fading
004D: jump_if_false Label06A8AB
0001: wait  0? ms
0002: jump Label06A893

:Label06A8AB
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03DE: set_pedestrians_density_multiplier_to  1!
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -379.2! -536.4!  16.2!
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0247: request_model #HMYAP
0247: request_model #SQUALO
0247: request_model #HMYST
0247: request_model #TEC9
0247: request_model #HAMMER
0247: request_model #SCREWDRIVER
0247: request_model #SPEEDER
0247: request_model #DINGHY
0247: request_model #RUGER

:Label06A911
00D6: if  24?
8248:   NOT   model #HMYAP available
8248:   NOT   model #SQUALO available
8248:   NOT   model #HMYST available
8248:   NOT   model #TEC9 available
8248:   NOT   model #HAMMER available
004D: jump_if_false Label06A93E
0001: wait  0? ms
0002: jump Label06A911

:Label06A93E
00D6: if  23?
8248:   NOT   model #SCREWDRIVER available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #DINGHY available
8248:   NOT   model #RUGER available
004D: jump_if_false Label06A968
0001: wait  0? ms
0002: jump Label06A93E

:Label06A968
0108: destroy_object  7144??
03BC:  11592?? = create_sphere -665.4! -1484.7!  12.8!  1!
00A5:  256?? = create_car #SQUALO at -597.6! -1507.7!  5.4!
0175: set_car  256?? z_angle_to  250!
0186:  260?? = create_marker_above_car  256??
00BC: text_highpriority "COK3_8"  10000& ms  1? \\ ~g~Go to the boatyard at the docks and steal the fastest boat.

:Label06A9BE
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  256?? radius  120!  120!  0?
004D: jump_if_false Label06AA0E
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06AA07
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011

:Label06AA07
0002: jump Label06A9BE

:Label06AA0E
015C: set_zone_gang_info "DOCKS"  1? (day)  2?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "DOCKS"  0? (night)  2?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
00A5:  11540?? = create_car #SPEEDER at -582.4! -1493.6!  5.4!
0175: set_car  11540?? z_angle_to  250!
00A5:  11544?? = create_car #DINGHY at -576.1! -1525.5!  5.4!
0175: set_car  11544?? z_angle_to  250!
009A:  4@ = create_actor  7? #HMYST at -640.9! -1491.3! -100!
0173: set_actor  4@ z_angle_to  270!
01ED: spawn_actor  4@
011A: set_actor  4@ flags  1?
0243: set_actor  4@ ped_stats_to  16?
01B2: give_actor  4@ weapon  27? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  4@ not_scared_flag  1?
009A:  5@ = create_actor  7? #HMYST at -636.8! -1480! -100!
0173: set_actor  5@ z_angle_to  270!
01ED: spawn_actor  5@
011A: set_actor  5@ flags  1?
0243: set_actor  5@ ped_stats_to  16?
01B2: give_actor  5@ weapon  27? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  5@ not_scared_flag  1?
009A:  6@ = create_actor  7? #HMYST at -623.9! -1477.7! -100!
0173: set_actor  6@ z_angle_to  73.5!
01ED: spawn_actor  6@
011A: set_actor  6@ flags  1?
0243: set_actor  6@ ped_stats_to  16?
01B2: give_actor  6@ weapon  27? ammo  500&  \\ Load the weapon model before using this
009A:  7@ = create_actor  7? #HMYST at -682.8! -1484.8! -100!
0173: set_actor  7@ z_angle_to  260!
01ED: spawn_actor  7@
011A: set_actor  7@ flags  1?
0243: set_actor  7@ ped_stats_to  16?
01B2: give_actor  7@ weapon  27? ammo  500&  \\ Load the weapon model before using this
009A:  8@ = create_actor  7? #HMYST at -671.7! -1459.1! -100!
0173: set_actor  8@ z_angle_to  160.5!
01ED: spawn_actor  8@
011A: set_actor  8@ flags  1?
0243: set_actor  8@ ped_stats_to  16?
01B2: give_actor  8@ weapon  27? ammo  500&  \\ Load the weapon model before using this
009A:  9@ = create_actor  7? #HMYST at -573.7! -1522.5!  6.9!
0173: set_actor  9@ z_angle_to  70!
01ED: spawn_actor  9@
011A: set_actor  9@ flags  1?
0243: set_actor  9@ ped_stats_to  16?
01B2: give_actor  9@ weapon  27? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  9@ not_scared_flag  1?
009A:  10@ = create_actor  7? #HMYST at -586.9! -1496.2!  7!
0173: set_actor  10@ z_angle_to  76!
01ED: spawn_actor  10@
011A: set_actor  10@ flags  1?
0243: set_actor  10@ ped_stats_to  16?
01B2: give_actor  10@ weapon  27? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  10@ not_scared_flag  1?
009A:  0@ = create_actor  7? #HMYAP at -662! -1481.7!  13!
0173: set_actor  0@ z_angle_to  6!
01ED: spawn_actor  0@
011A: set_actor  0@ flags  1?
0243: set_actor  0@ ped_stats_to  16?
01B2: give_actor  0@ weapon  7? ammo  0?  \\ Load the weapon model before using this
009A:  1@ = create_actor  7? #HMYAP at -661.9! -1479.7!  12.5!
0173: set_actor  1@ z_angle_to  200!
01ED: spawn_actor  1@
011A: set_actor  1@ flags  1?
0243: set_actor  1@ ped_stats_to  16?
01B2: give_actor  1@ weapon  2? ammo  0?  \\ Load the weapon model before using this
009A:  2@ = create_actor  7? #HMYAP at -662.4! -1481.6!  13!
0173: set_actor  2@ z_angle_to  280!
01ED: spawn_actor  2@
011A: set_actor  2@ flags  1?
0243: set_actor  2@ ped_stats_to  16?
01B2: give_actor  2@ weapon  7? ammo  0?  \\ Load the weapon model before using this
03F9: make_actors  2@  1@ converse_in  999999&& ms
0006:  17@ =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label06AD3E
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06AD6C
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06AD6C
0002: jump Label06BCBA

:Label06AD6C
00D6: if  0?
82B3:   NOT   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06ADA1

:Label06ADA1
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06AE63
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06AE4D
03BD: destroy_sphere  11592??
0164: disable_marker  260??

:Label06ADF0
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06AE30
0001: wait  0? ms
0002: jump Label06ADF0

:Label06AE30
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06AE63

:Label06AE4D
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011

:Label06AE63
00D6: if  0?
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label06AE7C
0050: gosub Label06C235

:Label06AE7C
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label06AEE8
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  20!  20!  6!
0123:   actor  0@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AEC7
01CA: actor  0@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AEC7
00D6: if  0?
8184:   NOT   actor  0@ health >=  90?
004D: jump_if_false Label06AEE8
01CA: actor  0@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AEE8
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label06AF54
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  1@ radius  20!  20!  6!
0123:   actor  1@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AF33
01CA: actor  1@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AF33
00D6: if  0?
8184:   NOT   actor  1@ health >=  90?
004D: jump_if_false Label06AF54
01CA: actor  1@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AF54
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label06AFC0
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  2@ radius  20!  20!  6!
0123:   actor  2@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06AF9F
01CA: actor  2@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AF9F
00D6: if  0?
8184:   NOT   actor  2@ health >=  90?
004D: jump_if_false Label06AFC0
01CA: actor  2@ kill_player $PLAYER_CHAR
0006:  12@ =  1?  \\ integer values

:Label06AFC0
00D6: if  0?
0039:    12@ ==  1?  \\ integer values
004D: jump_if_false Label06B021
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label06AFEA
01CA: actor  0@ kill_player $PLAYER_CHAR

:Label06AFEA
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label06B002
01CA: actor  1@ kill_player $PLAYER_CHAR

:Label06B002
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label06B01A
01CA: actor  2@ kill_player $PLAYER_CHAR

:Label06B01A
0006:  12@ =  2?  \\ integer values

:Label06B021
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label06B1CE
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06B1B1
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  4@ radius  20!  20!  6!
0123:   actor  4@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B076
0004:  11524?? =  1?  \\ integer values

:Label06B076
00D6: if  0?
8184:   NOT   actor  4@ health >=  90?
004D: jump_if_false Label06B08F
0004:  11524?? =  1?  \\ integer values

:Label06B08F
00D6: if  1?
0019:    17@ >  3000&  \\ integer values
001B:    6000& >  17@  \\ integer values
004D: jump_if_false Label06B0D1
00D6: if  0?
8042:   NOT    11516?? ==  160!  \\ floating-point values
004D: jump_if_false Label06B0D1
000D:  11516?? -=  5!  \\ floating-point values
0173: set_actor  4@ z_angle_to  11516??

:Label06B0D1
00D6: if  1?
0019:    17@ >  6000&  \\ integer values
001B:    9000& >  17@  \\ integer values
004D: jump_if_false Label06B113
00D6: if  0?
8042:   NOT    11516?? ==  270!  \\ floating-point values
004D: jump_if_false Label06B113
0009:  11516?? +=  5!  \\ floating-point values
0173: set_actor  4@ z_angle_to  11516??

:Label06B113
00D6: if  1?
0019:    17@ >  9000&  \\ integer values
001B:    12000& >  17@  \\ integer values
004D: jump_if_false Label06B155
00D6: if  0?
8042:   NOT    11516?? ==  340!  \\ floating-point values
004D: jump_if_false Label06B155
0009:  11516?? +=  5!  \\ floating-point values
0173: set_actor  4@ z_angle_to  11516??

:Label06B155
00D6: if  1?
0019:    17@ >  12000&  \\ integer values
001B:    15000& >  17@  \\ integer values
004D: jump_if_false Label06B197
00D6: if  0?
8042:   NOT    11516?? ==  270!  \\ floating-point values
004D: jump_if_false Label06B197
000D:  11516?? -=  5!  \\ floating-point values
0173: set_actor  4@ z_angle_to  11516??

:Label06B197
00D6: if  0?
0019:    17@ >  15000&  \\ integer values
004D: jump_if_false Label06B1B1
0006:  17@ =  0?  \\ integer values

:Label06B1B1
00A0:  11456?? = actor  4@ x_pos,  11460?? = actor  4@ y_pos,  11464?? = actor  4@ z_pos
008A:  11528?? =  4@  \\ integer values and handles
0050: gosub Label06C125

:Label06B1CE
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label06B37B
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06B35E
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  5@ radius  20!  20!  6!
0123:   actor  5@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B223
0004:  11524?? =  1?  \\ integer values

:Label06B223
00D6: if  0?
8184:   NOT   actor  5@ health >=  90?
004D: jump_if_false Label06B23C
0004:  11524?? =  1?  \\ integer values

:Label06B23C
00D6: if  1?
0019:    16@ >  4000&  \\ integer values
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label06B27E
00D6: if  0?
8042:   NOT    11520?? ==  160!  \\ floating-point values
004D: jump_if_false Label06B27E
000D:  11520?? -=  5!  \\ floating-point values
0173: set_actor  5@ z_angle_to  11520??

:Label06B27E
00D6: if  1?
0019:    16@ >  7000&  \\ integer values
001B:    10000& >  16@  \\ integer values
004D: jump_if_false Label06B2C0
00D6: if  0?
8042:   NOT    11520?? ==  270!  \\ floating-point values
004D: jump_if_false Label06B2C0
0009:  11520?? +=  5!  \\ floating-point values
0173: set_actor  5@ z_angle_to  11520??

:Label06B2C0
00D6: if  1?
0019:    16@ >  10000&  \\ integer values
001B:    13000& >  16@  \\ integer values
004D: jump_if_false Label06B302
00D6: if  0?
8042:   NOT    11520?? ==  340!  \\ floating-point values
004D: jump_if_false Label06B302
0009:  11520?? +=  5!  \\ floating-point values
0173: set_actor  5@ z_angle_to  11520??

:Label06B302
00D6: if  1?
0019:    16@ >  13000&  \\ integer values
001B:    16000& >  16@  \\ integer values
004D: jump_if_false Label06B344
00D6: if  0?
8042:   NOT    11520?? ==  270!  \\ floating-point values
004D: jump_if_false Label06B344
000D:  11520?? -=  5!  \\ floating-point values
0173: set_actor  5@ z_angle_to  11520??

:Label06B344
00D6: if  0?
0019:    16@ >  16000&  \\ integer values
004D: jump_if_false Label06B35E
0006:  16@ =  0?  \\ integer values

:Label06B35E
00A0:  11468?? = actor  5@ x_pos,  11472?? = actor  5@ y_pos,  11476?? = actor  5@ z_pos
008A:  11528?? =  5@  \\ integer values and handles
0050: gosub Label06C125

:Label06B37B
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label06B54A
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06B52D
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  6@ radius  20!  20!  6!
0123:   actor  6@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B3D0
0004:  11524?? =  1?  \\ integer values

:Label06B3D0
00D6: if  0?
8184:   NOT   actor  6@ health >=  90?
004D: jump_if_false Label06B3E9
0004:  11524?? =  1?  \\ integer values

:Label06B3E9
00D6: if  0?
00FF:   actor  6@  0? ()near_point_on_foot -623.9! -1477.7!  12! radius  1!  1!  4!
004D: jump_if_false Label06B48B
00D6: if  0?
0038:    11548?? ==  0?  \\ integer values
004D: jump_if_false Label06B443
0372: set_actor  6@ anim  3? wait_state_time  5000& ms
0004:  11556?? =  0?  \\ integer values
0004:  11548?? =  1?  \\ integer values

:Label06B443
00D6: if  0?
0038:    11548?? ==  1?  \\ integer values
004D: jump_if_false Label06B48B
0008:  11556?? +=  1?  \\ integer values
00D6: if  0?
0018:    11556?? >  90?  \\ integer values
004D: jump_if_false Label06B48B
0211: actor  6@ walk_to -671.7! -1459.1!
0411: (unknown)  6@  0? 
0004:  11552?? =  0?  \\ integer values

:Label06B48B
00D6: if  0?
00FF:   actor  6@  0? ()near_point_on_foot -671.7! -1459.1!  12! radius  1!  1!  4!
004D: jump_if_false Label06B52D
00D6: if  0?
0038:    11552?? ==  0?  \\ integer values
004D: jump_if_false Label06B4E5
0372: set_actor  6@ anim  3? wait_state_time  5000& ms
0004:  11556?? =  0?  \\ integer values
0004:  11552?? =  1?  \\ integer values

:Label06B4E5
00D6: if  0?
0038:    11552?? ==  1?  \\ integer values
004D: jump_if_false Label06B52D
0008:  11556?? +=  1?  \\ integer values
00D6: if  0?
0018:    11556?? >  90?  \\ integer values
004D: jump_if_false Label06B52D
0211: actor  6@ walk_to -623.9! -1477.7!
0411: (unknown)  6@  0? 
0004:  11548?? =  0?  \\ integer values

:Label06B52D
00A0:  11480?? = actor  6@ x_pos,  11484?? = actor  6@ y_pos,  11488?? = actor  6@ z_pos
008A:  11528?? =  6@  \\ integer values and handles
0050: gosub Label06C125

:Label06B54A
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06B719
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06B6FC
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  7@ radius  20!  20!  6!
0123:   actor  7@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B59F
0004:  11524?? =  1?  \\ integer values

:Label06B59F
00D6: if  0?
8184:   NOT   actor  7@ health >=  90?
004D: jump_if_false Label06B5B8
0004:  11524?? =  1?  \\ integer values

:Label06B5B8
00D6: if  0?
00FF:   actor  7@  0? ()near_point_on_foot -682.8! -1484.8!  14.5! radius  1!  1!  4!
004D: jump_if_false Label06B65A
00D6: if  0?
0038:    11564?? ==  0?  \\ integer values
004D: jump_if_false Label06B612
0372: set_actor  7@ anim  3? wait_state_time  5000& ms
0004:  11572?? =  0?  \\ integer values
0004:  11564?? =  1?  \\ integer values

:Label06B612
00D6: if  0?
0038:    11564?? ==  1?  \\ integer values
004D: jump_if_false Label06B65A
0008:  11572?? +=  1?  \\ integer values
00D6: if  0?
0018:    11572?? >  90?  \\ integer values
004D: jump_if_false Label06B65A
0211: actor  7@ walk_to -638.9! -1500.9!
0411: (unknown)  7@  0? 
0004:  11568?? =  0?  \\ integer values

:Label06B65A
00D6: if  0?
00FF:   actor  7@  0? ()near_point_on_foot -638.9! -1500.9!  12! radius  1!  1!  4!
004D: jump_if_false Label06B6FC
00D6: if  0?
0038:    11568?? ==  0?  \\ integer values
004D: jump_if_false Label06B6B4
0372: set_actor  7@ anim  3? wait_state_time  5000& ms
0004:  11572?? =  0?  \\ integer values
0004:  11568?? =  1?  \\ integer values

:Label06B6B4
00D6: if  0?
0038:    11568?? ==  1?  \\ integer values
004D: jump_if_false Label06B6FC
0008:  11572?? +=  1?  \\ integer values
00D6: if  0?
0018:    11572?? >  90?  \\ integer values
004D: jump_if_false Label06B6FC
0211: actor  7@ walk_to -682.8! -1484.8!
0411: (unknown)  7@  0? 
0004:  11564?? =  0?  \\ integer values

:Label06B6FC
00A0:  11492?? = actor  7@ x_pos,  11496?? = actor  7@ y_pos,  11500?? = actor  7@ z_pos
008A:  11528?? =  7@  \\ integer values and handles
0050: gosub Label06C125

:Label06B719
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label06B9F6
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06B9D9
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  8@ radius  20!  20!  6!
0123:   actor  8@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06B76E
0004:  11524?? =  1?  \\ integer values

:Label06B76E
00D6: if  0?
8184:   NOT   actor  8@ health >=  90?
004D: jump_if_false Label06B787
0004:  11524?? =  1?  \\ integer values

:Label06B787
00D6: if  0?
00FF:   actor  8@  0? ()near_point_on_foot -671.7! -1459.1!  12! radius  1!  1!  4!
004D: jump_if_false Label06B8B0
00D6: if  0?
0038:    11580?? ==  0?  \\ integer values
004D: jump_if_false Label06B7E8
0372: set_actor  8@ anim  3? wait_state_time  5000& ms
0004:  11588?? =  0?  \\ integer values
0004:  11532?? =  0?  \\ integer values
0004:  11580?? =  1?  \\ integer values

:Label06B7E8
00D6: if  0?
0038:    11580?? ==  1?  \\ integer values
004D: jump_if_false Label06B830
0008:  11588?? +=  1?  \\ integer values
00D6: if  0?
0018:    11588?? >  90?  \\ integer values
004D: jump_if_false Label06B830
0211: actor  8@ walk_to -682.8! -1484.8!
0411: (unknown)  8@  0? 
0004:  11584?? =  0?  \\ integer values

:Label06B830
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06B8B0
00D6: if  0?
00FF:   actor  7@  0? ()near_point_on_foot -671.7! -1459.1!  12! radius  1!  1!  4!
004D: jump_if_false Label06B8B0
00D6: if  0?
0038:    11532?? ==  0?  \\ integer values
004D: jump_if_false Label06B8B0
0372: set_actor  7@ anim  3? wait_state_time  0? ms
011C: actor  7@ clear_objective
0372: set_actor  8@ anim  3? wait_state_time  0? ms
011C: actor  8@ clear_objective
03F9: make_actors  8@  7@ converse_in  10000& ms
0004:  11532?? =  1?  \\ integer values

:Label06B8B0
00D6: if  0?
00FF:   actor  8@  0? ()near_point_on_foot -682.8! -1484.8!  12! radius  1!  1!  4!
004D: jump_if_false Label06B9D9
00D6: if  0?
0038:    11584?? ==  0?  \\ integer values
004D: jump_if_false Label06B911
0372: set_actor  8@ anim  3? wait_state_time  5000& ms
0004:  11588?? =  0?  \\ integer values
0004:  11536?? =  0?  \\ integer values
0004:  11584?? =  1?  \\ integer values

:Label06B911
00D6: if  0?
0038:    11584?? ==  1?  \\ integer values
004D: jump_if_false Label06B959
0008:  11588?? +=  1?  \\ integer values
00D6: if  0?
0018:    11588?? >  90?  \\ integer values
004D: jump_if_false Label06B959
0211: actor  8@ walk_to -671.7! -1459.1!
0411: (unknown)  8@  0? 
0004:  11580?? =  0?  \\ integer values

:Label06B959
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label06B9D9
00D6: if  0?
00FF:   actor  6@  0? ()near_point_on_foot -682.8! -1484.8!  12! radius  1!  1!  4!
004D: jump_if_false Label06B9D9
00D6: if  0?
0038:    11536?? ==  0?  \\ integer values
004D: jump_if_false Label06B9D9
0372: set_actor  6@ anim  3? wait_state_time  0? ms
0372: set_actor  8@ anim  3? wait_state_time  0? ms
011C: actor  8@ clear_objective
011C: actor  6@ clear_objective
03F9: make_actors  8@  6@ converse_in  10000& ms
0004:  11536?? =  1?  \\ integer values

:Label06B9D9
00A0:  11504?? = actor  8@ x_pos,  11508?? = actor  8@ y_pos,  11512?? = actor  8@ z_pos
008A:  11528?? =  8@  \\ integer values and handles
0050: gosub Label06C125

:Label06B9F6
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label06BAF0
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06BAF0
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  9@ radius  20!  20!  6!
0123:   actor  9@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06BA4B
0004:  11524?? =  1?  \\ integer values

:Label06BA4B
00D6: if  0?
8184:   NOT   actor  9@ health >=  90?
004D: jump_if_false Label06BA64
0004:  11524?? =  1?  \\ integer values

:Label06BA64
00D6: if  0?
00FF:   actor  9@  0? ()near_point_on_foot -573.7! -1522.5!  7! radius  1!  1!  4!
004D: jump_if_false Label06BAAA
0211: actor  9@ walk_to -598.6! -1513!
0411: (unknown)  9@  0? 

:Label06BAAA
00D6: if  0?
00FF:   actor  9@  0? ()near_point_on_foot -598.6! -1513!  7! radius  1!  1!  4!
004D: jump_if_false Label06BAF0
0211: actor  9@ walk_to -573.7! -1522.5!
0411: (unknown)  9@  0? 

:Label06BAF0
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label06BBEA
00D6: if  0?
0038:    11524?? ==  0?  \\ integer values
004D: jump_if_false Label06BBEA
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  10@ radius  20!  20!  6!
0123:   actor  10@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label06BB45
0004:  11524?? =  1?  \\ integer values

:Label06BB45
00D6: if  0?
8184:   NOT   actor  10@ health >=  90?
004D: jump_if_false Label06BB5E
0004:  11524?? =  1?  \\ integer values

:Label06BB5E
00D6: if  0?
00FF:   actor  10@  0? ()near_point_on_foot -586.9! -1496.2!  7! radius  1!  1!  4!
004D: jump_if_false Label06BBA4
0211: actor  10@ walk_to -569! -1503.1!
0411: (unknown)  10@  0? 

:Label06BBA4
00D6: if  0?
00FF:   actor  10@  0? ()near_point_on_foot -569! -1503.1!  7! radius  1!  1!  4!
004D: jump_if_false Label06BBEA
0211: actor  10@ walk_to -586.9! -1496.2!
0411: (unknown)  10@  0? 

:Label06BBEA
0050: gosub Label06C740
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06BCB3
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06BC9D
03BD: destroy_sphere  11592??
0164: disable_marker  260??

:Label06BC40
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06BC80
0001: wait  0? ms
0002: jump Label06BC40

:Label06BC80
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06BCB3

:Label06BC9D
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011

:Label06BCB3
0002: jump Label06AD3E

:Label06BCBA
0164: disable_marker  260??
018A:  260?? = create_checkpoint_at -378.5! -660!  5.6!
00BC: text_highpriority "COK3_6"  5000& ms  1? \\ ~g~Get the boat to the mansion.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?

:Label06BCE9
00D6: if  21?
80F5:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point -378.5! -660!  5! radius  20!  30!  6!
80DC:   NOT   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06BDF5
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06BDE7
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06BDD1
03BD: destroy_sphere  11592??
0164: disable_marker  260??

:Label06BD74
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -643.2! -1495.3!  12! -679.1! -1481.3!  18! radius -19.5! sphere  0?
004D: jump_if_false Label06BDB4
0001: wait  0? ms
0002: jump Label06BD74

:Label06BDB4
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011
0002: jump Label06BDE7

:Label06BDD1
00BC: text_highpriority "COK3_7"  5000& ms  1? \\ ~r~You destroyed the boat!
0002: jump Label06C011

:Label06BDE7
0050: gosub Label06C740
0002: jump Label06BCE9

:Label06BDF5
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06BE14
02D4: unknown_turn_off_car  256?? engine
02DB: set_boat  256?? speed_to  0!

:Label06BE14
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0395: clear_area  1? at -366.1! -655.2! range  6.9!  1!
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06BE8F
00AB: put_car  256?? at -393.8! -660.4!  5.6!
0175: set_car  256?? z_angle_to  270!
02D3: boat  256?? drive_to -378.5! -660!  5.6!
02DB: set_boat  256?? speed_to  8!

:Label06BE8F
0001: wait  0? ms
015F: set_camera_position -365.183! -654.17!  8.057!  0!  0!  0!
0160: point_camera -366.024! -654.71!  8.009!  2?
016A: fade  1? (back)  1500& ms
0006:  17@ =  0?  \\ integer values

:Label06BED4
00D6: if  0?
8019:   NOT    17@ >  3500&  \\ integer values
004D: jump_if_false Label06BF41
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06BF3A
00D6: if  0?
01AF:   car  256??  0? ()near_point -378.5! -660!  5.6! radius  2!  2!  4!
004D: jump_if_false Label06BF3A
02D4: unknown_turn_off_car  256?? engine
02DB: set_boat  256?? speed_to  0!

:Label06BF3A
0002: jump Label06BED4

:Label06BF41
016A: fade  0? ()  1000& ms
0001: wait  1000& ms
0395: clear_area  1? at -372.7! -656.7! range  6.9!  1!
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06BFB7
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06BFA3
012A: put_player $PLAYER_CHAR at -372.7! -656.7!  6.9! and_remove_from_car
0002: jump Label06BFB7

:Label06BFA3
0055: put_player $PLAYER_CHAR at -372.7! -656.7!  6.9!

:Label06BFB7
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06BFE5
00AB: put_car  256?? at -378.5! -660!  5.6!
0175: set_car  256?? z_angle_to  270!

:Label06BFE5
0171: set_player $PLAYER_CHAR z_angle_to  90!
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait  500& ms
016A: fade  1? (back)  1000& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label06C022

:Label06C011
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label06C022
0004: $PASSED_COK3_THE_FASTEST_BOAT =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
0318: set_latest_mission_passed "COK_3" \\ The Fastest Boat
030C: set_mission_points +=  1?
004F: create_thread Label00BA54 
0051: return

:Label06C064
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #HMYAP
0249: release_model #SQUALO
0249: release_model #HMYST
0249: release_model #TEC9
0249: release_model #HAMMER
0249: release_model #SCREWDRIVER
0249: release_model #SPEEDER
0249: release_model #DINGHY
0249: release_model #RUGER
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C0B0
01C3: remove_references_to_car  256??  \\ Like turning a car into any random car

:Label06C0B0
029B:  7144?? = init_object -65? (B_HSE_DOORS) at -640.012! -1485.941!  15.457!
01C7: spawn_object  7144??
03BD: destroy_sphere  11592??
015C: set_zone_gang_info "DOCKS"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "DOCKS"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0164: disable_marker  260??
040D: unload_wav  1?
040D: unload_wav  2?
00D8: mission_cleanup
0051: return

:Label06C125
00D6: if  1?
0118:   actor  4@ dead
00FF:   actor  11528??  0? ()near_point_on_foot  11456??  11460??  11464?? radius  4!  4!  4!
004D: jump_if_false Label06C15B
0004:  11524?? =  1?  \\ integer values

:Label06C15B
00D6: if  1?
0118:   actor  5@ dead
00FF:   actor  11528??  0? ()near_point_on_foot  11468??  11472??  11476?? radius  4!  4!  4!
004D: jump_if_false Label06C191
0004:  11524?? =  1?  \\ integer values

:Label06C191
00D6: if  1?
0118:   actor  6@ dead
00FF:   actor  11528??  0? ()near_point_on_foot  11480??  11484??  11488?? radius  4!  4!  4!
004D: jump_if_false Label06C1C7
0004:  11524?? =  1?  \\ integer values

:Label06C1C7
00D6: if  1?
0118:   actor  7@ dead
00FF:   actor  11528??  0? ()near_point_on_foot  11492??  11496??  11500?? radius  4!  4!  4!
004D: jump_if_false Label06C1FD
0004:  11524?? =  1?  \\ integer values

:Label06C1FD
00D6: if  1?
0118:   actor  8@ dead
00FF:   actor  11528??  0? ()near_point_on_foot  11504??  11508??  11512?? radius  4!  4!  4!
004D: jump_if_false Label06C233
0004:  11524?? =  1?  \\ integer values

:Label06C233
0051: return

:Label06C235
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C263
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C263
00D6: if  0?
0038:    11560?? ==  0?  \\ integer values
004D: jump_if_false Label06C427
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C427
00D6: if  0?
01FF:   player $PLAYER_CHAR near_car  256?? radius  40!  40!  20! unknown  0?
004D: jump_if_false Label06C427
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00BC: text_highpriority "COK3_5"  6000& ms  1? \\ ~g~Find the switch to lower the boat.
015F: set_camera_position -598.588! -1496.503!  16.717!  0!  0!  0!
0160: point_camera -598.493! -1497.474!  16.496!  2?
0006:  17@ =  0?  \\ integer values

:Label06C2FD
00D6: if  0?
8019:   NOT    17@ >  500&  \\ integer values
004D: jump_if_false Label06C349
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C342
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C342
0002: jump Label06C2FD

:Label06C349
00D6: if  0?
8019:   NOT    17@ >  4000&  \\ integer values
004D: jump_if_false Label06C411
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C38E
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C38E
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label06C40A

:Label06C39F
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label06C403
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C3E2
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C3E2
00D6: if  0?
0019:    17@ >  3500&  \\ integer values
004D: jump_if_false Label06C3FC
0002: jump Label06C411

:Label06C3FC
0002: jump Label06C39F

:Label06C403
0002: jump Label06C411

:Label06C40A
0002: jump Label06C349

:Label06C411
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004:  11560?? =  1?  \\ integer values

:Label06C427
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -665.4! -1484.7!  12.8! radius  .5!  .5!  1.5!
004D: jump_if_false Label06C73E
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0171: set_player $PLAYER_CHAR z_angle_to  150!
046F: unknown_player $PLAYER_CHAR  13@
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
0372: set_actor $PLAYER_ACTOR anim  25? wait_state_time  1000& ms
0006:  17@ =  0?  \\ integer values

:Label06C48C
00D6: if  0?
8019:   NOT    17@ >  1000&  \\ integer values
004D: jump_if_false Label06C4D8
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C4D1
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C4D1
0002: jump Label06C48C

:Label06C4D8
053D: $PLAYER_ACTOR
01B8: set_player $PLAYER_CHAR armed_weapon_to  13@
015F: set_camera_position -600.685! -1498.843!  25.889!  0!  0!  0!
0160: point_camera -600.498! -1499.38!  25.066!  2?
03BD: destroy_sphere  11592??

:Label06C51D
00D6: if  0?
8019:   NOT    17@ >  2500&  \\ integer values
004D: jump_if_false Label06C569
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06C562
00AB: put_car  256?? at -597.6! -1507.7!  11.5!
0175: set_car  256?? z_angle_to  256!

:Label06C562
0002: jump Label06C51D

:Label06C569
0001: wait  4000& ms
0055: put_player $PLAYER_CHAR at -665.4! -1484.7!  12.8!
0171: set_player $PLAYER_CHAR z_angle_to  150!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "COK3_9"  8000& ms  1? \\ ~g~Now get into the boat.
009A:  11596?? = create_actor  7? #HMYST at -640.6! -1500.3! -100!
0173: set_actor  11596?? z_angle_to  335!
01ED: spawn_actor  11596??
011A: set_actor  11596?? flags  1?
0243: set_actor  11596?? ped_stats_to  16?
01B2: give_actor  11596?? weapon  22? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  11596?? not_scared_flag  1?
009A:  11600?? = create_actor  7? #HMYST at -652.5! -1497.5! -100!
0173: set_actor  11600?? z_angle_to  245!
01ED: spawn_actor  11600??
011A: set_actor  11600?? flags  1?
0243: set_actor  11600?? ped_stats_to  16?
01B2: give_actor  11600?? weapon  22? ammo  500&  \\ Load the weapon model before using this
0350: unknown_actor  11600?? not_scared_flag  1?
009A:  11604?? = create_actor  7? #HMYST at -632.5! -1476.1! -100!
0173: set_actor  11604?? z_angle_to  165.9!
01ED: spawn_actor  11604??
011A: set_actor  11604?? flags  1?
0243: set_actor  11604?? ped_stats_to  16?
01B2: give_actor  11604?? weapon  22? ammo  500&  \\ Load the weapon model before using this
009A:  11608?? = create_actor  7? #HMYST at -643.2! -1467.1! -100!
0173: set_actor  11608?? z_angle_to  252!
01ED: spawn_actor  11608??
011A: set_actor  11608?? flags  1?
0243: set_actor  11608?? ped_stats_to  16?
01B2: give_actor  11608?? weapon  22? ammo  500&  \\ Load the weapon model before using this
009A:  11612?? = create_actor  7? #HMYST at -666.5! -1458! -100!
0173: set_actor  11612?? z_angle_to  245!
01ED: spawn_actor  11612??
011A: set_actor  11612?? flags  1?
0243: set_actor  11612?? ped_stats_to  16?
01B2: give_actor  11612?? weapon  22? ammo  500&  \\ Load the weapon model before using this
009A:  11616?? = create_actor  7? #HMYST at -678.8! -1486.3! -100!
0173: set_actor  11616?? z_angle_to  252!
01ED: spawn_actor  11616??
011A: set_actor  11616?? flags  1?
0243: set_actor  11616?? ped_stats_to  16?
01B2: give_actor  11616?? weapon  22? ammo  500&  \\ Load the weapon model before using this
0004:  11524?? =  1?  \\ integer values
0006:  11@ =  1?  \\ integer values

:Label06C73E
0051: return

:Label06C740
00D6: if  0?
0038:    11524?? ==  1?  \\ integer values
004D: jump_if_false Label06CBB4
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label06C813
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label06C77C
01CA: actor  10@ kill_player $PLAYER_CHAR

:Label06C77C
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label06C794
01CA: actor  9@ kill_player $PLAYER_CHAR

:Label06C794
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label06C7AC
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label06C7AC
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06C7C4
01CA: actor  7@ kill_player $PLAYER_CHAR

:Label06C7C4
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label06C7DC
01CA: actor  6@ kill_player $PLAYER_CHAR

:Label06C7DC
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label06C7F4
01CA: actor  5@ kill_player $PLAYER_CHAR

:Label06C7F4
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label06C80C
01CA: actor  4@ kill_player $PLAYER_CHAR

:Label06C80C
0006:  3@ =  1?  \\ integer values

:Label06C813
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label06CBB4
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label06C877
00D6: if  0?
8510:   NOT   unknown_actor  10@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C877
009E: unknown_set_actor  10@ path  380??  384??  388?? radius  4!  1?

:Label06C877
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label06C8BA
00D6: if  0?
8510:   NOT   unknown_actor  9@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C8BA
009E: unknown_set_actor  9@ path  380??  384??  388?? radius  4!  1?

:Label06C8BA
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label06C8FD
00D6: if  0?
8510:   NOT   unknown_actor  8@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C8FD
009E: unknown_set_actor  8@ path  380??  384??  388?? radius  4!  1?

:Label06C8FD
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06C940
00D6: if  0?
8510:   NOT   unknown_actor  7@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C940
009E: unknown_set_actor  7@ path  380??  384??  388?? radius  4!  1?

:Label06C940
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label06C983
00D6: if  0?
8510:   NOT   unknown_actor  6@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C983
009E: unknown_set_actor  6@ path  380??  384??  388?? radius  4!  1?

:Label06C983
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label06C9C6
00D6: if  0?
8510:   NOT   unknown_actor  5@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06C9C6
009E: unknown_set_actor  5@ path  380??  384??  388?? radius  4!  1?

:Label06C9C6
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label06CA09
00D6: if  0?
8510:   NOT   unknown_actor  4@ on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CA09
009E: unknown_set_actor  4@ path  380??  384??  388?? radius  4!  1?

:Label06CA09
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label06CBAD
00D6: if  0?
8118:   NOT   actor  11596?? dead
004D: jump_if_false Label06CA5E
00D6: if  0?
8510:   NOT   unknown_actor  11596?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CA5E
009E: unknown_set_actor  11596?? path  380??  384??  388?? radius  4!  1?

:Label06CA5E
00D6: if  0?
8118:   NOT   actor  11600?? dead
004D: jump_if_false Label06CAA1
00D6: if  0?
8510:   NOT   unknown_actor  11600?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CAA1
009E: unknown_set_actor  11600?? path  380??  384??  388?? radius  4!  1?

:Label06CAA1
00D6: if  0?
8118:   NOT   actor  11604?? dead
004D: jump_if_false Label06CAE4
00D6: if  0?
8510:   NOT   unknown_actor  11604?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CAE4
009E: unknown_set_actor  11604?? path  380??  384??  388?? radius  4!  1?

:Label06CAE4
00D6: if  0?
8118:   NOT   actor  11608?? dead
004D: jump_if_false Label06CB27
00D6: if  0?
8510:   NOT   unknown_actor  11608?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CB27
009E: unknown_set_actor  11608?? path  380??  384??  388?? radius  4!  1?

:Label06CB27
00D6: if  0?
8118:   NOT   actor  11612?? dead
004D: jump_if_false Label06CB6A
00D6: if  0?
8510:   NOT   unknown_actor  11612?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CB6A
009E: unknown_set_actor  11612?? path  380??  384??  388?? radius  4!  1?

:Label06CB6A
00D6: if  0?
8118:   NOT   actor  11616?? dead
004D: jump_if_false Label06CBAD
00D6: if  0?
8510:   NOT   unknown_actor  11616?? on_path  380??  384??  388?? radius  4!
004D: jump_if_false Label06CBAD
009E: unknown_set_actor  11616?? path  380??  384??  388?? radius  4!  1?

:Label06CBAD
0006:  16@ =  0?  \\ integer values

:Label06CBB4
0051: return

;-------------Mission 15---------------
; Originally: Supply & Demand


:Label06CBB6
0050: gosub Label06CBDA
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label06CBD1
0050: gosub Label06F3E2

:Label06CBD1
0050: gosub Label06F457
004E: end_thread

:Label06CBDA
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "BARON4"
0001: wait  0? ms
054C: use_GXT_table "BARON4"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
01B5: force_weather  0?
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0004:  164?? =  0?  \\ integer values
0004:  168?? =  0?  \\ integer values
0004:  172?? =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0004:  11648?? =  0?  \\ integer values
0004:  11656?? =  0?  \\ integer values
0004:  11660?? =  0?  \\ integer values
0004:  11664?? =  0?  \\ integer values
0004:  11668?? =  0?  \\ integer values
0004:  11684?? =  0?  \\ integer values
0004:  11688?? =  0?  \\ integer values
04BB: select_interiour  2?  \\ select render area
04F9: interiour_colors  8?  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIAZ"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DEAGL"
02F3: load_object #CUTOBJ03 "SHOTVCR"
038B: load_requested_models
03CB: set_camera -378.3! -591.9!  25.8!

:Label06CCE1
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false Label06CD0E
0001: wait  0? ms
0002: jump Label06CCE1

:Label06CD0E
0569: "CSPLAY"
0569: "CSDIAZ"
0569: "DCFAN"
0569: "DEAGL"
0569: "SHOTVCR"
02E4: load_cutscene_data "COK_4A"
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  812?? = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim  812?? "DCFAN"
02E5:  824?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  824?? "DEAGL"
02E5:  11676?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  11676?? "SHOTVCR"
0395: clear_area  1? at -412.3! -607! range  16.2!  1!
0055: put_player $PLAYER_CHAR at -412.3! -607!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  180!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06CE1F
00D6: if  0?
001A:    3123& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CE42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE1F

:Label06CE42
00BC: text_highpriority "COK4_A"  10000& ms  1? \\ Eject! PLASTIC CRAP!

:Label06CE51
00D6: if  0?
001A:    5921& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CE74
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE51

:Label06CE74
00BC: text_highpriority "COK4_B"  10000& ms  1? \\ You doing this to me?

:Label06CE83
00D6: if  0?
001A:    7616& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CEA6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CE83

:Label06CEA6
00BC: text_highpriority "COK4_C"  10000& ms  1? \\ Who do you think you are, you piece of plastic SHIT? Aaarrgh!

:Label06CEB5
00D6: if  0?
001A:    14933& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CED8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CEB5

:Label06CED8
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06CF05
058A: unknown -407.737! -559.252!  18.852! -404.218! -559.623!  18.5!

:Label06CF05
00D6: if  0?
001A:    14966& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CF28
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CF05

:Label06CF28
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06CF65
039D: scatter_particles  17?  .05!  0?  0?  0?  500& at -408.2! -559.9!  18.7!  .05!  .05!  .05!

:Label06CF65
00D6: if  0?
001A:    15433& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CF88
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CF65

:Label06CF88
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label06CFB5
058A: unknown -407.729! -559.322!  18.842! -408.281! -559.653!  18.5!

:Label06CFB5
00D6: if  0?
001A:    15466& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CFD8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CFB5

:Label06CFD8
00D6: if  0?
001A:    15656& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06CFFB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06CFD8

:Label06CFFB
00BC: text_highpriority "COK4_D"  10000& ms  1? \\ SCREW YOU!

:Label06D00A
00D6: if  0?
001A:    18764& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D02D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D00A

:Label06D02D
00BC: text_highpriority "COK4_E"  10000& ms  1? \\ It eats my favorite El burro movie, it die!

:Label06D03C
00D6: if  0?
001A:    21799& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D05F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D03C

:Label06D05F
00BC: text_highpriority "COK4_F"  10000& ms  1? \\ What else could I do?

:Label06D06E
00D6: if  0?
001A:    22980& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D091
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D06E

:Label06D091
00BC: text_highpriority "COK4_G"  10000& ms  1? \\ It's probably not plugged in.

:Label06D0A0
00D6: if  0?
001A:    24759& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D0C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D0A0

:Label06D0C3
00BC: text_highpriority "COK4_H"  10000& ms  1? \\ What?

:Label06D0D2
00D6: if  0?
001A:    26995& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D0F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D0D2

:Label06D0F5
00BC: text_highpriority "COK4_I"  10000& ms  1? \\ Damn - no matter, I can buy a hundred more.

:Label06D104
00D6: if  0?
001A:    31939& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D127
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D104

:Label06D127
00BC: text_highpriority "COK4_J"  10000& ms  1? \\ Now Tommy,

:Label06D136
00D6: if  0?
001A:    35149&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D15B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D136

:Label06D15B
00BC: text_highpriority "COK4_K"  10000& ms  1? \\ each month a freelancer sails into Vice City and moors his yacht.

:Label06D16A
00D6: if  0?
001A:    40362&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D18F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D16A

:Label06D18F
00BC: text_highpriority "COK4_L"  10000& ms  1? \\ He sells his cargo to the first boat.

:Label06D19E
00D6: if  0?
001A:    44300&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D1C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D19E

:Label06D1C3
00BC: text_highpriority "COK4_M"  10000& ms  1? \\ I want you to take the speedboat

:Label06D1D2
00D6: if  0?
001A:    47740&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D1F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D1D2

:Label06D1F7
00BC: text_highpriority "COK4_N"  10000& ms  1? \\ and beat all the other shitheads to it,

:Label06D206
00D6: if  0?
001A:    50131&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D22B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D206

:Label06D22B
00BC: text_highpriority "COK4_O"  10000& ms  1? \\ then you bring the cargo here, ok!?

:Label06D23A
00D6: if  0?
001A:    52131&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D25F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D23A

:Label06D25F
00BE: text_clear_all

:Label06D261
00D6: if  0?
001A:    56064&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D286
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D261

:Label06D286
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label06D28F
00D6: if  0?
016B:   fading
004D: jump_if_false Label06D2A7
0001: wait  0? ms
0002: jump Label06D28F

:Label06D2A7
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
04FA: reset_interior_colors  0?
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
03AE: remove_objects_from_cube -406.8! -552!  25! -437.9! -569.4!  10!
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -412.3! -607!  16.2!
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "COK4_31"  5000& ms  2? \\ ~g~Go to the fastest boat at the jetty!
018A:  4@ = create_checkpoint_at -378.6! -649.8!  10.6!
03BC:  11620?? = create_sphere -378.6! -649.8!  10.6!  4!
0247: request_model #SQUALO
0247: request_model #SPEEDER
0247: request_model #MARQUIS
0247: request_model #RUGER
0247: request_model #CBA

:Label06D35F
00D6: if  24?
8248:   NOT   model #SQUALO available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #MARQUIS available
8248:   NOT   model #RUGER available
8248:   NOT   model #CBA available
004D: jump_if_false Label06D38D
0001: wait  0? ms
0002: jump Label06D35F

:Label06D38D
00A5:  256?? = create_car #SQUALO at -378.5! -660!  5.6!
0175: set_car  256?? z_angle_to  270!

:Label06D3AE
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -378.5! -660!  5.6! radius  16.5!  11.5!  8!
004D: jump_if_false Label06D40F
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06D408
00BC: text_highpriority "COK4_33"  5000& ms  2? \\ ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06D408
0002: jump Label06D3AE

:Label06D40F
03BD: destroy_sphere  11620??
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label06D420
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label06D458
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label06D420

:Label06D458
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms

:Label06D46C
00D6: if  0?
016B:   fading
004D: jump_if_false Label06D484
0001: wait  0? ms
0002: jump Label06D46C

:Label06D484
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06D4B9
00AB: put_car  256?? at -378.5! -659.5!  4.3!
0175: set_car  256?? z_angle_to  270!
0519: unknown_car  256?? flag  1?

:Label06D4B9
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
023C: load_special_actor  3? "IGBUDDY"
038B: load_requested_models

:Label06D4E7
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label06D509
0001: wait  0? ms
0002: jump Label06D4E7

:Label06D509
02E4: load_cutscene_data "COK_4A2"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
054B:  500??  256??
054B:  544??  256??
0395: clear_area  1? at -378.8! -656.8! range  6.9!  2!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label06D5D6
012A: put_player $PLAYER_CHAR at -378.8! -656.8!  6.9! and_remove_from_car
0002: jump Label06D5EA

:Label06D5D6
0055: put_player $PLAYER_CHAR at -378.8! -656.8!  6.9!

:Label06D5EA
0171: set_player $PLAYER_CHAR z_angle_to  180!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label06D60A
00D6: if  0?
001A:    4823& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D62D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D60A

:Label06D62D
00BC: text_highpriority "COK4_P"  10000& ms  1? \\ Let me guess, you thought I could use a guardian angel.

:Label06D63C
00D6: if  0?
001A:    8992& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D65F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D63C

:Label06D65F
00BC: text_highpriority "COK4_Q"  10000& ms  1? \\ I'm just saying you need to let me in there, my man.

:Label06D66E
00D6: if  0?
001A:    12753& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D691
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D66E

:Label06D691
00BC: text_highpriority "COK4_R"  10000& ms  1? \\ Now you can feed me all this 'lonely tough guy' crap,

:Label06D6A0
00D6: if  0?
001A:    16046& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D6C3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D6A0

:Label06D6C3
00BC: text_highpriority "COK4_S"  10000& ms  1? \\ but I know one day I'm gonna save your ass,

:Label06D6D2
00D6: if  0?
001A:    18611& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D6F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D6D2

:Label06D6F5
00BC: text_highpriority "COK4_T"  10000& ms  1? \\ and you're probably gonna wanna kiss me!

:Label06D704
00D6: if  0?
001A:    20832& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D727
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D704

:Label06D727
00BC: text_highpriority "COK4_U"  10000& ms  1? \\ Wacko.

:Label06D736
00D6: if  0?
001A:    21443& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D759
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D736

:Label06D759
00BC: text_highpriority "COK4_V"  10000& ms  1? \\ Hahahahahaha!

:Label06D768
00D6: if  0?
001A:    22443& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D78B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D768

:Label06D78B
00BE: text_clear_all

:Label06D78D
00D6: if  0?
001A:    22984& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label06D7B0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label06D78D

:Label06D7B0
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label06D7B9
00D6: if  0?
016B:   fading
004D: jump_if_false Label06D7D1
0001: wait  0? ms
0002: jump Label06D7B9

:Label06D7D1
03CB: set_camera -378.8! -656.8!  6.9!
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06D7F9
0519: unknown_car  256?? flag  0?

:Label06D7F9
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06D893
00AB: put_car  256?? at -378.5! -661!  4.3!
009A: $LANCE_VANCE = create_actor  4? #SPECIAL03 at -380! -655!  6.9!
01ED: spawn_actor $LANCE_VANCE
0482:  3!
0446: (unknown) $LANCE_VANCE  0? 
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
0568: $LANCE_VANCE  1?
0464: put_actor $LANCE_VANCE into_turret_on_car  256?? at_car_offset -.7!  .5!  1.4! unknown  0? angle  180! with_weapon  27?
0173: set_actor $LANCE_VANCE z_angle_to  270!

:Label06D893
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06D8BD
0002: jump Label06F3E2
0002: jump Label06D8D2

:Label06D8BD
0186:  260?? = create_marker_above_car  256??
0164: disable_marker  4@
0369: put_player $PLAYER_CHAR in_car  256??

:Label06D8D2
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06D93C
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06D90F
00BC: text_highpriority "COK4_33"  5000& ms  2? \\ ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06D90F
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label06D935
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label06F3E2

:Label06D935
0002: jump Label06D8D2

:Label06D93C
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
0164: disable_marker  4@
018A:  4@ = create_checkpoint_at  324!  604!  6!
0164: disable_marker  260??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03CF: load_wav "COK4_8" as  1?
03CB: set_camera -274.6! -696.6!  9.1!
015F: set_camera_position -275.577! -697.145!  9.22!  0!  0!  0!
0160: point_camera -274.699! -696.673!  9.139!  2?
00A5:  0@ = create_car #SPEEDER at -295.5! -685.8!  5.6!
0129:  7@ = create_actor  4? #CBA in_car  0@ driverseat
0175: set_car  0@ z_angle_to  270!
02D3: boat  0@ drive_to  90! -664.2!  5.6!
02DB: set_boat  0@ speed_to  40!
00A5:  1@ = create_car #SPEEDER at -281.1! -737.5!  5.6!
0129:  8@ = create_actor  4? #CBA in_car  1@ driverseat
0175: set_car  1@ z_angle_to  330!
02D3: boat  1@ drive_to -116.7! -458.3!  5.6!
02DB: set_boat  1@ speed_to  40!
0001: wait  1000& ms
00A5:  2@ = create_car #SPEEDER at -291.8! -750.9!  5.6!
0129:  9@ = create_actor  4? #CBA in_car  2@ driverseat
0175: set_car  2@ z_angle_to  330!
02D3: boat  2@ drive_to -116.7! -458.3!  5.6!
02DB: set_boat  2@ speed_to  40!
00A5:  3@ = create_car #SPEEDER at -309.5! -686.4!  5.6!
0129:  10@ = create_actor  4? #CBA in_car  3@ driverseat
0175: set_car  3@ z_angle_to  270!
02D3: boat  3@ drive_to  90! -664.2!  5.6!
02DB: set_boat  3@ speed_to  40!
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label06DB16
03D1: play_wav  1?
00BC: text_highpriority "COK4_8"  5000& ms  2? \\ We got some competition!

:Label06DB16
0001: wait  2000& ms
00BC: text_highpriority "COK4_28"  5000& ms  2? \\ ~g~Get to the yacht before the other boats do!
0001: wait  3000& ms
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06DB58
0175: set_car  256?? z_angle_to  270!
02AC: set_car  256?? immunities  1?  1?  1?  0?  0?

:Label06DB58
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06DB7C
0002: jump Label06F3E2

:Label06DB7C
00D6: if  21?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  324!  604!  6! radius  40!  40!  20!
80DC:   NOT   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06E191
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06DBD6
0002: jump Label06F3E2
0002: jump Label06DBFB

:Label06DBD6
00D6: if  0?
01F4:   car  256?? flipped
004D: jump_if_false Label06DBFB
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label06DBFB
0465: remove_actor $LANCE_VANCE from_turret_mode

:Label06DBFB
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label06DC21
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label06F3E2

:Label06DC21
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06DC77
00D6: if  0?
00FE:   actor  7@  0? ()near_point  324!  604!  6! radius  30!  30!  20!
004D: jump_if_false Label06DC77
00BC: text_highpriority "COK4_32"  5000& ms  2? \\ ~r~Too slow!
0002: jump Label06F3E2

:Label06DC77
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label06DCCD
00D6: if  0?
00FE:   actor  8@  0? ()near_point  324!  604!  6! radius  30!  30!  20!
004D: jump_if_false Label06DCCD
00BC: text_highpriority "COK4_32"  5000& ms  2? \\ ~r~Too slow!
0002: jump Label06F3E2

:Label06DCCD
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label06DD23
00D6: if  0?
00FE:   actor  9@  0? ()near_point  324!  604!  6! radius  30!  30!  20!
004D: jump_if_false Label06DD23
00BC: text_highpriority "COK4_32"  5000& ms  2? \\ ~r~Too slow!
0002: jump Label06F3E2

:Label06DD23
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label06DD79
00D6: if  0?
00FE:   actor  10@  0? ()near_point  324!  604!  6! radius  30!  30!  20!
004D: jump_if_false Label06DD79
00BC: text_highpriority "COK4_32"  5000& ms  2? \\ ~r~Too slow!
0002: jump Label06F3E2

:Label06DD79
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label06DDC7
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label06DDC7
00D6: if  0?
0202:   actor $LANCE_VANCE near_car  0@ radius  20!  20! unknown  0?
004D: jump_if_false Label06DDC7
01D9: actor $LANCE_VANCE run_away_from_car  0@
0050: gosub Label06F4E7

:Label06DDC7
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label06DE15
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label06DE15
00D6: if  0?
0202:   actor $LANCE_VANCE near_car  1@ radius  20!  20! unknown  0?
004D: jump_if_false Label06DE15
01D9: actor $LANCE_VANCE run_away_from_car  1@
0050: gosub Label06F4E7

:Label06DE15
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label06DE63
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label06DE63
00D6: if  0?
0202:   actor $LANCE_VANCE near_car  2@ radius  20!  20! unknown  0?
004D: jump_if_false Label06DE63
01D9: actor $LANCE_VANCE run_away_from_car  2@
0050: gosub Label06F4E7

:Label06DE63
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label06DEB1
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06DEB1
00D6: if  0?
0202:   actor $LANCE_VANCE near_car  3@ radius  20!  20! unknown  0?
004D: jump_if_false Label06DEB1
01D9: actor $LANCE_VANCE run_away_from_car  3@
0050: gosub Label06F4E7

:Label06DEB1
00D6: if  0?
0019:    16@ >  100?  \\ integer values
004D: jump_if_false Label06DF46
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label06DEE2
008A:  11628?? =  0@  \\ integer values and handles
0050: gosub Label06F57B

:Label06DEE2
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label06DF01
008A:  11628?? =  1@  \\ integer values and handles
0050: gosub Label06F82F

:Label06DF01
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label06DF20
008A:  11628?? =  2@  \\ integer values and handles
0050: gosub Label06F82F

:Label06DF20
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06DF3F
008A:  11628?? =  3@  \\ integer values and handles
0050: gosub Label06F57B

:Label06DF3F
0006:  16@ =  0?  \\ integer values

:Label06DF46
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label06DFFA
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06DF90
03CF: load_wav "COK4_1" as  1?
03CF: load_wav "COK4_3" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06DF97

:Label06DF90
0050: gosub Label06FDE5

:Label06DF97
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06DFFA
03D1: play_wav  1?
00BC: text_highpriority "COK4_1"  5000& ms  2? \\ So Tommy, we know it was Diaz busted our deal..
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06DFFA
03D1: play_wav  2?
00BC: text_highpriority "COK4_3"  5000& ms  2? \\ So why the hell are we running errands for him?
0004:  152?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label06DFFA
00D6: if  2?
0038:    152?? ==  1?  \\ integer values
0038:    156?? ==  0?  \\ integer values
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label06E0C2
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06E053
03CF: load_wav "COK4_4" as  1?
03CF: load_wav "COK4_5" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06E05A

:Label06E053
0050: gosub Label06FDE5

:Label06E05A
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06E0C2
03D1: play_wav  1?
00BC: text_highpriority "COK4_4"  5000& ms  2? \\ The more we learn now, the less we have to learn when we take this town over!
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06E0C2
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "COK4_5"  5000& ms  2? \\ I like your style, man. Real fresh.
0004:  156?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label06E0C2
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  324!  604!  6! radius  200!  200!  20!
004D: jump_if_false Label06E173
00D6: if  0?
0038:    11684?? ==  0?  \\ integer values
004D: jump_if_false Label06E13B
00A5:  5@ = create_car #MARQUIS at  324!  604!  6!
0175: set_car  5@ z_angle_to  60!
0186:  11624?? = create_marker_above_car  5@
018B: show_on_radar  11624??  1?
0004:  11684?? =  1?  \\ integer values

:Label06E13B
00D6: if  0?
0038:    11684?? ==  1?  \\ integer values
004D: jump_if_false Label06E173
00D6: if  0?
0119:   car  5@ wrecked
004D: jump_if_false Label06E173
00BC: text_highpriority "COK4_33"  5000& ms  2? \\ ~r~You destroyed the boat!
0002: jump Label06F3E2

:Label06E173
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06E18A
0002: jump Label06F3E2

:Label06E18A
0002: jump Label06DB7C

:Label06E191
0164: disable_marker  4@
018A:  56?? = create_checkpoint_at -366.6! -660.1!  5.6!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06E1D4
02D4: unknown_turn_off_car  256?? engine
02DB: set_boat  256?? speed_to  0!

:Label06E1D4
0247: request_model #SPARROW
0247: request_model #RUGER
0247: request_model -114? (BARREL4)
0247: request_model #TEC9
0247: request_model #UZI
015F: set_camera_position  278.74!  579.153!  26.07!  0!  0!  0!
0160: point_camera  279.551!  579.66!  25.78!  2?
0001: wait  500& ms
016A: fade  0? ()  1500& ms

:Label06E22B
00D6: if  0?
016B:   fading
004D: jump_if_false Label06E243
0001: wait  0? ms
0002: jump Label06E22B

:Label06E243
00D6: if  24?
8248:   NOT   model #SPARROW available
8248:   NOT   model #RUGER available
8248:   NOT   model -114? (BARREL4) available
8248:   NOT   model #TEC9 available
8248:   NOT   model #UZI available
004D: jump_if_false Label06E271
0001: wait  0? ms
0002: jump Label06E243

:Label06E271
02EB: restore_camera_with_jumpcut
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06E2B2
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  256??
004D: jump_if_false Label06E2B2
012A: put_player $PLAYER_CHAR at  260.4! -1292.5! -100! and_remove_from_car
0224: set_car  256?? health_to  1500&

:Label06E2B2
009B: destroy_actor_instantly $LANCE_VANCE
0129: $LANCE_VANCE = create_actor  4? #SPECIAL03 in_car  256?? driverseat
0446: (unknown) $LANCE_VANCE  0? 
01ED: spawn_actor $LANCE_VANCE
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
0464: put_actor $PLAYER_ACTOR into_turret_on_car  256?? at_car_offset -.8!  .3!  1.7! unknown  2? angle  181! with_weapon  27?
03C4: set_status_text_to  11652??  1? (bar) "COK4_35" \\ Boat health:
0050: gosub Label06FE01
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label06E3A3
00AB: put_car  0@ at  326.3!  570.9!  5.6!
0175: set_car  0@ z_angle_to  140!
02D3: boat  0@ drive_to  286.2!  482!  5.6!
02DB: set_boat  0@ speed_to  24!
009A:  11@ = create_actor  4? #CBA at  354.4!  595!  9.2!
0464: put_actor  11@ into_turret_on_car  0@ at_car_offset -.8!  .3!  1.5! unknown  0? angle  181! with_weapon  23?
01D9: actor  11@ run_away_from_car  256??
0224: set_car  0@ health_to  1000&

:Label06E3A3
00A6: destroy_car  1@
009B: destroy_actor_instantly  8@
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label06E441
00AB: put_car  2@ at  333!  560.4!  5.6!
0175: set_car  2@ z_angle_to  140!
02D3: boat  2@ drive_to  286.2!  482!  5.6!
02DB: set_boat  2@ speed_to  24!
009A:  12@ = create_actor  4? #CBA at  354.4!  597!  9.2!
0464: put_actor  12@ into_turret_on_car  2@ at_car_offset -.8!  .3!  1.5! unknown  0? angle  181! with_weapon  23?
01D9: actor  12@ run_away_from_car  256??
0224: set_car  2@ health_to  1000&

:Label06E441
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06E4C1
00AB: put_car  3@ at  292!  130.2!  5.6!
0175: set_car  3@ z_angle_to  180!
02DB: set_boat  3@ speed_to  0!
009A:  13@ = create_actor  4? #CBA at  354.4!  598!  9.2!
0464: put_actor  13@ into_turret_on_car  3@ at_car_offset -.8!  .3!  1.5! unknown  0? angle  181! with_weapon  23?
01D9: actor  13@ run_away_from_car  256??
0224: set_car  3@ health_to  1000&

:Label06E4C1
00A5:  11672?? = create_car #SPARROW at  473.9!  90!  65!
0175: set_car  11672?? z_angle_to  180!
0519: unknown_car  11672?? flag  1?
04DF:  11672??  1?
0129:  8@ = create_actor  4? #CBA in_car  11672?? driverseat
009A:  11680?? = create_actor  4? #CBA at -370.4! -655!  9.2!
0464: put_actor  11680?? into_turret_on_car  11672?? at_car_offset  .8!  0!  .5! unknown  3? angle  180! with_weapon  27?
04A2: heli  11672?? fly_to -231.6! -672.1!  50! speed  100?
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06E561
0002: jump Label06F3E2

:Label06E561
0164: disable_marker  11624??
00A6: destroy_car  5@
0249: release_model #MARQUIS
02DB: set_boat  256?? speed_to  26!
00AB: put_car  256?? at  336.2!  540.9!  5.6!
0175: set_car  256?? z_angle_to  140!
02AC: set_car  256?? immunities  0?  1?  1?  1?  0?
02AB: set_actor $LANCE_VANCE immunities  0?  1?  1?  1?  0?
02D3: boat  256?? drive_to  286.2!  482!  5.6!
0001: wait  1500& ms
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "COK4_34"  5000& ms  2? \\ ~g~Take those boats out!
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  156?? =  0?  \\ integer values
0004:  160?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label06E61A
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -378.5! -660!  5.6! radius  16!  16!  6!
004D: jump_if_false Label06F0A0
0001: wait  0? ms
00D6: if  0?
0119:   car  256?? wrecked
004D: jump_if_false Label06E676
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0322: kill_player $PLAYER_CHAR
0002: jump Label06F3E2
0002: jump Label06E68B

:Label06E676
00D6: if  0?
01F4:   car  256?? flipped
004D: jump_if_false Label06E68B
0465: remove_actor $PLAYER_ACTOR from_turret_mode

:Label06E68B
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06E73E
00D6: if  0?
82BF:   NOT   car  256?? sunk
004D: jump_if_false Label06E6EB
00D6: if  0?
01C1:   car  256?? stopped
004D: jump_if_false Label06E6EB
0227:  11652?? = car  256?? health
000C:  11652?? -=  1?  \\ integer values
00D6: if  0?
001A:    1? >  11652??  \\ integer values
004D: jump_if_false Label06E6E3
0004:  11652?? =  1?  \\ integer values

:Label06E6E3
0224: set_car  256?? health_to  11652??

:Label06E6EB
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06E73E
00D6: if  0?
8185:   NOT   car  256?? health >=  250&
004D: jump_if_false Label06E73E
0227:  11652?? = car  256?? health
000C:  11652?? -=  1?  \\ integer values
00D6: if  0?
001A:    1? >  11652??  \\ integer values
004D: jump_if_false Label06E736
0004:  11652?? =  1?  \\ integer values

:Label06E736
0224: set_car  256?? health_to  11652??

:Label06E73E
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label06E764
00BC: text_highpriority "COK2_26"  5000& ms  2? \\ ~r~You killed Lance!
0002: jump Label06F3E2

:Label06E764
0050: gosub Label06FE01
00D6: if  0?
0019:    16@ >  300&  \\ integer values
004D: jump_if_false Label06EAA1
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label06E7FE
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label06E7F7
00D6: if  0?
0118:   actor  9@ dead
004D: jump_if_false Label06E7E8
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  0@ radius  20!  20!  0?
004D: jump_if_false Label06E7DE
02DB: set_boat  0@ speed_to  26!
0002: jump Label06E7E8

:Label06E7DE
02DB: set_boat  0@ speed_to  32!

:Label06E7E8
008A:  11628?? =  0@  \\ integer values and handles
0050: gosub Label06FB31

:Label06E7F7
0002: jump Label06E818

:Label06E7FE
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label06E818
02DB: set_boat  0@ speed_to  0!

:Label06E818
00D6: if  0?
0118:   actor  11@ dead
004D: jump_if_false Label06E82D
0465: remove_actor  11@ from_turret_mode

:Label06E82D
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label06E89D
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label06E896
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  2@ radius  20!  20!  0?
004D: jump_if_false Label06E87D
02DB: set_boat  2@ speed_to  26!
0002: jump Label06E887

:Label06E87D
02DB: set_boat  2@ speed_to  32!

:Label06E887
008A:  11628?? =  2@  \\ integer values and handles
0050: gosub Label06FB31

:Label06E896
0002: jump Label06E8B7

:Label06E89D
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label06E8B7
02DB: set_boat  2@ speed_to  0!

:Label06E8B7
00D6: if  0?
0118:   actor  12@ dead
004D: jump_if_false Label06E8CC
0465: remove_actor  12@ from_turret_mode

:Label06E8CC
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label06E97C
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06E975
00D6: if  0?
0019:    17@ >  8000&  \\ integer values
004D: jump_if_false Label06E975
00D6: if  0?
0038:    11656?? ==  0?  \\ integer values
004D: jump_if_false Label06E92C
02D3: boat  3@ drive_to  419.5! -21.8!  5.6!
0004:  11656?? =  1?  \\ integer values

:Label06E92C
008A:  11628?? =  3@  \\ integer values and handles
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  3@ radius  20!  20!  0?
004D: jump_if_false Label06E964
02DB: set_boat  3@ speed_to  30!
0002: jump Label06E96E

:Label06E964
02DB: set_boat  3@ speed_to  19!

:Label06E96E
0050: gosub Label06FB31

:Label06E975
0002: jump Label06E996

:Label06E97C
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06E996
02DB: set_boat  3@ speed_to  0!

:Label06E996
00D6: if  0?
0118:   actor  13@ dead
004D: jump_if_false Label06E9AB
0465: remove_actor  13@ from_turret_mode

:Label06E9AB
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06E9CA
0084:  11628?? =  256??  \\ integer values and handles
0050: gosub Label06FB31

:Label06E9CA
00D6: if  0?
0038:    156?? ==  1?  \\ integer values
004D: jump_if_false Label06EA9A
00D6: if  0?
8119:   NOT   car  11672?? wrecked
004D: jump_if_false Label06EA9A
00D6: if  0?
0038:    11688?? ==  0?  \\ integer values
004D: jump_if_false Label06EA41
0519: unknown_car  11672?? flag  0?
04BA: unknown_car  11672??  20!
00D6: if  0?
8118:   NOT   actor  11680?? dead
004D: jump_if_false Label06EA35
01D9: actor  11680?? run_away_from_car  256??
02E2: set_actor  11680?? weapon_accuracy_to  40?
0002: jump Label06EA3A

:Label06EA35
0465: remove_actor  11680?? from_turret_mode

:Label06EA3A
0004:  11688?? =  1?  \\ integer values

:Label06EA41
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0009:  388?? +=  10!  \\ floating-point values
000D:  384?? -=  4!  \\ floating-point values
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label06EA8A
04A2: heli  11672?? fly_to  380??  384??  388?? speed  75?
0002: jump Label06EA9A

:Label06EA8A
04A2: heli  11672?? fly_to  380??  384??  388?? speed  0?

:Label06EA9A
0006:  16@ =  0?  \\ integer values

:Label06EAA1
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label06EB53
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06EAEB
03CF: load_wav "COK4_12" as  1?
03CF: load_wav "COK4_13" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06EAF2

:Label06EAEB
0050: gosub Label06FDE5

:Label06EAF2
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06EB53
03D1: play_wav  1?
00BC: text_highpriority "COK4_12"  5000& ms  2? \\ Watch yourself, they're coming from all over!
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06EB53
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "COK4_13"  5000& ms  2? \\ Got 'em. Head for Diaz's as fast as you can!
0004:  152?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06EB53
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  416! -76.1! radius  40!  40!
004D: jump_if_false Label06ED7F
00D6: if  0?
0038:    11648?? ==  0?  \\ integer values
004D: jump_if_false Label06ECEA
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06ECEA
0107:  11692?? = create_object -114? (BARREL4) at  396.3! -178.9!  6.4!
0107:  11696?? = create_object -114? (BARREL4) at  395.3! -184.6!  6.4!
009A:  11632?? = create_actor  4? #CBA at  401.4! -171!  6.6!
0350: unknown_actor  11632?? not_scared_flag  1?
01D9: actor  11632?? run_away_from_car  256??
011A: set_actor  11632?? flags  1?
022D: set_actor  11632?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11632?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11632?? health_to  50?
009A:  11636?? = create_actor  4? #CBA at  400.7! -177.8!  6.6!
0350: unknown_actor  11636?? not_scared_flag  1?
01D9: actor  11636?? run_away_from_car  256??
011A: set_actor  11636?? flags  1?
022D: set_actor  11636?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11636?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11636?? health_to  50?
009A:  11640?? = create_actor  4? #CBA at  398.8! -190.8!  6.6!
0350: unknown_actor  11640?? not_scared_flag  1?
01D9: actor  11640?? run_away_from_car  256??
011A: set_actor  11640?? flags  1?
022D: set_actor  11640?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11640?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11640?? health_to  50?
009A:  11644?? = create_actor  4? #CBA at  399.6! -183.9!  6.6!
0350: unknown_actor  11644?? not_scared_flag  1?
01D9: actor  11644?? run_away_from_car  256??
011A: set_actor  11644?? flags  1?
022D: set_actor  11644?? to_look_at_player $PLAYER_CHAR
01B2: give_actor  11644?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
0223: set_actor  11644?? health_to  50?
0004:  11648?? =  1?  \\ integer values

:Label06ECEA
00D6: if  1?
0038:    152?? ==  1?  \\ integer values
0038:    156?? ==  0?  \\ integer values
004D: jump_if_false Label06ED7F
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06ED2F
03CF: load_wav "COK4_20" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label06ED36

:Label06ED2F
0050: gosub Label06FDE5

:Label06ED36
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06ED7F
03D1: play_wav  1?
00BC: text_highpriority "COK4_20"  3000& ms  2? \\ There are gunmen on that jetty!
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06ED7F
0004:  156?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06ED7F
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label06EE43
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  3@ radius  65!  65!  0?
004D: jump_if_false Label06EE43
00D6: if  1?
0038:    156?? ==  1?  \\ integer values
0038:    160?? ==  0?  \\ integer values
004D: jump_if_false Label06EE43
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06EDF3
03CF: load_wav "COK4_19" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label06EDFA

:Label06EDF3
0050: gosub Label06FDE5

:Label06EDFA
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06EE43
03D1: play_wav  1?
00BC: text_highpriority "COK4_19"  2000& ms  2? \\ More trouble up ahead!
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label06EE43
0004:  160?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06EE43
00D6: if  0?
0019:    17@ >  6000&  \\ integer values
004D: jump_if_false Label06F099
00D6: if  0?
0038:    152?? ==  1?  \\ integer values
004D: jump_if_false Label06F099
00D6: if  1?
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  2@ unknown  27?
004D: jump_if_false Label06EF0D
00D6: if  0?
0038:    11664?? ==  0?  \\ integer values
004D: jump_if_false Label06EF0D
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06EEBD
03CF: load_wav "COK4_16" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06EEC4

:Label06EEBD
0050: gosub Label06FDE5

:Label06EEC4
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06EF0D
03D1: play_wav  2?
00BC: text_highpriority "COK4_16"  3000& ms  2? \\ Eat it! EAT IT!
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label06EF0D
0004:  11664?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06EF0D
00D6: if  1?
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  0@ unknown  27?
004D: jump_if_false Label06EFC4
00D6: if  0?
0038:    11664?? ==  1?  \\ integer values
004D: jump_if_false Label06EFC4
00D6: if  0?
0038:    11668?? ==  0?  \\ integer values
004D: jump_if_false Label06EFC4
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06EF74
03CF: load_wav "COK4_15" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06EF7B

:Label06EF74
0050: gosub Label06FDE5

:Label06EF7B
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06EFC4
03D1: play_wav  2?
00BC: text_highpriority "COK4_15"  3000& ms  2? \\ Sleep with the fish!
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label06EFC4
0004:  11668?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06EFC4
00D6: if  0?
0038:    160?? ==  1?  \\ integer values
004D: jump_if_false Label06F099
00D6: if  1?
02DF: unknown_player $PLAYER_CHAR
031E:   unknown_vehicle_check  3@ unknown  27?
004D: jump_if_false Label06F099
00D6: if  0?
0038:    11660?? ==  0?  \\ integer values
004D: jump_if_false Label06F099
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06F02B
03CF: load_wav "COK4_14" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label06F032

:Label06F02B
0050: gosub Label06FDE5

:Label06F032
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06F099
03D1: play_wav  2?
00BC: text_highpriority "COK4_14"  3000& ms  2? \\ You want some of this?!
009B: destroy_actor_instantly  11632??
009B: destroy_actor_instantly  11636??
009B: destroy_actor_instantly  11640??
009B: destroy_actor_instantly  11644??
0108: destroy_object  11692??
0108: destroy_object  11696??
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label06F099
0004:  11660?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values

:Label06F099
0002: jump Label06E61A

:Label06F0A0
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06F0BF
02D4: unknown_turn_off_car  256?? engine
02DB: set_boat  256?? speed_to  0!

:Label06F0BF
016A: fade  0? ()  1000& ms
03CF: load_wav "COK4_24" as  1?
03CF: load_wav "COK4_25" as  2?

:Label06F0DE
00D6: if  0?
016B:   fading
004D: jump_if_false Label06F0F6
0001: wait  0? ms
0002: jump Label06F0DE

:Label06F0F6
03CB: set_camera -372.7! -656.7!  6.9!
00A6: destroy_car  0@
00A6: destroy_car  1@
00A6: destroy_car  2@
00A6: destroy_car  3@
00A6: destroy_car  11672??
009B: destroy_actor_instantly  7@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly  10@
009B: destroy_actor_instantly  11680??
009B: destroy_actor_instantly  11@
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly  11632??
009B: destroy_actor_instantly  11636??
009B: destroy_actor_instantly  11640??
009B: destroy_actor_instantly  11644??
0395: clear_area  1? at -366.1! -655.2! range  6.9!  1!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06F201
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0224: set_car  256?? health_to  1000&
0001: wait  0? ms
0395: clear_area  1? at -372.7! -656.7! range  6.9!  1!
0055: put_player $PLAYER_CHAR at -372.7! -656.7!  6.9!
0171: set_player $PLAYER_CHAR z_angle_to  128!
0373: set_camera_directly_behind_player
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06F201
00AB: put_car  256?? at -378.5! -661!  5.6!
0175: set_car  256?? z_angle_to  90!

:Label06F201
015F: set_camera_position -367.062! -660.511!  10.406!  0!  0!  0!
0160: point_camera -368! -660.319!  10.116!  2?
0001: wait  500& ms
016A: fade  1? (back)  1000& ms

:Label06F240
00D6: if  0?
016B:   fading
004D: jump_if_false Label06F258
0001: wait  0? ms
0002: jump Label06F240

:Label06F258
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label06F272
0001: wait  0? ms
0002: jump Label06F258

:Label06F272
03D1: play_wav  1?
00BC: text_highpriority "COK4_24"  5000& ms  1? \\ Good shooting, my friend. You're a real, proper, grade A lunatic.

:Label06F285
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label06F29F
0001: wait  0? ms
0002: jump Label06F285

:Label06F29F
03CF: load_wav "COK4_26" as  1?

:Label06F2AB
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label06F2C5
0001: wait  0? ms
0002: jump Label06F2AB

:Label06F2C5
03D1: play_wav  2?
00BC: text_highpriority "COK4_25"  5000& ms  1? \\ Well, thank you.

:Label06F2D8
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label06F2F2
0001: wait  0? ms
0002: jump Label06F2D8

:Label06F2F2
03CF: load_wav "COK4_27" as  2?

:Label06F2FE
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label06F318
0001: wait  0? ms
0002: jump Label06F2FE

:Label06F318
03D1: play_wav  1?
00BC: text_highpriority "COK4_26"  5000& ms  1? \\ See you around, Tommy.

:Label06F32B
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label06F345
0001: wait  0? ms
0002: jump Label06F32B

:Label06F345
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label06F35F
0001: wait  0? ms
0002: jump Label06F345

:Label06F35F
03D1: play_wav  2?
00BC: text_highpriority "COK4_27"  5000& ms  1? \\ Okay, Mr. Lance Vance Dance.
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms

:Label06F37C
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label06F396
0001: wait  0? ms
0002: jump Label06F37C

:Label06F396
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00BE: text_clear_all
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06F3CF
02DB: set_boat  256?? speed_to  50!
02D3: boat  256?? drive_to -354.3! -836.5!  5.6!

:Label06F3CF
0001: wait  3000& ms
02EB: restore_camera_with_jumpcut
00A6: destroy_car  256??
0002: jump Label06F3F3

:Label06F3E2
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label06F3F3
0004: $PASSED_COK4_SUPPLY_AND_DEMAND =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  10000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000&
0318: set_latest_mission_passed "COK_4" \\ Supply & Demand
030C: set_mission_points +=  1?
055B:  5168?? = create_clothes_pickup  10? at -917.4!  885.1!  11!
0004:  5088?? =  1?  \\ integer values
004F: create_thread Label02B59A 
0164: disable_marker  936??
0051: return

:Label06F457
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #SQUALO
0249: release_model #SPEEDER
0249: release_model #RUGER
0249: release_model #MARQUIS
0249: release_model #CBA
0249: release_model #UZI
0249: release_model #TEC9
0249: release_model #SPARROW
0249: release_model #RUGER
0249: release_model -114? (BARREL4)
01C3: remove_references_to_car  11672??  \\ Like turning a car into any random car
01B7: release_weather
0465: remove_actor $PLAYER_ACTOR from_turret_mode
034F: destroy_actor_with_fade $LANCE_VANCE  \\ The actor fades away like a ghost
040D: unload_wav  1?
040D: unload_wav  2?
0296: unload_special_actor  3?
0164: disable_marker  260??
0164: disable_marker  4@
0164: disable_marker  56??
0164: disable_marker  11624??
0151: remove_status_text  11652??
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0482:  0!
03BD: destroy_sphere  11620??
00D8: mission_cleanup
0051: return

:Label06F4E7
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label06F579
00D6: if  0?
0038:    156?? ==  1?  \\ integer values
004D: jump_if_false Label06F579
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label06F537
03CF: load_wav "COK4_9A" as  1?
0004:  132?? =  1?  \\ integer values
0002: jump Label06F54D

:Label06F537
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label06F54D
0004:  136?? =  1?  \\ integer values

:Label06F54D
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label06F579
03D1: play_wav  1?
00BC: text_highpriority "COK4_9A"  5000& ms  2? \\ It's time for the Lance Vance Dance!
0006:  6@ =  1?  \\ integer values

:Label06F579
0051: return

:Label06F57B
00D6: if  0?
01AF:   car  11628??  0? ()near_point  90! -664.2!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F5BF
02D3: boat  11628?? drive_to  160.1! -639!  5.6!

:Label06F5BF
00D6: if  0?
01AF:   car  11628??  0? ()near_point  160.1! -639!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F603
02D3: boat  11628?? drive_to  221.3! -567!  5.6!

:Label06F603
00D6: if  0?
01AF:   car  11628??  0? ()near_point  221.3! -567!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F647
02D3: boat  11628?? drive_to  405.1! -286.6!  5.6!

:Label06F647
00D6: if  0?
01AF:   car  11628??  0? ()near_point  405.1! -286.6!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F68B
02D3: boat  11628?? drive_to  410.1! -1.9!  5.6!

:Label06F68B
00D6: if  0?
01AF:   car  11628??  0? ()near_point  410.1! -1.9!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F6CF
02D3: boat  11628?? drive_to  191.9!  236!  5.6!

:Label06F6CF
00D6: if  0?
01AF:   car  11628??  0? ()near_point  191.9!  236!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F713
02D3: boat  11628?? drive_to  238.1!  324.6!  5.6!

:Label06F713
00D6: if  0?
01AF:   car  11628??  0? ()near_point  238.1!  324.6!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F757
02D3: boat  11628?? drive_to  244.9!  434.8!  5.6!

:Label06F757
00D6: if  0?
01AF:   car  11628??  0? ()near_point  244.9!  434.8!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F79B
02D3: boat  11628?? drive_to  319.1!  520.7!  5.6!

:Label06F79B
00D6: if  0?
01AF:   car  11628??  0? ()near_point  319.1!  520.7!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F7DF
02D3: boat  11628?? drive_to  323.5!  596.6!  5.6!

:Label06F7DF
00D6: if  0?
01AF:   car  11628??  0? ()near_point  323.5!  596.6!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F82D
02D3: boat  11628?? drive_to  323.5!  596.6!  5.6!
02DB: set_boat  11628?? speed_to  1!

:Label06F82D
0051: return

:Label06F82F
00D6: if  0?
01AF:   car  11628??  0? ()near_point -116.7! -458.3!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F873
02D3: boat  11628?? drive_to  25.6! -275!  5.6!

:Label06F873
00D6: if  0?
01AF:   car  11628??  0? ()near_point  25.6! -275!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F8C1
02DB: set_boat  11628?? speed_to  35!
02D3: boat  11628?? drive_to  130.2! -228.8!  5.6!

:Label06F8C1
00D6: if  0?
01AF:   car  11628??  0? ()near_point  130.2! -228.8!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F905
02D3: boat  11628?? drive_to  221.3! -130.2!  5.6!

:Label06F905
00D6: if  0?
01AF:   car  11628??  0? ()near_point  221.3! -130.2!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F949
02D3: boat  11628?? drive_to  221!  56.5!  5.6!

:Label06F949
00D6: if  0?
01AF:   car  11628??  0? ()near_point  221!  56.5!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F98D
02D3: boat  11628?? drive_to  248!  183.5!  5.6!

:Label06F98D
00D6: if  0?
01AF:   car  11628??  0? ()near_point  248!  183.5!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06F9D1
02D3: boat  11628?? drive_to  192.6!  242.7!  5.6!

:Label06F9D1
00D6: if  0?
01AF:   car  11628??  0? ()near_point  192.6!  242.7!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FA15
02D3: boat  11628?? drive_to  234.8!  329.3!  5.6!

:Label06FA15
00D6: if  0?
01AF:   car  11628??  0? ()near_point  234.8!  329.3!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FA59
02D3: boat  11628?? drive_to  245.7!  436!  5.6!

:Label06FA59
00D6: if  0?
01AF:   car  11628??  0? ()near_point  245.7!  436!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FA9D
02D3: boat  11628?? drive_to  314!  516.4!  5.6!

:Label06FA9D
00D6: if  0?
01AF:   car  11628??  0? ()near_point  314!  516.4!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FAE1
02D3: boat  11628?? drive_to  323.5!  596.6!  5.6!

:Label06FAE1
00D6: if  0?
01AF:   car  11628??  0? ()near_point  323.5!  596.6!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FB2F
02D3: boat  11628?? drive_to  323.5!  596.6!  5.6!
02DB: set_boat  11628?? speed_to  1!

:Label06FB2F
0051: return

:Label06FB31
00D6: if  0?
01AF:   car  11628??  0? ()near_point  286.2!  482!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FB75
02D3: boat  11628?? drive_to  237.4!  427.9!  5.6!

:Label06FB75
00D6: if  0?
01AF:   car  11628??  0? ()near_point  237.4!  427.9!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FBB9
02D3: boat  11628?? drive_to  230.3!  315.9!  5.6!

:Label06FBB9
00D6: if  0?
01AF:   car  11628??  0? ()near_point  230.3!  315.9!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FBFD
02D3: boat  11628?? drive_to  192.3!  233.3!  5.6!

:Label06FBFD
00D6: if  0?
01AF:   car  11628??  0? ()near_point  192.3!  233.3!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FC41
02D3: boat  11628?? drive_to  419.5! -21.8!  5.6!

:Label06FC41
00D6: if  0?
01AF:   car  11628??  0? ()near_point  419.5! -21.8!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FC85
02D3: boat  11628?? drive_to  396.8! -304.7!  5.6!

:Label06FC85
00D6: if  0?
01AF:   car  11628??  0? ()near_point  396.8! -304.7!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FCC9
02D3: boat  11628?? drive_to  212.3! -588.7!  5.6!

:Label06FCC9
00D6: if  0?
01AF:   car  11628??  0? ()near_point  212.3! -588.7!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FD0D
02D3: boat  11628?? drive_to  197.1! -617.8!  5.6!

:Label06FD0D
00D6: if  0?
01AF:   car  11628??  0? ()near_point  197.1! -617.8!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FD51
02D3: boat  11628?? drive_to  154.5! -638.7!  5.6!

:Label06FD51
00D6: if  0?
01AF:   car  11628??  0? ()near_point  154.5! -638.7!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FD95
02D3: boat  11628?? drive_to  90! -664.2!  5.6!

:Label06FD95
00D6: if  0?
01AF:   car  11628??  0? ()near_point  90! -664.2!  5.6! radius  10!  10!  6!
004D: jump_if_false Label06FDE3
02DB: set_boat  11628?? speed_to  35!
02D3: boat  11628?? drive_to -378.5! -660!  5.6!

:Label06FDE3
0051: return

:Label06FDE5
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label06FDFF
0004:  136?? =  1?  \\ integer values

:Label06FDFF
0051: return

:Label06FE01
00D6: if  0?
8119:   NOT   car  256?? wrecked
004D: jump_if_false Label06FE20
0227:  11652?? = car  256?? health
0014:  11652?? /=  15?  \\ integer values

:Label06FE20
0051: return

;-------------Mission 16---------------
; Originally: Rub Out


:Label06FE22
0050: gosub Label06FE46
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label06FE3D
0050: gosub Label072E1E

:Label06FE3D
0050: gosub Label073099
004E: end_thread

:Label06FE46
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  224?? =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0004:  11712?? =  0?  \\ integer values
0004:  152?? =  0?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0004:  11724?? =  0?  \\ integer values
0004:  11728?? =  0?  \\ integer values
0004:  11716?? =  0?  \\ integer values
0004:  11720?? =  0?  \\ integer values
0004:  11740?? =  0?  \\ integer values
0004:  11760?? =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0004:  11864?? =  0?  \\ integer values
0004:  11868?? =  0?  \\ integer values
0004:  11872?? =  0?  \\ integer values
03A4: name_thread "BARON5"
0001: wait  0? ms
054C: use_GXT_table "BARON5"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0247: request_model #STALLION
023C: load_special_actor  5? "IGBUDDY"
038B: load_requested_models
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00A5:  104?? = create_car #STALLION at -290! -489!  10.5!
0129: $LANCE_VANCE = create_actor  4? #SPECIAL05 in_car  104?? driverseat
00AE: unknown_set_car  104?? to_ignore_traffic_lights  3?
0395: clear_area  1? at -250.6! -488.1! range  10.5!  40!
0175: set_car  104?? z_angle_to  270!
00AD: set_car  104?? max_speed_to  25!
00A7: unknown_car  104?? drive_to -250.6! -488.1!  10.5!
015F: set_camera_position -239.7! -485.397!  11.393!  0!  0!  0!
0160: point_camera -240.525! -485.962!  11.378!  2?
0055: put_player $PLAYER_CHAR at -244.6! -491.3!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0001: wait  500& ms
016A: fade  1? (back)  500& ms
0006:  17@ =  0?  \\ integer values
0001: wait  500& ms

:Label06FFE5
00D6: if  0?
8019:   NOT    17@ >  4000&  \\ integer values
004D: jump_if_false Label07001B
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070014
0002: jump Label07001B

:Label070014
0002: jump Label06FFE5

:Label07001B
016A: fade  0? ()  1000& ms

:Label070022
00D6: if  0?
016B:   fading
004D: jump_if_false Label07003A
0001: wait  0? ms
0002: jump Label070022

:Label07003A
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
02F3: load_object #CUTOBJ01 "MFOUR"
02F3: load_object #CUTOBJ02 "CARBACK"
038B: load_requested_models

:Label070072
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label07009A
0001: wait  0? ms
0002: jump Label070072

:Label07009A
0395: clear_area  1? at  2040??  2044?? range  2048??  40!
02E4: load_cutscene_data "ASS_1"
0244: set_cutscene_pos  2040??  2044??  2048??
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  11732?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  11732?? "MFOUR01"
02E5:  11732?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  11732?? "MFOUR02"
02E5:  4@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  4@ "CARBACK"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label070145
00D6: if  0?
001A:    1828& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label070168
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070145

:Label070168
00BC: text_highpriority "ASS1_A"  10000& ms  1? \\ I got us some cannons in the trunk.

:Label070177
00D6: if  0?
001A:    3471& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07019A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070177

:Label07019A
00BC: text_highpriority "ASS1_B"  10000& ms  1? \\ Holy shit! Where'd you get all this stuff?

:Label0701A9
00D6: if  0?
001A:    6244& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0701CC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0701A9

:Label0701CC
00BC: text_highpriority "ASS1_C"  10000& ms  1? \\ Been saving it for a rainy day.

:Label0701DB
00D6: if  0?
001A:    10181& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0701FE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0701DB

:Label0701FE
00BC: text_highpriority "ASS1_D"  10000& ms  1? \\ You like?

:Label07020D
00D6: if  0?
001A:    11087& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label070230
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07020D

:Label070230
00BC: text_highpriority "ASS1_E"  10000& ms  1? \\ Yeah, I like.

:Label07023F
00D6: if  0?
001A:    12087& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label070262
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07023F

:Label070262
00BE: text_clear_all

:Label070264
00D6: if  0?
001A:    17068& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label070287
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label070264

:Label070287
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label070290
00D6: if  0?
016B:   fading
004D: jump_if_false Label0702A8
0001: wait  0? ms
0002: jump Label070290

:Label0702A8
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #M4
0247: request_model #UZI
0247: request_model #MP5LNG
023C: load_special_actor  4? "IGDIAZ"

:Label0702E3
00D6: if  23?
8248:   NOT   model #CLA available
8248:   NOT   model #UZI available
8248:   NOT   model #M4 available
8248:   NOT   model #MP5LNG available
004D: jump_if_false Label07030C
0001: wait  0? ms
0002: jump Label0702E3

:Label07030C
00D6: if  22?
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
8248:   NOT   model #CLB available
004D: jump_if_false Label07032E
0001: wait  0? ms
0002: jump Label07030C

:Label07032E
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0004:  4004?? =  1?  \\ integer values
0108: destroy_object  7148??
022B: create_forbidden_for_peds_cube -396.4! -583.6!  15! -360.5! -555.6!  33!
022B: create_forbidden_for_peds_cube -271.6! -504.3!  0! -510.5! -661.2!  55!
015C: set_zone_gang_info "GANG1"  1? (day)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0? 
015C: set_zone_gang_info "GANG1"  0? (night)  0?  0?  0?  0?  0?  0?  0?  0?  0?  0?  0? 
01B1: give_player $PLAYER_CHAR weapon  26? ammo  150&  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  26?
03F1: pedtype  10? add_threat  1?
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label070452
0362: remove_actor $LANCE_VANCE from_car_and_place_at -254.9! -491.3!  10.2!
01ED: spawn_actor $LANCE_VANCE
0243: set_actor $LANCE_VANCE ped_stats_to  16?
0446: (unknown) $LANCE_VANCE  0? 
01B2: give_actor $LANCE_VANCE weapon  26? ammo  9999&  \\ Load the weapon model before using this
011A: set_actor $LANCE_VANCE flags  1024&
0223: set_actor $LANCE_VANCE health_to  200&
0319: set_actor $LANCE_VANCE wander_state_to  1? (off)
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
0568: $LANCE_VANCE  1?
0483: unknown_actor $LANCE_VANCE  1500&

:Label070452
009A:  12@ = create_actor  10? #CLB at -375.2! -552.1!  18.7!
0243: set_actor  12@ ped_stats_to  16?
011A: set_actor  12@ flags  1?
011A: set_actor  12@ flags  16?
01B2: give_actor  12@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  12@ not_scared_flag  1?
0483: unknown_actor  12@  1500&
0223: set_actor  12@ health_to  150&
009A:  13@ = create_actor  10? #CLA at -381.7! -552.4!  18.7!
0243: set_actor  13@ ped_stats_to  16?
011A: set_actor  13@ flags  1?
011A: set_actor  13@ flags  16?
01B2: give_actor  13@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  13@ not_scared_flag  1?
0483: unknown_actor  13@  1500&
0223: set_actor  13@ health_to  150&
009A:  11744?? = create_actor  10? #CLB at -327.9! -606.5!  12.1!
0173: set_actor  11744?? z_angle_to  180!
0243: set_actor  11744?? ped_stats_to  16?
011A: set_actor  11744?? flags  1?
011A: set_actor  11744?? flags  16?
01B2: give_actor  11744?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11744?? not_scared_flag  1?
0483: unknown_actor  11744??  1500&
0223: set_actor  11744?? health_to  150&
009A:  11748?? = create_actor  10? #CLA at -363.9! -610.2!  9.6!
0173: set_actor  11748?? z_angle_to  266!
0243: set_actor  11748?? ped_stats_to  16?
011A: set_actor  11748?? flags  1?
011A: set_actor  11748?? flags  16?
01B2: give_actor  11748?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11748?? not_scared_flag  1?
0483: unknown_actor  11748??  1500&
0223: set_actor  11748?? health_to  150&
009A:  11756?? = create_actor  10? #CLB at -392.6! -616.5!  10.9!
0173: set_actor  11756?? z_angle_to  270!
0243: set_actor  11756?? ped_stats_to  16?
011A: set_actor  11756?? flags  1?
011A: set_actor  11756?? flags  16?
01B2: give_actor  11756?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11756?? not_scared_flag  1?
0483: unknown_actor  11756??  1500&
0223: set_actor  11756?? health_to  150&
009A:  11768?? = create_actor  10? #CLB at -303.5! -554.8!  12.1!
0243: set_actor  11768?? ped_stats_to  16?
011A: set_actor  11768?? flags  1?
011A: set_actor  11768?? flags  16?
01B2: give_actor  11768?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11768?? not_scared_flag  1?
0173: set_actor  11768?? z_angle_to  270!
0483: unknown_actor  11768??  1500&
0291: unknown_actor  11768?? unknown_behavior_flag  1?
056B:  11768??  1?
0223: set_actor  11768?? health_to  150&
009A:  11772?? = create_actor  10? #CLA at -301.8! -555!  12.1!
0243: set_actor  11772?? ped_stats_to  16?
011A: set_actor  11772?? flags  1?
011A: set_actor  11772?? flags  16?
01B2: give_actor  11772?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11772?? not_scared_flag  1?
0173: set_actor  11772?? z_angle_to  90!
0483: unknown_actor  11772??  1500&
03F9: make_actors  11768??  11772?? converse_in  999999&& ms
056B:  11772??  1?
0291: unknown_actor  11772?? unknown_behavior_flag  1?
0223: set_actor  11772?? health_to  150&
009A:  11824?? = create_actor  10? #CLB at -287! -581.8!  12.1!
0173: set_actor  11824?? z_angle_to  90!
0243: set_actor  11824?? ped_stats_to  16?
011A: set_actor  11824?? flags  1?
011A: set_actor  11824?? flags  16?
01B2: give_actor  11824?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11824?? not_scared_flag  1?
0483: unknown_actor  11824??  1500&
0223: set_actor  11824?? health_to  150&
009A:  11784?? = create_actor  10? #CLB at -468.3! -576.2!  11.9!
0173: set_actor  11784?? z_angle_to  265!
0243: set_actor  11784?? ped_stats_to  16?
011A: set_actor  11784?? flags  1?
011A: set_actor  11784?? flags  16?
01B2: give_actor  11784?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11784?? not_scared_flag  1?
0483: unknown_actor  11784??  1500&
0223: set_actor  11784?? health_to  150&
009A:  11788?? = create_actor  10? #CLA at -471.1! -590.2!  11.9!
0173: set_actor  11788?? z_angle_to  90!
0243: set_actor  11788?? ped_stats_to  16?
011A: set_actor  11788?? flags  1?
011A: set_actor  11788?? flags  16?
01B2: give_actor  11788?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11788?? not_scared_flag  1?
0483: unknown_actor  11788??  1500&
0223: set_actor  11788?? health_to  150&
009A:  11792?? = create_actor  10? #CLA at -407.7! -592.3!  10.9!
0173: set_actor  11792?? z_angle_to  8!
0243: set_actor  11792?? ped_stats_to  16?
011A: set_actor  11792?? flags  1?
011A: set_actor  11792?? flags  16?
01B2: give_actor  11792?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11792?? not_scared_flag  1?
0483: unknown_actor  11792??  1500&
0223: set_actor  11792?? health_to  150&
009A:  11796?? = create_actor  10? #CLB at -407! -590.1!  10.6!
0173: set_actor  11796?? z_angle_to  180!
0243: set_actor  11796?? ped_stats_to  16?
011A: set_actor  11796?? flags  1?
011A: set_actor  11796?? flags  16?
01B2: give_actor  11796?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11796?? not_scared_flag  1?
0483: unknown_actor  11796??  1500&
0223: set_actor  11796?? health_to  150&
03F9: make_actors  11792??  11796?? converse_in  999999&& ms
009A:  11828?? = create_actor  10? #CLB at -374.2! -518.1!  11.7!
0173: set_actor  11828?? z_angle_to  230!
0243: set_actor  11828?? ped_stats_to  16?
011A: set_actor  11828?? flags  1?
011A: set_actor  11828?? flags  16?
01B2: give_actor  11828?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11828?? not_scared_flag  1?
0483: unknown_actor  11828??  1500&
0223: set_actor  11828?? health_to  150&
009A:  11832?? = create_actor  10? #CLA at -372! -519.6!  11.7!
0173: set_actor  11832?? z_angle_to  62!
0243: set_actor  11832?? ped_stats_to  16?
011A: set_actor  11832?? flags  1?
011A: set_actor  11832?? flags  16?
01B2: give_actor  11832?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11832?? not_scared_flag  1?
0483: unknown_actor  11832??  1500&
0223: set_actor  11832?? health_to  150&
03F9: make_actors  11832??  11828?? converse_in  999999&& ms
009A:  11808?? = create_actor  10? #CLA at -312.4! -570.2!  12!
0173: set_actor  11808?? z_angle_to  342!
0243: set_actor  11808?? ped_stats_to  16?
011A: set_actor  11808?? flags  1?
011A: set_actor  11808?? flags  16?
01B2: give_actor  11808?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11808?? not_scared_flag  1?
0483: unknown_actor  11808??  1500&
0223: set_actor  11808?? health_to  150&
009A:  11812?? = create_actor  10? #CLB at -316.4! -617.7!  9.5!
0173: set_actor  11812?? z_angle_to  11!
0243: set_actor  11812?? ped_stats_to  16?
011A: set_actor  11812?? flags  1?
011A: set_actor  11812?? flags  16?
01B2: give_actor  11812?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11812?? not_scared_flag  1?
0483: unknown_actor  11812??  1500&
0223: set_actor  11812?? health_to  150&
009A:  11816?? = create_actor  10? #CLA at -445! -574.4!  12!
0173: set_actor  11816?? z_angle_to  180!
0243: set_actor  11816?? ped_stats_to  16?
011A: set_actor  11816?? flags  1?
011A: set_actor  11816?? flags  16?
01B2: give_actor  11816?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11816?? not_scared_flag  1?
0483: unknown_actor  11816??  1500&
0223: set_actor  11812?? health_to  150&
009A:  11836?? = create_actor  10? #CLA at -293.7! -606.3!  12!
0173: set_actor  11836?? z_angle_to  0!
0243: set_actor  11836?? ped_stats_to  16?
011A: set_actor  11836?? flags  1?
011A: set_actor  11836?? flags  16?
01B2: give_actor  11836?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11836?? not_scared_flag  1?
0483: unknown_actor  11836??  1500&
0223: set_actor  11836?? health_to  150&
009A:  11840?? = create_actor  10? #CLA at -343.9! -530.4!  14.4!
0173: set_actor  11840?? z_angle_to  280!
0243: set_actor  11840?? ped_stats_to  16?
011A: set_actor  11840?? flags  1?
011A: set_actor  11840?? flags  16?
01B2: give_actor  11840?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11840?? not_scared_flag  1?
0483: unknown_actor  11840??  1500&
0223: set_actor  11840?? health_to  150&
009A:  11844?? = create_actor  10? #CLA at -442.8! -555!  13.1!
0173: set_actor  11844?? z_angle_to  160!
0243: set_actor  11844?? ped_stats_to  16?
011A: set_actor  11844?? flags  1?
011A: set_actor  11844?? flags  16?
01B2: give_actor  11844?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11844?? not_scared_flag  1?
0483: unknown_actor  11844??  1500&
0223: set_actor  11844?? health_to  150&
009A:  11848?? = create_actor  10? #CLB at -443.7! -557.4!  13.1!
0173: set_actor  11848?? z_angle_to  345!
0243: set_actor  11848?? ped_stats_to  16?
011A: set_actor  11848?? flags  1?
011A: set_actor  11848?? flags  16?
01B2: give_actor  11848?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11848?? not_scared_flag  1?
0483: unknown_actor  11848??  1500&
0223: set_actor  11848?? health_to  150&
03F9: make_actors  11848??  11844?? converse_in  999999&& ms
0226:  11804?? = actor $LANCE_VANCE health
03C4: set_status_text_to  11804??  1? (bar) "BUD1" \\ Lances Health:
0187:  228?? = create_marker_above_actor $LANCE_VANCE
018B: show_on_radar  228??  2?
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
018A:  1@ = create_checkpoint_at -382.02! -596.57!  24.9!
009A:  0@ = create_actor  10? #SPECIAL04 at -382.02! -596.57!  24.9!
0446: (unknown)  0@  0? 
054A: unknown_actor  0@ flag  0?
01ED: spawn_actor  0@
0223: set_actor  0@ health_to  1000&
0173: set_actor  0@ z_angle_to  53!
0350: unknown_actor  0@ not_scared_flag  1?
0372: set_actor  0@ anim  24? wait_state_time  99999&& ms
0483: unknown_actor  0@  1500&
0107:  11736?? = create_object #MP5LNG at -383.126! -593.654!  25.06!
0392: object  11736?? toggle_in_moving_list  0?
0453: object  11736?? set_rotation  90!  0!  10!
01C7: spawn_object  11736??
041D: set_camera_near_clip  .05!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -377.123! -597.167!  25.449!  0!  0!  0!
0160: point_camera -378.119! -597.144!  25.534!  2?
04BB: select_interiour  2?  \\ select render area
03CB: set_camera -376.452! -593.374!  26.273!
0006:  17@ =  0?  \\ integer values

:Label070CF8
00D6: if  0?
8019:   NOT    17@ >  1200&  \\ integer values
004D: jump_if_false Label070D16
0001: wait  0? ms
0002: jump Label070CF8

:Label070D16
00D6: if  0?
8019:   NOT    17@ >  3200&  \\ integer values
004D: jump_if_false Label070D4C
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070D45
0002: jump Label071048

:Label070D45
0002: jump Label070D16

:Label070D4C
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label070D75
0372: set_actor  0@ anim  23? wait_state_time  500& ms
0211: actor  0@ walk_to -383.8! -596.6!

:Label070D75
0006:  17@ =  0?  \\ integer values

:Label070D7C
00D6: if  0?
8019:   NOT    17@ >  1400&  \\ integer values
004D: jump_if_false Label070DB2
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070DAB
0002: jump Label071048

:Label070DAB
0002: jump Label070D7C

:Label070DB2
015F: set_camera_position -380.109! -591.29!  28.673!  0!  0!  0!
0160: point_camera -380.595! -592.094!  28.331!  2?
0006:  17@ =  0?  \\ integer values

:Label070DEC
00D6: if  0?
8019:   NOT    17@ >  2500&  \\ integer values
004D: jump_if_false Label070E22
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070E1B
0002: jump Label071048

:Label070E1B
0002: jump Label070DEC

:Label070E22
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label070E55
00A1: put_actor $PLAYER_ACTOR at -273! -500.1!  10.7!
0239: actor $PLAYER_ACTOR run_to -282.3! -511!

:Label070E55
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label070E88
00A1: put_actor $LANCE_VANCE at -270.5! -492.4!  10.2!
0239: actor $LANCE_VANCE run_to -282.3! -511!

:Label070E88
0006:  17@ =  0?  \\ integer values

:Label070E8F
00D6: if  0?
8019:   NOT    17@ >  500&  \\ integer values
004D: jump_if_false Label070EC5
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070EBE
0002: jump Label071048

:Label070EBE
0002: jump Label070E8F

:Label070EC5
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -277.513! -498.283!  13.227!
015F: set_camera_position -278.092! -497.514!  13.499!  0!  0!  0!
0160: point_camera -277.513! -498.283!  13.227!  2?
04C7:  1?
0006:  17@ =  0?  \\ integer values

:Label070F18
00D6: if  0?
8019:   NOT    17@ >  3000&  \\ integer values
004D: jump_if_false Label070F4E
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label070F47
0002: jump Label071048

:Label070F47
0002: jump Label070F18

:Label070F4E
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label070F8B
0173: set_actor  0@ z_angle_to  26!
00A1: put_actor  0@ at -381.7! -595.9!  24.9!
0211: actor  0@ walk_to -381.97! -593.9!

:Label070F8B
04C7:  0?
015F: set_camera_position -383.35! -592.699!  25.732!  0!  0!  0!
0160: point_camera -382.977! -593.619!  25.612!  2?
04BB: select_interiour  2?  \\ select render area
03CB: set_camera -376.452! -593.374!  26.273!
0006:  17@ =  0?  \\ integer values

:Label070FDE
00D6: if  0?
8019:   NOT    17@ >  1500&  \\ integer values
004D: jump_if_false Label071048
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label071029
00D6: if  0?
0126:   actor  0@ walking
004D: jump_if_false Label071029
01BE: set_actor  0@ to_look_at_spot -383.126! -593.654!  25.06!

:Label071029
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label071041
0002: jump Label071048

:Label071041
0002: jump Label070FDE

:Label071048
016A: fade  0? ()  1500& ms

:Label07104F
00D6: if  0?
016B:   fading
004D: jump_if_false Label071067
0001: wait  0? ms
0002: jump Label07104F

:Label071067
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071090
011C: actor $LANCE_VANCE clear_objective
00A1: put_actor $LANCE_VANCE at -276.3! -505!  11.7!

:Label071090
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0710B9
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -282.3! -511!  11.7!

:Label0710B9
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0710E2
011C: actor  0@ clear_objective
00A1: put_actor  0@ at -378.4! -586.8!  24.9!

:Label0710E2
04C7:  0?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -282.3! -511!  11.7!
02EB: restore_camera_with_jumpcut
0171: set_player $PLAYER_CHAR z_angle_to  100!
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0? (off)
016A: fade  1? (back)  1500& ms
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label071144
00A1: put_actor  0@ at -374.9! -585.2!  24.6!

:Label071144
0249: release_model #STALLION
00BC: text_highpriority "ASS1_16"  10000& ms  1? \\ ~g~Kill Diaz!
0006:  17@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071177
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR

:Label071177
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -345.6! -559.4!  26! radius  12!  2!  10!
004D: jump_if_false Label071C76
0001: wait  0? ms
00D6: if  0?
0038:    152?? ==  0?  \\ integer values
004D: jump_if_false Label071298
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label071298
00D6: if  0?
0038:    132?? ==  0?  \\ integer values
004D: jump_if_false Label071208
03CF: load_wav "ASS_1" as  1?
03CF: load_wav "ASS_2" as  2?
0004:  132?? =  1?  \\ integer values
0002: jump Label071222

:Label071208
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label071222
0004:  136?? =  1?  \\ integer values

:Label071222
00D6: if  0?
0038:    136?? ==  1?  \\ integer values
004D: jump_if_false Label071298
04E2: $PLAYER_CHAR  1?
03D1: play_wav  1?
00BC: text_highpriority "ASS1_1"  4000& ms  1? \\ This place is going to be crawling with assholes...be careful...
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label071298
0001: wait  500& ms
03D1: play_wav  2?
00BC: text_highpriority "ASS1_2"  3000& ms  1? \\ Don't worry Tommy, I'll cover you.
04E2: $PLAYER_CHAR  0?
0004:  152?? =  1?  \\ integer values
0004:  132?? =  0?  \\ integer values
0004:  136?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label071298
00D6: if  0?
0038:    11760?? ==  0?  \\ integer values
004D: jump_if_false Label071406
00D6: if  0?
0038:    11740?? ==  0?  \\ integer values
004D: jump_if_false Label071406
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071406
00D6: if  24?
00FE:   actor $LANCE_VANCE  0? ()near_point -455.1! -557.8!  11.8! radius  4!  3!  5!
00FE:   actor $LANCE_VANCE  0? ()near_point -490.1! -581.9!  11.8! radius  3!  4!  5!
00FE:   actor $LANCE_VANCE  0? ()near_point -458.3! -604.2!  11.8! radius  4!  3!  5!
00FE:   actor $LANCE_VANCE  0? ()near_point -303! -556.3!  12! radius  12!  2!  5!
00FE:   actor $LANCE_VANCE  0? ()near_point -239.8! -582.2!  12! radius  3!  3!  5!
004D: jump_if_false Label071406
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  15!  15!  5!
004D: jump_if_false Label071406
00D6: if  0?
0038:    152?? ==  1?  \\ integer values
004D: jump_if_false Label071406
03CF: load_wav "LAW2_4" as  1?

:Label0713D2
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0713EC
0001: wait  0? ms
0002: jump Label0713D2

:Label0713EC
03D1: play_wav  1?
00BC: text_highpriority "ASS1_19"  2000& ms  2? \\ This way!
0004:  11740?? =  1?  \\ integer values

:Label071406
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label07142C
00BC: text_highpriority "COK4_30"  5000& ms  2? \\ ~r~Lance is dead!
0002: jump Label072E1E

:Label07142C
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label07144B
0226:  11804?? = actor $LANCE_VANCE health
0014:  11804?? /=  2?  \\ integer values

:Label07144B
00D6: if  0?
0038:    11720?? ==  0?  \\ integer values
004D: jump_if_false Label0715FE
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0714D7
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  15!  15!  3!
004D: jump_if_false Label0714B6
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label0714AF
01E0: clear_leader $LANCE_VANCE
0004:  224?? =  1?  \\ integer values

:Label0714AF
0002: jump Label0714D7

:Label0714B6
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label0714D7
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004:  224?? =  0?  \\ integer values

:Label0714D7
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label0714F0
0050: gosub Label07354C

:Label0714F0
00D6: if  22?
00F5:   player $PLAYER_CHAR  0? ()near_point -455.1! -557.8!  11.8! radius  4!  3!  5!
00F5:   player $PLAYER_CHAR  0? ()near_point -490.1! -581.9!  11.8! radius  3!  4!  5!
00F5:   player $PLAYER_CHAR  0? ()near_point -458.3! -604.2!  11.8! radius  4!  3!  5!
004D: jump_if_false Label071586
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071586
01E0: clear_leader $LANCE_VANCE
0004:  11720?? =  1?  \\ integer values

:Label071586
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -303! -556.3!  12! radius  12!  2!  5!
00F5:   player $PLAYER_CHAR  0? ()near_point -239.8! -582.2!  12! radius  3!  3!  5!
004D: jump_if_false Label0715F7
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0715F7
01E0: clear_leader $LANCE_VANCE
0004:  11720?? =  2?  \\ integer values

:Label0715F7
0002: jump Label0717D8

:Label0715FE
00D6: if  0?
0038:    11760?? ==  0?  \\ integer values
004D: jump_if_false Label0717D8
00D6: if  0?
0038:    11720?? ==  1?  \\ integer values
004D: jump_if_false Label0716F4
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -442.6! -574.9!  11.8! radius  2!  2!  3!
00FE:   actor $LANCE_VANCE  0? ()near_point -442.6! -574.9!  11.8! radius  2!  2!  3!
004D: jump_if_false Label0716DB
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10? add_threat  1?
03CF: load_wav "ASS_4" as  2?

:Label071691
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0716AB
0001: wait  0? ms
0002: jump Label071691

:Label0716AB
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0716CD
03D1: play_wav  2?
00BC: text_highpriority "ASS1_4"  1500& ms  2? \\ Diaz must be inside!

:Label0716CD
0004:  224?? =  0?  \\ integer values
0004:  11720?? =  3?  \\ integer values

:Label0716DB
00D6: if  0?
0038:    11760?? ==  0?  \\ integer values
004D: jump_if_false Label0716F4
0050: gosub Label073476

:Label0716F4
00D6: if  0?
0038:    11720?? ==  2?  \\ integer values
004D: jump_if_false Label0717D8
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -370.1! -596.4!  9.5! radius  2!  2!  3!
00FE:   actor $LANCE_VANCE  0? ()near_point -370.1! -596.4!  9.5! radius  2!  2!  3!
004D: jump_if_false Label0717BF
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10? add_threat  1?
03CF: load_wav "ASS_4" as  2?

:Label071775
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label07178F
0001: wait  0? ms
0002: jump Label071775

:Label07178F
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0717B1
03D1: play_wav  2?
00BC: text_highpriority "ASS1_4"  1500& ms  2? \\ Diaz must be inside!

:Label0717B1
0004:  224?? =  0?  \\ integer values
0004:  11720?? =  3?  \\ integer values

:Label0717BF
00D6: if  0?
0038:    11760?? ==  0?  \\ integer values
004D: jump_if_false Label0717D8
0050: gosub Label0734E1

:Label0717D8
00D6: if  0?
0038:    11720?? ==  3?  \\ integer values
004D: jump_if_false Label07187D
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071864
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  15!  15!  3!
004D: jump_if_false Label071843
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label07183C
01E0: clear_leader $LANCE_VANCE
0004:  224?? =  1?  \\ integer values

:Label07183C
0002: jump Label071864

:Label071843
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label071864
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004:  224?? =  0?  \\ integer values

:Label071864
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label07187D
0050: gosub Label07354C

:Label07187D
00D6: if  0?
0038:    11760?? ==  0?  \\ integer values
004D: jump_if_false Label071AD7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -338.5! -578.7!  11.6! radius  2!  2!  3!
004D: jump_if_false Label071AD7
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly  11744??
009B: destroy_actor_instantly  11748??
009B: destroy_actor_instantly  11756??
009B: destroy_actor_instantly  11768??
009B: destroy_actor_instantly  11772??
009B: destroy_actor_instantly  11808??
009A:  11752?? = create_actor  10? #CLA at -318.2! -577.1!  15.4!
0173: set_actor  11752?? z_angle_to  90!
0243: set_actor  11752?? ped_stats_to  16?
011A: set_actor  11752?? flags  1?
011A: set_actor  11752?? flags  16?
01B2: give_actor  11752?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11752?? not_scared_flag  1?
0483: unknown_actor  11752??  1500&
0291: unknown_actor  11752?? unknown_behavior_flag  1?
056B:  11752??  1?
0223: set_actor  11752?? health_to  150&
009A:  11764?? = create_actor  10? #CLB at -324.6! -581.2!  19!
0173: set_actor  11764?? z_angle_to  305!
0243: set_actor  11764?? ped_stats_to  16?
011A: set_actor  11764?? flags  1?
011A: set_actor  11764?? flags  16?
01B2: give_actor  11764?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11764?? not_scared_flag  1?
0483: unknown_actor  11764??  1500&
0291: unknown_actor  11764?? unknown_behavior_flag  1?
056B:  11764??  1?
0223: set_actor  11764?? health_to  150&
009A:  11820?? = create_actor  10? #CLB at -318.2! -573.4!  22!
0173: set_actor  11820?? z_angle_to  90!
0243: set_actor  11820?? ped_stats_to  16?
011A: set_actor  11820?? flags  1?
011A: set_actor  11820?? flags  16?
01B2: give_actor  11820?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11820?? not_scared_flag  1?
0483: unknown_actor  11820??  1500&
0291: unknown_actor  11820?? unknown_behavior_flag  1?
056B:  11820??  1?
0223: set_actor  11820?? health_to  150&
009A:  11776?? = create_actor  10? #CLB at -335.5! -568.6!  19!
0173: set_actor  11776?? z_angle_to  180!
0243: set_actor  11776?? ped_stats_to  16?
011A: set_actor  11776?? flags  1?
011A: set_actor  11776?? flags  16?
01B2: give_actor  11776?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11776?? not_scared_flag  1?
0483: unknown_actor  11776??  1500&
0291: unknown_actor  11776?? unknown_behavior_flag  1?
056B:  11776??  1?
0223: set_actor  11776?? health_to  150&
0004:  11720?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071AB8
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
03F1: pedtype  10? add_threat  1?
00A1: put_actor $LANCE_VANCE at -341! -578.5!  10.9!

:Label071AB8
03CF: load_wav "ASS_11" as  1?
03CF: load_wav "ASS_12" as  2?
0004:  11760?? =  1?  \\ integer values

:Label071AD7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -378.4! -551.9!  19.4! radius  4!  1!  3!
004D: jump_if_false Label071B16
00BC: text_highpriority "ASS1_18"  2000& ms  2? \\ ~g~The door is locked, try another route.

:Label071B16
00D6: if  0?
0038:    11760?? ==  1?  \\ integer values
004D: jump_if_false Label071C6F
010D: set_player $PLAYER_CHAR wanted_level_to  0?
00D6: if  0?
0038:    11864?? ==  0?  \\ integer values
004D: jump_if_false Label071BCF
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -336! -570.8!  18.5! radius  4!  6!  4!
00FE:   actor $LANCE_VANCE  0? ()near_point -336! -570.8!  18.5! radius  4!  6!  4!
004D: jump_if_false Label071BCF
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071BCF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label071BCF
03D1: play_wav  1?
00BC: text_highpriority "ASS1_11"  4500& ms  1? \\ Hey Tommy, can my room have a view of the bay?
0004:  11864?? =  1?  \\ integer values

:Label071BCF
00D6: if  0?
0038:    11868?? ==  0?  \\ integer values
004D: jump_if_false Label071C6F
00D6: if  1?
00F5:   player $PLAYER_CHAR  0? ()near_point -336! -570.8!  27.5! radius  4!  6!  4!
00FE:   actor $LANCE_VANCE  0? ()near_point -336! -570.8!  27.5! radius  4!  6!  4!
004D: jump_if_false Label071C6F
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071C6F
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label071C6F
03D1: play_wav  2?
00BC: text_highpriority "ASS1_12"  4500& ms  1? \\ Beautiful high ceilings in here...
0004:  11868?? =  1?  \\ integer values

:Label071C6F
0002: jump Label071177

:Label071C76
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009A:  14@ = create_actor  10? #CLA at -373.5! -564.8!  18.7!
0243: set_actor  14@ ped_stats_to  16?
011A: set_actor  14@ flags  1?
011A: set_actor  14@ flags  16?
01B2: give_actor  14@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0173: set_actor  14@ z_angle_to  0!
0350: unknown_actor  14@ not_scared_flag  1?
0483: unknown_actor  14@  1500&
0223: set_actor  14@ health_to  150&
009A:  11800?? = create_actor  10? #CLB at -383.7! -565.3!  18.7!
0243: set_actor  11800?? ped_stats_to  16?
011A: set_actor  11800?? flags  1?
011A: set_actor  11800?? flags  16?
01B2: give_actor  11800?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
0173: set_actor  11800?? z_angle_to  0!
0350: unknown_actor  11800?? not_scared_flag  1?
0483: unknown_actor  11800??  1500&
056B:  11800??  1?
0223: set_actor  11800?? health_to  150&
009A:  7@ = create_actor  10? #CLA at -376! -582.5!  24.5!
0243: set_actor  7@ ped_stats_to  16?
011A: set_actor  7@ flags  1?
011A: set_actor  7@ flags  16?
01B2: give_actor  7@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  7@ not_scared_flag  1?
0483: unknown_actor  7@  1500&
0223: set_actor  7@ health_to  150&
009A:  8@ = create_actor  10? #CLB at -380.9! -582.6!  24.5!
0243: set_actor  8@ ped_stats_to  16?
011A: set_actor  8@ flags  1?
011A: set_actor  8@ flags  16?
01B2: give_actor  8@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  8@ not_scared_flag  1?
0483: unknown_actor  8@  1500&
0223: set_actor  8@ health_to  150&
009A:  9@ = create_actor  10? #CLA at -361.6! -559.3!  26.6!
0243: set_actor  9@ ped_stats_to  16?
011A: set_actor  9@ flags  1?
011A: set_actor  9@ flags  16?
01B2: give_actor  9@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  9@ not_scared_flag  1?
0173: set_actor  9@ z_angle_to  156.6!
0483: unknown_actor  9@  1500&
0223: set_actor  9@ health_to  150&
009A:  10@ = create_actor  10? #CLB at -378.2! -560.7!  26.6!
0243: set_actor  10@ ped_stats_to  16?
011A: set_actor  10@ flags  1?
011A: set_actor  10@ flags  16?
01B2: give_actor  10@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  10@ not_scared_flag  1?
0173: set_actor  10@ z_angle_to  180!
0483: unknown_actor  10@  1500&
0223: set_actor  10@ health_to  150&
009A:  11@ = create_actor  10? #CLB at -391.6! -566.5!  26.6!
0243: set_actor  11@ ped_stats_to  16?
011A: set_actor  11@ flags  1?
011A: set_actor  11@ flags  16?
01B2: give_actor  11@ weapon  23? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  11@ not_scared_flag  1?
0173: set_actor  11@ z_angle_to  248.7!
0483: unknown_actor  11@  1500&
056B:  11@  1?
0223: set_actor  11@ health_to  150&

:Label071EE2
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0726A5
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label071F0D
0002: jump Label0726A5

:Label071F0D
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label071F33
00BC: text_highpriority "COK4_30"  5000& ms  2? \\ ~r~Lance is dead!
0002: jump Label072E1E

:Label071F33
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label071F52
0226:  11804?? = actor $LANCE_VANCE health
0014:  11804?? /=  2?  \\ integer values

:Label071F52
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -360.8! -564!  17! -396! -580.5!  35!
004D: jump_if_false Label072218
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label072218
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label072218
03CF: load_wav "ASS_13" as  1?
03CF: load_wav "ASS_14" as  2?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0173: set_actor $PLAYER_ACTOR z_angle_to  180!
0001: wait  0? ms
0395: clear_area  1? at  378.4! -588.4! range  24.5!  1!
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0720AE
01B2: give_actor  0@ weapon  25? ammo  30000&  \\ Load the weapon model before using this
011C: actor  0@ clear_objective
053D:  0@
00A1: put_actor  0@ at -378.4! -588.4!  24.5!
0243: set_actor  0@ ped_stats_to  16?
0245: set_actor  0@ walk_style_to  33?
0395: clear_area  1? at -378.4! -575.7! range  24.5!  1!
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label07206E
0211: actor  0@ walk_to -378.4! -575.7!

:Label07206E
04C4: create_coordinate  11852??  11856??  11860?? from_actor $PLAYER_ACTOR offset  0!  2!  0!
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0720A9
00A1: put_actor $LANCE_VANCE at  11852??  11856??  11860??

:Label0720A9
0108: destroy_object  11736??

:Label0720AE
015F: set_camera_position -377.054! -578.589!  24.429!  0!  0!  0!
0160: point_camera -377.288! -579.531!  24.668!  2?
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label072100
0211: actor  0@ walk_to -378.4! -575.7!

:Label072100
0001: wait  2500& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label072124
0211: actor  0@ walk_to -378.4! -575.7!

:Label072124
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label072146
03D1: play_wav  1?
00BC: text_highpriority "ASS1_13"  4500& ms  1? \\ DIAZ?! I've come to take over your business!

:Label072146
0001: wait  3500& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label07216A
0211: actor  0@ walk_to -378.4! -575.7!

:Label07216A
015F: set_camera_position -388.502! -583.468!  28.897!  0!  0!  0!
0160: point_camera -387.833! -582.797!  28.577!  2?
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0721BF
03D1: play_wav  2?
00BC: text_highpriority "ASS1_14"  4500& ms  1? \\ TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon..

:Label0721BF
0001: wait  3000& ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label072218
0243: set_actor  0@ ped_stats_to  16?
02A9: set_actor  0@ immune_to_nonplayer  1?
011A: set_actor  0@ flags  1?
011A: set_actor  0@ flags  16?
01CA: actor  0@ kill_player $PLAYER_CHAR
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03CF: load_wav "ASS_7" as  1?
0006:  3@ =  1?  \\ integer values

:Label072218
00D6: if  0?
0038:    11872?? ==  0?  \\ integer values
004D: jump_if_false Label072285
00D6: if  0?
0039:    3@ ==  1?  \\ integer values
004D: jump_if_false Label072285
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label072285
00D6: if  0?
02E0: unknown_actor $LANCE_VANCE
004D: jump_if_false Label072285
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label072285
03D1: play_wav  1?
00BC: text_highpriority "ASS1_7"  4500& ms  1? \\ Eat this, you murdering bastards!!
0004:  11872?? =  1?  \\ integer values

:Label072285
00D6: if  0?
0039:    3@ ==  1?  \\ integer values
004D: jump_if_false Label0723E3
00D6: if  0?
0038:    11780?? ==  0?  \\ integer values
004D: jump_if_false Label0723E3
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0723E3
00D6: if  0?
8184:   NOT   actor  0@ health >=  500&
004D: jump_if_false Label0723E3
00D6: if  0?
00FF:   actor  0@  0? ()near_point_on_foot -378.4! -575.7!  25! radius  5!  5!  4!
004D: jump_if_false Label072310
01ED: spawn_actor  0@
0239: actor  0@ run_to -378.5! -589.6!

:Label072310
00D6: if  0?
00FF:   actor  0@  0? ()near_point_on_foot -378.5! -589.6!  25! radius  1!  1!  4!
004D: jump_if_false Label07234F
0239: actor  0@ run_to -375.1! -595.5!

:Label07234F
00D6: if  0?
00FF:   actor  0@  0? ()near_point_on_foot -375.1! -595.5!  25! radius  1!  1.5!  4!
004D: jump_if_false Label07238E
0239: actor  0@ run_to -378.6! -595.7!

:Label07238E
00D6: if  0?
00FF:   actor  0@  0? ()near_point_on_foot -378.6! -595.7!  25! radius  .5!  .5!  4!
004D: jump_if_false Label0723E3
020F: actor  0@ look_at_player $PLAYER_CHAR
011A: set_actor  0@ flags  1?
011A: set_actor  0@ flags  16?
01CA: actor  0@ kill_player $PLAYER_CHAR
0004:  11780?? =  1?  \\ integer values

:Label0723E3
00D6: if  0?
0038:    11724?? ==  0?  \\ integer values
004D: jump_if_false Label0725EB
00D6: if  0?
8118:   NOT   actor  14@ dead
004D: jump_if_false Label072451
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  14@ radius  20!  20!  10!
0123:   actor  14@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label072438
0004:  11724?? =  1?  \\ integer values

:Label072438
00D6: if  0?
8184:   NOT   actor  14@ health >=  90?
004D: jump_if_false Label072451
0004:  11724?? =  1?  \\ integer values

:Label072451
00D6: if  0?
8118:   NOT   actor  11800?? dead
004D: jump_if_false Label0724AD
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  11800?? radius  20!  20!  10!
0123:   actor  11800?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label072494
0004:  11724?? =  1?  \\ integer values

:Label072494
00D6: if  0?
8184:   NOT   actor  11800?? health >=  90?
004D: jump_if_false Label0724AD
0004:  11724?? =  1?  \\ integer values

:Label0724AD
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label072510
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  9@ radius  20!  20!  10!
0123:   actor  9@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label0724F0
0004:  11724?? =  1?  \\ integer values

:Label0724F0
00D6: if  0?
8184:   NOT   actor  9@ health >=  90?
004D: jump_if_false Label072509
0004:  11724?? =  1?  \\ integer values

:Label072509
0002: jump Label072517

:Label072510
0004:  11724?? =  1?  \\ integer values

:Label072517
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label07257A
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  10@ radius  20!  20!  10!
0123:   actor  10@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label07255A
0004:  11724?? =  1?  \\ integer values

:Label07255A
00D6: if  0?
8184:   NOT   actor  10@ health >=  90?
004D: jump_if_false Label072573
0004:  11724?? =  1?  \\ integer values

:Label072573
0002: jump Label072581

:Label07257A
0004:  11724?? =  1?  \\ integer values

:Label072581
00D6: if  0?
8118:   NOT   actor  11@ dead
004D: jump_if_false Label0725E4
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  11@ radius  20!  20!  10!
0123:   actor  11@ spotted_player $PLAYER_CHAR
004D: jump_if_false Label0725C4
0004:  11724?? =  1?  \\ integer values

:Label0725C4
00D6: if  0?
8184:   NOT   actor  11@ health >=  90?
004D: jump_if_false Label0725DD
0004:  11724?? =  1?  \\ integer values

:Label0725DD
0002: jump Label0725EB

:Label0725E4
0004:  11724?? =  1?  \\ integer values

:Label0725EB
0050: gosub Label0731DC
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label07266C
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  15!  15!  3!
004D: jump_if_false Label07264B
00D6: if  0?
0038:    224?? ==  0?  \\ integer values
004D: jump_if_false Label072644
01E0: clear_leader $LANCE_VANCE
0004:  224?? =  1?  \\ integer values

:Label072644
0002: jump Label07266C

:Label07264B
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label07266C
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
0004:  224?? =  0?  \\ integer values

:Label07266C
00D6: if  0?
0038:    224?? ==  1?  \\ integer values
004D: jump_if_false Label072685
0050: gosub Label07354C

:Label072685
00D6: if  0?
0038:    11760?? ==  1?  \\ integer values
004D: jump_if_false Label07269E
010D: set_player $PLAYER_CHAR wanted_level_to  0?

:Label07269E
0002: jump Label071EE2

:Label0726A5
0151: remove_status_text  11804??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label0726B9
00D6: if  0?
016B:   fading
004D: jump_if_false Label0726D1
0001: wait  0? ms
0002: jump Label0726B9

:Label0726D1
009B: destroy_actor_instantly  7@
009B: destroy_actor_instantly  8@
009B: destroy_actor_instantly  9@
009B: destroy_actor_instantly  10@
009B: destroy_actor_instantly  11@
009B: destroy_actor_instantly  12@
009B: destroy_actor_instantly  13@
009B: destroy_actor_instantly  11828??
009B: destroy_actor_instantly  11832??
009B: destroy_actor_instantly  14@
009B: destroy_actor_instantly  11800??
009B: destroy_actor_instantly  0@
009B: destroy_actor_instantly $LANCE_VANCE
009B: destroy_actor_instantly  11744??
009B: destroy_actor_instantly  11748??
009B: destroy_actor_instantly  11752??
009B: destroy_actor_instantly  11756??
009B: destroy_actor_instantly  11764??
009B: destroy_actor_instantly  11820??
009B: destroy_actor_instantly  11776??
009B: destroy_actor_instantly  11824??
009B: destroy_actor_instantly  11808??
009B: destroy_actor_instantly  11812??
009B: destroy_actor_instantly  11816??
009B: destroy_actor_instantly  11836??
009B: destroy_actor_instantly  11840??
009B: destroy_actor_instantly  11844??
009B: destroy_actor_instantly  11848??
009B: destroy_actor_instantly  11784??
009B: destroy_actor_instantly  11788??
009B: destroy_actor_instantly  11792??
009B: destroy_actor_instantly  11796??
00D6: if  0?
047A: $PLAYER_ACTOR
004D: jump_if_false Label0727B2
00DA:  11876?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  11876?? wrecked
004D: jump_if_false Label0727B2
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -378.3! -592.4!  24.8!
00A6: destroy_car  11876??

:Label0727B2
009A:  12@ = create_actor  10? #CLB at -392! -559.5!  27.5!
0173: set_actor  12@ z_angle_to  286!
0446: (unknown)  12@  0? 
0321: kill_actor  12@
009A:  11744?? = create_actor  10? #CLA at -393! -565.4!  27.5!
0173: set_actor  11744?? z_angle_to  180!
0446: (unknown)  11744??  0? 
0321: kill_actor  11744??
009A:  11748?? = create_actor  10? #CLA at -382.3! -557.7!  27.5!
0173: set_actor  11748?? z_angle_to  90!
0446: (unknown)  11748??  0? 
0321: kill_actor  11748??
009A:  11752?? = create_actor  10? #CLA at -371.8! -580.4!  25.5!
0173: set_actor  11752?? z_angle_to  270!
0446: (unknown)  11752??  0? 
0321: kill_actor  11752??
009A:  11756?? = create_actor  10? #CLA at -389.7! -580.2!  25.5!
0173: set_actor  11756?? z_angle_to  166!
0446: (unknown)  11756??  0? 
0321: kill_actor  11756??
009A:  11764?? = create_actor  10? #CLA at -370.3! -559.2!  27.5!
0173: set_actor  11764?? z_angle_to  100!
0446: (unknown)  11764??  0? 
0321: kill_actor  11764??
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label0728D2
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label07290A
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label0728D2

:Label07290A
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
04F9: interiour_colors  8?  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIAZ"
023C: load_special_actor  3? "CSBUDDY"
02F3: load_object #CUTOBJ01 "CPYTH"
02F3: load_object #CUTOBJ02 "DEAGL"
03CB: set_camera -378.3! -577.3!  25.3!
038B: load_requested_models

:Label07296E
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label07299A
0001: wait  0? ms
0002: jump Label07296E

:Label07299A
0001: wait  1500& ms
02E4: load_cutscene_data "ASS_2"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  40!
0395: clear_area  1? at -379! -564.6! range  19.8!  40!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  644?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  644?? "CSDIAZ"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  11732?? = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command  11732??  500??  24?
02E5:  5@ = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  5@ "DEAGL"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label072A71
00D6: if  0?
001A:    5061& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072A94
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072A71

:Label072A94
00BC: text_highpriority "ASS1_F"  10000& ms  1? \\ You stupid pricks...

:Label072AA3
00D6: if  0?
001A:    8717& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072AC6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072AA3

:Label072AC6
00BC: text_highpriority "ASS1_G"  10000& ms  1? \\ my beautiful house

:Label072AD5
00D6: if  0?
001A:    11569& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072AF8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072AD5

:Label072AF8
00BC: text_highpriority "ASS1_H"  10000& ms  1? \\ look what you've done to it!

:Label072B07
00D6: if  0?
001A:    13154& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072B2A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B07

:Label072B2A
00BC: text_highpriority "ASS1_I"  10000& ms  1? \\ This is for my brother!

:Label072B39
00D6: if  0?
001A:    15615& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072B5C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B39

:Label072B5C
00BC: text_highpriority "ASS1_J"  10000& ms  1? \\ I trusted you, Tommy.

:Label072B6B
00D6: if  0?
001A:    20715& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072B8E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B6B

:Label072B8E
00BC: text_highpriority "ASS1_K"  10000& ms  1? \\ I woulda had you made...

:Label072B9D
00D6: if  0?
001A:    23530& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072BC0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072B9D

:Label072BC0
00BC: text_highpriority "ASS1_L"  5000& ms  1? \\ Say goodnight, Mr. Diaz.

:Label072BCF
00D6: if  0?
001A:    24530& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072BF2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072BCF

:Label072BF2
00D6: if  0?
001A:    27376& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072C15
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072BF2

:Label072C15
043C: unknown_set_game_sounds  0?
00BE: text_clear_all
03EB: clear_small_messages_only
0169: set_fade_color  255&  255&  255&
016A: fade  0? ()  0? ms

:Label072C2E
00D6: if  0?
001A:    28876& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label072C51
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label072C2E

:Label072C51
00BE: text_clear_all
03EB: clear_small_messages_only

:Label072C55
00D6: if  0?
016B:   fading
004D: jump_if_false Label072C6D
0001: wait  0? ms
0002: jump Label072C55

:Label072C6D
0001: wait  1000& ms
00BE: text_clear_all
03EB: clear_small_messages_only
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
00BE: text_clear_all
0001: wait  0? ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
043C: unknown_set_game_sounds  1?
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0?
014C: set_parked_car_generator  7948?? cars_to_generate_to  101?
015C: set_zone_gang_info "GANG1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "GANG1"  0? (night)  12?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
0395: clear_area  1? at -378.6! -552.6! range  25.5!  40!
0395: clear_area  1? at -379! -564.6! range  19.8!  40!
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -381.8! -536!  26.3!
015F: set_camera_position -415.273! -502.09!  39.183!  0!  0!  0!
0160: point_camera -414.699! -502.788!  38.754!  2?
016A: fade  1? (back)  1500& ms

:Label072D77
00D6: if  0?
016B:   fading
004D: jump_if_false Label072D8F
0001: wait  0? ms
0002: jump Label072D77

:Label072D8F
0394: play_music  1?
00BA: text_styled "PROP_A"  7000& ms  6? \\ PROPERTY ACQUIRED!
0001: wait  6000& ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label072DB6
00D6: if  0?
016B:   fading
004D: jump_if_false Label072DCE
0001: wait  0? ms
0002: jump Label072DB6

:Label072DCE
0055: put_player $PLAYER_CHAR at -378.3! -592.4!  24.8!
02A3: toggle_widescreen  0? (off)
0171: set_player $PLAYER_CHAR z_angle_to  0!
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
0001: wait  500& ms
04BB: select_interiour  2?  \\ select render area
03CB: set_camera -378.3! -592.4!  24.8!
016A: fade  1? (back)  1000& ms
00BE: text_clear_all
0002: jump Label072F42

:Label072E1E
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label072F1E
00D6: if  22?
0038:    3964?? ==  1?  \\ integer values
0057:   player $PLAYER_CHAR  0? ()in_cube -350.93! -574.95!  10! -369.2! -598.84!  13.5!
0057:   player $PLAYER_CHAR  0? ()in_cube -387.75! -598.51!  10! -443.6! -571.64!  13.5!
004D: jump_if_false Label072F1E
00D6: if  0?
0118:   actor $LANCE_VANCE dead
004D: jump_if_false Label072F1E
016A: fade  0? ()  1000& ms

:Label072EB0
00D6: if  0?
016B:   fading
004D: jump_if_false Label072EC8
0001: wait  0? ms
0002: jump Label072EB0

:Label072EC8
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label072F17
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -274.4! -492.9!  10.3!
0055: put_player $PLAYER_CHAR at -274.4! -492.9!  10.3!
0171: set_player $PLAYER_CHAR z_angle_to  270!
0373: set_camera_directly_behind_player
00A6: destroy_car  104??
009B: destroy_actor_instantly $LANCE_VANCE

:Label072F17
016A: fade  1? (back)  1000& ms

:Label072F1E
029B:  7148?? = init_object -61? (MANSION_NEW_DOORS) at -391.19! -575.906!  24.071!
01C7: spawn_object  7148??
0004:  4004?? =  0?  \\ integer values
0051: return

:Label072F42
0004: $PASSED_ASS1_RUB_OUT =  1?  \\ integer values
0108: destroy_object  7152??
029B:  7156?? = init_object -122? (MAN_DOOROPEN) at -378.542! -554.006!  21.96!
01C7: spawn_object  7156??
0004:  4004?? =  2?  \\ integer values
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  50000&&
0318: set_latest_mission_passed "ASS_1" \\ Rub Out
01F0: set_max_wanted_level_to  6?
030C: set_mission_points +=  1?
014C: set_parked_car_generator  7984?? cars_to_generate_to  101?
014C: set_parked_car_generator  7988?? cars_to_generate_to  101?
014C: set_parked_car_generator  7992?? cars_to_generate_to  101?
02FA: garage  2744?? change_to_type  31?
032B:  308?? = create_weapon_pickup #M4  15? ammo  120? at -330.9! -569.7!  11.6!
032B:  312?? = create_weapon_pickup #CHROMEGUN  15? ammo  50? at -335.9! -569.5!  11.6!
0213:  316?? = create_pickup -86? (HEALTH) type  2? at -330.702! -573.366!  11.6!
0213:  320?? = create_pickup -18? (BODYARMOUR) type  2? at -336! -573.7!  11.6!
055B:  5188?? = create_clothes_pickup  1? at -384.5! -591.9!  25.3!
0004:  5112?? =  1?  \\ integer values
014C: set_parked_car_generator  7520?? cars_to_generate_to  0?
014C: set_parked_car_generator  332?? cars_to_generate_to  101?
0004:  3420?? =  1?  \\ integer values
0004:  3624?? =  1?  \\ integer values
0004:  3628?? =  1?  \\ integer values
004F: create_thread Label00C688 
004F: create_thread Label01099A 
0164: disable_marker  936??
0164: disable_marker  1060??
01E3: text_1number_styled "M_PASS"  50000&&  2000& ms  1? \\ MISSION PASSED! $~1~
02A7:  1060?? = create_marker  29? at -378.3! -579.8!  24.5!
0051: return

:Label073099
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #UZI
0249: release_model #STALLION
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  13@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11828??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11832??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11800??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  0@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor $LANCE_VANCE  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11744??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11748??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11752??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11756??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11764??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11820??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11776??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11824??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11808??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11812??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11816??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11836??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11840??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11844??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11848??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11784??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11788??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11792??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11796??  \\ Like turning an actor into a random pedestrian
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0164: disable_marker  1@
0164: disable_marker  228??
0108: destroy_object  11736??
034F: destroy_actor_with_fade $LANCE_VANCE  \\ The actor fades away like a ghost
0151: remove_status_text  11804??
040D: unload_wav  1?
040D: unload_wav  2?
022A: remove_forbidden_for_peds_cube -271.6! -504.3!  0! -510.5! -661.2!  55!
022B: create_forbidden_for_peds_cube -396.4! -583.6!  15! -360.5! -555.6!  33!
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
00D8: mission_cleanup
0051: return

:Label0731DC
00D6: if  0?
0038:    11724?? ==  1?  \\ integer values
004D: jump_if_false Label073474
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label073237
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label073218
01CA: actor  7@ kill_player $PLAYER_CHAR

:Label073218
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label073230
01CA: actor  8@ kill_player $PLAYER_CHAR

:Label073230
0006:  6@ =  1?  \\ integer values

:Label073237
00D6: if  0?
0038:    11716?? ==  0?  \\ integer values
004D: jump_if_false Label0732DD
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label073268
0350: unknown_actor  9@ not_scared_flag  0?
01CA: actor  9@ kill_player $PLAYER_CHAR

:Label073268
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label073287
0350: unknown_actor  10@ not_scared_flag  0?
01CA: actor  10@ kill_player $PLAYER_CHAR

:Label073287
00D6: if  0?
8118:   NOT   actor  11@ dead
004D: jump_if_false Label07329F
01CA: actor  11@ kill_player $PLAYER_CHAR

:Label07329F
00D6: if  0?
8118:   NOT   actor  14@ dead
004D: jump_if_false Label0732BE
0350: unknown_actor  14@ not_scared_flag  0?
01CA: actor  14@ kill_player $PLAYER_CHAR

:Label0732BE
00D6: if  0?
8118:   NOT   actor  11800?? dead
004D: jump_if_false Label0732D6
01CA: actor  11800?? kill_player $PLAYER_CHAR

:Label0732D6
0004:  11716?? =  1?  \\ integer values

:Label0732DD
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label073474
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0039:    3@ ==  1?  \\ integer values
004D: jump_if_false Label0733A4
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label07335A
0350: unknown_actor  7@ not_scared_flag  0?
00D6: if  0?
8510:   NOT   unknown_actor  7@ on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label07335A
009E: unknown_set_actor  7@ path  380??  384??  388?? radius  1!  1?

:Label07335A
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label0733A4
0350: unknown_actor  8@ not_scared_flag  0?
00D6: if  0?
8510:   NOT   unknown_actor  8@ on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label0733A4
009E: unknown_set_actor  8@ path  380??  384??  388?? radius  1!  1?

:Label0733A4
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label0733E7
00D6: if  0?
8510:   NOT   unknown_actor  9@ on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label0733E7
009E: unknown_set_actor  9@ path  380??  384??  388?? radius  1!  1?

:Label0733E7
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label07342A
00D6: if  0?
8510:   NOT   unknown_actor  10@ on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label07342A
009E: unknown_set_actor  10@ path  380??  384??  388?? radius  1!  1?

:Label07342A
00D6: if  0?
8118:   NOT   actor  14@ dead
004D: jump_if_false Label07346D
00D6: if  0?
8510:   NOT   unknown_actor  14@ on_path  380??  384??  388?? radius  1!
004D: jump_if_false Label07346D
009E: unknown_set_actor  14@ path  380??  384??  388?? radius  1!  1?

:Label07346D
0006:  16@ =  0?  \\ integer values

:Label073474
0051: return

:Label073476
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0734DF
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0734D8
00D6: if  0?
8510:   NOT   unknown_actor $LANCE_VANCE on_path -442.6! -574.9!  11! radius  .5!
004D: jump_if_false Label0734D8
009E: unknown_set_actor $LANCE_VANCE path -442.6! -574.9!  11! radius  .5!  1?

:Label0734D8
0006:  16@ =  0?  \\ integer values

:Label0734DF
0051: return

:Label0734E1
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label07354A
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label073543
00D6: if  0?
8510:   NOT   unknown_actor $LANCE_VANCE on_path -370.1! -596.4!  9.5! radius  .5!
004D: jump_if_false Label073543
009E: unknown_set_actor $LANCE_VANCE path -370.1! -596.4!  9.5! radius  .5!  1?

:Label073543
0006:  16@ =  0?  \\ integer values

:Label07354A
0051: return

:Label07354C
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label0735B7
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0735B0
00D6: if  0?
8510:   NOT   unknown_actor $LANCE_VANCE on_path  380??  384??  388?? radius  .5!
004D: jump_if_false Label0735B0
009E: unknown_set_actor $LANCE_VANCE path  380??  384??  388?? radius  .5!  1?

:Label0735B0
0006:  17@ =  0?  \\ integer values

:Label0735B7
0051: return

;-------------Mission 17---------------
; Originally: Death Row


:Label0735B9
03A4: name_thread "KENT1"
0050: gosub Label0735E7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0735DE
0050: gosub Label0753C0

:Label0735DE
0050: gosub Label07542A
004E: end_thread

:Label0735E7
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0006:  12@ =  0?  \\ integer values
0004:  11884?? =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0006:  10@ =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0007:  6@ = -1310.325!  \\ floating-point values
0007:  7@ =  165.808!  \\ floating-point values
0007:  8@ =  10.59!  \\ floating-point values
0007:  9@ =  280.723!  \\ floating-point values
0004:  11880?? =  100?  \\ integer values
0006:  1@ =  100?  \\ integer values
0005:  11892?? = -1308.51!  \\ floating-point values
0005:  11896?? =  162.002!  \\ floating-point values
0005:  11900?? =  10.56!  \\ floating-point values
0004:  11904?? =  0?  \\ integer values
0004:  11908?? =  0?  \\ integer values
0004:  11916?? =  0?  \\ integer values
0005:  11920?? = -1256.36!  \\ floating-point values
0005:  11924?? =  2.86!  \\ floating-point values
0005:  11928?? =  10.45!  \\ floating-point values
0005:  11932?? = -1255.89!  \\ floating-point values
0005:  11936?? =  12.26!  \\ floating-point values
0005:  11940?? =  10.45!  \\ floating-point values
0005:  11944?? = -1255.72!  \\ floating-point values
0005:  11948?? =  19.11!  \\ floating-point values
0005:  11952?? =  10.45!  \\ floating-point values
0005:  11956?? = -1255.89!  \\ floating-point values
0005:  11960?? =  12.26!  \\ floating-point values
0005:  11964?? =  10.45!  \\ floating-point values
0005:  11968?? = -1256.36!  \\ floating-point values
0005:  11972?? =  2.86!  \\ floating-point values
0005:  11976?? =  10.45!  \\ floating-point values
0004:  11984?? =  0?  \\ integer values
0004:  11988?? =  0?  \\ integer values
0005:  12004?? =  180!  \\ floating-point values
0005:  11992?? = -1310.29!  \\ floating-point values
0005:  11996?? =  155.36!  \\ floating-point values
0005:  12000?? =  10.56!  \\ floating-point values
0004:  12012?? =  0?  \\ integer values
0004:  12016?? =  0?  \\ integer values
0005:  12032?? =  180!  \\ floating-point values
0005:  12020?? = -1303.69!  \\ floating-point values
0005:  12024?? =  155.36!  \\ floating-point values
0005:  12028?? =  10.56!  \\ floating-point values
0004:  12040?? =  0?  \\ integer values
0004:  12044?? =  0?  \\ integer values
0005:  12048?? = -1259!  \\ floating-point values
0005:  12052?? =  104.09!  \\ floating-point values
0005:  12056?? =  10.45!  \\ floating-point values
0005:  12060?? = -1260.03!  \\ floating-point values
0005:  12064?? =  95.52!  \\ floating-point values
0005:  12068?? =  10.45!  \\ floating-point values
0005:  12072?? = -1260.07!  \\ floating-point values
0005:  12076?? =  80.4!  \\ floating-point values
0005:  12080?? =  10.45!  \\ floating-point values
0005:  12084?? = -1259.79!  \\ floating-point values
0005:  12088?? =  60.42!  \\ floating-point values
0005:  12092?? =  10.26!  \\ floating-point values
0005:  12096?? = -1259.66!  \\ floating-point values
0005:  12100?? =  49.85!  \\ floating-point values
0005:  12104?? =  10.21!  \\ floating-point values
0005:  12108?? = -1259.79!  \\ floating-point values
0005:  12112?? =  60.42!  \\ floating-point values
0005:  12116?? =  10.26!  \\ floating-point values
0005:  12120?? = -1260.07!  \\ floating-point values
0005:  12124?? =  80.4!  \\ floating-point values
0005:  12128?? =  10.45!  \\ floating-point values
0005:  12132?? = -1260.03!  \\ floating-point values
0005:  12136?? =  95.52!  \\ floating-point values
0005:  12140?? =  10.45!  \\ floating-point values
0005:  12144?? = -1259!  \\ floating-point values
0005:  12148?? =  104.09!  \\ floating-point values
0005:  12152?? =  10.45!  \\ floating-point values
0004:  12160?? =  0?  \\ integer values
0004:  12164?? =  0?  \\ integer values
0005:  12168?? = -1302.17!  \\ floating-point values
0005:  12172?? =  82.09!  \\ floating-point values
0005:  12176?? =  10.46!  \\ floating-point values
0005:  12180?? = -1303.89!  \\ floating-point values
0005:  12184?? =  75.11!  \\ floating-point values
0005:  12188?? =  10.46!  \\ floating-point values
0005:  12192?? = -1306.49!  \\ floating-point values
0005:  12196?? =  61.84!  \\ floating-point values
0005:  12200?? =  10.46!  \\ floating-point values
0005:  12204?? = -1302.17!  \\ floating-point values
0005:  12208?? =  82.09!  \\ floating-point values
0005:  12212?? =  10.46!  \\ floating-point values
0004:  12220?? =  0?  \\ integer values
0004:  12228?? =  0?  \\ integer values
0004:  12232?? =  0?  \\ integer values
0004:  12240?? =  0?  \\ integer values
0004:  12244?? =  0?  \\ integer values
0004:  12252?? =  0?  \\ integer values
0004:  12256?? =  0?  \\ integer values
0004:  12264?? =  0?  \\ integer values
0004:  12268?? =  0?  \\ integer values
0004:  12276?? =  0?  \\ integer values
0004:  12280?? =  0?  \\ integer values
0004:  12288?? =  0?  \\ integer values
0004:  12296?? =  0?  \\ integer values
0004:  12304?? =  0?  \\ integer values
0004:  12312?? =  0?  \\ integer values
0005:  12320?? = -823.45!  \\ floating-point values
0005:  12324?? =  1162.13!  \\ floating-point values
0005:  12328?? =  10.06!  \\ floating-point values
0004:  12332?? =  0?  \\ integer values
0004:  12336?? =  0?  \\ integer values
0004:  12344?? =  0?  \\ integer values
0004:  12348?? =  0?  \\ integer values
0004:  12356?? =  0?  \\ integer values
0004:  12360?? =  0?  \\ integer values
0004:  12388?? =  0?  \\ integer values
0004:  12392?? =  0?  \\ integer values
0004:  12400?? =  0?  \\ integer values
0004:  12404?? =  0?  \\ integer values
0004:  12408?? =  0?  \\ integer values
0004:  12412?? =  0?  \\ integer values
0004:  12416?? =  0?  \\ integer values
0004:  12420?? =  0?  \\ integer values
0004:  12424?? =  0?  \\ integer values
0004:  12428?? =  0?  \\ integer values
0004:  12432?? =  0?  \\ integer values
0004:  12436?? =  0?  \\ integer values
0004:  12440?? =  0?  \\ integer values
0004:  12444?? =  0?  \\ integer values
0004:  12448?? =  0?  \\ integer values
0004:  12452?? =  0?  \\ integer values
0004:  12456?? =  0?  \\ integer values
0004:  12460?? =  0?  \\ integer values
0004:  12464?? =  0?  \\ integer values
0004:  12468?? =  0?  \\ integer values
0004:  12472?? =  0?  \\ integer values
0004:  12484?? =  0?  \\ integer values
0004:  12488?? =  0?  \\ integer values
0004:  12492?? =  0?  \\ integer values
0004:  12496?? =  0?  \\ integer values
0004:  12500?? =  0?  \\ integer values
0004:  12504?? =  0?  \\ integer values
0004:  12508?? =  0?  \\ integer values
0004:  12512?? =  0?  \\ integer values
0004:  12516?? =  0?  \\ integer values
0004:  12520?? =  0?  \\ integer values
0004:  12524?? =  0?  \\ integer values
0004:  12532?? =  0?  \\ integer values
0005:  12536?? =  0!  \\ floating-point values
0005:  12540?? =  0!  \\ floating-point values
0005:  12544?? =  0!  \\ floating-point values
0005:  12548?? =  0!  \\ floating-point values
0005:  12552?? =  0!  \\ floating-point values
0005:  12556?? =  0!  \\ floating-point values
0005:  12560?? =  0!  \\ floating-point values
0005:  12564?? =  0!  \\ floating-point values
0005:  12568?? =  0!  \\ floating-point values
0005:  12572?? =  0!  \\ floating-point values
0005:  12576?? =  0!  \\ floating-point values
0005:  12580?? =  0!  \\ floating-point values
0005:  12584?? =  0!  \\ floating-point values
0005:  12588?? =  0!  \\ floating-point values
0005:  12592?? =  0!  \\ floating-point values
0005:  12596?? =  0!  \\ floating-point values
0005:  12600?? =  0!  \\ floating-point values
0005:  12604?? =  0!  \\ floating-point values
0005:  12608?? =  0!  \\ floating-point values
0005:  12612?? =  0!  \\ floating-point values
0005:  12616?? =  0!  \\ floating-point values
0005:  12620?? =  0!  \\ floating-point values
0005:  12624?? =  0!  \\ floating-point values
0005:  12628?? =  0!  \\ floating-point values
0004:  12632?? =  0?  \\ integer values
0004:  12636?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "KENT1"
058E: unknown_point_command  512.591! -74.9!  9.573! angle  189.24!
0004:  4044?? =  1?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKENT"
04F9: interiour_colors  1?  0?
04BB: select_interiour  17?  \\ select render area
03CB: set_camera  476.12! -63.377!  10!
038B: load_requested_models

:Label073C42
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label073C60
0001: wait  0? ms
0002: jump Label073C42

:Label073C60
02E4: load_cutscene_data "RESC_1A"
0244: set_cutscene_pos  477.687! -58.001!  8.943!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  568?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  568?? "CSKENT"
0395: clear_area  1? at  495.74! -82.79! range  9.03!  1!
0055: put_player $PLAYER_CHAR at  495.74! -82.79!  9.03!
0171: set_player $PLAYER_CHAR z_angle_to  211.2!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label073CF6
00D6: if  0?
001A:    798& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073D19
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073CF6

:Label073D19
00BC: text_highpriority "KPM1_A"  10000& ms  1? \\ Awright mush, I'm gonna save your Vera, mate.

:Label073D28
00D6: if  0?
001A:    3079& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073D4B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D28

:Label073D4B
00BC: text_highpriority "KPM1_B"  10000& ms  1? \\ What the hell are you talking about?

:Label073D5A
00D6: if  0?
001A:    4603& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073D7D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D5A

:Label073D7D
00BC: text_highpriority "KPM1_C"  10000& ms  1? \\ You know that wanker Diaz, the Bugle Master.

:Label073D8C
00D6: if  0?
001A:    6776& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073DAF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073D8C

:Label073DAF
00BC: text_highpriority "KPM1_D"  10000& ms  1? \\ He's got your boy, Lance. Word is your mate tried to jump him...

:Label073DBE
00D6: if  0?
001A:    9460& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073DE1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073DBE

:Label073DE1
00BC: text_highpriority "KPM1_E"  10000& ms  1? \\ didn't jump high enough if you know what I mean.

:Label073DF0
00D6: if  0?
001A:    11736& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073E13
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073DF0

:Label073E13
00BC: text_highpriority "KPM1_F"  10000& ms  1? \\ Where did he take him? In plain English?

:Label073E22
00D6: if  0?
001A:    14992& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073E45
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E22

:Label073E45
00BC: text_highpriority "KPM1_G"  10000& ms  1? \\ Keep your barnet on! They got him across town at the junkyard.

:Label073E54
00D6: if  0?
001A:    20583& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073E77
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E54

:Label073E77
00BC: text_highpriority "KPM1_H"  10000& ms  1? \\ Bloody hell....you nutter!

:Label073E86
00D6: if  0?
001A:    22880& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073EA9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073E86

:Label073EA9
00BE: text_clear_all

:Label073EAB
00D6: if  0?
001A:    23352& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label073ECE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label073EAB

:Label073ECE
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label073ED7
00D6: if  0?
016B:   fading
004D: jump_if_false Label073EEF
0001: wait  0? ms
0002: jump Label073ED7

:Label073EEF
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  495.74! -82.79!  9.03!
0004:  4044?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  2?  60000&&
0167:  12528?? = create_marker_at -1219.969!  8.543!  10.44!  1?  3?
0168: show_on_radar  12528??  3?
0004:  12532?? =  1?  \\ integer values
03C4: set_status_text_to  11880??  1? (bar) "KPM1_3" \\ LANCE'S HEALTH:
00BC: text_highpriority "KPM1_1"  7000& ms  1? \\ ~g~Lance is being held at the junk yard, Go and rescue him!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0247: request_model #CLA
0247: request_model #CLB
0247: request_model #UZI
0247: request_model #SENTINEL
0247: request_model #COMET
0247: request_model #RUGER
04ED: unknown_load_skin "LANCE"
023C: load_special_actor  3? "IGBUDDY"

:Label073FCB
00D6: if  25?
8248:   NOT   model #CLA available
8248:   NOT   model #CLB available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #SENTINEL available
8248:   NOT   model #COMET available
004D: jump_if_false Label073FFC
0001: wait  0? ms
0002: jump Label073FCB

:Label073FFC
00D6: if  21?
84EE:   NOT   unknown_skin "LANCE" loaded
8248:   NOT   model #RUGER available
004D: jump_if_false Label074021
0001: wait  0? ms
0002: jump Label073FFC

:Label074021
00A5:  12368?? = create_car #COMET at -1066.072! -55.111!  10.262!
00A6: destroy_car  12368??
00A5:  12372?? = create_car #COMET at -1066.714! -28.923!  10.246!
00A6: destroy_car  12372??
00A5:  12376?? = create_car #COMET at -1073.399!  77.886!  10.239!
00A6: destroy_car  12376??
00A5:  12380?? = create_car #COMET at -1072.822!  41.816!  10.27!
00A6: destroy_car  12380??
00A5:  12480?? = create_car #SENTINEL at -1292.08!  155.609!  10.45!
0175: set_car  12480?? z_angle_to  176.706!
00A5:  12364?? = create_car #SENTINEL at -1240.28!  7.5!  10.46!
0175: set_car  12364?? z_angle_to  180!
009A:  0@ = create_actor  4? #SPECIAL03 at  6@  7@  8@
0446: (unknown)  0@  0? 
01ED: spawn_actor  0@
04F5: unknown_actor  0@ kiss_player $PLAYER_CHAR on  1?
0568:  0@  1?
0173: set_actor  0@ z_angle_to  285.31!
009A:  11888?? = create_actor  10? #CLA at  11892??  11896??  11900??
01ED: spawn_actor  11888??
03FE: unknown_actor  11888??  200&
009A:  11912?? = create_actor  10? #CLA at  11920??  11924??  11928??
01ED: spawn_actor  11912??
03FE: unknown_actor  11912??  200&
009A:  11980?? = create_actor  10? #CLA at  11992??  11996??  12000??
01ED: spawn_actor  11980??
03FE: unknown_actor  11980??  200&
009A:  12008?? = create_actor  10? #CLA at  12020??  12024??  12028??
01ED: spawn_actor  12008??
03FE: unknown_actor  12008??  200&
009A:  12036?? = create_actor  10? #CLA at  12048??  12052??  12056??
01ED: spawn_actor  12036??
03FE: unknown_actor  12036??  200&
009A:  12156?? = create_actor  10? #CLA at  12168??  12172??  12176??
01ED: spawn_actor  12156??
03FE: unknown_actor  12156??  200&
009A:  12216?? = create_actor  4? #CLA at -1293.67!  142.31!  16.94!
01ED: spawn_actor  12216??
03FE: unknown_actor  12216??  200&
009A:  12224?? = create_actor  4? #CLA at -1243.05!  10!  10.46!
01ED: spawn_actor  12224??
03FE: unknown_actor  12224??  200&
009A:  12236?? = create_actor  4? #CLA at -1242.57!  4.5!  10.45!
01ED: spawn_actor  12236??
03FE: unknown_actor  12236??  200&
009A:  12248?? = create_actor  10? #CLA at -1252.871!  42.226!  12.313!
01ED: spawn_actor  12248??
03FE: unknown_actor  12248??  200&
009A:  12260?? = create_actor  10? #CLA at -1257.927!  79.62!  10.45!
01ED: spawn_actor  12260??
03FE: unknown_actor  12260??  200&
009A:  12272?? = create_actor  10? #CLA at -1257.345!  85.37!  10.45!
01ED: spawn_actor  12272??
03FE: unknown_actor  12272??  200&
0004:  492?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label0742B2
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label074EAC
0001: wait  0? ms
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label074305
00D6: if  0?
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label074305
0110: clear_player $PLAYER_CHAR wanted_level

:Label074305
00D6: if  0?
0028:    12632?? >=  4?  \\ integer values
004D: jump_if_false Label074479
00D6: if  0?
0038:    12636?? ==  0?  \\ integer values
004D: jump_if_false Label074479
00D6: if  21?
0057:   player $PLAYER_CHAR  0? ()in_cube -1236.888!  15.474!  8! -1288.145!  122.99!  20!
0057:   player $PLAYER_CHAR  0? ()in_cube -1301.625!  59.126!  8! -1236.84!  15.482!  20!
004D: jump_if_false Label074479
009A:  12284?? = create_actor  10? #CLA at -1307.682!  147.943!  10.45!
01ED: spawn_actor  12284??
0243: set_actor  12284?? ped_stats_to  16?
011A: set_actor  12284?? flags  1?
01B2: give_actor  12284?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  12284?? kill_player $PLAYER_CHAR
009A:  12292?? = create_actor  10? #CLB at -1305.706!  149.732!  10.44!
01ED: spawn_actor  12292??
0243: set_actor  12292?? ped_stats_to  16?
011A: set_actor  12292?? flags  1?
01B2: give_actor  12292?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  12292?? kill_player $PLAYER_CHAR
009A:  12300?? = create_actor  10? #CLA at -1305.314!  145.067!  10.45!
01ED: spawn_actor  12300??
0243: set_actor  12300?? ped_stats_to  16?
011A: set_actor  12300?? flags  1?
01B2: give_actor  12300?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  12300?? kill_player $PLAYER_CHAR
009A:  12308?? = create_actor  10? #CLB at -1302.267!  146.64!  10.45!
01ED: spawn_actor  12308??
0243: set_actor  12308?? ped_stats_to  16?
011A: set_actor  12308?? flags  1?
01B2: give_actor  12308?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  12308?? kill_player $PLAYER_CHAR
0004:  12636?? =  1?  \\ integer values

:Label074479
00D6: if  0?
0038:    12532?? ==  1?  \\ integer values
004D: jump_if_false Label07450F
00D6: if  21?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
0038:    11884?? ==  1?  \\ integer values
004D: jump_if_false Label07450F
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0744E3
0164: disable_marker  12528??
0187:  5@ = create_marker_above_actor  0@
0004:  12532?? =  0?  \\ integer values
0002: jump Label07450F

:Label0744E3
0164: disable_marker  5@
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0
0006:  3@ =  1?  \\ integer values

:Label07450F
00D6: if  0?
001A:    13? >  12460??  \\ integer values
004D: jump_if_false Label07452F
0050: gosub Label076C94
0002: jump Label074598

:Label07452F
0008:  12524?? +=  1?  \\ integer values
00D6: if  0?
0038:    12636?? ==  1?  \\ integer values
004D: jump_if_false Label074569
00D6: if  0?
0018:    12524?? >  270&  \\ integer values
004D: jump_if_false Label074562
0004:  12524?? =  0?  \\ integer values

:Label074562
0002: jump Label074583

:Label074569
00D6: if  0?
0018:    12524?? >  150&  \\ integer values
004D: jump_if_false Label074583
0004:  12524?? =  0?  \\ integer values

:Label074583
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0050: gosub Label075505

:Label074598
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label074D5D
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label0745ED
0164: disable_marker  5@
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0
0006:  3@ =  1?  \\ integer values
0002: jump Label074D5D

:Label0745ED
00D6: if  0?
0038:    12468?? ==  0?  \\ integer values
004D: jump_if_false Label074607
0223: set_actor  0@ health_to  11880??

:Label074607
0226:  1@ = actor  0@ health
00D6: if  0?
0038:    12332?? ==  0?  \\ integer values
004D: jump_if_false Label07468A
00D6: if  0?
80A3:   NOT   actor  0@  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label07468A
01C2: remove_references_to_actor  11888??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11912??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11980??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12008??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12036??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12156??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12216??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12224??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12236??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12248??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12260??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12272??  \\ Like turning an actor into a random pedestrian
0004:  12332?? =  1?  \\ integer values

:Label07468A
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label0746D5
0050: gosub Label075FC7
00D6: if  0?
0101:   actor  0@ stopped_near_point  12320??  12324??  12328?? radius  3!  3!  3! sphere  492??
004D: jump_if_false Label0746D5
0006:  2@ =  1?  \\ integer values

:Label0746D5
00D6: if  0?
0039:    10@ ==  0?  \\ integer values
004D: jump_if_false Label07475A
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label07475A
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label07472E
02A9: set_actor  0@ immune_to_nonplayer  0?
04D7: lock_actor  0@ in_current_position  0?
0372: set_actor  0@ anim  0? wait_state_time  1? ms
0006:  10@ =  1?  \\ integer values
0002: jump Label07475A

:Label07472E
0164: disable_marker  5@
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0
0006:  3@ =  1?  \\ integer values

:Label07475A
00D6: if  0?
0038:    11904?? ==  1?  \\ integer values
004D: jump_if_false Label074D5D
00D6: if  0?
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label074D5D
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  6@  7@  8@ radius  2!  2!  4!
004D: jump_if_false Label074D5D
0004:  12468?? =  1?  \\ integer values
00D6: if  0?
0038:    12472?? ==  0?  \\ integer values
004D: jump_if_false Label074887
0164: disable_marker  12528??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0470:  12500?? = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
0395: clear_area  0? at -1312.775!  170.233! range  12.036!  1!
015F: set_camera_position -1312.775!  170.233!  12.036!  0!  0!  0!
0160: point_camera -1312.312!  169.349!  11.982!  2?
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label074887
008B:  1@ =  11880??  \\ integer values and handles
0223: set_actor  0@ health_to  1@
0350: unknown_actor  0@ not_scared_flag  0?
04D7: lock_actor  0@ in_current_position  0?
0372: set_actor  0@ anim  0? wait_state_time  1? ms
020E: actor $PLAYER_ACTOR look_at_actor  0@
020E: actor  0@ look_at_actor $PLAYER_ACTOR
0004:  12472?? =  1?  \\ integer values

:Label074887
00D6: if  0?
0038:    12472?? ==  1?  \\ integer values
004D: jump_if_false Label074C91
00D6: if  0?
0038:    12464?? ==  0?  \\ integer values
004D: jump_if_false Label0748CA
03CF: load_wav "RESC_4" as  1?
03CF: load_wav "RESC_5" as  2?
0004:  12464?? =  1?  \\ integer values

:Label0748CA
00D6: if  0?
0038:    12464?? ==  1?  \\ integer values
004D: jump_if_false Label0748F6
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label0748F6
0004:  12464?? =  2?  \\ integer values

:Label0748F6
00D6: if  0?
0038:    12464?? ==  2?  \\ integer values
004D: jump_if_false Label07492E
03D1: play_wav  1?
00BC: text_highpriority "RESC_4"  5000& ms  1? \\ There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  3?  \\ integer values

:Label07492E
00D6: if  0?
0038:    12464?? ==  3?  \\ integer values
004D: jump_if_false Label074969
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label074969
03D5: remove_text "RESC_4" \\ There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
0004:  12464?? =  4?  \\ integer values

:Label074969
00D6: if  0?
0038:    12464?? ==  4?  \\ integer values
004D: jump_if_false Label0749A1
03D1: play_wav  2?
00BC: text_highpriority "RESC_5"  5000& ms  1? \\ He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor  0@ anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  5?  \\ integer values

:Label0749A1
00D6: if  0?
0038:    12464?? ==  5?  \\ integer values
004D: jump_if_false Label0749E8
03CF: load_wav "RESC_6" as  1?
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0749E8
03D5: remove_text "RESC_5" \\ He killed my brother. What do you expect me to do, mow his lawns?
0372: set_actor  0@ anim  0? wait_state_time  1? ms
0004:  12464?? =  6?  \\ integer values

:Label0749E8
00D6: if  0?
0038:    12464?? ==  6?  \\ integer values
004D: jump_if_false Label074A10
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label074A10
0004:  12464?? =  7?  \\ integer values

:Label074A10
00D6: if  0?
0038:    12464?? ==  7?  \\ integer values
004D: jump_if_false Label074A54
03CF: load_wav "RESC_1" as  2?
03D1: play_wav  1?
00BC: text_highpriority "RESC_6"  5000& ms  1? \\ We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  8?  \\ integer values

:Label074A54
00D6: if  0?
0038:    12464?? ==  8?  \\ integer values
004D: jump_if_false Label074A8F
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label074A8F
03D5: remove_text "RESC_6" \\ We're gonna have to take out that prick Diaz before he takes us out.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
0004:  12464?? =  9?  \\ integer values

:Label074A8F
00D6: if  0?
0038:    12464?? ==  9?  \\ integer values
004D: jump_if_false Label074AB7
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label074AB7
0004:  12464?? =  10?  \\ integer values

:Label074AB7
00D6: if  0?
0038:    12464?? ==  10?  \\ integer values
004D: jump_if_false Label074AFB
03CF: load_wav "RESC_2" as  1?
03D1: play_wav  2?
00BC: text_highpriority "RESC_1"  5000& ms  1? \\ You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  11?  \\ integer values

:Label074AFB
00D6: if  0?
0038:    12464?? ==  11?  \\ integer values
004D: jump_if_false Label074B36
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label074B36
03D5: remove_text "RESC_1" \\ You ok to use a gun?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
0004:  12464?? =  12?  \\ integer values

:Label074B36
00D6: if  0?
0038:    12464?? ==  12?  \\ integer values
004D: jump_if_false Label074B5E
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label074B5E
0004:  12464?? =  13?  \\ integer values

:Label074B5E
00D6: if  0?
0038:    12464?? ==  13?  \\ integer values
004D: jump_if_false Label074BA2
03CF: load_wav "RESC_3" as  2?
03D1: play_wav  1?
00BC: text_highpriority "RESC_2"  5000& ms  1? \\ Sure...I guess...nice to see you, too.
0372: set_actor  0@ anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  14?  \\ integer values

:Label074BA2
00D6: if  0?
0038:    12464?? ==  14?  \\ integer values
004D: jump_if_false Label074BDD
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label074BDD
03D5: remove_text "RESC_2" \\ Sure...I guess...nice to see you, too.
0372: set_actor  0@ anim  0? wait_state_time  1? ms
0004:  12464?? =  15?  \\ integer values

:Label074BDD
00D6: if  0?
0038:    12464?? ==  15?  \\ integer values
004D: jump_if_false Label074C05
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label074C05
0004:  12464?? =  16?  \\ integer values

:Label074C05
00D6: if  0?
0038:    12464?? ==  16?  \\ integer values
004D: jump_if_false Label074C3D
03D1: play_wav  2?
00BC: text_highpriority "RESC_3"  5000& ms  1? \\ Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
0004:  12464?? =  17?  \\ integer values

:Label074C3D
00D6: if  0?
0038:    12464?? ==  17?  \\ integer values
004D: jump_if_false Label074C78
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label074C78
03D5: remove_text "RESC_3" \\ Let's get out of here.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
0004:  12464?? =  18?  \\ integer values

:Label074C78
00D6: if  0?
0038:    12464?? ==  18?  \\ integer values
004D: jump_if_false Label074C91
0004:  12472?? =  2?  \\ integer values

:Label074C91
00D6: if  0?
0038:    12472?? ==  2?  \\ integer values
004D: jump_if_false Label074D5D
01DF: tie_actor  0@ to_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1? (off)
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label074CDA
0332: set_actor  0@ bleeding_to  0? (false)
01B2: give_actor  0@ weapon  23? ammo  30000&  \\ Load the weapon model before using this
0002: jump Label074CF7

:Label074CDA
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0
0006:  3@ =  1?  \\ integer values

:Label074CF7
0164: disable_marker  5@
00BC: text_highpriority "KPM1_4"  5000& ms  1? \\ ~g~Get Lance to the hospital!
018A:  12316?? = create_checkpoint_at  12320??  12324??  12328??
0004:  492?? =  1?  \\ integer values
0151: remove_status_text  11880??
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  12500??
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
02EB: restore_camera_with_jumpcut
0006:  4@ =  1?  \\ integer values
0006:  11@ =  1?  \\ integer values
0004:  12472?? =  3?  \\ integer values

:Label074D5D
00D6: if  0?
0038:    12468?? ==  0?  \\ integer values
004D: jump_if_false Label074E6C
00D6: if  0?
0038:    11884?? ==  1?  \\ integer values
004D: jump_if_false Label074DE5
00D6: if  0?
0029:    16@ >=  1500&  \\ integer values
004D: jump_if_false Label074DDE
00D6: if  0?
0018:    11880?? >  0?  \\ integer values
004D: jump_if_false Label074DBB
000C:  11880?? -=  1?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label074DDE

:Label074DBB
0004:  11880?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label074DDE
0321: kill_actor  0@

:Label074DDE
0002: jump Label074E42

:Label074DE5
00D6: if  0?
0029:    16@ >=  3000&  \\ integer values
004D: jump_if_false Label074E42
00D6: if  0?
0018:    11880?? >  0?  \\ integer values
004D: jump_if_false Label074E1F
000C:  11880?? -=  1?  \\ integer values
0006:  16@ =  0?  \\ integer values
0002: jump Label074E42

:Label074E1F
0004:  11880?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label074E42
0321: kill_actor  0@

:Label074E42
00D6: if  0?
001E:    11880?? >  1@  \\ integer values
004D: jump_if_false Label074E64
008A:  11880?? =  1@  \\ integer values and handles
0002: jump Label074E6C

:Label074E64
008B:  1@ =  11880??  \\ integer values and handles

:Label074E6C
00D6: if  0?
0038:    12332?? ==  1?  \\ integer values
004D: jump_if_false Label074EA5
00D6: if  0?
0038:    12336?? ==  0?  \\ integer values
004D: jump_if_false Label074E9E
0050: gosub Label0760C6
0002: jump Label074EA5

:Label074E9E
0050: gosub Label0762CB

:Label074EA5
0002: jump Label0742B2

:Label074EAC
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0395: clear_area  0? at -830.107!  1157.09! range  12.98!  1!
015F: set_camera_position -830.107!  1157.09!  12.98!  0!  0!  0!
0160: point_camera -829.292!  1157.611!  12.74!  2?
03CF: load_wav "RESC_7" as  1?
03CF: load_wav "RESC_8" as  2?
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label074F44
01E0: clear_leader  0@
0002: jump Label074F5F

:Label074F44
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label074F5F
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label074FA8
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label074FA1
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label074FA1
0002: jump Label074F5F

:Label074FA8
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label07501F
00D6: if  0?
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false Label074FE2
03D1: play_wav  1?
00BC: text_highpriority "RESC_7"  5000& ms  1? \\ Get patched up and meet me on the bridge to Star Island, ok?
0002: jump Label075018

:Label074FE2
020E: actor $PLAYER_ACTOR look_at_actor  0@
0470:  12500?? = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
03D1: play_wav  1?
00BC: text_highpriority "RESC_7"  5000& ms  1? \\ Get patched up and meet me on the bridge to Star Island, ok?

:Label075018
0002: jump Label075044

:Label07501F
0164: disable_marker  5@
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label075044
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label075089
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label075082
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label075082
0002: jump Label075044

:Label075089
03D5: remove_text "RESC_7" \\ Get patched up and meet me on the bridge to Star Island, ok?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label075103
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label0750D6
03D1: play_wav  2?
00BC: text_highpriority "RESC_8"  5000& ms  1? \\ Ok, I got you.
0002: jump Label0750FC

:Label0750D6
01B9: set_actor  0@ armed_weapon_to  0?
0372: set_actor  0@ anim  19? wait_state_time  1000000&& ms
03D1: play_wav  2?
00BC: text_highpriority "RESC_8"  5000& ms  1? \\ Ok, I got you.

:Label0750FC
0002: jump Label075128

:Label075103
0164: disable_marker  5@
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label075128
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label075173
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label07516C
0164: disable_marker  5@
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label07516C
0002: jump Label075128

:Label075173
03D5: remove_text "RESC_8" \\ Ok, I got you.
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label07519D
0372: set_actor  0@ anim  0? wait_state_time  1? ms
0002: jump Label0751BE

:Label07519D
0164: disable_marker  5@
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label0751BE
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label075284
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label07527D
00D9:  12476?? = actor  0@ car
01D3: actor  0@ leave_car  12476??

:Label0751EE
00D6: if  0?
00DF:   actor  0@ driving
004D: jump_if_false Label07527D
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label07522D
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label07522D
00D6: if  0?
0119:   car  12476?? wrecked
004D: jump_if_false Label075276
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label07526F
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0
0002: jump Label075276

:Label07526F
0002: jump Label0753C0

:Label075276
0002: jump Label0751EE

:Label07527D
0002: jump Label07529F

:Label075284
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label07529F
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0752D4
00A1: put_actor  0@ at -822.71!  1158.16!  10.07!
0173: set_actor  0@ z_angle_to  202.594!
0002: jump Label0752EF

:Label0752D4
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label0752EF
015F: set_camera_position -826.493!  1154.238!  11.78!  0!  0!  0!
0160: point_camera -825.78!  1154.921!  11.62!  2?
0211: actor  0@ walk_to -822.856!  1153.668!
0006:  16@ =  0?  \\ integer values

:Label075338
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label075381
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label07537A
0164: disable_marker  5@
00BC: text_highpriority "KPM1_2"  5000& ms  1? \\ ~r~You were supposed to get Lance out alive!
0002: jump Label0753C0

:Label07537A
0002: jump Label075338

:Label075381
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly  0@
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0753A0
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  12500??

:Label0753A0
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
0002: jump Label0753D1

:Label0753C0
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0753D1
0004: $PASSED_KENT1_DEATH_ROW =  1?  \\ integer values
0004:  3984?? =  0?  \\ integer values
0318: set_latest_mission_passed "KENT_1" \\ Death Row
0394: play_music  1?
030C: set_mission_points +=  1?
00BA: text_styled "M_PASSN"  5000& ms  1? \\ MISSION PASSED!
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker  964??
0164: disable_marker  936??
02A7:  936?? = create_marker  1680?? at  2040??  2044??  2048??
004F: create_thread Label00BB02 
0051: return

:Label07542A
03AC: remove_route_point  0?
03AC: remove_route_point  1?
03AC: remove_route_point  2?
0004: $ONMISSION =  0?  \\ integer values
034F: destroy_actor_with_fade  0@  \\ The actor fades away like a ghost
04EF: unknown_unload_skin "LANCE"
01E7: remove_forbidden_for_cars_cube -1208.09!  1.78!  6! -1172.68!  18.66!  20!
0164: disable_marker  5@
0164: disable_marker  12316??
0164: disable_marker  12528??
0296: unload_special_actor  3?
00D6: if  0?
8119:   NOT   car  12368?? wrecked
004D: jump_if_false Label075496
00AF: set_car  12368?? driver_behaviour_to  0?

:Label075496
00D6: if  0?
8119:   NOT   car  12372?? wrecked
004D: jump_if_false Label0754AD
00AF: set_car  12372?? driver_behaviour_to  0?

:Label0754AD
00D6: if  0?
8119:   NOT   car  12376?? wrecked
004D: jump_if_false Label0754C4
00AF: set_car  12376?? driver_behaviour_to  0?

:Label0754C4
00D6: if  0?
8119:   NOT   car  12380?? wrecked
004D: jump_if_false Label0754DB
00AF: set_car  12380?? driver_behaviour_to  0?

:Label0754DB
0249: release_model #CLA
0249: release_model #CLB
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COMET
0249: release_model #RUGER
0151: remove_status_text  11880??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label075505
00D6: if  0?
0038:    11904?? ==  0?  \\ integer values
004D: jump_if_false Label075576
00D6: if  0?
0118:   actor  11888?? dead
004D: jump_if_false Label07553C
0008:  12632?? +=  1?  \\ integer values
0004:  11904?? =  1?  \\ integer values
0002: jump Label075576

:Label07553C
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label075576
00D6: if  0?
0038:    11908?? ==  0?  \\ integer values
004D: jump_if_false Label075576
0350: unknown_actor  11888?? not_scared_flag  0?
01CC: actor  11888?? kill_player $PLAYER_CHAR
0004:  11908?? =  1?  \\ integer values

:Label075576
00D6: if  0?
0038:    11916?? ==  0?  \\ integer values
004D: jump_if_false Label07561A
00D6: if  0?
0118:   actor  11912?? dead
004D: jump_if_false Label0755AD
0008:  12632?? +=  1?  \\ integer values
0004:  11916?? =  1?  \\ integer values
0002: jump Label07561A

:Label0755AD
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label0755D9
00D6: if  0?
0123:   actor  11912?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0755D9
0004:  11884?? =  1?  \\ integer values

:Label0755D9
00D6: if  0?
0038:    11884?? ==  1?  \\ integer values
004D: jump_if_false Label07561A
00D6: if  0?
0038:    12524?? ==  0?  \\ integer values
004D: jump_if_false Label07561A
009E: unknown_set_actor  11912?? path  380??  384??  388?? radius  .5!  1?
01CA: actor  11912?? kill_player $PLAYER_CHAR

:Label07561A
00D6: if  0?
0038:    11984?? ==  0?  \\ integer values
004D: jump_if_false Label0756AF
00D6: if  0?
0118:   actor  11980?? dead
004D: jump_if_false Label075651
0008:  12632?? +=  1?  \\ integer values
0004:  11984?? =  1?  \\ integer values
0002: jump Label0756AF

:Label075651
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label07567D
00D6: if  0?
0123:   actor  11980?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label07567D
0004:  11884?? =  1?  \\ integer values

:Label07567D
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label0756AF
00D6: if  0?
0038:    11988?? ==  0?  \\ integer values
004D: jump_if_false Label0756AF
0350: unknown_actor  11980?? not_scared_flag  0?
0004:  11988?? =  1?  \\ integer values

:Label0756AF
00D6: if  0?
0038:    12012?? ==  0?  \\ integer values
004D: jump_if_false Label075744
00D6: if  0?
0118:   actor  12008?? dead
004D: jump_if_false Label0756E6
0008:  12632?? +=  1?  \\ integer values
0004:  12012?? =  1?  \\ integer values
0002: jump Label075744

:Label0756E6
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075712
00D6: if  0?
0123:   actor  12008?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075712
0004:  11884?? =  1?  \\ integer values

:Label075712
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label075744
00D6: if  0?
0038:    12016?? ==  0?  \\ integer values
004D: jump_if_false Label075744
0350: unknown_actor  12008?? not_scared_flag  0?
0004:  12016?? =  1?  \\ integer values

:Label075744
00D6: if  0?
0038:    12040?? ==  0?  \\ integer values
004D: jump_if_false Label075825
00D6: if  0?
0118:   actor  12036?? dead
004D: jump_if_false Label07577B
0008:  12632?? +=  1?  \\ integer values
0004:  12040?? =  1?  \\ integer values
0002: jump Label075825

:Label07577B
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label0757A7
00D6: if  0?
0123:   actor  12036?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0757A7
0004:  11884?? =  1?  \\ integer values

:Label0757A7
00D6: if  0?
0038:    11884?? ==  1?  \\ integer values
004D: jump_if_false Label075825
00D6: if  0?
0038:    12044?? ==  0?  \\ integer values
004D: jump_if_false Label0757F6
009E: unknown_set_actor  12036?? path  380??  384??  388?? radius  .5!  1?
01CA: actor  12036?? kill_player $PLAYER_CHAR
0004:  12044?? =  1?  \\ integer values
0002: jump Label075825

:Label0757F6
00D6: if  0?
0038:    12524?? ==  30?  \\ integer values
004D: jump_if_false Label075825
009E: unknown_set_actor  12036?? path  380??  384??  388?? radius  .5!  1?
01CA: actor  12036?? kill_player $PLAYER_CHAR

:Label075825
00D6: if  0?
0038:    12160?? ==  0?  \\ integer values
004D: jump_if_false Label075906
00D6: if  0?
0118:   actor  12156?? dead
004D: jump_if_false Label07585C
0008:  12632?? +=  1?  \\ integer values
0004:  12160?? =  1?  \\ integer values
0002: jump Label075906

:Label07585C
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075888
00D6: if  0?
0123:   actor  12156?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075888
0004:  11884?? =  1?  \\ integer values

:Label075888
00D6: if  0?
0038:    11884?? ==  1?  \\ integer values
004D: jump_if_false Label075906
00D6: if  0?
0038:    12164?? ==  0?  \\ integer values
004D: jump_if_false Label0758D7
009E: unknown_set_actor  12156?? path  380??  384??  388?? radius  .5!  1?
01CA: actor  12156?? kill_player $PLAYER_CHAR
0004:  12164?? =  1?  \\ integer values
0002: jump Label075906

:Label0758D7
00D6: if  0?
0038:    12524?? ==  60?  \\ integer values
004D: jump_if_false Label075906
009E: unknown_set_actor  12156?? path  380??  384??  388?? radius  .5!  1?
01CA: actor  12156?? kill_player $PLAYER_CHAR

:Label075906
00D6: if  0?
0038:    12220?? ==  0?  \\ integer values
004D: jump_if_false Label07593D
00D6: if  0?
0118:   actor  12216?? dead
004D: jump_if_false Label07593D
0008:  12632?? +=  1?  \\ integer values
0004:  12220?? =  1?  \\ integer values
0002: jump Label07593D

:Label07593D
00D6: if  0?
0038:    12228?? ==  0?  \\ integer values
004D: jump_if_false Label0759F5
00D6: if  0?
0118:   actor  12224?? dead
004D: jump_if_false Label075974
0008:  12632?? +=  1?  \\ integer values
0004:  12228?? =  1?  \\ integer values
0002: jump Label0759F5

:Label075974
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label0759A0
00D6: if  0?
0123:   actor  12224?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0759A0
0004:  11884?? =  1?  \\ integer values

:Label0759A0
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label0759F5
00D6: if  0?
0038:    12232?? ==  0?  \\ integer values
004D: jump_if_false Label0759F5
0350: unknown_actor  12224?? not_scared_flag  0?
01CA: actor  12224?? kill_player $PLAYER_CHAR
0004:  12232?? =  1?  \\ integer values

:Label0759F5
00D6: if  0?
0038:    12240?? ==  0?  \\ integer values
004D: jump_if_false Label075AAD
00D6: if  0?
0118:   actor  12236?? dead
004D: jump_if_false Label075A2C
0008:  12632?? +=  1?  \\ integer values
0004:  12240?? =  1?  \\ integer values
0002: jump Label075AAD

:Label075A2C
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075A58
00D6: if  0?
0123:   actor  12236?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075A58
0004:  11884?? =  1?  \\ integer values

:Label075A58
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075AAD
00D6: if  0?
0038:    12244?? ==  0?  \\ integer values
004D: jump_if_false Label075AAD
0350: unknown_actor  12236?? not_scared_flag  0?
01CA: actor  12236?? kill_player $PLAYER_CHAR
0004:  12244?? =  1?  \\ integer values

:Label075AAD
00D6: if  0?
0038:    12252?? ==  0?  \\ integer values
004D: jump_if_false Label075B94
00D6: if  0?
0118:   actor  12248?? dead
004D: jump_if_false Label075AE4
0008:  12632?? +=  1?  \\ integer values
0004:  12252?? =  1?  \\ integer values
0002: jump Label075B94

:Label075AE4
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075B10
00D6: if  0?
0123:   actor  12248?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075B10
0004:  11884?? =  1?  \\ integer values

:Label075B10
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075B94
00D6: if  0?
0038:    12256?? ==  0?  \\ integer values
004D: jump_if_false Label075B65
0350: unknown_actor  12248?? not_scared_flag  0?
01CC: actor  12248?? kill_player $PLAYER_CHAR
0004:  12256?? =  1?  \\ integer values

:Label075B65
00D6: if  0?
0038:    12524?? ==  90?  \\ integer values
004D: jump_if_false Label075B94
009E: unknown_set_actor  12248?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12248?? kill_player $PLAYER_CHAR

:Label075B94
00D6: if  0?
0038:    12264?? ==  0?  \\ integer values
004D: jump_if_false Label075C7B
00D6: if  0?
0118:   actor  12260?? dead
004D: jump_if_false Label075BCB
0008:  12632?? +=  1?  \\ integer values
0004:  12264?? =  1?  \\ integer values
0002: jump Label075C7B

:Label075BCB
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075BF7
00D6: if  0?
0123:   actor  12260?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075BF7
0004:  11884?? =  1?  \\ integer values

:Label075BF7
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075C7B
00D6: if  0?
0038:    12268?? ==  0?  \\ integer values
004D: jump_if_false Label075C4C
0350: unknown_actor  12260?? not_scared_flag  0?
01CC: actor  12260?? kill_player $PLAYER_CHAR
0004:  12268?? =  1?  \\ integer values

:Label075C4C
00D6: if  0?
0038:    12524?? ==  120?  \\ integer values
004D: jump_if_false Label075C7B
009E: unknown_set_actor  12260?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12260?? kill_player $PLAYER_CHAR

:Label075C7B
00D6: if  0?
0038:    12276?? ==  0?  \\ integer values
004D: jump_if_false Label075D63
00D6: if  0?
0118:   actor  12272?? dead
004D: jump_if_false Label075CB2
0008:  12632?? +=  1?  \\ integer values
0004:  12276?? =  1?  \\ integer values
0002: jump Label075D63

:Label075CB2
00D6: if  0?
0038:    11884?? ==  0?  \\ integer values
004D: jump_if_false Label075CDE
00D6: if  0?
0123:   actor  12272?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label075CDE
0004:  11884?? =  1?  \\ integer values

:Label075CDE
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075D63
00D6: if  0?
0038:    12280?? ==  0?  \\ integer values
004D: jump_if_false Label075D33
0350: unknown_actor  12272?? not_scared_flag  0?
01CC: actor  12272?? kill_player $PLAYER_CHAR
0004:  12280?? =  1?  \\ integer values

:Label075D33
00D6: if  0?
0038:    12524?? ==  150&  \\ integer values
004D: jump_if_false Label075D63
009E: unknown_set_actor  12272?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12272?? kill_player $PLAYER_CHAR

:Label075D63
00D6: if  0?
0038:    12636?? ==  1?  \\ integer values
004D: jump_if_false Label075FC5
00D6: if  0?
0038:    12288?? ==  0?  \\ integer values
004D: jump_if_false Label075E09
00D6: if  0?
0118:   actor  12284?? dead
004D: jump_if_false Label075DAC
0008:  12632?? +=  1?  \\ integer values
0004:  12288?? =  1?  \\ integer values
0002: jump Label075E09

:Label075DAC
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075E09
00D6: if  0?
0038:    12524?? ==  180&  \\ integer values
004D: jump_if_false Label075E09
009E: unknown_set_actor  12284?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12284?? kill_player $PLAYER_CHAR

:Label075E09
00D6: if  0?
0038:    12296?? ==  0?  \\ integer values
004D: jump_if_false Label075E9D
00D6: if  0?
0118:   actor  12292?? dead
004D: jump_if_false Label075E40
0008:  12632?? +=  1?  \\ integer values
0004:  12296?? =  1?  \\ integer values
0002: jump Label075E9D

:Label075E40
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075E9D
00D6: if  0?
0038:    12524?? ==  210&  \\ integer values
004D: jump_if_false Label075E9D
009E: unknown_set_actor  12292?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12292?? kill_player $PLAYER_CHAR

:Label075E9D
00D6: if  0?
0038:    12304?? ==  0?  \\ integer values
004D: jump_if_false Label075F31
00D6: if  0?
0118:   actor  12300?? dead
004D: jump_if_false Label075ED4
0008:  12632?? +=  1?  \\ integer values
0004:  12304?? =  1?  \\ integer values
0002: jump Label075F31

:Label075ED4
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075F31
00D6: if  0?
0038:    12524?? ==  240&  \\ integer values
004D: jump_if_false Label075F31
009E: unknown_set_actor  12300?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12300?? kill_player $PLAYER_CHAR

:Label075F31
00D6: if  0?
0038:    12312?? ==  0?  \\ integer values
004D: jump_if_false Label075FC5
00D6: if  0?
0118:   actor  12308?? dead
004D: jump_if_false Label075F68
0008:  12632?? +=  1?  \\ integer values
0004:  12312?? =  1?  \\ integer values
0002: jump Label075FC5

:Label075F68
00D6: if  21?
0039:    11@ ==  1?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1234.15! -1! -1367.51!  250.33!
004D: jump_if_false Label075FC5
00D6: if  0?
0038:    12524?? ==  270&  \\ integer values
004D: jump_if_false Label075FC5
009E: unknown_set_actor  12308?? path  380??  384??  388?? radius  1!  1?
01CA: actor  12308?? kill_player $PLAYER_CHAR

:Label075FC5
0051: return

:Label075FC7
00D6: if  0?
0039:    11@ ==  1?  \\ integer values
004D: jump_if_false Label0760C4
00D6: if  0?
0039:    4@ ==  1?  \\ integer values
004D: jump_if_false Label076048
00D6: if  0?
8320:   NOT   actor  0@ in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label076041
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label076041
00BC: text_highpriority "HEY"  5000& ms  1? \\ ~g~Don't go solo, keep your posse together!
0187:  5@ = create_marker_above_actor  0@
0164: disable_marker  12316??
0004:  492?? =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  12@ =  1?  \\ integer values

:Label076041
0002: jump Label0760C4

:Label076048
00D6: if  0?
0039:    12@ ==  1?  \\ integer values
004D: jump_if_false Label0760C4
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  8!  8!  8!
004D: jump_if_false Label0760C4
01DF: tie_actor  0@ to_player $PLAYER_CHAR
0319: set_actor  0@ wander_state_to  1? (off)
00BC: text_highpriority "KPM1_4"  5000& ms  1? \\ ~g~Get Lance to the hospital!
0164: disable_marker  5@
018A:  12316?? = create_checkpoint_at  12320??  12324??  12328??
0004:  492?? =  1?  \\ integer values
0006:  4@ =  1?  \\ integer values
0006:  12@ =  0?  \\ integer values

:Label0760C4
0051: return

:Label0760C6
00A5:  12368?? = create_car #COMET at -1066.072! -55.111!  10.262!
0129:  12340?? = create_actor  10? #CLB in_car  12368?? driverseat
0175: set_car  12368?? z_angle_to  355.752!
01ED: spawn_actor  12340??
03FE: unknown_actor  12340??  200&
011A: set_actor  12340?? flags  1?
0243: set_actor  12340?? ped_stats_to  16?
01B2: give_actor  12340?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
04BA: unknown_car  12368??  20!
00AD: set_car  12368?? max_speed_to  100!
0190: unknown_car  12368??
03CC: car  12368?? add_to_stuck_car_check  .5! =  3000&
0004:  12484?? =  1?  \\ integer values
00A5:  12372?? = create_car #COMET at -1066.714! -28.923!  10.246!
0175: set_car  12372?? z_angle_to  5.6!
0129:  12352?? = create_actor  10? #CLA in_car  12372?? driverseat
01ED: spawn_actor  12352??
03FE: unknown_actor  12352??  200&
011A: set_actor  12352?? flags  1?
0243: set_actor  12352?? ped_stats_to  16?
01B2: give_actor  12352?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
04BA: unknown_car  12372??  20!
00AD: set_car  12372?? max_speed_to  100!
0190: unknown_car  12372??
03CC: car  12372?? add_to_stuck_car_check  .5! =  3000&
0004:  12488?? =  1?  \\ integer values
00A5:  12376?? = create_car #COMET at -1073.399!  77.886!  10.239!
0175: set_car  12376?? z_angle_to  186.085!
0129:  12384?? = create_actor  10? #CLA in_car  12376?? driverseat
01ED: spawn_actor  12384??
03FE: unknown_actor  12384??  200&
011A: set_actor  12384?? flags  1?
0243: set_actor  12384?? ped_stats_to  16?
01B2: give_actor  12384?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
04BA: unknown_car  12376??  20!
00AD: set_car  12376?? max_speed_to  100!
0190: unknown_car  12376??
03CC: car  12376?? add_to_stuck_car_check  .5! =  3000&
0004:  12492?? =  1?  \\ integer values
00A5:  12380?? = create_car #COMET at -1072.822!  41.816!  10.27!
0175: set_car  12380?? z_angle_to  178.162!
0129:  12396?? = create_actor  10? #CLA in_car  12380?? driverseat
01ED: spawn_actor  12396??
03FE: unknown_actor  12396??  200&
011A: set_actor  12396?? flags  1?
0243: set_actor  12396?? ped_stats_to  16?
01B2: give_actor  12396?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
04BA: unknown_car  12380??  20!
00AD: set_car  12380?? max_speed_to  100!
0190: unknown_car  12380??
03CC: car  12380?? add_to_stuck_car_check  .5! =  3000&
0004:  12496?? =  1?  \\ integer values
0004:  12336?? =  1?  \\ integer values
0051: return

:Label0762CB
00D6: if  0?
0038:    12344?? ==  0?  \\ integer values
004D: jump_if_false Label07653B
00D6: if  0?
0118:   actor  12340?? dead
004D: jump_if_false Label0762FB
0004:  12344?? =  1?  \\ integer values
0002: jump Label07653B

:Label0762FB
00D6: if  0?
0038:    12520?? ==  0?  \\ integer values
004D: jump_if_false Label076333
00D6: if  0?
02CB:   actor  12340?? bounding_sphere_visible
004D: jump_if_false Label076333
00BC: text_highpriority "KPM1_5"  5000& ms  1? \\ ~g~Diaz's guys are after you! Get Lance to the hospital.
0004:  12520?? =  1?  \\ integer values

:Label076333
00D6: if  0?
0038:    12484?? ==  0?  \\ integer values
004D: jump_if_false Label0764A3
00D6: if  0?
02CB:   actor  12340?? bounding_sphere_visible
004D: jump_if_false Label076389
00D6: if  0?
0038:    12348?? ==  0?  \\ integer values
004D: jump_if_false Label076382
01ED: spawn_actor  12340??
011A: set_actor  12340?? flags  1?
01CC: actor  12340?? kill_player $PLAYER_CHAR
0004:  12348?? =  1?  \\ integer values

:Label076382
0002: jump Label07645E

:Label076389
0004:  12348?? =  0?  \\ integer values
00D6: if  0?
0038:    12348?? ==  0?  \\ integer values
004D: jump_if_false Label07645E
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  12340?? radius  20!  20!
004D: jump_if_false Label07645E
00A0:  12548?? = actor  12340?? x_pos,  12552?? = actor  12340?? y_pos,  12556?? = actor  12340?? z_pos
02C1: set  12536??  12540??  12544?? to_car_path_coords_closest_to  12548??  12552??  12556??
00D6: if  0?
838A:   NOT   car_in_cube  12536??  12540??  12544??  4!  4!  3!
004D: jump_if_false Label07645E
00D6: if  0?
80C2:   NOT   sphere_onscreen  12536??  12540??  12544??  4!
004D: jump_if_false Label07645E
03CD: car  12368?? remove_from_stuck_car_check
0191: unknown_car  12368??
01C3: remove_references_to_car  12368??  \\ Like turning a car into any random car
00A5:  12368?? = create_car #COMET at  12536??  12540??  12544??
011C: actor  12340?? clear_objective
036A: put_actor  12340?? in_car  12368??
0004:  12504?? =  0?  \\ integer values
0004:  12348?? =  1?  \\ integer values

:Label07645E
00D6: if  0?
00DF:   actor  12340?? driving
004D: jump_if_false Label0764A3
00D9:  12368?? = actor  12340?? car
00AD: set_car  12368?? max_speed_to  100!
0190: unknown_car  12368??
03CC: car  12368?? add_to_stuck_car_check  .5! =  3000&
04BA: unknown_car  12368??  30!
0004:  12484?? =  1?  \\ integer values

:Label0764A3
00D6: if  0?
0038:    12484?? ==  1?  \\ integer values
004D: jump_if_false Label07653B
00D6: if  0?
8119:   NOT   car  12368?? wrecked
004D: jump_if_false Label076507
00D6: if  0?
0038:    12504?? ==  0?  \\ integer values
004D: jump_if_false Label0764E5
00AF: set_car  12368?? driver_behaviour_to  2?
0004:  12504?? =  1?  \\ integer values

:Label0764E5
00D6: if  22?
01F4:   car  12368?? flipped
0495:   unknown_car_check  12368??
03CE:   car  12368?? stuck
004D: jump_if_false Label076507
01D3: actor  12340?? leave_car  12368??

:Label076507
00D6: if  0?
80DF:   NOT   actor  12340?? driving
004D: jump_if_false Label07653B
03CD: car  12368?? remove_from_stuck_car_check
0191: unknown_car  12368??
01C3: remove_references_to_car  12368??  \\ Like turning a car into any random car
0004:  12504?? =  0?  \\ integer values
0004:  12348?? =  0?  \\ integer values
0004:  12484?? =  0?  \\ integer values

:Label07653B
00D6: if  0?
0038:    12356?? ==  0?  \\ integer values
004D: jump_if_false Label0767AB
00D6: if  0?
0118:   actor  12352?? dead
004D: jump_if_false Label07656B
0004:  12356?? =  1?  \\ integer values
0002: jump Label0767AB

:Label07656B
00D6: if  0?
0038:    12520?? ==  0?  \\ integer values
004D: jump_if_false Label0765A3
00D6: if  0?
02CB:   actor  12352?? bounding_sphere_visible
004D: jump_if_false Label0765A3
00BC: text_highpriority "KPM1_5"  5000& ms  1? \\ ~g~Diaz's guys are after you! Get Lance to the hospital.
0004:  12520?? =  1?  \\ integer values

:Label0765A3
00D6: if  0?
0038:    12488?? ==  0?  \\ integer values
004D: jump_if_false Label076713
00D6: if  0?
02CB:   actor  12352?? bounding_sphere_visible
004D: jump_if_false Label0765F9
00D6: if  0?
0038:    12360?? ==  0?  \\ integer values
004D: jump_if_false Label0765F2
01ED: spawn_actor  12352??
011A: set_actor  12352?? flags  1?
01CC: actor  12352?? kill_player $PLAYER_CHAR
0004:  12360?? =  1?  \\ integer values

:Label0765F2
0002: jump Label0766CE

:Label0765F9
0004:  12360?? =  0?  \\ integer values
00D6: if  0?
0038:    12360?? ==  0?  \\ integer values
004D: jump_if_false Label0766CE
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  12352?? radius  20!  20!
004D: jump_if_false Label0766CE
00A0:  12572?? = actor  12352?? x_pos,  12576?? = actor  12352?? y_pos,  12580?? = actor  12352?? z_pos
02C1: set  12560??  12564??  12568?? to_car_path_coords_closest_to  12572??  12576??  12580??
00D6: if  0?
838A:   NOT   car_in_cube  12560??  12564??  12568??  4!  4!  3!
004D: jump_if_false Label0766CE
00D6: if  0?
80C2:   NOT   sphere_onscreen  12560??  12564??  12568??  4!
004D: jump_if_false Label0766CE
03CD: car  12372?? remove_from_stuck_car_check
0191: unknown_car  12372??
01C3: remove_references_to_car  12372??  \\ Like turning a car into any random car
00A5:  12372?? = create_car #COMET at  12560??  12564??  12568??
011C: actor  12352?? clear_objective
036A: put_actor  12352?? in_car  12372??
0004:  12508?? =  0?  \\ integer values
0004:  12360?? =  1?  \\ integer values

:Label0766CE
00D6: if  0?
00DF:   actor  12352?? driving
004D: jump_if_false Label076713
00D9:  12372?? = actor  12352?? car
00AD: set_car  12372?? max_speed_to  100!
0190: unknown_car  12372??
03CC: car  12372?? add_to_stuck_car_check  .5! =  3000&
04BA: unknown_car  12372??  30!
0004:  12488?? =  1?  \\ integer values

:Label076713
00D6: if  0?
0038:    12488?? ==  1?  \\ integer values
004D: jump_if_false Label0767AB
00D6: if  0?
8119:   NOT   car  12372?? wrecked
004D: jump_if_false Label076777
00D6: if  0?
0038:    12508?? ==  0?  \\ integer values
004D: jump_if_false Label076755
00AF: set_car  12372?? driver_behaviour_to  2?
0004:  12508?? =  1?  \\ integer values

:Label076755
00D6: if  22?
01F4:   car  12372?? flipped
0495:   unknown_car_check  12372??
03CE:   car  12372?? stuck
004D: jump_if_false Label076777
01D3: actor  12352?? leave_car  12372??

:Label076777
00D6: if  0?
80DF:   NOT   actor  12352?? driving
004D: jump_if_false Label0767AB
03CD: car  12372?? remove_from_stuck_car_check
0191: unknown_car  12372??
01C3: remove_references_to_car  12372??  \\ Like turning a car into any random car
0004:  12508?? =  0?  \\ integer values
0004:  12360?? =  0?  \\ integer values
0004:  12488?? =  0?  \\ integer values

:Label0767AB
00D6: if  0?
0038:    12388?? ==  0?  \\ integer values
004D: jump_if_false Label076A1B
00D6: if  0?
0118:   actor  12384?? dead
004D: jump_if_false Label0767DB
0004:  12388?? =  1?  \\ integer values
0002: jump Label076A1B

:Label0767DB
00D6: if  0?
0038:    12520?? ==  0?  \\ integer values
004D: jump_if_false Label076813
00D6: if  0?
02CB:   actor  12384?? bounding_sphere_visible
004D: jump_if_false Label076813
00BC: text_highpriority "KPM1_5"  5000& ms  1? \\ ~g~Diaz's guys are after you! Get Lance to the hospital.
0004:  12520?? =  1?  \\ integer values

:Label076813
00D6: if  0?
0038:    12492?? ==  0?  \\ integer values
004D: jump_if_false Label076983
00D6: if  0?
02CB:   actor  12384?? bounding_sphere_visible
004D: jump_if_false Label076869
00D6: if  0?
0038:    12392?? ==  0?  \\ integer values
004D: jump_if_false Label076862
01ED: spawn_actor  12384??
011A: set_actor  12384?? flags  1?
01CC: actor  12384?? kill_player $PLAYER_CHAR
0004:  12392?? =  1?  \\ integer values

:Label076862
0002: jump Label07693E

:Label076869
0004:  12392?? =  0?  \\ integer values
00D6: if  0?
0038:    12392?? ==  0?  \\ integer values
004D: jump_if_false Label07693E
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  12384?? radius  20!  20!
004D: jump_if_false Label07693E
00A0:  12596?? = actor  12384?? x_pos,  12600?? = actor  12384?? y_pos,  12604?? = actor  12384?? z_pos
02C1: set  12584??  12588??  12592?? to_car_path_coords_closest_to  12596??  12600??  12604??
00D6: if  0?
838A:   NOT   car_in_cube  12584??  12588??  12592??  4!  4!  3!
004D: jump_if_false Label07693E
00D6: if  0?
80C2:   NOT   sphere_onscreen  12584??  12588??  12592??  4!
004D: jump_if_false Label07693E
03CD: car  12376?? remove_from_stuck_car_check
0191: unknown_car  12376??
01C3: remove_references_to_car  12376??  \\ Like turning a car into any random car
00A5:  12376?? = create_car #COMET at  12584??  12588??  12592??
011C: actor  12384?? clear_objective
036A: put_actor  12384?? in_car  12376??
0004:  12512?? =  0?  \\ integer values
0004:  12392?? =  1?  \\ integer values

:Label07693E
00D6: if  0?
00DF:   actor  12384?? driving
004D: jump_if_false Label076983
00D9:  12376?? = actor  12384?? car
00AD: set_car  12376?? max_speed_to  100!
0190: unknown_car  12376??
03CC: car  12376?? add_to_stuck_car_check  .5! =  3000&
04BA: unknown_car  12376??  30!
0004:  12492?? =  1?  \\ integer values

:Label076983
00D6: if  0?
0038:    12492?? ==  1?  \\ integer values
004D: jump_if_false Label076A1B
00D6: if  0?
8119:   NOT   car  12376?? wrecked
004D: jump_if_false Label0769E7
00D6: if  0?
0038:    12512?? ==  0?  \\ integer values
004D: jump_if_false Label0769C5
00AF: set_car  12376?? driver_behaviour_to  2?
0004:  12512?? =  1?  \\ integer values

:Label0769C5
00D6: if  22?
01F4:   car  12376?? flipped
0495:   unknown_car_check  12376??
03CE:   car  12376?? stuck
004D: jump_if_false Label0769E7
01D3: actor  12384?? leave_car  12376??

:Label0769E7
00D6: if  0?
80DF:   NOT   actor  12384?? driving
004D: jump_if_false Label076A1B
03CD: car  12376?? remove_from_stuck_car_check
0191: unknown_car  12376??
01C3: remove_references_to_car  12376??  \\ Like turning a car into any random car
0004:  12512?? =  0?  \\ integer values
0004:  12392?? =  0?  \\ integer values
0004:  12492?? =  0?  \\ integer values

:Label076A1B
00D6: if  0?
0038:    12400?? ==  0?  \\ integer values
004D: jump_if_false Label076C92
00D6: if  0?
0118:   actor  12396?? dead
004D: jump_if_false Label076A4B
0004:  12400?? =  1?  \\ integer values
0002: jump Label076C92

:Label076A4B
00D6: if  0?
0038:    12520?? ==  0?  \\ integer values
004D: jump_if_false Label076A83
00D6: if  0?
02CB:   actor  12396?? bounding_sphere_visible
004D: jump_if_false Label076A83
00BC: text_highpriority "KPM1_5"  5000& ms  1? \\ ~g~Diaz's guys are after you! Get Lance to the hospital.
0004:  12520?? =  1?  \\ integer values

:Label076A83
00D6: if  0?
0038:    12496?? ==  0?  \\ integer values
004D: jump_if_false Label076BFA
00D6: if  0?
02CB:   actor  12396?? bounding_sphere_visible
004D: jump_if_false Label076AD9
00D6: if  0?
0038:    12404?? ==  0?  \\ integer values
004D: jump_if_false Label076AD2
01ED: spawn_actor  12396??
011A: set_actor  12396?? flags  1?
01CC: actor  12396?? kill_player $PLAYER_CHAR
0004:  12404?? =  1?  \\ integer values

:Label076AD2
0002: jump Label076BAE

:Label076AD9
0004:  12404?? =  0?  \\ integer values
00D6: if  0?
0038:    12404?? ==  0?  \\ integer values
004D: jump_if_false Label076BAE
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  12396?? radius  20!  20!
004D: jump_if_false Label076BAE
00A0:  12620?? = actor  12396?? x_pos,  12624?? = actor  12396?? y_pos,  12628?? = actor  12396?? z_pos
02C1: set  12608??  12612??  12616?? to_car_path_coords_closest_to  12620??  12624??  12628??
00D6: if  0?
838A:   NOT   car_in_cube  12608??  12612??  12616??  4!  4!  3!
004D: jump_if_false Label076BAE
00D6: if  0?
80C2:   NOT   sphere_onscreen  12608??  12612??  12616??  4!
004D: jump_if_false Label076BAE
03CD: car  12380?? remove_from_stuck_car_check
0191: unknown_car  12380??
01C3: remove_references_to_car  12380??  \\ Like turning a car into any random car
00A5:  12380?? = create_car #COMET at  12608??  12612??  12616??
011C: actor  12396?? clear_objective
036A: put_actor  12396?? in_car  12380??
0004:  12516?? =  0?  \\ integer values
0004:  12404?? =  1?  \\ integer values

:Label076BAE
00D6: if  0?
00DF:   actor  12396?? driving
004D: jump_if_false Label076BFA
00D9:  12380?? = actor  12396?? car
00AD: set_car  12380?? max_speed_to  100!
0190: unknown_car  12380??
03CC: car  12380?? add_to_stuck_car_check  .5! =  3000&
04BA: unknown_car  12380??  30!
0004:  12404?? =  0?  \\ integer values
0004:  12496?? =  1?  \\ integer values

:Label076BFA
00D6: if  0?
0038:    12496?? ==  1?  \\ integer values
004D: jump_if_false Label076C92
00D6: if  0?
8119:   NOT   car  12380?? wrecked
004D: jump_if_false Label076C5E
00D6: if  0?
0038:    12516?? ==  0?  \\ integer values
004D: jump_if_false Label076C3C
00AF: set_car  12380?? driver_behaviour_to  2?
0004:  12516?? =  1?  \\ integer values

:Label076C3C
00D6: if  22?
01F4:   car  12380?? flipped
0495:   unknown_car_check  12380??
03CE:   car  12380?? stuck
004D: jump_if_false Label076C5E
01D3: actor  12396?? leave_car  12380??

:Label076C5E
00D6: if  0?
80DF:   NOT   actor  12396?? driving
004D: jump_if_false Label076C92
03CD: car  12380?? remove_from_stuck_car_check
0191: unknown_car  12380??
01C3: remove_references_to_car  12380??  \\ Like turning a car into any random car
0004:  12516?? =  0?  \\ integer values
0004:  12404?? =  0?  \\ integer values
0004:  12496?? =  0?  \\ integer values

:Label076C92
0051: return

:Label076C94
00D6: if  0?
001A:    11? >  12460??  \\ integer values
004D: jump_if_false Label077338
00D6: if  0?
0038:    12412?? ==  0?  \\ integer values
004D: jump_if_false Label076D16
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label076D16
00D6: if  0?
84F0:   NOT   unknown_actor_check  0@
004D: jump_if_false Label076D16
01ED: spawn_actor  0@
02A9: set_actor  0@ immune_to_nonplayer  1?
0372: set_actor  0@ anim  34? wait_state_time  1000000&& ms
0332: set_actor  0@ bleeding_to  1? (true)
04D7: lock_actor  0@ in_current_position  1?
04F5: unknown_actor  0@ kiss_player $PLAYER_CHAR on  1?
0008:  12460?? +=  1?  \\ integer values
0004:  12412?? =  1?  \\ integer values

:Label076D16
00D6: if  0?
0038:    12408?? ==  0?  \\ integer values
004D: jump_if_false Label076D8C
00D6: if  0?
8118:   NOT   actor  11888?? dead
004D: jump_if_false Label076D8C
00D6: if  0?
84F0:   NOT   unknown_actor_check  11888??
004D: jump_if_false Label076D8C
01ED: spawn_actor  11888??
011A: set_actor  11888?? flags  1?
01B2: give_actor  11888?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  11888?? weapon_accuracy_to  80?
0173: set_actor  11888?? z_angle_to  196.45!
0350: unknown_actor  11888?? not_scared_flag  1?
01CA: actor  11888?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12408?? =  1?  \\ integer values

:Label076D8C
00D6: if  0?
0038:    12416?? ==  0?  \\ integer values
004D: jump_if_false Label076E26
00D6: if  0?
8118:   NOT   actor  11912?? dead
004D: jump_if_false Label076E26
00D6: if  0?
84F0:   NOT   unknown_actor_check  11912??
004D: jump_if_false Label076E26
01ED: spawn_actor  11912??
011A: set_actor  11912?? flags  1?
0243: set_actor  11912?? ped_stats_to  16?
01B2: give_actor  11912?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  0? at  11932??  11936??  11940??
01E2: add_route_point  0? at  11944??  11948??  11952??
01E2: add_route_point  0? at  11956??  11960??  11964??
01E2: add_route_point  0? at  11968??  11972??  11976??
01E1: set_actor  11912?? objective_to 27  0?  3?
0008:  12460?? +=  1?  \\ integer values
0004:  12416?? =  1?  \\ integer values

:Label076E26
00D6: if  0?
0038:    12420?? ==  0?  \\ integer values
004D: jump_if_false Label076E9A
00D6: if  0?
8118:   NOT   actor  11980?? dead
004D: jump_if_false Label076E9A
00D6: if  0?
84F0:   NOT   unknown_actor_check  11980??
004D: jump_if_false Label076E9A
01ED: spawn_actor  11980??
011A: set_actor  11980?? flags  1?
0243: set_actor  11980?? ped_stats_to  16?
01B2: give_actor  11980?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0173: set_actor  11980?? z_angle_to  12004??
0350: unknown_actor  11980?? not_scared_flag  1?
01CA: actor  11980?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12420?? =  1?  \\ integer values

:Label076E9A
00D6: if  0?
0038:    12424?? ==  0?  \\ integer values
004D: jump_if_false Label076F0E
00D6: if  0?
8118:   NOT   actor  12008?? dead
004D: jump_if_false Label076F0E
00D6: if  0?
84F0:   NOT   unknown_actor_check  12008??
004D: jump_if_false Label076F0E
01ED: spawn_actor  12008??
011A: set_actor  12008?? flags  1?
0243: set_actor  12008?? ped_stats_to  16?
01B2: give_actor  12008?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0173: set_actor  12008?? z_angle_to  12032??
0350: unknown_actor  12008?? not_scared_flag  1?
01CA: actor  12008?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12424?? =  1?  \\ integer values

:Label076F0E
00D6: if  0?
0038:    12428?? ==  0?  \\ integer values
004D: jump_if_false Label076FDC
00D6: if  0?
8118:   NOT   actor  12036?? dead
004D: jump_if_false Label076FDC
00D6: if  0?
84F0:   NOT   unknown_actor_check  12036??
004D: jump_if_false Label076FDC
01ED: spawn_actor  12036??
011A: set_actor  12036?? flags  1?
0243: set_actor  12036?? ped_stats_to  16?
01B2: give_actor  12036?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  1? at  12060??  12064??  12068??
01E2: add_route_point  1? at  12072??  12076??  12080??
01E2: add_route_point  1? at  12084??  12088??  12092??
01E2: add_route_point  1? at  12096??  12100??  12104??
01E2: add_route_point  1? at  12108??  12112??  12116??
01E2: add_route_point  1? at  12120??  12124??  12128??
01E2: add_route_point  1? at  12132??  12136??  12140??
01E2: add_route_point  1? at  12144??  12148??  12152??
01E1: set_actor  12036?? objective_to 27  1?  3?
0008:  12460?? +=  1?  \\ integer values
0004:  12428?? =  1?  \\ integer values

:Label076FDC
00D6: if  0?
0038:    12432?? ==  0?  \\ integer values
004D: jump_if_false Label077069
00D6: if  0?
8118:   NOT   actor  12156?? dead
004D: jump_if_false Label077069
00D6: if  0?
84F0:   NOT   unknown_actor_check  12156??
004D: jump_if_false Label077069
01ED: spawn_actor  12156??
011A: set_actor  12156?? flags  1?
0243: set_actor  12156?? ped_stats_to  16?
01B2: give_actor  12156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  2? at  12180??  12184??  12188??
01E2: add_route_point  2? at  12192??  12196??  12200??
01E2: add_route_point  2? at  12204??  12208??  12212??
01E1: set_actor  12156?? objective_to 27  2?  3?
0008:  12460?? +=  1?  \\ integer values
0004:  12432?? =  1?  \\ integer values

:Label077069
00D6: if  0?
0038:    12436?? ==  0?  \\ integer values
004D: jump_if_false Label0770DC
00D6: if  0?
8118:   NOT   actor  12216?? dead
004D: jump_if_false Label0770DC
00D6: if  0?
84F0:   NOT   unknown_actor_check  12216??
004D: jump_if_false Label0770DC
01ED: spawn_actor  12216??
011A: set_actor  12216?? flags  1?
0243: set_actor  12216?? ped_stats_to  16?
01B2: give_actor  12216?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  12216?? weapon_accuracy_to  80?
0350: unknown_actor  12216?? not_scared_flag  1?
01CA: actor  12216?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12436?? =  1?  \\ integer values

:Label0770DC
00D6: if  0?
0038:    12440?? ==  0?  \\ integer values
004D: jump_if_false Label077159
00D6: if  0?
8118:   NOT   actor  12224?? dead
004D: jump_if_false Label077159
00D6: if  0?
84F0:   NOT   unknown_actor_check  12224??
004D: jump_if_false Label077159
01ED: spawn_actor  12224??
0173: set_actor  12224?? z_angle_to  289.74!
011A: set_actor  12224?? flags  1?
0243: set_actor  12224?? ped_stats_to  16?
01B2: give_actor  12224?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  12224?? weapon_accuracy_to  80?
0350: unknown_actor  12224?? not_scared_flag  1?
01CA: actor  12224?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12440?? =  1?  \\ integer values

:Label077159
00D6: if  0?
0038:    12444?? ==  0?  \\ integer values
004D: jump_if_false Label0771D6
00D6: if  0?
8118:   NOT   actor  12236?? dead
004D: jump_if_false Label0771D6
00D6: if  0?
84F0:   NOT   unknown_actor_check  12236??
004D: jump_if_false Label0771D6
01ED: spawn_actor  12236??
0173: set_actor  12236?? z_angle_to  289.74!
011A: set_actor  12236?? flags  1?
0243: set_actor  12236?? ped_stats_to  16?
01B2: give_actor  12236?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  12236?? weapon_accuracy_to  80?
0350: unknown_actor  12236?? not_scared_flag  1?
01CA: actor  12236?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12444?? =  1?  \\ integer values

:Label0771D6
00D6: if  0?
0038:    12448?? ==  0?  \\ integer values
004D: jump_if_false Label07724C
00D6: if  0?
8118:   NOT   actor  12248?? dead
004D: jump_if_false Label07724C
00D6: if  0?
84F0:   NOT   unknown_actor_check  12248??
004D: jump_if_false Label07724C
01ED: spawn_actor  12248??
0173: set_actor  12248?? z_angle_to  87.55!
011A: set_actor  12248?? flags  1?
0243: set_actor  12248?? ped_stats_to  16?
01B2: give_actor  12248?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
0350: unknown_actor  12248?? not_scared_flag  1?
01CA: actor  12248?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12448?? =  1?  \\ integer values

:Label07724C
00D6: if  0?
0038:    12452?? ==  0?  \\ integer values
004D: jump_if_false Label0772C2
00D6: if  0?
8118:   NOT   actor  12260?? dead
004D: jump_if_false Label0772C2
00D6: if  0?
84F0:   NOT   unknown_actor_check  12260??
004D: jump_if_false Label0772C2
01ED: spawn_actor  12260??
0173: set_actor  12260?? z_angle_to  128.477!
011A: set_actor  12260?? flags  1?
0243: set_actor  12260?? ped_stats_to  16?
01B2: give_actor  12260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0350: unknown_actor  12260?? not_scared_flag  1?
01CA: actor  12260?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12452?? =  1?  \\ integer values

:Label0772C2
00D6: if  0?
0038:    12456?? ==  0?  \\ integer values
004D: jump_if_false Label077338
00D6: if  0?
8118:   NOT   actor  12272?? dead
004D: jump_if_false Label077338
00D6: if  0?
84F0:   NOT   unknown_actor_check  12272??
004D: jump_if_false Label077338
01ED: spawn_actor  12272??
0173: set_actor  12272?? z_angle_to  98.364!
011A: set_actor  12272?? flags  1?
0243: set_actor  12272?? ped_stats_to  16?
01B2: give_actor  12272?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0350: unknown_actor  12272?? not_scared_flag  1?
01CA: actor  12272?? kill_player $PLAYER_CHAR
0008:  12460?? +=  1?  \\ integer values
0004:  12456?? =  1?  \\ integer values

:Label077338
0051: return

;-------------Mission 18---------------
; Originally: Four Iron


:Label07733A
03A4: name_thread "SERG1"
0050: gosub Label07736F
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label07735F
0050: gosub Label079981

:Label07735F
0050: gosub Label0799F9
004E: end_thread
0006:  16@ =  0?  \\ integer values

:Label07736F
0317: increment_mission_attempts
054C: use_GXT_table "SERG1"
058E: unknown_point_command  252.7968! -230.9387!  9.8638! angle  333.9001!
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0001: wait  500& ms
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0773D5
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0773D5
0353: refresh_actor $PLAYER_ACTOR

:Label0773D5
0004:  12968?? =  0?  \\ integer values
0004:  12972?? =  0?  \\ integer values
0004:  12976?? =  0?  \\ integer values
0004:  12988?? =  5?  \\ integer values
0004:  13000?? =  5?  \\ integer values
0004:  13008?? =  0?  \\ integer values
0004:  13012?? =  0?  \\ integer values
0004:  13016?? =  5?  \\ integer values
0004:  12992?? =  0?  \\ integer values
0004:  12996?? =  0?  \\ integer values
0004:  13024?? =  0?  \\ integer values
0004:  13072?? =  0?  \\ integer values
0004:  13136?? =  0?  \\ integer values
0004:  13052?? =  0?  \\ integer values
0004:  13056?? =  0?  \\ integer values
0004:  13060?? =  0?  \\ integer values
0004:  13064?? =  0?  \\ integer values
0004:  13028?? =  0?  \\ integer values
0004:  13032?? =  0?  \\ integer values
0004:  13036?? =  0?  \\ integer values
0004:  13040?? =  0?  \\ integer values
0004:  13044?? =  0?  \\ integer values
0004:  13048?? =  0?  \\ integer values
0004:  13140?? =  0?  \\ integer values
0004:  13124?? =  0?  \\ integer values
0004:  13128?? =  0?  \\ integer values
0004:  13132?? =  0?  \\ integer values
0004:  13028?? =  0?  \\ integer values
0004:  12984?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
0004:  13148?? =  0?  \\ integer values
0004:  13160?? =  0?  \\ integer values
0004:  13164?? =  0?  \\ integer values
0004:  13168?? =  0?  \\ integer values
0004:  13172?? =  0?  \\ integer values
0004:  13152?? =  0?  \\ integer values
0004:  13156?? =  0?  \\ integer values
0004:  13176?? =  0?  \\ integer values
0004:  13180?? =  0?  \\ integer values
0004:  13184?? =  0?  \\ integer values
0004:  13188?? =  0?  \\ integer values
0004:  13192?? =  0?  \\ integer values
0004:  13196?? =  0?  \\ integer values
0005:  396?? =  325.2479!  \\ floating-point values
0005:  400?? =  203.6996!  \\ floating-point values
0005:  404?? =  10.39881!  \\ floating-point values
0005:  12756?? =  94.725!  \\ floating-point values
0005:  12760?? =  268.87!  \\ floating-point values
0005:  12764?? =  21.764!  \\ floating-point values
0005:  12724?? =  101.989!  \\ floating-point values
0005:  12728?? =  251.821!  \\ floating-point values
0005:  12732?? =  21.77!  \\ floating-point values
0005:  12768?? =  80.339!  \\ floating-point values
0005:  12772?? =  579.956!  \\ floating-point values
0005:  12776?? =  17.442!  \\ floating-point values
0005:  12832?? =  319.5175!  \\ floating-point values
0005:  12780?? =  78.689!  \\ floating-point values
0005:  12784?? =  582.528!  \\ floating-point values
0005:  12788?? =  17.39414!  \\ floating-point values
0005:  12836?? =  308.28!  \\ floating-point values
0005:  12792?? =  85.716!  \\ floating-point values
0005:  12796?? =  572.613!  \\ floating-point values
0005:  12800?? =  17.57464!  \\ floating-point values
0005:  12840?? =  304.955!  \\ floating-point values
0005:  12804?? =  74.674!  \\ floating-point values
0005:  12808?? =  597.314!  \\ floating-point values
0005:  12812?? =  17.57464!  \\ floating-point values
0005:  12844?? =  238.371!  \\ floating-point values
0005:  12816?? =  83.422!  \\ floating-point values
0005:  12820?? =  596.1174!  \\ floating-point values
0005:  12824?? =  12.965!  \\ floating-point values
0005:  12828?? =  231.757!  \\ floating-point values
0005:  12848?? =  79.1955!  \\ floating-point values
0005:  12852?? =  580.3671!  \\ floating-point values
0005:  12856?? =  17.4168!  \\ floating-point values
0005:  12876?? =  93.72506!  \\ floating-point values
0005:  12880?? =  563.45!  \\ floating-point values
0005:  12884?? =  13.175!  \\ floating-point values
0005:  12888?? =  95.591!  \\ floating-point values
0005:  12892?? =  561.284!  \\ floating-point values
0005:  12896?? =  13.133!  \\ floating-point values
0005:  12900?? =  98.84!  \\ floating-point values
0005:  12904?? =  557.794!  \\ floating-point values
0005:  12908?? =  13.04!  \\ floating-point values
0005:  12912?? =  95.518!  \\ floating-point values
0005:  12916?? =  573.821!  \\ floating-point values
0005:  12920?? =  13.087!  \\ floating-point values
0005:  12924?? =  304.078!  \\ floating-point values
0005:  12928?? =  308.83!  \\ floating-point values
0005:  12932?? =  308.439!  \\ floating-point values
0005:  12936?? =  17.252!  \\ floating-point values
00C0: set_current_time  10?  0?
01B6: set_weather  4?
0395: clear_area  1? at  299! -205! range  10.5!  5!
0395: clear_area  1? at  305! -219.5! range  10.5!  10!
0055: put_player $PLAYER_CHAR at  299! -205!  10.5!
0171: set_player $PLAYER_CHAR z_angle_to  230!
015F: set_camera_position  297! -204.7!  13!  0!  0!  0!
0160: point_camera  318.5! -219.23!  22.4!  2?
0247: request_model #STRETCH
03CB: set_camera  270! -218!  13.4!

:Label077783
00D6: if  0?
8248:   NOT   model #STRETCH available
004D: jump_if_false Label07779E
0001: wait  0? ms
0002: jump Label077783

:Label07779E
0395: clear_area  1? at  306.9! -241.65! range  12.3!  15!
00A5:  6408?? = create_car #STRETCH at  306.9! -241.65!  12.3!
0229: set_car  6408?? color_to  0?  0?
0175: set_car  6408?? z_angle_to  0!
016A: fade  1? (back)  1500& ms

:Label0777E7
00D6: if  0?
016B:   fading
004D: jump_if_false Label0777FF
0001: wait  0? ms
0002: jump Label0777E7

:Label0777FF
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label077823
04BA: unknown_car  6408??  15!
0477: unknown_car  6408??  8?  8000&

:Label077823
0006:  16@ =  0?  \\ integer values

:Label07782A
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label077848
0001: wait  0? ms
0002: jump Label07782A

:Label077848
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label077861
0158: camera_on_vehicle  6408??  15?  1?

:Label077861
0006:  16@ =  0?  \\ integer values

:Label077868
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label077886
0001: wait  0? ms
0002: jump Label077868

:Label077886
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label0778AF
00AA:  6396?? = car  6408?? x_pos,  6400?? = car  6408?? y_pos,  6404?? = car  6408?? z_pos
0211: actor $PLAYER_ACTOR walk_to  6396??  6400??

:Label0778AF
016A: fade  0? ()  1500& ms

:Label0778B6
00D6: if  0?
016B:   fading
004D: jump_if_false Label0778CE
0001: wait  0? ms
0002: jump Label0778B6

:Label0778CE
00A6: destroy_car  6408??
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to 1
0006:  16@ =  0?  \\ integer values
03CF: load_wav "MONO_6" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
02F3: load_object #CUTOBJ02 "GPASS"
038B: load_requested_models

:Label07792B
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label077949
0001: wait  0? ms
0002: jump Label07792B

:Label077949
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label077969
0001: wait  0? ms
0002: jump Label077949

:Label077969
02E4: load_cutscene_data "TEX_1"
0244: set_cutscene_pos  305.2! -211.9!  11.3!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  596?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  13200?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  13200?? "CS_LIMO"
02E5:  13204?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  13204?? "GPASS"
0395: clear_area  1? at  265.129! -234.531! range  11.107!  1!
0055: put_player $PLAYER_CHAR at  265.129! -234.531!  11.1013!
0171: set_player $PLAYER_CHAR z_angle_to  78.21838!
04E4: unknown_refresh_game_renderer_at  265.129! -234.531!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label077A35
00D6: if  0?
001A:    1569& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077A58
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A35

:Label077A58
00BC: text_highpriority "TEX1_A"  10000& ms  1? \\ Come in and park yourself on the hide, son.

:Label077A67
00D6: if  0?
001A:    4896& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077A8A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A67

:Label077A8A
00BC: text_highpriority "TEX1_B"  10000& ms  1? \\ Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did.

:Label077A99
00D6: if  0?
001A:    10768& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077ABC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077A99

:Label077ABC
00BC: text_highpriority "TEX1_C"  10000& ms  1? \\ Would you like a drop of the old Kentucky?

:Label077ACB
00D6: if  0?
001A:    12947& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077AEE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077ACB

:Label077AEE
00BC: text_highpriority "TEX1_D"  10000& ms  1? \\ No thanks.

:Label077AFD
00D6: if  0?
001A:    13927& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077B20
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077AFD

:Label077B20
00BC: text_highpriority "TEX1_E"  10000& ms  1? \\ A clean thinker! I like that.

:Label077B2F
00D6: if  0?
001A:    16556& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077B52
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B2F

:Label077B52
00BC: text_highpriority "TEX1_F"  10000& ms  1? \\ Now, the property business isn't all about high-falootin' paper pushing.

:Label077B61
00D6: if  0?
001A:    20072& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077B84
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B61

:Label077B84
00BC: text_highpriority "TEX1_G"  10000& ms  1? \\ It's about dirt! And the will to claim that dirt! You with me, son?

:Label077B93
00D6: if  0?
001A:    24493& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077BB6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077B93

:Label077BB6
00BC: text_highpriority "TEX1_H"  10000& ms  1? \\ Oh yeah.

:Label077BC5
00D6: if  0?
001A:    25569& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077BE8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077BC5

:Label077BE8
00BC: text_highpriority "TEX1_I"  10000& ms  1? \\ Well, I need some tenacious bastard to let go of some dirt,

:Label077BF7
00D6: if  0?
001A:    28462& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077C1A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077BF7

:Label077C1A
00BC: text_highpriority "TEX1_J"  10000& ms  1? \\ and you look to me like the kind of guy to persuade him.

:Label077C29
00D6: if  0?
001A:    31069& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077C4C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C29

:Label077C4C
00BC: text_highpriority "TEX1_K"  10000& ms  1? \\ Persuasion's my forte.

:Label077C5B
00D6: if  0?
001A:    32859&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077C80
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C5B

:Label077C80
00BC: text_highpriority "TEX1_L"  10000& ms  1? \\ Yeh, he'll be down at the country club, down on the golf course.

:Label077C8F
00D6: if  0?
001A:    36053&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077CB4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077C8F

:Label077CB4
00BC: text_highpriority "TEX1_M"  10000& ms  1? \\ They don't allow guns, so his bodyguards won't be packing lawgivers.

:Label077CC3
00D6: if  0?
001A:    40174&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077CE8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077CC3

:Label077CE8
00BC: text_highpriority "TEX1_N"  10000& ms  1? \\ Go beat eight tons of crap out of him.

:Label077CF7
00D6: if  0?
001A:    42460&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077D1C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077CF7

:Label077D1C
00BC: text_highpriority "TEX1_O"  10000& ms  1? \\ Here now - I got you a membership, and boy you're going to need more appropriate clothing.

:Label077D2B
00D6: if  0?
001A:    47168&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label077D50
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label077D2B

:Label077D50
00BE: text_clear_all
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label077D80
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label077D80
03D1: play_wav  1?

:Label077D80
00D6: if  0?
016B:   fading
004D: jump_if_false Label077D98
0001: wait  0? ms
0002: jump Label077D80

:Label077D98
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0?  \\ select render area
016A: fade  1? (back)  1500& ms
0215: destroy_pickup  5188??
0215: destroy_pickup  5192??
0215: destroy_pickup  5136??
0215: destroy_pickup  5140??
0215: destroy_pickup  5144??
0215: destroy_pickup  5148??
0215: destroy_pickup  5152??
0215: destroy_pickup  5156??
0215: destroy_pickup  5160??
0215: destroy_pickup  5164??
0215: destroy_pickup  5168??
0215: destroy_pickup  5184??
00D6: if  0?
0038:    12968?? ==  0?  \\ integer values
004D: jump_if_false Label077E31
02A8:  12668?? = create_marker  28? at  396??  400??  404??
00BC: text_highpriority "TEX1_1"  7000& ms  2? \\ ~g~Go and pick up some golfing clothes from Jocksports.
0004:  12968?? =  1?  \\ integer values

:Label077E31
0247: request_model #WMYGO
0247: request_model #CADDY
0247: request_model #GOLFCLUB
0247: request_model #GREENWOO

:Label077E44
00D6: if  23?
8248:   NOT   model #WMYGO available
8248:   NOT   model #CADDY available
8248:   NOT   model #GOLFCLUB available
8248:   NOT   model #GREENWOO available
004D: jump_if_false Label077E6D
0001: wait  0? ms
0002: jump Label077E44

:Label077E6D
023C: load_special_actor  1? "BGA"
023C: load_special_actor  2? "BGB"

:Label077E85
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label077EA3
0001: wait  0? ms
0002: jump Label077E85

:Label077EA3
0108: destroy_object  7284??
029B:  7284?? = init_object -123? (GOLF_GATESOPEN) at  107.81!  228.072!  20.989!
01C7: spawn_object  7284??
04E2: $PLAYER_CHAR  1?
0481:  2.5!
00D6: if  0?
0038:    13064?? ==  1?  \\ integer values
004D: jump_if_false Label077EFA
00A5:  12980?? = create_car #CADDY at  226.4403!  468.6706!  12.06724!

:Label077EFA
0001: wait  0? ms
00D6: if  0?
0038:    12968?? ==  1?  \\ integer values
004D: jump_if_false Label07828F
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  396??  400??  404?? radius  1.5!  1.5!  2!
004D: jump_if_false Label07828F
0164: disable_marker  12668??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  322.1944!  201.5772!  14.571!  0!  0!  0!
0160: point_camera  322.9228!  202.133!  14.17033!  2?
0211: actor $PLAYER_ACTOR walk_to  328.3383!  206.0568!
0001: wait  1300& ms
016A: fade  0? ()  1500& ms
0001: wait  1500& ms
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label077FD1
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER4"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label077FD1
0353: refresh_actor $PLAYER_ACTOR

:Label077FD1
03CF: load_wav "TEX1_3" as  1?
03CF: load_wav "TEX1_4" as  2?

:Label077FE9
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label078007
0001: wait  0? ms
0002: jump Label077FE9

:Label078007
0395: clear_area  0? at  325.2479!  283.6996! range  1!  1!
0395: clear_area  0? at  324.8611!  203.3913! range  1!  1!
042B: clear_peds_from_cube  316.5!  207.966!  9.23!  335.8277!  190.5508!  11.3988!
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at  325.9265!  204.2!  10.39881!
0171: set_player $PLAYER_CHAR z_angle_to  128.1122!
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
016A: fade  1? (back)  1500& ms
015F: set_camera_position  324.8611!  203.3913!  11.26842!  0!  0!  0!
0160: point_camera  325.5527!  203.925!  10.78171!  2?
0001: wait  1000& ms
0460: set_camera_pointing_time  5!  3000&
015F: set_camera_position  324.861!  203.3913!  11.26842!  0!  0!  0!
0160: point_camera  325.5336!  203.9103!  11.79598!  1?
0006:  17@ =  0?  \\ integer values

:Label078104
00D6: if  0?
8019:   NOT    17@ >  5000&  \\ integer values
004D: jump_if_false Label078262
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  450&  \\ integer values
004D: jump_if_false Label0781A6
00D6: if  0?
0038:    13152?? ==  0?  \\ integer values
004D: jump_if_false Label0781A6
00BC: text_highpriority "TEX1_7"  5000& ms  2? \\ Is this me?
00D6: if  0?
0038:    13164?? ==  0?  \\ integer values
004D: jump_if_false Label07816C
03D1: play_wav  1?
0004:  13164?? =  1?  \\ integer values

:Label07816C
00D6: if  0?
0038:    13164?? ==  1?  \\ integer values
004D: jump_if_false Label0781A6
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0781A6
0004:  13164?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13160?? =  1?  \\ integer values
0004:  13152?? =  1?  \\ integer values

:Label0781A6
00D6: if  0?
0038:    13152?? ==  1?  \\ integer values
004D: jump_if_false Label078243
00D6: if  0?
0038:    13156?? ==  0?  \\ integer values
004D: jump_if_false Label078243
03D7: set_wav  1? location  311.06!  218.27!  11.74!
00BC: text_highpriority "TEX1_6"  5000& ms  2? \\ Nice ass baby!
00D6: if  0?
0038:    13172?? ==  0?  \\ integer values
004D: jump_if_false Label078209
03D1: play_wav  2?
0004:  13172?? =  1?  \\ integer values

:Label078209
00D6: if  0?
0038:    13172?? ==  1?  \\ integer values
004D: jump_if_false Label078243
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label078243
0004:  13172?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13168?? =  1?  \\ integer values
0004:  13156?? =  1?  \\ integer values

:Label078243
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07825B
0002: jump Label078262

:Label07825B
0002: jump Label078104

:Label078262
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  2?
004D: jump_if_false Label078279
0110: clear_player $PLAYER_CHAR wanted_level

:Label078279
011C: actor $PLAYER_ACTOR clear_objective
03EB: clear_small_messages_only
040D: unload_wav  1?
040D: unload_wav  2?
0004:  12968?? =  2?  \\ integer values

:Label07828F
00D6: if  0?
0038:    12968?? ==  2?  \\ integer values
004D: jump_if_false Label0782F2
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label0782F2
0230: set_player $PLAYER_CHAR stop_looking
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
018A:  12640?? = create_checkpoint_at  100.5953!  251.247!  20.729!
00BC: text_highpriority "TEX1_2"  7000& ms  2? \\ ~g~Now head to the Leaf Links Golf Club.
0004:  12968?? =  3?  \\ integer values

:Label0782F2
00D6: if  0?
0038:    12968?? ==  3?  \\ integer values
004D: jump_if_false Label07835D
00D6: if  0?
0038:    12972?? ==  0?  \\ integer values
004D: jump_if_false Label07835D
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point  100.5953!  251.247!  20.729! radius  2!  2!  3!
004D: jump_if_false Label07835D
0164: disable_marker  12640??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0004:  12972?? =  1?  \\ integer values

:Label07835D
00D6: if  0?
0038:    13184?? ==  0?  \\ integer values
004D: jump_if_false Label078399
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #CADDY
004D: jump_if_false Label078399
03E5: text_box "TEX1_8" \\ Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty.
041E: set_radio_station  6? -1?
0004:  13184?? =  1?  \\ integer values

:Label078399
00D6: if  0?
0038:    12972?? ==  1?  \\ integer values
004D: jump_if_false Label078724
016A: fade  0? ()  1000& ms

:Label0783B2
00D6: if  0?
016B:   fading
004D: jump_if_false Label0783CA
0001: wait  0? ms
0002: jump Label0783B2

:Label0783CA
03C7: unknown_maby_cops_density  .1!
010D: set_player $PLAYER_CHAR wanted_level_to  0?
009A:  12644?? = create_actor  21? #SPECIAL01 at  12768??  12772??  12776??
01B2: give_actor  12644?? weapon  3? ammo  3000&  \\ Load the weapon model before using this
02A9: set_actor  12644?? immune_to_nonplayer  1?
0223: set_actor  12644?? health_to  250&
0173: set_actor  12644?? z_angle_to  12832??
009A:  12648?? = create_actor  21? #SPECIAL02 at  12780??  12784??  12788??
01B2: give_actor  12648?? weapon  3? ammo  3000&  \\ Load the weapon model before using this
02A9: set_actor  12648?? immune_to_nonplayer  1?
0223: set_actor  12648?? health_to  250&
0173: set_actor  12648?? z_angle_to  12832??
009A:  12652?? = create_actor  21? #SPECIAL01 at  12792??  12796??  12800??
01B2: give_actor  12652?? weapon  3? ammo  3000&  \\ Load the weapon model before using this
02A9: set_actor  12652?? immune_to_nonplayer  1?
0223: set_actor  12652?? health_to  250&
0173: set_actor  12652?? z_angle_to  12832??
009A:  12656?? = create_actor  21? #SPECIAL02 at  12804??  12808??  12812??
01B2: give_actor  12656?? weapon  3? ammo  3000&  \\ Load the weapon model before using this
02A9: set_actor  12656?? immune_to_nonplayer  1?
0223: set_actor  12656?? health_to  250&
0173: set_actor  12656?? z_angle_to  12832??
009A:  12664?? = create_actor  4? #WMYGO at  12848??  12852??  12856??
01B2: give_actor  12664?? weapon  3? ammo  3000&  \\ Load the weapon model before using this
01ED: spawn_actor  12664??
0223: set_actor  12664?? health_to  250&
02A9: set_actor  12664?? immune_to_nonplayer  1?
0187:  12684?? = create_marker_above_actor  12664??
0173: set_actor  12664?? z_angle_to  56.6491!
00A5:  12736?? = create_car #CADDY at  12876??  12880??  12884??
00A9: set_car  12736?? to_normal_driver
0175: set_car  12736?? z_angle_to  12924??
00A5:  12740?? = create_car #CADDY at  12888??  12892??  12896??
00A9: set_car  12740?? to_normal_driver
0175: set_car  12740?? z_angle_to  12928??
00A5:  12744?? = create_car #CADDY at  12900??  12904??  12908??
00A9: set_car  12744?? to_normal_driver
0175: set_car  12744?? z_angle_to  12932??
00A5:  12748?? = create_car #CADDY at  12912??  12916??  12920??
00A9: set_car  12748?? to_normal_driver
0175: set_car  12748?? z_angle_to  12936??
00A5:  12752?? = create_car #CADDY at  12816??  12820??  12824??
0129:  12660?? = create_actor  21? #SPECIAL01 in_car  12752?? driverseat
0243: set_actor  12660?? ped_stats_to  16?
00A9: set_car  12752?? to_normal_driver
0175: set_car  12752?? z_angle_to  12828??
00A5:  12680?? = create_car #CADDY at  96.9997!  301.46!  19.448!
03CB: set_camera  109.9577!  573.5403!  16.59207!
0001: wait  500& ms
016A: fade  1? (back)  1000& ms
015F: set_camera_position  108.7098!  563.4672!  16.37469!  0!  0!  0!
0160: point_camera  107.7731!  563.7946!  16.25006!  2?
0006:  16@ =  0?  \\ integer values

:Label0785FD
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label07864A
0001: wait  0? ms
00BC: text_highpriority "TEX1_0"  10000& ms  2? \\ ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
00D6: if  1?
00E1:   key_pressed  0?  16?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label078643
0002: jump Label0786D3

:Label078643
0002: jump Label0785FD

:Label07864A
015F: set_camera_position  82.77916!  583.3534!  18.74928!  0!  0!  0!
0160: point_camera  81.94122!  582.8141!  18.66525!  2?
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07869D
0372: set_actor  12664?? anim  33? wait_state_time -1? ms

:Label07869D
00D6: if  0?
001B:    2500& >  16@  \\ integer values
004D: jump_if_false Label0786D3
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0786CC
0002: jump Label0786D3

:Label0786CC
0002: jump Label07869D

:Label0786D3
0395: clear_area  0? at  100.1102!  254.2736! range  20.7242!  1!
03D5: remove_text "TEX1_0" \\ ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last.
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078712
0372: set_actor  12664?? anim  0? wait_state_time  100? ms

:Label078712
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004:  12972?? =  2?  \\ integer values

:Label078724
00D6: if  0?
0038:    12972?? ==  2?  \\ integer values
004D: jump_if_false Label0789C7
00D6: if  0?
8118:   NOT   actor  12644?? dead
004D: jump_if_false Label07895D
00D6: if  0?
0038:    13144?? ==  0?  \\ integer values
004D: jump_if_false Label078778
00D6: if  0?
0038:    13188?? ==  1?  \\ integer values
004D: jump_if_false Label078778
0004:  13144?? =  2?  \\ integer values
0004:  13148?? =  0?  \\ integer values

:Label078778
00D6: if  0?
0038:    13144?? ==  0?  \\ integer values
004D: jump_if_false Label0787AA
00D6: if  0?
0038:    13188?? ==  2?  \\ integer values
004D: jump_if_false Label0787AA
0004:  13144?? =  3?  \\ integer values
0004:  13148?? =  0?  \\ integer values

:Label0787AA
00D6: if  0?
0038:    13144?? ==  2?  \\ integer values
004D: jump_if_false Label078880
00D6: if  0?
0038:    13148?? ==  0?  \\ integer values
004D: jump_if_false Label0787E8
03CF: load_wav "TEX1_5" as  1?
0004:  13148?? =  1?  \\ integer values
0002: jump Label078880

:Label0787E8
00D6: if  0?
0038:    13148?? ==  1?  \\ integer values
004D: jump_if_false Label078810
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label078810
0004:  13148?? =  2?  \\ integer values

:Label078810
00D6: if  0?
0038:    13148?? ==  2?  \\ integer values
004D: jump_if_false Label07883C
00BC: text_highpriority "TEX1_9"  5000& ms  1? \\ Get him!
03D1: play_wav  1?
0004:  13148?? =  3?  \\ integer values

:Label07883C
00D6: if  0?
0038:    13148?? ==  3?  \\ integer values
004D: jump_if_false Label078880
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label078880
0004:  13148?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "TEX1_9" \\ Get him!
0004:  13188?? =  2?  \\ integer values

:Label078880
00D6: if  0?
0038:    13144?? ==  3?  \\ integer values
004D: jump_if_false Label078956
00D6: if  0?
0038:    13148?? ==  0?  \\ integer values
004D: jump_if_false Label0788BE
03CF: load_wav "TEX1_6" as  1?
0004:  13148?? =  1?  \\ integer values
0002: jump Label078956

:Label0788BE
00D6: if  0?
0038:    13148?? ==  1?  \\ integer values
004D: jump_if_false Label0788E6
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0788E6
0004:  13148?? =  2?  \\ integer values

:Label0788E6
00D6: if  0?
0038:    13148?? ==  2?  \\ integer values
004D: jump_if_false Label078912
00BC: text_highpriority "TEX1_10"  5000& ms  1? \\ Kill that Psycho!
03D1: play_wav  1?
0004:  13148?? =  3?  \\ integer values

:Label078912
00D6: if  0?
0038:    13148?? ==  3?  \\ integer values
004D: jump_if_false Label078956
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label078956
0004:  13148?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "TEX1_10" \\ Kill that Psycho!
0004:  13188?? =  3?  \\ integer values

:Label078956
0002: jump Label0789C7

:Label07895D
00D6: if  0?
0038:    13144?? ==  2?  \\ integer values
004D: jump_if_false Label078992
0004:  13148?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "TEX1_9" \\ Get him!
0004:  13188?? =  2?  \\ integer values

:Label078992
00D6: if  0?
0038:    13144?? ==  3?  \\ integer values
004D: jump_if_false Label0789C7
0004:  13148?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "TEX1_10" \\ Kill that Psycho!
0004:  13188?? =  3?  \\ integer values

:Label0789C7
00D6: if  0?
0038:    12972?? ==  2?  \\ integer values
004D: jump_if_false Label078A4A
00D6: if  0?
0038:    13060?? ==  0?  \\ integer values
004D: jump_if_false Label078A4A
00D6: if  0?
0019:    16@ >  1500&  \\ integer values
004D: jump_if_false Label078A17
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078A17
0372: set_actor  12664?? anim  33? wait_state_time -1? ms

:Label078A17
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label078A4A
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078A4A
0372: set_actor  12664?? anim  0? wait_state_time  100? ms
0006:  16@ =  0?  \\ integer values

:Label078A4A
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078F90
00D6: if  0?
0038:    12972?? ==  2?  \\ integer values
004D: jump_if_false Label078F90
00D6: if  0?
0038:    13060?? ==  0?  \\ integer values
004D: jump_if_false Label078AE4
00D6: if  21?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12664?? radius  9.5!  9.5!  1!
0038:    13072?? ==  1?  \\ integer values
004D: jump_if_false Label078AE4
0372: set_actor  12664?? anim  0? wait_state_time  100? ms
0239: actor  12664?? run_to  86.645!  584.7784!
0004:  13144?? =  1?  \\ integer values
0004:  13060?? =  1?  \\ integer values
0004:  13072?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label078AE4
00D6: if  0?
0038:    13144?? ==  1?  \\ integer values
004D: jump_if_false Label078C0D
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078BD1
00D6: if  0?
0038:    13148?? ==  0?  \\ integer values
004D: jump_if_false Label078B32
03CF: load_wav "TEX1_1" as  1?
0004:  13148?? =  1?  \\ integer values
0002: jump Label078BCA

:Label078B32
00D6: if  0?
0038:    13148?? ==  1?  \\ integer values
004D: jump_if_false Label078B5A
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label078B5A
0004:  13148?? =  2?  \\ integer values

:Label078B5A
00D6: if  0?
0038:    13148?? ==  2?  \\ integer values
004D: jump_if_false Label078B86
00BC: text_highpriority "TEX1_3"  5000& ms  1? \\ Who's this guy? Boys, deal with him.
03D1: play_wav  1?
0004:  13148?? =  3?  \\ integer values

:Label078B86
00D6: if  0?
0038:    13148?? ==  3?  \\ integer values
004D: jump_if_false Label078BCA
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label078BCA
0004:  13148?? =  0?  \\ integer values
040D: unload_wav  1?
03D5: remove_text "TEX1_3" \\ Who's this guy? Boys, deal with him.
0004:  13144?? =  0?  \\ integer values
0004:  13188?? =  1?  \\ integer values

:Label078BCA
0002: jump Label078C0D

:Label078BD1
00D6: if  0?
0038:    13144?? ==  1?  \\ integer values
004D: jump_if_false Label078C0D
040D: unload_wav  1?
03D5: remove_text "TEX1_3" \\ Who's this guy? Boys, deal with him.
0004:  13060?? =  1?  \\ integer values
0004:  13148?? =  0?  \\ integer values
0004:  13144?? =  0?  \\ integer values
0004:  13188?? =  1?  \\ integer values

:Label078C0D
00D6: if  0?
0038:    13060?? ==  1?  \\ integer values
004D: jump_if_false Label078C5D
00D6: if  0?
00FF:   actor  12664??  0? ()near_point_on_foot  86.645!  584.7784!  13.3303! radius  7!  7!  2!
004D: jump_if_false Label078C5D
0004:  13060?? =  2?  \\ integer values
0050: gosub Label079C38

:Label078C5D
00D6: if  0?
0038:    13060?? ==  2?  \\ integer values
004D: jump_if_false Label078F90
00D6: if  0?
0038:    13056?? ==  1?  \\ integer values
004D: jump_if_false Label078D51
00D6: if  0?
044B: (unknown)  12664?? 
004D: jump_if_false Label078C9F
0050: gosub Label079C38
0002: jump Label078D51

:Label078C9F
00D6: if  0?
8119:   NOT   car  12980?? wrecked
004D: jump_if_false Label078D51
00D6: if  0?
0448:   actor  12664?? in_car  12980??
004D: jump_if_false Label078CED
00AD: set_car  12980?? max_speed_to  22!
00AE: unknown_set_car  12980?? to_ignore_traffic_lights  2?
00A8: set_car  12980?? to_psycho_driver
0006:  16@ =  0?  \\ integer values
0004:  13056?? =  3?  \\ integer values
0002: jump Label078D51

:Label078CED
00D6: if  0?
8203:   NOT   actor  12664?? near_car_on_foot  12980?? radius  35!  35! unknown  0?
004D: jump_if_false Label078D13
0050: gosub Label079C38

:Label078D13
00D6: if  0?
8119:   NOT   car  12980?? wrecked
004D: jump_if_false Label078D51
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  12980??
8203:   NOT   actor  12664?? near_car_on_foot  12980?? radius  5!  5! unknown  0?
004D: jump_if_false Label078D51
0050: gosub Label079C38

:Label078D51
00D6: if  0?
0038:    13056?? ==  3?  \\ integer values
004D: jump_if_false Label078D8D
00D6: if  0?
8119:   NOT   car  12980?? wrecked
004D: jump_if_false Label078D8D
00D6: if  0?
80DB:   NOT   actor  12664?? in_car  12980??
004D: jump_if_false Label078D8D
0050: gosub Label079C38

:Label078D8D
00D6: if  0?
0038:    13056?? ==  4?  \\ integer values
004D: jump_if_false Label078DDE
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label078DDE
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078DD7
009E: unknown_set_actor  12664?? path  12756??  12760??  12764?? radius  2!  1?

:Label078DD7
0006:  17@ =  0?  \\ integer values

:Label078DDE
00D6: if  0?
0038:    13056?? ==  4?  \\ integer values
004D: jump_if_false Label078E1D
00D6: if  0?
00EC:   actor  12664??  0? ()near_point  96.0986!  265.837! radius  27!  27!
004D: jump_if_false Label078E1D
0004:  13056?? =  5?  \\ integer values

:Label078E1D
00D6: if  0?
0038:    13056?? ==  3?  \\ integer values
004D: jump_if_false Label078E7B
00D6: if  0?
0019:    16@ >  75000&&  \\ integer values
004D: jump_if_false Label078E7B
00D6: if  0?
8119:   NOT   car  12980?? wrecked
004D: jump_if_false Label078E7B
00D6: if  0?
0448:   actor  12664?? in_car  12980??
004D: jump_if_false Label078E7B
00A7: unknown_car  12980?? drive_to  88.973!  280.344!  21.39544!

:Label078E7B
00D6: if  0?
0038:    13056?? ==  3?  \\ integer values
004D: jump_if_false Label078ED6
00D6: if  0?
00EC:   actor  12664??  0? ()near_point  96.0986!  265.837! radius  27!  27!
004D: jump_if_false Label078ED6
00D6: if  0?
00DF:   actor  12664?? driving
004D: jump_if_false Label078ED6
03E2: actor  12664?? exit_car
0319: set_actor  12664?? wander_state_to  1? (off)
0004:  13056?? =  5?  \\ integer values

:Label078ED6
00D6: if  0?
0038:    13056?? ==  5?  \\ integer values
004D: jump_if_false Label078F37
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label078F37
00D6: if  0?
80DF:   NOT   actor  12664?? driving
004D: jump_if_false Label078F37
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label078F37
009E: unknown_set_actor  12664?? path  12724??  12728??  12732?? radius  1!  1?
0006:  16@ =  0?  \\ integer values

:Label078F37
00D6: if  0?
0038:    13056?? ==  5?  \\ integer values
004D: jump_if_false Label078F90
00D6: if  0?
0038:    13176?? ==  0?  \\ integer values
004D: jump_if_false Label078F90
00D6: if  0?
8118:   NOT   actor  3636?? dead
004D: jump_if_false Label078F72
0223: set_actor  3636?? health_to  89?

:Label078F72
00D6: if  0?
8118:   NOT   actor  3640?? dead
004D: jump_if_false Label078F89
0223: set_actor  3640?? health_to  89?

:Label078F89
0004:  13176?? =  1?  \\ integer values

:Label078F90
00D6: if  0?
0038:    13036?? ==  0?  \\ integer values
004D: jump_if_false Label079012
00D6: if  0?
8118:   NOT   actor  12644?? dead
004D: jump_if_false Label079012
00D6: if  24?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12644?? radius  10!  10!  .6!
0038:    13072?? ==  1?  \\ integer values
0118:   actor  12648?? dead
0118:   actor  12652?? dead
0118:   actor  12656?? dead
004D: jump_if_false Label079012
0372: set_actor  12644?? anim  0? wait_state_time  0? ms
0243: set_actor  12644?? ped_stats_to  16?
011A: set_actor  12644?? flags  1?
01CA: actor  12644?? kill_player $PLAYER_CHAR
0004:  13036?? =  1?  \\ integer values

:Label079012
00D6: if  0?
0038:    13040?? ==  0?  \\ integer values
004D: jump_if_false Label079094
00D6: if  0?
8118:   NOT   actor  12648?? dead
004D: jump_if_false Label079094
00D6: if  24?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12648?? radius  10!  10!  .6!
0038:    13072?? ==  1?  \\ integer values
0118:   actor  12644?? dead
0118:   actor  12652?? dead
0118:   actor  12656?? dead
004D: jump_if_false Label079094
0372: set_actor  12648?? anim  0? wait_state_time  0? ms
0243: set_actor  12648?? ped_stats_to  16?
011A: set_actor  12648?? flags  1?
01CA: actor  12648?? kill_player $PLAYER_CHAR
0004:  13040?? =  1?  \\ integer values

:Label079094
00D6: if  0?
0038:    13044?? ==  0?  \\ integer values
004D: jump_if_false Label07911D
00D6: if  0?
8118:   NOT   actor  12652?? dead
004D: jump_if_false Label07911D
00D6: if  24?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12652?? radius  5!  5!  .6!
0038:    13072?? ==  1?  \\ integer values
0118:   actor  12644?? dead
0118:   actor  12648?? dead
0118:   actor  12656?? dead
004D: jump_if_false Label07911D
0004:  13072?? =  1?  \\ integer values
0372: set_actor  12652?? anim  0? wait_state_time  0? ms
0243: set_actor  12652?? ped_stats_to  16?
011A: set_actor  12652?? flags  1?
01CA: actor  12652?? kill_player $PLAYER_CHAR
0004:  13044?? =  1?  \\ integer values

:Label07911D
00D6: if  0?
0038:    13048?? ==  0?  \\ integer values
004D: jump_if_false Label0791A6
00D6: if  0?
8118:   NOT   actor  12656?? dead
004D: jump_if_false Label0791A6
00D6: if  24?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12656?? radius  5!  5!  .6!
0038:    13072?? ==  1?  \\ integer values
0118:   actor  12644?? dead
0118:   actor  12648?? dead
0118:   actor  12652?? dead
004D: jump_if_false Label0791A6
0372: set_actor  12656?? anim  0? wait_state_time  0? ms
0243: set_actor  12656?? ped_stats_to  16?
011A: set_actor  12656?? flags  1?
01CA: actor  12656?? kill_player $PLAYER_CHAR
0004:  13072?? =  1?  \\ integer values
0004:  13048?? =  1?  \\ integer values

:Label0791A6
00D6: if  0?
0038:    12972?? ==  2?  \\ integer values
004D: jump_if_false Label079213
00D6: if  0?
02AD:   player $PLAYER_CHAR in_area  64.8222!  613.6588!  96.7488!  550.3496! radius  20! sphere  0?
004D: jump_if_false Label079213
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label079213
00D6: if  0?
0038:    13192?? ==  0?  \\ integer values
004D: jump_if_false Label079213
0004:  13072?? =  1?  \\ integer values
0004:  13192?? =  1?  \\ integer values

:Label079213
00D6: if  0?
0038:    13032?? ==  0?  \\ integer values
004D: jump_if_false Label07930A
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07930A
00D6: if  0?
8118:   NOT   actor  12660?? dead
004D: jump_if_false Label07930A
00D6: if  0?
8119:   NOT   car  12752?? wrecked
004D: jump_if_false Label07930A
00D6: if  0?
00DB:   actor  12660?? in_car  12752??
004D: jump_if_false Label0792F4
00D6: if  0?
8104:   NOT   actor  12660?? near_actor  12664?? radius  30!  30!  30! sphere  0?
004D: jump_if_false Label0792ED
00D6: if  22?
00FB:   player $PLAYER_CHAR  0? ()near_actor  12660?? radius  25!  25!  6!
0038:    13072?? ==  1?  \\ integer values
80EC:   NOT   actor  12660??  0? ()near_point  12816??  12820?? radius  1.5!  1.5!
004D: jump_if_false Label0792ED
00AD: set_car  12752?? max_speed_to  24!
00AF: set_car  12752?? driver_behaviour_to  2?
0004:  13032?? =  1?  \\ integer values
0004:  13072?? =  1?  \\ integer values

:Label0792ED
0002: jump Label07930A

:Label0792F4
01CA: actor  12660?? kill_player $PLAYER_CHAR
0004:  13032?? =  1?  \\ integer values
0004:  13072?? =  1?  \\ integer values

:Label07930A
00D6: if  0?
0038:    13032?? ==  1?  \\ integer values
004D: jump_if_false Label079386
00D6: if  0?
8118:   NOT   actor  12660?? dead
004D: jump_if_false Label079357
00D6: if  0?
00EE:   actor  12660??  0? ()near_point_in_car  96.0986!  265.837! radius  35!  35!
004D: jump_if_false Label079357
03E2: actor  12660?? exit_car

:Label079357
00D6: if  0?
8118:   NOT   actor  12660?? dead
004D: jump_if_false Label079386
00D6: if  0?
80DF:   NOT   actor  12660?? driving
004D: jump_if_false Label079386
01CA: actor  12660?? kill_player $PLAYER_CHAR
0004:  13032?? =  2?  \\ integer values

:Label079386
00D6: if  0?
0038:    13140?? ==  0?  \\ integer values
004D: jump_if_false Label079409
00D6: if  0?
0018:    13060?? >  0?  \\ integer values
004D: jump_if_false Label079409
0395: clear_area  0? at  102.908!  246.514! range  21.6!  3!
00A5:  12720?? = create_car #GREENWOO at  102.111!  248.316!  21.5!
0175: set_car  12720?? z_angle_to  290.299!
0129:  12716?? = create_actor  21? #SPECIAL02 in_car  12720?? driverseat
0243: set_actor  12716?? ped_stats_to  16?
00A9: set_car  12720?? to_normal_driver
02AA: set_car  12720?? immune_to_nonplayer  1?
0004:  13140?? =  1?  \\ integer values

:Label079409
00D6: if  0?
0038:    13056?? ==  5?  \\ integer values
004D: jump_if_false Label07950B
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07950B
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label0794FC
00D6: if  0?
00ED:   actor  12664??  0? ()near_point_on_foot  12724??  12728?? radius  5!  5!
004D: jump_if_false Label0794F5
00D6: if  0?
0202:   actor  12664?? near_car  12720?? radius  20!  20! unknown  0?
004D: jump_if_false Label0794E6
00D6: if  0?
8118:   NOT   actor  12716?? dead
004D: jump_if_false Label0794D1
00D6: if  0?
0448:   actor  12716?? in_car  12720??
004D: jump_if_false Label0794BC
01D4: actor  12664?? go_to_car  12720?? and_enter_it_as_a_passenger
0004:  13124?? =  1?  \\ integer values
0004:  13056?? =  6?  \\ integer values
0002: jump Label0794CA

:Label0794BC
0004:  13128?? =  1?  \\ integer values
0004:  13056?? =  6?  \\ integer values

:Label0794CA
0002: jump Label0794DF

:Label0794D1
0004:  13128?? =  1?  \\ integer values
0004:  13056?? =  6?  \\ integer values

:Label0794DF
0002: jump Label0794F5

:Label0794E6
01D0: actor  12664?? avoid_player $PLAYER_CHAR
0004:  13056?? =  6?  \\ integer values

:Label0794F5
0002: jump Label07950B

:Label0794FC
01D0: actor  12664?? avoid_player $PLAYER_CHAR
0004:  13056?? =  6?  \\ integer values

:Label07950B
00D6: if  0?
0038:    13124?? ==  1?  \\ integer values
004D: jump_if_false Label07969E
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07969E
00D6: if  0?
0038:    13132?? ==  0?  \\ integer values
004D: jump_if_false Label0795D3
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label0795D3
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  12720??
004D: jump_if_false Label0795CB
00D6: if  0?
8118:   NOT   actor  12716?? dead
004D: jump_if_false Label0795C4
00D6: if  0?
0448:   actor  12716?? in_car  12720??
004D: jump_if_false Label0795C4
00D6: if  0?
0448:   actor  12664?? in_car  12720??
004D: jump_if_false Label0795C4
00AD: set_car  12720?? max_speed_to  26.5!
00AE: unknown_set_car  12720?? to_ignore_traffic_lights  2?
00A7: unknown_car  12720?? drive_to  18.47! -1420.258!  10.318!
0004:  13132?? =  1?  \\ integer values

:Label0795C4
0002: jump Label0795D3

:Label0795CB
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label0795D3
00D6: if  21?
0038:    13132?? ==  1?  \\ integer values
0038:    13132?? ==  2?  \\ integer values
004D: jump_if_false Label079604
00D6: if  0?
80DF:   NOT   actor  12664?? driving
004D: jump_if_false Label079604
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label079604
00D6: if  0?
0038:    13132?? ==  1?  \\ integer values
004D: jump_if_false Label07969E
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label07969E
00D6: if  0?
8118:   NOT   actor  12716?? dead
004D: jump_if_false Label07969E
00D6: if  0?
0448:   actor  12716?? in_car  12720??
004D: jump_if_false Label07969E
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07969E
00D6: if  0?
0448:   actor  12664?? in_car  12720??
004D: jump_if_false Label07969E
00D6: if  0?
01AD:   car  12720??  0? ()near_point  18.47! -1420.258!  15!  15!
004D: jump_if_false Label07969E
00A8: set_car  12720?? to_psycho_driver
0004:  13132?? =  2?  \\ integer values

:Label07969E
00D6: if  0?
0038:    13128?? ==  1?  \\ integer values
004D: jump_if_false Label079841
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label079841
00D6: if  0?
0038:    13136?? ==  0?  \\ integer values
004D: jump_if_false Label079739
00D6: if  0?
80DF:   NOT   actor  12664?? driving
004D: jump_if_false Label079739
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label079731
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  12720??
004D: jump_if_false Label079722
01D5: actor  12664?? go_to_and_drive_car  12720??
0319: set_actor  12664?? wander_state_to  1? (off)
0004:  13136?? =  1?  \\ integer values
0002: jump Label07972A

:Label079722
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label07972A
0002: jump Label079739

:Label079731
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label079739
00D6: if  0?
0038:    13136?? ==  1?  \\ integer values
004D: jump_if_false Label0797A9
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label0797A9
00D6: if  0?
00DB:   actor  12664?? in_car  12720??
004D: jump_if_false Label0797A1
00AD: set_car  12720?? max_speed_to  24!
00AE: unknown_set_car  12720?? to_ignore_traffic_lights  2?
00A7: unknown_car  12720?? drive_to  18.47! -1420.258!  10.318!
0004:  13136?? =  2?  \\ integer values
0002: jump Label0797A9

:Label0797A1
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label0797A9
00D6: if  0?
0038:    13136?? ==  2?  \\ integer values
004D: jump_if_false Label079810
00D6: if  0?
8119:   NOT   car  12720?? wrecked
004D: jump_if_false Label079810
00D6: if  0?
0448:   actor  12664?? in_car  12720??
004D: jump_if_false Label079810
00D6: if  0?
01AD:   car  12720??  0? ()near_point  18.47! -1420.258!  15!  15!
004D: jump_if_false Label079810
00A8: set_car  12720?? to_psycho_driver
0004:  13136?? =  3?  \\ integer values

:Label079810
00D6: if  21?
0038:    13136?? ==  2?  \\ integer values
0038:    13136?? ==  3?  \\ integer values
004D: jump_if_false Label079841
00D6: if  0?
80DF:   NOT   actor  12664?? driving
004D: jump_if_false Label079841
01D0: actor  12664?? avoid_player $PLAYER_CHAR

:Label079841
00D6: if  0?
8118:   NOT   actor  12716?? dead
004D: jump_if_false Label079870
00D6: if  0?
80DF:   NOT   actor  12716?? driving
004D: jump_if_false Label079870
01CC: actor  12716?? kill_player $PLAYER_CHAR
0319: set_actor  12716?? wander_state_to  1? (off)

:Label079870
00D6: if  0?
0038:    13056?? ==  6?  \\ integer values
004D: jump_if_false Label0798EA
00D6: if  0?
0038:    13196?? ==  0?  \\ integer values
004D: jump_if_false Label0798EA
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label0798EA
01C3: remove_references_to_car  12736??  \\ Like turning a car into any random car
01C3: remove_references_to_car  12740??  \\ Like turning a car into any random car
01C3: remove_references_to_car  12744??  \\ Like turning a car into any random car
01C3: remove_references_to_car  12748??  \\ Like turning a car into any random car
01C3: remove_references_to_car  12680??  \\ Like turning a car into any random car
01C3: remove_references_to_car  12752??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  12644??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12648??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12652??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12656??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12660??  \\ Like turning an actor into a random pedestrian
0004:  13196?? =  1?  \\ integer values

:Label0798EA
00D6: if  0?
0118:   actor  12664?? dead
004D: jump_if_false Label079913
00D6: if  0?
0018:    12972?? >  1?  \\ integer values
004D: jump_if_false Label079913
0002: jump Label079992

:Label079913
00D6: if  0?
0018:    13056?? >  5?  \\ integer values
004D: jump_if_false Label07997A
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07997A
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  12664?? radius  210!  210!
004D: jump_if_false Label07997A
00D6: if  0?
82CB:   NOT   actor  12664?? bounding_sphere_visible
004D: jump_if_false Label07997A
00BC: text_highpriority "TEX1_5"  5000& ms  1? \\ ~r~He got away!
0002: jump Label079981

:Label07997A
0002: jump Label077EFA

:Label079981
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label079992
0004: $PASSED_TEX1_FOUR_IRON =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  500&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  500&
0318: set_latest_mission_passed "TEX_1" \\ Four Iron
030C: set_mission_points +=  1?
004F: create_thread Label00BD18 
055B:  5148?? = create_clothes_pickup  4? at  106.5!  253!  21.7!
0004:  5068?? =  1?  \\ integer values
004F: create_thread Label02B513 
0051: return

:Label0799F9
0004: $ONMISSION =  0?  \\ integer values
04E2: $PLAYER_CHAR  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0249: release_model #WMYGO
0249: release_model #CADDY
0249: release_model #GOLFCLUB
0249: release_model #GREENWOO
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0164: disable_marker  12684??
0164: disable_marker  12668??
0164: disable_marker  12640??
01B7: release_weather
040D: unload_wav  1?
040D: unload_wav  2?
00D6: if  0?
0038:    5112?? ==  1?  \\ integer values
004D: jump_if_false Label079A6A
055B:  5188?? = create_clothes_pickup  1? at -384.5! -591.9!  25.3!

:Label079A6A
00D6: if  0?
0038:    5108?? ==  1?  \\ integer values
004D: jump_if_false Label079A92
055B:  5136?? = create_clothes_pickup  1? at  226.4! -1265.6!  20.1!

:Label079A92
00D6: if  0?
0038:    5200?? ==  1?  \\ integer values
004D: jump_if_false Label079ABA
055B:  5192?? = create_clothes_pickup  1? at -820.2!  1364.1!  66.4!

:Label079ABA
00D6: if  0?
0038:    5060?? ==  1?  \\ integer values
004D: jump_if_false Label079AE2
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!

:Label079AE2
00D6: if  0?
0038:    5064?? ==  1?  \\ integer values
004D: jump_if_false Label079B0A
055B:  5144?? = create_clothes_pickup  3? at  364.2!  1086.1!  19!

:Label079B0A
00D6: if  0?
0038:    5068?? ==  1?  \\ integer values
004D: jump_if_false Label079B44
00D6: if  0?
8038:   NOT   $PASSED_TEX1_FOUR_IRON ==  1?  \\ integer values
004D: jump_if_false Label079B44
055B:  5148?? = create_clothes_pickup  4? at  106.5!  253!  21.7!

:Label079B44
00D6: if  0?
0038:    5072?? ==  1?  \\ integer values
004D: jump_if_false Label079B6C
055B:  5152?? = create_clothes_pickup  5? at -1024.5! -433.9!  10.9!

:Label079B6C
00D6: if  0?
0038:    5076?? ==  1?  \\ integer values
004D: jump_if_false Label079B94
055B:  5156?? = create_clothes_pickup  6? at  405.7! -485.6!  12.3!

:Label079B94
00D6: if  0?
0038:    5080?? ==  1?  \\ integer values
004D: jump_if_false Label079BBC
055B:  5160?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!

:Label079BBC
00D6: if  0?
0038:    5084?? ==  1?  \\ integer values
004D: jump_if_false Label079BE4
055B:  5164?? = create_clothes_pickup  9? at  158.3! -1275.9!  10.6!

:Label079BE4
00D6: if  0?
0038:    5088?? ==  1?  \\ integer values
004D: jump_if_false Label079C0C
055B:  5168?? = create_clothes_pickup  10? at -917.4!  885.1!  11!

:Label079C0C
00D6: if  0?
0038:    5104?? ==  1?  \\ integer values
004D: jump_if_false Label079C34
055B:  5184?? = create_clothes_pickup  7? at  465.3! -57.4!  15.7!

:Label079C34
00D8: mission_cleanup
0051: return

:Label079C38
00D6: if  0?
8118:   NOT   actor  12664?? dead
004D: jump_if_false Label07A03B
0005:  13120?? =  99999.9!  \\ floating-point values
0004:  12980?? = -1?  \\ integer values
00A0:  13104?? = actor  12664?? x_pos,  13108?? = actor  12664?? y_pos,  13112?? = actor  12664?? z_pos
00D6: if  0?
8119:   NOT   car  12736?? wrecked
004D: jump_if_false Label079D41
00D6: if  0?
82BF:   NOT   car  12736?? sunk
004D: jump_if_false Label079D41
046C:  13068?? = unknown_car  12736?? driver
00D6: if  0?
0038:    13068?? == -1?  \\ integer values
004D: jump_if_false Label079D41
00D6: if  0?
0203:   actor  12664?? near_car_on_foot  12736?? radius  35!  35! unknown  0?
004D: jump_if_false Label079D41
00AA:  13092?? = car  12736?? x_pos,  13096?? = car  12736?? y_pos,  13100?? = car  12736?? z_pos
0086:  13076?? =  13092??  \\ floating-point values only
0061:  13076?? -=  13104??  \\ floating-point values
0086:  13080?? =  13096??  \\ floating-point values only
0061:  13080?? -=  13108??  \\ floating-point values
0086:  13088?? =  13076??  \\ floating-point values only
0069:  13088?? *=  13076??  \\ floating-point values
0086:  13084?? =  13080??  \\ floating-point values only
0069:  13084?? *=  13080??  \\ floating-point values
0086:  13116?? =  13084??  \\ floating-point values only
0059:  13116?? +=  13088??  \\ floating-point values
00D6: if  0?
0024:    13120?? >  13116??  \\ floating-point values only
004D: jump_if_false Label079D41
0086:  13120?? =  13116??  \\ floating-point values only
0084:  12980?? =  12736??  \\ integer values and handles

:Label079D41
00D6: if  0?
8119:   NOT   car  12740?? wrecked
004D: jump_if_false Label079E1B
00D6: if  0?
82BF:   NOT   car  12740?? sunk
004D: jump_if_false Label079E1B
046C:  13068?? = unknown_car  12740?? driver
00D6: if  0?
0038:    13068?? == -1?  \\ integer values
004D: jump_if_false Label079E1B
00D6: if  0?
0203:   actor  12664?? near_car_on_foot  12740?? radius  35!  35! unknown  0?
004D: jump_if_false Label079E1B
00AA:  13092?? = car  12740?? x_pos,  13096?? = car  12740?? y_pos,  13100?? = car  12740?? z_pos
0086:  13076?? =  13092??  \\ floating-point values only
0061:  13076?? -=  13104??  \\ floating-point values
0086:  13080?? =  13096??  \\ floating-point values only
0061:  13080?? -=  13108??  \\ floating-point values
0086:  13088?? =  13076??  \\ floating-point values only
0069:  13088?? *=  13076??  \\ floating-point values
0086:  13084?? =  13080??  \\ floating-point values only
0069:  13084?? *=  13080??  \\ floating-point values
0086:  13116?? =  13084??  \\ floating-point values only
0059:  13116?? +=  13088??  \\ floating-point values
00D6: if  0?
0024:    13120?? >  13116??  \\ floating-point values only
004D: jump_if_false Label079E1B
0086:  13120?? =  13116??  \\ floating-point values only
0084:  12980?? =  12740??  \\ integer values and handles

:Label079E1B
00D6: if  0?
8119:   NOT   car  12744?? wrecked
004D: jump_if_false Label079EF5
00D6: if  0?
82BF:   NOT   car  12744?? sunk
004D: jump_if_false Label079EF5
046C:  13068?? = unknown_car  12744?? driver
00D6: if  0?
0038:    13068?? == -1?  \\ integer values
004D: jump_if_false Label079EF5
00D6: if  0?
0203:   actor  12664?? near_car_on_foot  12744?? radius  35!  35! unknown  0?
004D: jump_if_false Label079EF5
00AA:  13092?? = car  12744?? x_pos,  13096?? = car  12744?? y_pos,  13100?? = car  12744?? z_pos
0086:  13076?? =  13092??  \\ floating-point values only
0061:  13076?? -=  13104??  \\ floating-point values
0086:  13080?? =  13096??  \\ floating-point values only
0061:  13080?? -=  13108??  \\ floating-point values
0086:  13088?? =  13076??  \\ floating-point values only
0069:  13088?? *=  13076??  \\ floating-point values
0086:  13084?? =  13080??  \\ floating-point values only
0069:  13084?? *=  13080??  \\ floating-point values
0086:  13116?? =  13084??  \\ floating-point values only
0059:  13116?? +=  13088??  \\ floating-point values
00D6: if  0?
0024:    13120?? >  13116??  \\ floating-point values only
004D: jump_if_false Label079EF5
0086:  13120?? =  13116??  \\ floating-point values only
0084:  12980?? =  12744??  \\ integer values and handles

:Label079EF5
00D6: if  0?
8119:   NOT   car  12748?? wrecked
004D: jump_if_false Label079FCF
00D6: if  0?
82BF:   NOT   car  12748?? sunk
004D: jump_if_false Label079FCF
046C:  13068?? = unknown_car  12748?? driver
00D6: if  0?
0038:    13068?? == -1?  \\ integer values
004D: jump_if_false Label079FCF
00D6: if  0?
0203:   actor  12664?? near_car_on_foot  12748?? radius  35!  35! unknown  0?
004D: jump_if_false Label079FCF
00AA:  13092?? = car  12748?? x_pos,  13096?? = car  12748?? y_pos,  13100?? = car  12748?? z_pos
0086:  13076?? =  13092??  \\ floating-point values only
0061:  13076?? -=  13104??  \\ floating-point values
0086:  13080?? =  13096??  \\ floating-point values only
0061:  13080?? -=  13108??  \\ floating-point values
0086:  13088?? =  13076??  \\ floating-point values only
0069:  13088?? *=  13076??  \\ floating-point values
0086:  13084?? =  13080??  \\ floating-point values only
0069:  13084?? *=  13080??  \\ floating-point values
0086:  13116?? =  13084??  \\ floating-point values only
0059:  13116?? +=  13088??  \\ floating-point values
00D6: if  0?
0024:    13120?? >  13116??  \\ floating-point values only
004D: jump_if_false Label079FCF
0086:  13120?? =  13116??  \\ floating-point values only
0084:  12980?? =  12748??  \\ integer values and handles

:Label079FCF
00D6: if  21?
0038:    12980?? == -1?  \\ integer values
0018:    13052?? >  3?  \\ integer values
004D: jump_if_false Label07A01E
011C: actor  12664?? clear_objective
009E: unknown_set_actor  12664?? path  12756??  12760??  12764?? radius  15!  1?
0319: set_actor  12664?? wander_state_to  1? (off)
0004:  13056?? =  4?  \\ integer values
0006:  17@ =  0?  \\ integer values
0002: jump Label07A03B

:Label07A01E
01D5: actor  12664?? go_to_and_drive_car  12980??
0319: set_actor  12664?? wander_state_to  1? (off)
0004:  13056?? =  1?  \\ integer values
0008:  13052?? +=  1?  \\ integer values

:Label07A03B
0051: return

;-------------Mission 19---------------
; Originally: Demolition Man


:Label07A03D
03A4: name_thread "SERG3"
0050: gosub Label07A06B
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label07A062
0050: gosub Label07F230

:Label07A062
0050: gosub Label07FC0F
004E: end_thread

:Label07A06B
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  4336?? =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "SERG3"
058E: unknown_point_command  252.7968! -230.9387!  9.8638! angle  333.9001!
016A: fade  1? (back)  1500& ms
0005:  13208?? =  226.9151!  \\ floating-point values
0005:  13212?? = -352.211!  \\ floating-point values
0005:  13216?? =  9.9086!  \\ floating-point values
0005:  13220?? =  79.9842!  \\ floating-point values
0005:  13312?? =  226.192!  \\ floating-point values
0005:  13316?? = -342.5692!  \\ floating-point values
0005:  13320?? =  10.3744!  \\ floating-point values
0005:  13324?? =  87.8676!  \\ floating-point values
0005:  13372?? =  229.8516!  \\ floating-point values
0005:  13376?? = -347.11!  \\ floating-point values
0005:  13380?? =  10.0998!  \\ floating-point values
0005:  13384?? =  229.8516!  \\ floating-point values
0005:  13388?? = -344.0284!  \\ floating-point values
0005:  13392?? =  10.1517!  \\ floating-point values
0005:  13396?? =  229.8516!  \\ floating-point values
0005:  13400?? = -341.11!  \\ floating-point values
0005:  13404?? =  10.56018!  \\ floating-point values
0005:  13408?? =  229.8516!  \\ floating-point values
0005:  13412?? = -338.11!  \\ floating-point values
0005:  13416?? =  10.46479!  \\ floating-point values
0005:  13468?? =  97.574!  \\ floating-point values
0005:  13472?? = -381.658!  \\ floating-point values
0005:  13476?? =  7.6407!  \\ floating-point values
0005:  13480?? =  156.5491!  \\ floating-point values
0005:  13484?? = -348.0284!  \\ floating-point values
0005:  13488?? =  16.8517!  \\ floating-point values
0005:  13492?? =  88.1474!  \\ floating-point values
0005:  13496?? = -361.8685!  \\ floating-point values
0005:  13500?? =  26.076!  \\ floating-point values
0005:  13504?? =  140.0079!  \\ floating-point values
0005:  13508?? = -383.1253!  \\ floating-point values
0005:  13512?? =  35.3172!  \\ floating-point values
0004:  13620?? =  0?  \\ integer values
0004:  13624?? =  0?  \\ integer values
0004:  13628?? =  0?  \\ integer values
0004:  13632?? =  0?  \\ integer values
0004:  13636?? =  0?  \\ integer values
0004:  13640?? =  0?  \\ integer values
0004:  13644?? =  0?  \\ integer values
0004:  13648?? =  0?  \\ integer values
0004:  13652?? =  0?  \\ integer values
0004:  13564?? =  0?  \\ integer values
0004:  13600?? =  0?  \\ integer values
0004:  13568?? =  0?  \\ integer values
0004:  13572?? =  0?  \\ integer values
0004:  13576?? =  0?  \\ integer values
0004:  13580?? =  0?  \\ integer values
0004:  13584?? =  0?  \\ integer values
0004:  13588?? =  0?  \\ integer values
0004:  13592?? =  0?  \\ integer values
0004:  13596?? =  0?  \\ integer values
0004:  13604?? =  0?  \\ integer values
0004:  13612?? =  0?  \\ integer values
0004:  13616?? =  0?  \\ integer values
0004:  13704?? =  0?  \\ integer values
0004:  13708?? =  0?  \\ integer values
0004:  13712?? =  0?  \\ integer values
0004:  13716?? =  0?  \\ integer values
0004:  13720?? =  0?  \\ integer values
0004:  13724?? =  0?  \\ integer values
0004:  13728?? =  0?  \\ integer values
0004:  13736?? =  0?  \\ integer values
0004:  13740?? =  0?  \\ integer values
0004:  13744?? =  0?  \\ integer values
0004:  13748?? =  0?  \\ integer values
0004:  13732?? =  0?  \\ integer values
0004:  13836?? =  0?  \\ integer values
0004:  13756?? =  0?  \\ integer values
0004:  13656?? =  0?  \\ integer values
0004:  13760?? =  0?  \\ integer values
0004:  13228?? =  4?  \\ integer values
0004:  13828?? =  0?  \\ integer values
0004:  13764?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
0004:  13772?? =  0?  \\ integer values
0004:  13776?? =  0?  \\ integer values
0004:  13780?? =  0?  \\ integer values
0004:  13784?? =  0?  \\ integer values
0004:  13788?? =  0?  \\ integer values
0004:  13792?? =  0?  \\ integer values
0004:  13832?? =  0?  \\ integer values
01B6: set_weather  4?
02A3: toggle_widescreen  1? (on)
0395: clear_area  1? at  299! -205! range  10.5!  5!
0395: clear_area  1? at  305! -219.5! range  10.5!  10!
0055: put_player $PLAYER_CHAR at  299! -205!  10.5!
0171: set_player $PLAYER_CHAR z_angle_to  230!
015F: set_camera_position  297! -204.7!  13!  0!  0!  0!
0160: point_camera  318.5! -219.23!  22.4!  2?
0247: request_model #STRETCH
03CB: set_camera  270! -218!  13.4!

:Label07A3DC
00D6: if  0?
8248:   NOT   model #STRETCH available
004D: jump_if_false Label07A3F7
0001: wait  0? ms
0002: jump Label07A3DC

:Label07A3F7
0395: clear_area  1? at  306.9! -241.65! range  12.3!  15!
00A5:  6408?? = create_car #STRETCH at  306.9! -241.65!  12.3!
0229: set_car  6408?? color_to  0?  0?
0175: set_car  6408?? z_angle_to  0!
016A: fade  1? (back)  1500& ms

:Label07A440
00D6: if  0?
016B:   fading
004D: jump_if_false Label07A458
0001: wait  0? ms
0002: jump Label07A440

:Label07A458
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label07A47C
04BA: unknown_car  6408??  15!
0477: unknown_car  6408??  8?  8000&

:Label07A47C
0006:  16@ =  0?  \\ integer values

:Label07A483
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label07A4A1
0001: wait  0? ms
0002: jump Label07A483

:Label07A4A1
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label07A4BA
0158: camera_on_vehicle  6408??  15?  1?

:Label07A4BA
0006:  16@ =  0?  \\ integer values

:Label07A4C1
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label07A4DF
0001: wait  0? ms
0002: jump Label07A4C1

:Label07A4DF
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label07A508
00AA:  6396?? = car  6408?? x_pos,  6400?? = car  6408?? y_pos,  6404?? = car  6408?? z_pos
0211: actor $PLAYER_ACTOR walk_to  6396??  6400??

:Label07A508
016A: fade  0? ()  1500& ms

:Label07A50F
00D6: if  0?
016B:   fading
004D: jump_if_false Label07A527
0001: wait  0? ms
0002: jump Label07A50F

:Label07A527
00A6: destroy_car  6408??
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to 1
0006:  16@ =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSAVERY"
02F3: load_object #CUTOBJ01 "CS_LIMO"
038B: load_requested_models

:Label07A56B
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label07A589
0001: wait  0? ms
0002: jump Label07A56B

:Label07A589
00D6: if  0?
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label07A5A4
0001: wait  0? ms
0002: jump Label07A589

:Label07A5A4
02E4: load_cutscene_data "TEX_3"
0244: set_cutscene_pos  305.2! -211.9!  11.3!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  596?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  13840?? = create_cutscene_object #CUTOBJ01
0395: clear_area  1? at  265.129! -234.531! range  11.107!  1!
0055: put_player $PLAYER_CHAR at  265.129! -234.531!  11.1013!
0171: set_player $PLAYER_CHAR z_angle_to  78.21838!
04E4: unknown_refresh_game_renderer_at  265.129! -234.531!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label07A64E
00D6: if  0?
001A:    1378& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A671
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A64E

:Label07A671
00BC: text_highpriority "TEX3_A"  10000& ms  1? \\ Now look here, son. I got a problem and I reckon you could help me with it.

:Label07A680
00D6: if  0?
001A:    6014& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A6A3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A680

:Label07A6A3
00BC: text_highpriority "TEX3_B"  10000& ms  1? \\ I'm no builder.

:Label07A6B2
00D6: if  0?
001A:    7125& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A6D5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A6B2

:Label07A6D5
00BC: text_highpriority "TEX3_C"  10000& ms  1? \\ No, I was thinking more of your demolition skills.

:Label07A6E4
00D6: if  0?
001A:    11052& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A707
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A6E4

:Label07A707
00BC: text_highpriority "TEX3_D"  10000& ms  1? \\ Now this here, this is the development as planned and this,

:Label07A716
00D6: if  0?
001A:    15314& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A739
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A716

:Label07A739
00BC: text_highpriority "TEX3_E"  10000& ms  1? \\ this is the property that we're looking at.

:Label07A748
00D6: if  0?
001A:    17674& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A76B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A748

:Label07A76B
00BC: text_highpriority "TEX3_F"  10000& ms  1? \\ You're trying to say this new office block is kind of in the way.

:Label07A77A
00D6: if  0?
001A:    20508& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A79D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A77A

:Label07A79D
00BC: text_highpriority "TEX3_G"  10000& ms  1? \\ You catch on quick.

:Label07A7AC
00D6: if  0?
001A:    22010& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A7CF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A7AC

:Label07A7CF
00BC: text_highpriority "TEX3_H"  10000& ms  1? \\ Now I'm going to head out of town for a while

:Label07A7DE
00D6: if  0?
001A:    24331& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A801
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A7DE

:Label07A801
00BC: text_highpriority "TEX3_I"  10000& ms  1? \\ and if that office development were to face sudden and insurmountable structural problems, then I..

:Label07A810
00D6: if  0?
001A:    30049& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A833
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A810

:Label07A833
00BC: text_highpriority "TEX3_J"  10000& ms  1? \\ As a civil minded individual you'd feel obliged to step in and

:Label07A842
00D6: if  0?
001A:    33978&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A867
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A842

:Label07A867
00BC: text_highpriority "TEX3_K"  10000& ms  1? \\ save the rejuvenation of an important area of the city?

:Label07A876
00D6: if  0?
001A:    37030&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A89B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A876

:Label07A89B
00BC: text_highpriority "TEX3_L"  10000& ms  1? \\ Where can I get more guys like you?

:Label07A8AA
00D6: if  0?
001A:    39030&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label07A8CF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label07A8AA

:Label07A8CF
00BE: text_clear_all
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label07A8DA
00D6: if  0?
016B:   fading
004D: jump_if_false Label07A8F2
0001: wait  0? ms
0002: jump Label07A8DA

:Label07A8F2
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01B7: release_weather
04BB: select_interiour  0?  \\ select render area
016A: fade  1? (back)  1500& ms
0247: request_model -124? (DYNAMITE)
0247: request_model #TOPFUN
0247: request_model #WMYCW
0247: request_model #HAMMER
0247: request_model #RCGOBLIN
0247: request_model -125? (BARREL2)
0247: request_model #GDA
0247: request_model #COLT45

:Label07A938
00D6: if  25?
8248:   NOT   model -124? (DYNAMITE) available
8248:   NOT   model #HAMMER available
8248:   NOT   model #WMYCW available
8248:   NOT   model #TOPFUN available
8248:   NOT   model -125? (BARREL2) available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label07A969
0001: wait  0? ms
0002: jump Label07A938

:Label07A969
00D6: if  0?
8248:   NOT   model #GDA available
004D: jump_if_false Label07A983
0001: wait  0? ms
0002: jump Label07A969

:Label07A983
048A:  0?
0395: clear_area  0? at  13208??  13212?? range  13216??  35!
00A5:  13232?? = create_car #TOPFUN at  13208??  13212??  13216??
0004:  13828?? =  1?  \\ integer values
0175: set_car  13232?? z_angle_to  13220??
0186:  13224?? = create_marker_above_car  13232??
00BC: text_highpriority "TEX3_16"  7000& ms  2? \\ ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished.
022B: create_forbidden_for_peds_cube  208.6046! -355.3371! -5.5941!  248.6443! -338.1352!  12.9291!
0519: unknown_car  13232?? flag  1?

:Label07A9F7
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07AA43
00D6: if  0?
0442:   player $PLAYER_CHAR in_car  13232??
004D: jump_if_false Label07AA43
00D6: if  0?
0038:    13760?? ==  0?  \\ integer values
004D: jump_if_false Label07AA43
020A: set_car  13232?? door_status_to  2?
0001: wait  1000& ms
0004:  13760?? =  1?  \\ integer values

:Label07AA43
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07AA86
00D6: if  0?
8442:   NOT   player $PLAYER_CHAR in_car  13232??
004D: jump_if_false Label07AA86
00D6: if  0?
0038:    13760?? ==  1?  \\ integer values
004D: jump_if_false Label07AA86
020A: set_car  13232?? door_status_to  1?
0004:  13760?? =  0?  \\ integer values

:Label07AA86
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07B496
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  13232??
004D: jump_if_false Label07B496
00D6: if  1?
0038:    13564?? ==  0?  \\ integer values
0038:    13760?? ==  1?  \\ integer values
004D: jump_if_false Label07B496
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0107:  13688?? = create_object -125? (BARREL2) at  97.574! -381.658!  7.9721!
0107:  13692?? = create_object -125? (BARREL2) at  156.5491! -348.0284!  16.8517!
0107:  13696?? = create_object -125? (BARREL2) at  88.1474! -361.8685!  26.076!
0107:  13700?? = create_object -125? (BARREL2) at  140.0079! -383.1253!  35.3172!
009A:  13244?? = create_actor  4? #WMYCW at  121.4188! -371.5533!  7.6307!
01B2: give_actor  13244?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13244?? z_angle_to  189.9082!
0319: set_actor  13244?? wander_state_to  1? (off)
009A:  13248?? = create_actor  4? #WMYCW at  160.0738! -375.754!  7.6307!
01B2: give_actor  13248?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13248?? z_angle_to  268.8645!
0319: set_actor  13248?? wander_state_to  1? (off)
009A:  13252?? = create_actor  4? #WMYCW at  116.1989! -348.1792!  16.8494!
01B2: give_actor  13252?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13252?? z_angle_to  288.6831!
0319: set_actor  13252?? wander_state_to  1? (off)
009A:  13256?? = create_actor  4? #WMYCW at  117.5286! -348.1254!  16.8494!
01B2: give_actor  13256?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13256?? z_angle_to  110.9578!
0319: set_actor  13256?? wander_state_to  1? (off)
03F9: make_actors  13256??  13252?? converse_in  800000&& ms
009A:  13260?? = create_actor  4? #WMYCW at  160.1008! -356.3203!  16.8517!
01B2: give_actor  13260?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13260?? z_angle_to  277.8673!
0319: set_actor  13260?? wander_state_to  1? (off)
0372: set_actor  13260?? anim  25? wait_state_time  300000&& ms
009A:  13264?? = create_actor  4? #WMYCW at  160.3129! -375.7929!  16.8517!
01B2: give_actor  13264?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13264?? z_angle_to  261.674!
0319: set_actor  13264?? wander_state_to  1? (off)
0372: set_actor  13264?? anim  25? wait_state_time  300000&& ms
009A:  13268?? = create_actor  4? #WMYCW at  81.4138! -356.4398!  26.076!
01B2: give_actor  13268?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13268?? z_angle_to  87.3059!
0319: set_actor  13268?? wander_state_to  1? (off)
0372: set_actor  13268?? anim  25? wait_state_time  300000&& ms
009A:  13272?? = create_actor  4? #WMYCW at  81.5607! -354.9395!  26.076!
01B2: give_actor  13272?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13272?? z_angle_to  176.8125!
0319: set_actor  13272?? wander_state_to  1? (off)
0372: set_actor  13272?? anim  19? wait_state_time  800000&& ms
009A:  13276?? = create_actor  4? #GDA at  121.0359! -379.109!  26.0805!
01B2: give_actor  13276?? weapon  17? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  13276?? z_angle_to  15.4943!
0319: set_actor  13276?? wander_state_to  1? (off)
0489: unknown_actor  13276?? flag  1?
009A:  13280?? = create_actor  4? #WMYCW at  112.2413! -356.3021!  35.3172!
01B2: give_actor  13280?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13280?? z_angle_to  278.5729!
0319: set_actor  13280?? wander_state_to  1? (off)
009A:  13284?? = create_actor  4? #WMYCW at  98.2973! -376.011!  35.3172!
01B2: give_actor  13284?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13284?? z_angle_to  76.4463!
0319: set_actor  13284?? wander_state_to  1? (off)
009A:  13288?? = create_actor  4? #WMYCW at  160.5181! -356.3491!  35.3172!
01B2: give_actor  13288?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13288?? z_angle_to  278.5729!
0319: set_actor  13288?? wander_state_to  1? (off)
009A:  13292?? = create_actor  4? #WMYCW at  129.3469! -366.2533!  35.3172!
01B2: give_actor  13292?? weapon  7? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  13292?? z_angle_to  84.4686!
0319: set_actor  13292?? wander_state_to  1? (off)
009A:  13296?? = create_actor  4? #GDA at  120.1059! -346.0308!  35.3104!
01B2: give_actor  13296?? weapon  17? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  13296?? z_angle_to  185.866!
0319: set_actor  13296?? wander_state_to  1? (off)
02E2: set_actor  13296?? weapon_accuracy_to  80?
0489: unknown_actor  13296?? flag  1?
009A:  13300?? = create_actor  4? #GDA at  123.3658! -380.2271!  35.3172!
01B2: give_actor  13300?? weapon  17? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  13300?? z_angle_to  358.9169!
0319: set_actor  13300?? wander_state_to  1? (off)
0489: unknown_actor  13300?? flag  1?
009A:  13304?? = create_actor  4? #GDA at  104.143! -346.1777!  26.268!
01B2: give_actor  13304?? weapon  17? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  13304?? z_angle_to  185.866!
0319: set_actor  13304?? wander_state_to  1? (off)
0489: unknown_actor  13304?? flag  1?
0164: disable_marker  13224??
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
01C0:  13240?? = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at  13312??  13316??  13320?? angle  13324?? RC_model #RCGOBLIN
0484:  13308?? = player $PLAYER_CHAR rc_car
0224: set_car  13308?? health_to  1400&
0107:  13340?? = create_object -124? (DYNAMITE) at  13372??  13376??  13380??
0382: unknown_set_object  13340?? collision_detection  1?
0392: object  13340?? toggle_in_moving_list  1?
0188:  13356?? = create_marker_above_object  13340??
0107:  13344?? = create_object -124? (DYNAMITE) at  13384??  13388??  13392??
0382: unknown_set_object  13344?? collision_detection  1?
0392: object  13344?? toggle_in_moving_list  1?
0188:  13360?? = create_marker_above_object  13344??
0107:  13348?? = create_object -124? (DYNAMITE) at  13396??  13400??  13404??
0382: unknown_set_object  13348?? collision_detection  1?
0392: object  13348?? toggle_in_moving_list  1?
0188:  13364?? = create_marker_above_object  13348??
0107:  13352?? = create_object -124? (DYNAMITE) at  13408??  13412??  13416??
0382: unknown_set_object  13352?? collision_detection  1?
0392: object  13352?? toggle_in_moving_list  1?
0188:  13368?? = create_marker_above_object  13352??
0550:  13688??  1?
0550:  13692??  1?
0550:  13696??  1?
0550:  13700??  1?
015F: set_camera_position  275.6988! -255.7764!  35.36815!  0!  0!  0!
0160: point_camera  274.9049! -256.3752!  35.47337!  2?
0395: clear_area  0? at  13312??  13316?? range  13320??  15!
0006:  16@ =  0?  \\ integer values

:Label07AFF5
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B042
0001: wait  0? ms
00BC: text_highpriority "TEX3_1"  5000& ms  2? \\ ~g~Use the RC helicopter to transport bombs to four demolition points on the building site.
00D6: if  1?
00E1:   key_pressed  0?  16?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label07B03B
0002: jump Label07B44E

:Label07B03B
0002: jump Label07AFF5

:Label07B042
015F: set_camera_position  221.9318! -347.8253!  14.86874!  0!  0!  0!
0160: point_camera  222.5816! -347.2625!  14.35743!  2?
0006:  16@ =  0?  \\ integer values

:Label07B07C
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B0C1
0001: wait  0? ms
00BC: text_highpriority "TEX3_2"  5000& ms  2? \\ ~g~You must place one bomb at each target. You can place bombs in any order.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B0BA
0002: jump Label07B44E

:Label07B0BA
0002: jump Label07B07C

:Label07B0C1
015F: set_camera_position  229.9853! -348.7427!  11.14897!  0!  0!  0!
0160: point_camera  229.9513! -347.8613!  10.67796!  2?
0006:  16@ =  0?  \\ integer values

:Label07B0FB
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B140
0001: wait  0? ms
00BC: text_highpriority "TEX3_30"  5000& ms  2? \\ ~g~To pick up a bomb, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B139
0002: jump Label07B44E

:Label07B139
0002: jump Label07B0FB

:Label07B140
015F: set_camera_position  94.208! -381.946!  8.67!  0!  0!  0!
0160: point_camera  95.28442! -381.862!  8.660458!  2?
0395: clear_area  0? at  13312??  13316?? range  13320??  10!
0006:  16@ =  0?  \\ integer values

:Label07B18C
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B1FE
0001: wait  0? ms
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label07B1D0
00BC: text_highpriority "TEX3_39"  5000& ms  2? \\ ~g~To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~g~button.
0002: jump Label07B1DF

:Label07B1D0
00BC: text_highpriority "TEX3_4"  5000& ms  2? \\ ~g~To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~g~button.

:Label07B1DF
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B1F7
0002: jump Label07B44E

:Label07B1F7
0002: jump Label07B18C

:Label07B1FE
015F: set_camera_position  153.3567! -365.0051!  17.8099!  0!  0!  0!
0160: point_camera  153.5378! -364.0217!  17.82351!  2?
0006:  16@ =  0?  \\ integer values

:Label07B238
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B2B5
0001: wait  0? ms
00BC: text_highpriority "TEX3_5"  5000& ms  2? \\ ~g~If you place a bomb unsuccessfully you can pick it up and try again.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B276
0002: jump Label07B44E

:Label07B276
00D6: if  0?
8118:   NOT   actor  13260?? dead
004D: jump_if_false Label07B292
0372: set_actor  13260?? anim  25? wait_state_time  300000&& ms

:Label07B292
00D6: if  0?
8118:   NOT   actor  13264?? dead
004D: jump_if_false Label07B2AE
0372: set_actor  13264?? anim  25? wait_state_time  300000&& ms

:Label07B2AE
0002: jump Label07B238

:Label07B2B5
015F: set_camera_position  93.85921! -360.9543!  27.00828!  0!  0!  0!
0160: point_camera  92.8611! -361.0136!  26.99214!  2?
0006:  16@ =  0?  \\ integer values

:Label07B2EF
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B350
0001: wait  0? ms
00BC: text_highpriority "TEX3_6"  5000& ms  2? \\ ~g~Once you have picked up a bomb for the first time, the detonation timer will start.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B32D
0002: jump Label07B44E

:Label07B32D
00D6: if  0?
8118:   NOT   actor  13268?? dead
004D: jump_if_false Label07B349
0372: set_actor  13268?? anim  25? wait_state_time  300000&& ms

:Label07B349
0002: jump Label07B2EF

:Label07B350
015F: set_camera_position  120.767! -377.2256!  35.94569!  0!  0!  0!
0160: point_camera  121.6996! -377.581!  36.00743!  2?
0006:  16@ =  0?  \\ integer values

:Label07B38A
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B3CF
0001: wait  0? ms
00BC: text_highpriority "TEX3_7"  5000& ms  2? \\ ~g~You must then place the remaining bombs in 7 minutes!
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B3C8
0002: jump Label07B44E

:Label07B3C8
0002: jump Label07B38A

:Label07B3CF
015F: set_camera_position  117.7222! -388.8373!  10.20708!  0!  0!  0!
0160: point_camera  117.7434! -387.8386!  10.25837!  2?
0006:  16@ =  0?  \\ integer values

:Label07B409
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label07B44E
0001: wait  0? ms
00BC: text_highpriority "TEX3_27"  5000& ms  2? \\ ~g~A central stairway allows access to all the floors in the building.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label07B447
0002: jump Label07B44E

:Label07B447
0002: jump Label07B409

:Label07B44E
0001: wait  0? ms
00BE: text_clear_all
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07B480
0158: camera_on_vehicle  13308??  18?  2?
0001: wait  0? ms
032A: unknown  0?

:Label07B480
03C4: set_status_text_to  13228??  0? (number) "TEX3_11" \\ targets left:
0004:  13564?? =  1?  \\ integer values

:Label07B496
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B4D2
00D6: if  0?
0038:    13764?? ==  0?  \\ integer values
004D: jump_if_false Label07B4D2
0006:  16@ =  0?  \\ integer values
03E5: text_box "TEX3_22" \\ Pressing the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button increases the rotor speed, causing the helicopter to ~h~ascend.
0004:  13764?? =  1?  \\ integer values

:Label07B4D2
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B521
00D6: if  0?
0038:    13764?? ==  1?  \\ integer values
004D: jump_if_false Label07B521
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B521
03E5: text_box "TEX3_23" \\ Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and ~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you wish to maneuver it.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  2?  \\ integer values

:Label07B521
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B570
00D6: if  0?
0038:    13764?? ==  2?  \\ integer values
004D: jump_if_false Label07B570
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B570
03E5: text_box "TEX3_25" \\ Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to rotate the helicopter clockwise.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  3?  \\ integer values

:Label07B570
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B5BF
00D6: if  0?
0038:    13764?? ==  3?  \\ integer values
004D: jump_if_false Label07B5BF
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B5BF
03E5: text_box "TEX3_24" \\ Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate the helicopter counter-clockwise.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  4?  \\ integer values

:Label07B5BF
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B60E
00D6: if  0?
0038:    13764?? ==  4?  \\ integer values
004D: jump_if_false Label07B60E
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B60E
03E5: text_box "TEX3_26" \\ Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button ~w~decreases the rotor speed, causing the helicopter to~h~ descend.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  5?  \\ integer values

:Label07B60E
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B65D
00D6: if  0?
0038:    13764?? ==  5?  \\ integer values
004D: jump_if_false Label07B65D
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B65D
03E5: text_box "TEX3_32" \\ You can ~h~look behind~w~ by simultaneously pressing the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  6?  \\ integer values

:Label07B65D
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B6AC
00D6: if  0?
0038:    13764?? ==  6?  \\ integer values
004D: jump_if_false Label07B6AC
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B6AC
03E5: text_box "TEX3_28" \\ To ~h~pick up a bomb~w~, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  7?  \\ integer values

:Label07B6AC
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B723
00D6: if  0?
0038:    13764?? ==  7?  \\ integer values
004D: jump_if_false Label07B723
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B723
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label07B70B
03E5: text_box "TEX3_40" \\ To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button.
0002: jump Label07B715

:Label07B70B
03E5: text_box "TEX3_29" \\ To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~w~button.

:Label07B715
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  8?  \\ integer values

:Label07B723
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B772
00D6: if  0?
0038:    13764?? ==  8?  \\ integer values
004D: jump_if_false Label07B772
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B772
03E5: text_box "TEX3_33" \\ Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  9?  \\ integer values

:Label07B772
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B7C1
00D6: if  0?
0038:    13764?? ==  9?  \\ integer values
004D: jump_if_false Label07B7C1
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B7C1
03E5: text_box "TEX3_34" \\ An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  10?  \\ integer values

:Label07B7C1
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B810
00D6: if  0?
0038:    13764?? ==  10?  \\ integer values
004D: jump_if_false Label07B810
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B810
03E5: text_box "TEX3_35" \\ A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter.
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  11?  \\ integer values

:Label07B810
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B85F
00D6: if  0?
0038:    13764?? ==  11?  \\ integer values
004D: jump_if_false Label07B85F
00D6: if  0?
0019:    16@ >  9500&  \\ integer values
004D: jump_if_false Label07B85F
03E5: text_box "TEX3_36" \\ A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter
0006:  16@ =  0?  \\ integer values
0004:  13764?? =  12?  \\ integer values

:Label07B85F
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07B8CE
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07B8CE
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  13308?? radius  200!  200!  0?
004D: jump_if_false Label07B8CE
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  13308?? radius  249!  249!  0?
004D: jump_if_false Label07B8CE
00BC: text_highpriority "TEX3_20"  1000& ms  1? \\ ~r~The RC Helicopter is nearly out of range!

:Label07B8CE
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07B926
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07B926
01BB:  13420?? = object  13340?? x_pos,  13424?? = object  13340?? y_pos,  13428?? = object  13340?? z_pos
01BB:  13432?? = object  13344?? x_pos,  13436?? = object  13344?? y_pos,  13440?? = object  13344?? z_pos
01BB:  13444?? = object  13348?? x_pos,  13448?? = object  13348?? y_pos,  13452?? = object  13348?? z_pos
01BB:  13456?? = object  13352?? x_pos,  13460?? = object  13352?? y_pos,  13464?? = object  13352?? z_pos

:Label07B926
00D6: if  0?
0038:    13568?? ==  2?  \\ integer values
004D: jump_if_false Label07B972
00D6: if  0?
04DA:   unknown_object_check  13340??
004D: jump_if_false Label07B972
0392: object  13340?? toggle_in_moving_list  0?
0382: unknown_set_object  13340?? collision_detection  0?
04D9:  13340??  0?
0004:  13568?? =  0?  \\ integer values
0050: gosub Label07F3AB
0050: gosub Label07F32D

:Label07B972
00D6: if  0?
0038:    13572?? ==  2?  \\ integer values
004D: jump_if_false Label07B9BE
00D6: if  0?
04DA:   unknown_object_check  13344??
004D: jump_if_false Label07B9BE
0392: object  13344?? toggle_in_moving_list  0?
0382: unknown_set_object  13344?? collision_detection  0?
04D9:  13344??  0?
0004:  13572?? =  0?  \\ integer values
0050: gosub Label07F5C4
0050: gosub Label07F32D

:Label07B9BE
00D6: if  0?
0038:    13576?? ==  2?  \\ integer values
004D: jump_if_false Label07BA0A
00D6: if  0?
04DA:   unknown_object_check  13348??
004D: jump_if_false Label07BA0A
0392: object  13348?? toggle_in_moving_list  0?
0382: unknown_set_object  13348?? collision_detection  0?
04D9:  13348??  0?
0004:  13576?? =  0?  \\ integer values
0050: gosub Label07F7DD
0050: gosub Label07F32D

:Label07BA0A
00D6: if  0?
0038:    13580?? ==  2?  \\ integer values
004D: jump_if_false Label07BA56
00D6: if  0?
04DA:   unknown_object_check  13352??
004D: jump_if_false Label07BA56
0392: object  13352?? toggle_in_moving_list  0?
0382: unknown_set_object  13352?? collision_detection  0?
04D9:  13352??  0?
0004:  13580?? =  0?  \\ integer values
0050: gosub Label07F9F6
0050: gosub Label07F32D

:Label07BA56
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07BC04
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BC04
00D6: if  21?
0038:    13572?? ==  0?  \\ integer values
0038:    13572?? ==  3?  \\ integer values
004D: jump_if_false Label07BC04
00D6: if  21?
0038:    13576?? ==  0?  \\ integer values
0038:    13576?? ==  3?  \\ integer values
004D: jump_if_false Label07BC04
00D6: if  21?
0038:    13580?? ==  0?  \\ integer values
0038:    13580?? ==  3?  \\ integer values
004D: jump_if_false Label07BC04
00D6: if  0?
001A:    2? >  13568??  \\ integer values
004D: jump_if_false Label07BC04
00D6: if  21?
01AF:   car  13308??  0? ()near_point  13420??  13424??  13428?? radius  .7!  .7!  .7!
0038:    13568?? ==  1?  \\ integer values
004D: jump_if_false Label07BC04
00AA:  13328?? = car  13308?? x_pos,  13332?? = car  13308?? y_pos,  13336?? = car  13308?? z_pos
035C: place_object  13340?? relative_to_car  13308?? offset  0!  0! -.4!
00D6: if  0?
0038:    13612?? ==  0?  \\ integer values
004D: jump_if_false Label07BB4C
0004:  13612?? =  1?  \\ integer values
0004:  13608?? =  420000&&  \\ integer values

:Label07BB4C
0382: unknown_set_object  13340?? collision_detection  0?
0392: object  13340?? toggle_in_moving_list  0?
02CE:  13548?? = ground_z  13328??  13332??  13336??
0086:  13532?? =  13336??  \\ floating-point values only
0061:  13532?? -=  13548??  \\ floating-point values
00D6: if  0?
0038:    13568?? ==  0?  \\ integer values
004D: jump_if_false Label07BB91
0050: gosub Label07F288

:Label07BB91
0004:  13568?? =  1?  \\ integer values
00D6: if  0?
0038:    13568?? ==  1?  \\ integer values
004D: jump_if_false Label07BC04
00D6: if  0?
0020:    13532?? >  1.2!  \\ floating-point values
004D: jump_if_false Label07BC04
00D6: if  0?
0585: (unknown)
004D: jump_if_false Label07BC04
0004:  13568?? =  2?  \\ integer values
0392: object  13340?? toggle_in_moving_list  1?
0382: unknown_set_object  13340?? collision_detection  1?
04D9:  13340??  1?
050E:  13340??  13308??
0381: throw_object  13340?? distance  0!  0! -1!

:Label07BC04
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07BDB2
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BDB2
00D6: if  21?
0038:    13568?? ==  0?  \\ integer values
0038:    13568?? ==  3?  \\ integer values
004D: jump_if_false Label07BDB2
00D6: if  21?
0038:    13576?? ==  0?  \\ integer values
0038:    13576?? ==  3?  \\ integer values
004D: jump_if_false Label07BDB2
00D6: if  21?
0038:    13580?? ==  0?  \\ integer values
0038:    13580?? ==  3?  \\ integer values
004D: jump_if_false Label07BDB2
00D6: if  0?
001A:    2? >  13572??  \\ integer values
004D: jump_if_false Label07BDB2
00D6: if  21?
01AF:   car  13308??  0? ()near_point  13432??  13436??  13440?? radius  .7!  .7!  .7!
0038:    13572?? ==  1?  \\ integer values
004D: jump_if_false Label07BDB2
00AA:  13328?? = car  13308?? x_pos,  13332?? = car  13308?? y_pos,  13336?? = car  13308?? z_pos
035C: place_object  13344?? relative_to_car  13308?? offset  0!  0! -.4!
00D6: if  0?
0038:    13612?? ==  0?  \\ integer values
004D: jump_if_false Label07BCFA
0004:  13612?? =  1?  \\ integer values
0004:  13608?? =  420000&&  \\ integer values

:Label07BCFA
0382: unknown_set_object  13344?? collision_detection  0?
0392: object  13344?? toggle_in_moving_list  0?
02CE:  13552?? = ground_z  13328??  13332??  13336??
0086:  13536?? =  13336??  \\ floating-point values only
0061:  13536?? -=  13552??  \\ floating-point values
00D6: if  0?
0038:    13572?? ==  0?  \\ integer values
004D: jump_if_false Label07BD3F
0050: gosub Label07F288

:Label07BD3F
0004:  13572?? =  1?  \\ integer values
00D6: if  0?
0038:    13572?? ==  1?  \\ integer values
004D: jump_if_false Label07BDB2
00D6: if  0?
0020:    13536?? >  1.2!  \\ floating-point values
004D: jump_if_false Label07BDB2
00D6: if  0?
0585: (unknown)
004D: jump_if_false Label07BDB2
0004:  13572?? =  2?  \\ integer values
04D9:  13344??  1?
0392: object  13344?? toggle_in_moving_list  1?
0382: unknown_set_object  13344?? collision_detection  1?
050E:  13344??  13308??
0381: throw_object  13344?? distance  0!  0! -1!

:Label07BDB2
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07BF60
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07BF60
00D6: if  21?
0038:    13568?? ==  0?  \\ integer values
0038:    13568?? ==  3?  \\ integer values
004D: jump_if_false Label07BF60
00D6: if  21?
0038:    13572?? ==  0?  \\ integer values
0038:    13572?? ==  3?  \\ integer values
004D: jump_if_false Label07BF60
00D6: if  21?
0038:    13580?? ==  0?  \\ integer values
0038:    13580?? ==  3?  \\ integer values
004D: jump_if_false Label07BF60
00D6: if  0?
001A:    2? >  13576??  \\ integer values
004D: jump_if_false Label07BF60
00D6: if  21?
01AF:   car  13308??  0? ()near_point  13444??  13448??  13452?? radius  .7!  .7!  .7!
0038:    13576?? ==  1?  \\ integer values
004D: jump_if_false Label07BF60
00AA:  13328?? = car  13308?? x_pos,  13332?? = car  13308?? y_pos,  13336?? = car  13308?? z_pos
035C: place_object  13348?? relative_to_car  13308?? offset  0!  0! -.4!
00D6: if  0?
0038:    13612?? ==  0?  \\ integer values
004D: jump_if_false Label07BEA8
0004:  13612?? =  1?  \\ integer values
0004:  13608?? =  420000&&  \\ integer values

:Label07BEA8
0382: unknown_set_object  13348?? collision_detection  0?
0392: object  13348?? toggle_in_moving_list  0?
02CE:  13556?? = ground_z  13328??  13332??  13336??
0086:  13540?? =  13336??  \\ floating-point values only
0061:  13540?? -=  13556??  \\ floating-point values
00D6: if  0?
0038:    13576?? ==  0?  \\ integer values
004D: jump_if_false Label07BEED
0050: gosub Label07F288

:Label07BEED
0004:  13576?? =  1?  \\ integer values
00D6: if  0?
0038:    13576?? ==  1?  \\ integer values
004D: jump_if_false Label07BF60
00D6: if  0?
0020:    13540?? >  1.2!  \\ floating-point values
004D: jump_if_false Label07BF60
00D6: if  0?
0585: (unknown)
004D: jump_if_false Label07BF60
0004:  13576?? =  2?  \\ integer values
04D9:  13348??  1?
0392: object  13348?? toggle_in_moving_list  1?
0382: unknown_set_object  13348?? collision_detection  1?
050E:  13348??  13308??
0381: throw_object  13348?? distance  0!  0! -1!

:Label07BF60
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C10E
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label07C10E
00D6: if  21?
0038:    13568?? ==  0?  \\ integer values
0038:    13568?? ==  3?  \\ integer values
004D: jump_if_false Label07C10E
00D6: if  21?
0038:    13572?? ==  0?  \\ integer values
0038:    13572?? ==  3?  \\ integer values
004D: jump_if_false Label07C10E
00D6: if  21?
0038:    13576?? ==  0?  \\ integer values
0038:    13576?? ==  3?  \\ integer values
004D: jump_if_false Label07C10E
00D6: if  0?
001A:    2? >  13580??  \\ integer values
004D: jump_if_false Label07C10E
00D6: if  21?
01AF:   car  13308??  0? ()near_point  13456??  13460??  13464?? radius  .7!  .7!  .7!
0038:    13580?? ==  1?  \\ integer values
004D: jump_if_false Label07C10E
00AA:  13328?? = car  13308?? x_pos,  13332?? = car  13308?? y_pos,  13336?? = car  13308?? z_pos
035C: place_object  13352?? relative_to_car  13308?? offset  0!  0! -.4!
00D6: if  0?
0038:    13612?? ==  0?  \\ integer values
004D: jump_if_false Label07C056
0004:  13612?? =  1?  \\ integer values
0004:  13608?? =  420000&&  \\ integer values

:Label07C056
0382: unknown_set_object  13352?? collision_detection  0?
0392: object  13352?? toggle_in_moving_list  0?
02CE:  13560?? = ground_z  13328??  13332??  13336??
0086:  13544?? =  13336??  \\ floating-point values only
0061:  13544?? -=  13560??  \\ floating-point values
00D6: if  0?
0038:    13580?? ==  0?  \\ integer values
004D: jump_if_false Label07C09B
0050: gosub Label07F288

:Label07C09B
0004:  13580?? =  1?  \\ integer values
00D6: if  0?
0038:    13580?? ==  1?  \\ integer values
004D: jump_if_false Label07C10E
00D6: if  0?
0020:    13544?? >  1.2!  \\ floating-point values
004D: jump_if_false Label07C10E
00D6: if  0?
0585: (unknown)
004D: jump_if_false Label07C10E
0004:  13580?? =  2?  \\ integer values
04D9:  13352??  1?
0392: object  13352?? toggle_in_moving_list  1?
0382: unknown_set_object  13352?? collision_detection  1?
050E:  13352??  13308??
0381: throw_object  13352?? distance  0!  0! -1!

:Label07C10E
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07C1E4
00D6: if  0?
8038:   NOT    13584?? ==  1?  \\ integer values
004D: jump_if_false Label07C151
04E6:   unknown_object  13340?? near_point  13468??  13472??  13476?? radius  3.5!  3.5!  3.5! unknown  1?

:Label07C151
00D6: if  0?
8038:   NOT    13588?? ==  1?  \\ integer values
004D: jump_if_false Label07C182
04E6:   unknown_object  13340?? near_point  13480??  13484??  13488?? radius  3.5!  3.5!  3.5! unknown  1?

:Label07C182
00D6: if  0?
8038:   NOT    13592?? ==  1?  \\ integer values
004D: jump_if_false Label07C1B3
04E6:   unknown_object  13340?? near_point  13492??  13496??  13500?? radius  3.5!  3.5!  3.5! unknown  1?

:Label07C1B3
00D6: if  0?
8038:   NOT    13596?? ==  1?  \\ integer values
004D: jump_if_false Label07C1E4
04E6:   unknown_object  13340?? near_point  13504??  13508??  13512?? radius  3.5!  3.5!  3.5! unknown  1?

:Label07C1E4
00D6: if  0?
8118:   NOT   actor  13244?? dead
004D: jump_if_false Label07C222
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C222
00D6: if  0?
0038:    13704?? ==  0?  \\ integer values
004D: jump_if_false Label07C222
0372: set_actor  13244?? anim  13? wait_state_time  300000&& ms

:Label07C222
00D6: if  0?
8118:   NOT   actor  13248?? dead
004D: jump_if_false Label07C260
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C260
00D6: if  0?
0038:    13708?? ==  0?  \\ integer values
004D: jump_if_false Label07C260
0372: set_actor  13248?? anim  25? wait_state_time  300000&& ms

:Label07C260
00D6: if  0?
8118:   NOT   actor  13260?? dead
004D: jump_if_false Label07C29E
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C29E
00D6: if  0?
0038:    13716?? ==  0?  \\ integer values
004D: jump_if_false Label07C29E
0372: set_actor  13260?? anim  25? wait_state_time  300000&& ms

:Label07C29E
00D6: if  0?
8118:   NOT   actor  13264?? dead
004D: jump_if_false Label07C2DC
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C2DC
00D6: if  0?
0038:    13720?? ==  0?  \\ integer values
004D: jump_if_false Label07C2DC
0372: set_actor  13264?? anim  25? wait_state_time  300000&& ms

:Label07C2DC
00D6: if  0?
8118:   NOT   actor  13268?? dead
004D: jump_if_false Label07C31A
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C31A
00D6: if  0?
0038:    13724?? ==  0?  \\ integer values
004D: jump_if_false Label07C31A
0372: set_actor  13268?? anim  25? wait_state_time  300000&& ms

:Label07C31A
00D6: if  0?
8118:   NOT   actor  13276?? dead
004D: jump_if_false Label07C358
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C358
00D6: if  0?
0038:    13732?? ==  0?  \\ integer values
004D: jump_if_false Label07C358
0372: set_actor  13276?? anim  13? wait_state_time  300000&& ms

:Label07C358
00D6: if  0?
8118:   NOT   actor  13280?? dead
004D: jump_if_false Label07C396
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C396
00D6: if  0?
0038:    13736?? ==  0?  \\ integer values
004D: jump_if_false Label07C396
0372: set_actor  13280?? anim  25? wait_state_time  300000&& ms

:Label07C396
00D6: if  0?
8118:   NOT   actor  13284?? dead
004D: jump_if_false Label07C3D4
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C3D4
00D6: if  0?
0038:    13740?? ==  0?  \\ integer values
004D: jump_if_false Label07C3D4
0372: set_actor  13284?? anim  25? wait_state_time  300000&& ms

:Label07C3D4
00D6: if  0?
8118:   NOT   actor  13288?? dead
004D: jump_if_false Label07C412
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C412
00D6: if  0?
0038:    13744?? ==  0?  \\ integer values
004D: jump_if_false Label07C412
0372: set_actor  13288?? anim  25? wait_state_time  300000&& ms

:Label07C412
00D6: if  0?
8118:   NOT   actor  13292?? dead
004D: jump_if_false Label07C450
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C450
00D6: if  0?
0038:    13748?? ==  0?  \\ integer values
004D: jump_if_false Label07C450
0372: set_actor  13292?? anim  25? wait_state_time  300000&& ms

:Label07C450
00D6: if  0?
8118:   NOT   actor  13244?? dead
004D: jump_if_false Label07C4B4
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C4B4
00D6: if  0?
0205:   actor  13244?? near_car  13308?? radius  7!  7!  6! unknown  0?
004D: jump_if_false Label07C4B4
0372: set_actor  13244?? anim  0? wait_state_time  300& ms
01D9: actor  13244?? run_away_from_car  13308??
0319: set_actor  13244?? wander_state_to  1? (off)
0004:  13704?? =  1?  \\ integer values

:Label07C4B4
00D6: if  0?
8118:   NOT   actor  13248?? dead
004D: jump_if_false Label07C518
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C518
00D6: if  0?
0205:   actor  13248?? near_car  13308?? radius  12!  12!  6! unknown  0?
004D: jump_if_false Label07C518
0372: set_actor  13248?? anim  0? wait_state_time  300& ms
01D9: actor  13248?? run_away_from_car  13308??
0319: set_actor  13248?? wander_state_to  1? (off)
0004:  13708?? =  1?  \\ integer values

:Label07C518
00D6: if  0?
8118:   NOT   actor  13252?? dead
004D: jump_if_false Label07C57C
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C57C
00D6: if  0?
0205:   actor  13252?? near_car  13308?? radius  10!  10!  3! unknown  0?
004D: jump_if_false Label07C57C
0372: set_actor  13252?? anim  0? wait_state_time  300& ms
01D9: actor  13252?? run_away_from_car  13308??
0319: set_actor  13252?? wander_state_to  1? (off)
0004:  13712?? =  1?  \\ integer values

:Label07C57C
00D6: if  0?
8118:   NOT   actor  13256?? dead
004D: jump_if_false Label07C5D9
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C5D9
00D6: if  0?
0205:   actor  13256?? near_car  13308?? radius  10!  10!  3! unknown  0?
004D: jump_if_false Label07C5D9
0372: set_actor  13256?? anim  0? wait_state_time  300& ms
01D9: actor  13256?? run_away_from_car  13308??
0319: set_actor  13256?? wander_state_to  1? (off)

:Label07C5D9
00D6: if  0?
8118:   NOT   actor  13260?? dead
004D: jump_if_false Label07C63D
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C63D
00D6: if  0?
0205:   actor  13260?? near_car  13308?? radius  7!  7!  5! unknown  0?
004D: jump_if_false Label07C63D
0372: set_actor  13260?? anim  0? wait_state_time  300& ms
01D9: actor  13260?? run_away_from_car  13308??
0319: set_actor  13260?? wander_state_to  1? (off)
0004:  13716?? =  1?  \\ integer values

:Label07C63D
00D6: if  0?
8118:   NOT   actor  13264?? dead
004D: jump_if_false Label07C6A1
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C6A1
00D6: if  0?
0205:   actor  13264?? near_car  13308?? radius  15!  15!  4! unknown  0?
004D: jump_if_false Label07C6A1
0372: set_actor  13264?? anim  0? wait_state_time  300& ms
01D9: actor  13264?? run_away_from_car  13308??
0319: set_actor  13264?? wander_state_to  1? (off)
0004:  13720?? =  1?  \\ integer values

:Label07C6A1
00D6: if  0?
8118:   NOT   actor  13268?? dead
004D: jump_if_false Label07C705
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C705
00D6: if  0?
0205:   actor  13268?? near_car  13308?? radius  15!  15!  3! unknown  0?
004D: jump_if_false Label07C705
0372: set_actor  13268?? anim  0? wait_state_time  300& ms
01D9: actor  13268?? run_away_from_car  13308??
0319: set_actor  13268?? wander_state_to  1? (off)
0004:  13724?? =  1?  \\ integer values

:Label07C705
00D6: if  0?
8118:   NOT   actor  13272?? dead
004D: jump_if_false Label07C769
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C769
00D6: if  0?
0205:   actor  13272?? near_car  13308?? radius  15!  15!  6! unknown  0?
004D: jump_if_false Label07C769
0372: set_actor  13272?? anim  0? wait_state_time  300& ms
01D9: actor  13272?? run_away_from_car  13308??
0319: set_actor  13272?? wander_state_to  1? (off)
0004:  13728?? =  1?  \\ integer values

:Label07C769
00D6: if  0?
8118:   NOT   actor  13276?? dead
004D: jump_if_false Label07C7CD
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C7CD
00D6: if  0?
0205:   actor  13276?? near_car  13308?? radius  18!  18!  3! unknown  0?
004D: jump_if_false Label07C7CD
0372: set_actor  13276?? anim  0? wait_state_time  300& ms
01D9: actor  13276?? run_away_from_car  13308??
0319: set_actor  13276?? wander_state_to  1? (off)
0004:  13732?? =  1?  \\ integer values

:Label07C7CD
00D6: if  0?
8118:   NOT   actor  13280?? dead
004D: jump_if_false Label07C831
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C831
00D6: if  0?
0205:   actor  13280?? near_car  13308?? radius  15!  15!  6! unknown  0?
004D: jump_if_false Label07C831
0372: set_actor  13280?? anim  0? wait_state_time  300& ms
01D9: actor  13280?? run_away_from_car  13308??
0319: set_actor  13280?? wander_state_to  1? (off)
0004:  13736?? =  1?  \\ integer values

:Label07C831
00D6: if  0?
8118:   NOT   actor  13284?? dead
004D: jump_if_false Label07C895
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C895
00D6: if  0?
0205:   actor  13284?? near_car  13308?? radius  15!  15!  4! unknown  0?
004D: jump_if_false Label07C895
0372: set_actor  13284?? anim  0? wait_state_time  300& ms
01D9: actor  13284?? run_away_from_car  13308??
0319: set_actor  13284?? wander_state_to  1? (off)
0004:  13740?? =  1?  \\ integer values

:Label07C895
00D6: if  0?
8118:   NOT   actor  13288?? dead
004D: jump_if_false Label07C8F9
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C8F9
00D6: if  0?
0205:   actor  13288?? near_car  13308?? radius  15!  15!  6! unknown  0?
004D: jump_if_false Label07C8F9
0372: set_actor  13288?? anim  0? wait_state_time  300& ms
01D9: actor  13288?? run_away_from_car  13308??
0319: set_actor  13288?? wander_state_to  1? (off)
0004:  13744?? =  1?  \\ integer values

:Label07C8F9
00D6: if  0?
8118:   NOT   actor  13292?? dead
004D: jump_if_false Label07C95D
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C95D
00D6: if  0?
0205:   actor  13292?? near_car  13308?? radius  10!  10!  4! unknown  0?
004D: jump_if_false Label07C95D
0372: set_actor  13292?? anim  0? wait_state_time  300& ms
01D9: actor  13292?? run_away_from_car  13308??
0319: set_actor  13292?? wander_state_to  1? (off)
0004:  13748?? =  1?  \\ integer values

:Label07C95D
00D6: if  0?
8118:   NOT   actor  13296?? dead
004D: jump_if_false Label07C9A9
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C9A9
00D6: if  0?
0205:   actor  13296?? near_car  13308?? radius  18!  18!  3! unknown  0?
004D: jump_if_false Label07C9A9
01D9: actor  13296?? run_away_from_car  13308??

:Label07C9A9
00D6: if  0?
8118:   NOT   actor  13300?? dead
004D: jump_if_false Label07C9FC
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07C9FC
00D6: if  0?
0205:   actor  13300?? near_car  13308?? radius  18!  18!  3! unknown  0?
004D: jump_if_false Label07C9FC
01D9: actor  13300?? run_away_from_car  13308??
0004:  13836?? =  1?  \\ integer values

:Label07C9FC
00D6: if  0?
8118:   NOT   actor  13304?? dead
004D: jump_if_false Label07CA48
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07CA48
00D6: if  0?
0205:   actor  13304?? near_car  13308?? radius  18!  18!  3! unknown  0?
004D: jump_if_false Label07CA48
01D9: actor  13304?? run_away_from_car  13308??

:Label07CA48
00D6: if  0?
8118:   NOT   actor  13244?? dead
004D: jump_if_false Label07CB60
00D6: if  0?
0038:    13704?? ==  1?  \\ integer values
004D: jump_if_false Label07CA9C
00D6: if  0?
0038:    13776?? ==  0?  \\ integer values
004D: jump_if_false Label07CA9C
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07CA9C
0004:  13768?? =  1?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07CA9C
00D6: if  0?
0038:    13768?? ==  1?  \\ integer values
004D: jump_if_false Label07CB59
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07CADA
03CF: load_wav "TEX3_2" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07CB59

:Label07CADA
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07CB02
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07CB02
0004:  13772?? =  2?  \\ integer values

:Label07CB02
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07CB1F
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07CB1F
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07CB59
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07CB59
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13776?? =  1?  \\ integer values

:Label07CB59
0002: jump Label07CB8B

:Label07CB60
00D6: if  0?
0038:    13768?? ==  1?  \\ integer values
004D: jump_if_false Label07CB8B
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13776?? =  1?  \\ integer values

:Label07CB8B
00D6: if  0?
8118:   NOT   actor  13252?? dead
004D: jump_if_false Label07CCA3
00D6: if  0?
0038:    13712?? ==  1?  \\ integer values
004D: jump_if_false Label07CBDF
00D6: if  0?
0038:    13780?? ==  0?  \\ integer values
004D: jump_if_false Label07CBDF
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07CBDF
0004:  13768?? =  2?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07CBDF
00D6: if  0?
0038:    13768?? ==  2?  \\ integer values
004D: jump_if_false Label07CC9C
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07CC1D
03CF: load_wav "TEX3_1" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07CC9C

:Label07CC1D
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07CC45
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07CC45
0004:  13772?? =  2?  \\ integer values

:Label07CC45
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07CC62
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07CC62
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07CC9C
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07CC9C
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13780?? =  1?  \\ integer values

:Label07CC9C
0002: jump Label07CCCE

:Label07CCA3
00D6: if  0?
0038:    13768?? ==  2?  \\ integer values
004D: jump_if_false Label07CCCE
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13780?? =  1?  \\ integer values

:Label07CCCE
00D6: if  0?
8118:   NOT   actor  13268?? dead
004D: jump_if_false Label07CDE6
00D6: if  0?
0038:    13724?? ==  1?  \\ integer values
004D: jump_if_false Label07CD22
00D6: if  0?
0038:    13784?? ==  0?  \\ integer values
004D: jump_if_false Label07CD22
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07CD22
0004:  13768?? =  3?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07CD22
00D6: if  0?
0038:    13768?? ==  3?  \\ integer values
004D: jump_if_false Label07CDDF
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07CD60
03CF: load_wav "TEX3_3" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07CDDF

:Label07CD60
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07CD88
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07CD88
0004:  13772?? =  2?  \\ integer values

:Label07CD88
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07CDA5
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07CDA5
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07CDDF
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07CDDF
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13784?? =  1?  \\ integer values

:Label07CDDF
0002: jump Label07CE11

:Label07CDE6
00D6: if  0?
0038:    13768?? ==  3?  \\ integer values
004D: jump_if_false Label07CE11
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13784?? =  1?  \\ integer values

:Label07CE11
00D6: if  0?
8118:   NOT   actor  13292?? dead
004D: jump_if_false Label07CF29
00D6: if  0?
0038:    13748?? ==  1?  \\ integer values
004D: jump_if_false Label07CE65
00D6: if  0?
0038:    13788?? ==  0?  \\ integer values
004D: jump_if_false Label07CE65
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07CE65
0004:  13768?? =  4?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07CE65
00D6: if  0?
0038:    13768?? ==  4?  \\ integer values
004D: jump_if_false Label07CF22
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07CEA3
03CF: load_wav "TEX3_4" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07CF22

:Label07CEA3
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07CECB
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07CECB
0004:  13772?? =  2?  \\ integer values

:Label07CECB
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07CEE8
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07CEE8
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07CF22
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07CF22
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13788?? =  1?  \\ integer values

:Label07CF22
0002: jump Label07CF54

:Label07CF29
00D6: if  0?
0038:    13768?? ==  4?  \\ integer values
004D: jump_if_false Label07CF54
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13788?? =  1?  \\ integer values

:Label07CF54
00D6: if  0?
8118:   NOT   actor  13276?? dead
004D: jump_if_false Label07D06C
00D6: if  0?
0038:    13732?? ==  1?  \\ integer values
004D: jump_if_false Label07CFA8
00D6: if  0?
0038:    13792?? ==  0?  \\ integer values
004D: jump_if_false Label07CFA8
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07CFA8
0004:  13768?? =  5?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07CFA8
00D6: if  0?
0038:    13768?? ==  5?  \\ integer values
004D: jump_if_false Label07D065
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07CFE6
03CF: load_wav "TEX3_8" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07D065

:Label07CFE6
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07D00E
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07D00E
0004:  13772?? =  2?  \\ integer values

:Label07D00E
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07D02B
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07D02B
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07D065
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07D065
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13792?? =  1?  \\ integer values

:Label07D065
0002: jump Label07D097

:Label07D06C
00D6: if  0?
0038:    13768?? ==  5?  \\ integer values
004D: jump_if_false Label07D097
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13792?? =  1?  \\ integer values

:Label07D097
00D6: if  0?
8118:   NOT   actor  13300?? dead
004D: jump_if_false Label07D1AF
00D6: if  0?
0038:    13836?? ==  1?  \\ integer values
004D: jump_if_false Label07D0EB
00D6: if  0?
0038:    13832?? ==  0?  \\ integer values
004D: jump_if_false Label07D0EB
00D6: if  0?
0038:    13768?? ==  0?  \\ integer values
004D: jump_if_false Label07D0EB
0004:  13768?? =  6?  \\ integer values
0004:  13772?? =  0?  \\ integer values

:Label07D0EB
00D6: if  0?
0038:    13768?? ==  6?  \\ integer values
004D: jump_if_false Label07D1A8
00D6: if  0?
0038:    13772?? ==  0?  \\ integer values
004D: jump_if_false Label07D129
03CF: load_wav "TEX3_6" as  1?
0004:  13772?? =  1?  \\ integer values
0002: jump Label07D1A8

:Label07D129
00D6: if  0?
0038:    13772?? ==  1?  \\ integer values
004D: jump_if_false Label07D151
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label07D151
0004:  13772?? =  2?  \\ integer values

:Label07D151
00D6: if  0?
0038:    13772?? ==  2?  \\ integer values
004D: jump_if_false Label07D16E
03D1: play_wav  1?
0004:  13772?? =  3?  \\ integer values

:Label07D16E
00D6: if  0?
0038:    13772?? ==  3?  \\ integer values
004D: jump_if_false Label07D1A8
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label07D1A8
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13832?? =  1?  \\ integer values

:Label07D1A8
0002: jump Label07D1DA

:Label07D1AF
00D6: if  0?
0038:    13768?? ==  6?  \\ integer values
004D: jump_if_false Label07D1DA
0004:  13772?? =  0?  \\ integer values
0004:  13768?? =  0?  \\ integer values
040D: unload_wav  1?
0004:  13832?? =  1?  \\ integer values

:Label07D1DA
00D6: if  0?
0038:    13612?? ==  1?  \\ integer values
004D: jump_if_false Label07D223
00D6: if  0?
8038:   NOT    13608?? ==  0?  \\ integer values
004D: jump_if_false Label07D223
03C3: set_timer_with_text_to  13608?? type  1? text "RACES" \\ TIME:
00BC: text_highpriority "TEX3_15"  7000& ms  1? \\ ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time!
0004:  13612?? =  2?  \\ integer values

:Label07D223
00D6: if  0?
0038:    13616?? ==  0?  \\ integer values
004D: jump_if_false Label07D294
0084:  13632?? =  13584??  \\ integer values and handles
0058:  13632?? +=  13588??  \\ integer values
0084:  13644?? =  13592??  \\ integer values and handles
0058:  13644?? +=  13596??  \\ integer values
0084:  13620?? =  13632??  \\ integer values and handles
0058:  13620?? +=  13644??  \\ integer values
00D6: if  0?
0038:    13620?? ==  1?  \\ integer values
004D: jump_if_false Label07D294
0004:  13228?? =  3?  \\ integer values
0004:  13616?? =  1?  \\ integer values
00BC: text_highpriority "TEX3_12"  5000& ms  2? \\ ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb.

:Label07D294
00D6: if  0?
0038:    13616?? ==  1?  \\ integer values
004D: jump_if_false Label07D305
0084:  13636?? =  13584??  \\ integer values and handles
0058:  13636?? +=  13588??  \\ integer values
0084:  13648?? =  13592??  \\ integer values and handles
0058:  13648?? +=  13596??  \\ integer values
0084:  13624?? =  13636??  \\ integer values and handles
0058:  13624?? +=  13648??  \\ integer values
00D6: if  0?
0038:    13624?? ==  2?  \\ integer values
004D: jump_if_false Label07D305
0004:  13228?? =  2?  \\ integer values
0004:  13616?? =  2?  \\ integer values
00BC: text_highpriority "TEX3_13"  5000& ms  2? \\ ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb.

:Label07D305
00D6: if  0?
0038:    13616?? ==  2?  \\ integer values
004D: jump_if_false Label07D376
0084:  13640?? =  13584??  \\ integer values and handles
0058:  13640?? +=  13588??  \\ integer values
0084:  13652?? =  13592??  \\ integer values and handles
0058:  13652?? +=  13596??  \\ integer values
0084:  13628?? =  13640??  \\ integer values and handles
0058:  13628?? +=  13652??  \\ integer values
00D6: if  0?
0038:    13628?? ==  3?  \\ integer values
004D: jump_if_false Label07D376
0004:  13228?? =  1?  \\ integer values
0004:  13616?? =  3?  \\ integer values
00BC: text_highpriority "TEX3_14"  5000& ms  2? \\ ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb.

:Label07D376
00D6: if  3?
0038:    13584?? ==  1?  \\ integer values
0038:    13588?? ==  1?  \\ integer values
0038:    13592?? ==  1?  \\ integer values
0038:    13596?? ==  1?  \\ integer values
004D: jump_if_false Label07D3A4
0002: jump Label07D505

:Label07D3A4
00D6: if  0?
001A:    1? >  13608??  \\ integer values
004D: jump_if_false Label07D3DE
00D6: if  0?
0038:    13612?? ==  2?  \\ integer values
004D: jump_if_false Label07D3DE
00BC: text_highpriority "TEX3_17"  5000& ms  1? \\ ~r~You ran out of time!
0002: jump Label07F230

:Label07D3DE
00D6: if  0?
0119:   car  13308?? wrecked
004D: jump_if_false Label07D416
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07D416
00BC: text_highpriority "TEX3_18"  5000& ms  2? \\ ~r~Your RC Helicopter has been destroyed!
0002: jump Label07F230

:Label07D416
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07D46D
00D6: if  0?
8119:   NOT   car  13308?? wrecked
004D: jump_if_false Label07D46D
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  13308?? radius  250!  250!  0?
004D: jump_if_false Label07D46D
00BC: text_highpriority "TEX3_21"  5000& ms  1? \\ ~r~The RC Helicopter went out of range!
0002: jump Label07F230

:Label07D46D
00D6: if  0?
0038:    13564?? ==  1?  \\ integer values
004D: jump_if_false Label07D4B4
00D6: if  23?
04E7:  13340??
04E7:  13344??
04E7:  13348??
04E7:  13352??
004D: jump_if_false Label07D4B4
00BC: text_highpriority "TEX3_19"  5000& ms  1? \\ ~r~You dropped your bomb in the water! That ain't no way to fish!
0002: jump Label07F230

:Label07D4B4
00D6: if  0?
0038:    13564?? ==  0?  \\ integer values
004D: jump_if_false Label07D4FE
00D6: if  0?
0038:    13828?? ==  1?  \\ integer values
004D: jump_if_false Label07D4FE
00D6: if  0?
0119:   car  13232?? wrecked
004D: jump_if_false Label07D4FE
00BC: text_highpriority "TEX3_31"  5000& ms  1? \\ ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter!
0002: jump Label07F230

:Label07D4FE
0002: jump Label07A9F7

:Label07D505
014F: stop_timer  13608??
0151: remove_status_text  13228??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0249: release_model -124? (DYNAMITE)
0249: release_model #HAMMER
0249: release_model -114? (BARREL4)
0249: release_model #GDA
0249: release_model #GDA
009B: destroy_actor_instantly  13244??
009B: destroy_actor_instantly  13248??
009B: destroy_actor_instantly  13252??
009B: destroy_actor_instantly  13256??
009B: destroy_actor_instantly  13260??
009B: destroy_actor_instantly  13264??
009B: destroy_actor_instantly  13268??
009B: destroy_actor_instantly  13272??
009B: destroy_actor_instantly  13276??
009B: destroy_actor_instantly  13280??
009B: destroy_actor_instantly  13296??
009B: destroy_actor_instantly  13300??
009B: destroy_actor_instantly  13304??
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07D587
0519: unknown_car  13232?? flag  0?

:Label07D587
015F: set_camera_position  27.198! -352.651!  12.977!  0!  0!  0!
0160: point_camera  28.1425! -352.8275!  13.2567!  2?
0247: request_model -126? (BLDNGST2MESHDAM)

:Label07D5BE
00D6: if  0?
8248:   NOT   model -126? (BLDNGST2MESHDAM) available
004D: jump_if_false Label07D5D8
0001: wait  0? ms
0002: jump Label07D5BE

:Label07D5D8
0003: shake_camera  2500&
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  2?
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  11?
020C: create_explosion_with_radius  1? at  69.42! -371.249!  30.28!
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  6?
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  2?
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  11?
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  6?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  2?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  11?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  1?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  6?
020C: create_explosion_with_radius  2? at  71.554! -356.053!  24.468!
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  11?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  1?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  6?
0001: wait  10? ms
03B6: replace_model_at  117.991! -362.461!  10.179! radius  80! from -127? (BLDNGST2MESH) to -126? (BLDNGST2MESHDAM)
0001: wait  250& ms
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  2?
020C: create_explosion_with_radius  11? at  72.875! -360.392!  23.922!
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  6?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  2?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  11?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  1?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  6?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  2?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  11?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  1?
020C: create_explosion_with_radius  6? at  71.554! -356.053!  24.468!
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  2?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  11?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  1?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  6?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  2?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  11?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  6?
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  2?
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  11?
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  6?
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  2?
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  11?
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  1?
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  6?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  2?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  11?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  6?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  2?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  11?
020C: create_explosion_with_radius  6? at  72.875! -361.392!  23.922!
0001: wait  105? ms
0001: wait  105? ms
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  2?
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  11?
0565: create_temporary_explosion_fire  73.18! -368.699!  13.236!  1?
020C: create_explosion_with_radius  6? at  73.18! -368.699!  13.236!
0249: release_model -126? (BLDNGST2MESHDAM)
0001: wait  105? ms
0001: wait  105? ms
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  2?
020C: create_explosion_with_radius  11? at  71.554! -354.053!  24.468!
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  6?
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  2?
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  11?
0565: create_temporary_explosion_fire  69.42! -371.249!  30.28!  1?
020C: create_explosion_with_radius  6? at  69.42! -371.249!  30.28!
0001: wait  105? ms
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  2?
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  11?
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  6?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  2?
020C: create_explosion_with_radius  11? at  73.18! -366.699!  13.236!
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  1?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  73.18! -366.699!  13.236!  16!  0!  .1!
0001: wait  105? ms
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  2?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  11?
020C: create_explosion_with_radius  6? at  71.554! -356.053!  24.468!
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  2?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  11?
0565: create_temporary_explosion_fire  69.42! -370.249!  30.28!  6?
0001: wait  300& ms
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  2?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  11?
0565: create_temporary_explosion_fire  72.875! -361.392!  23.922!  1?
020C: create_explosion_with_radius  6? at  72.875! -361.392!  23.922!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  69.42! -370.249!  30.28!  16!  0!  .1!
0001: wait  105? ms
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  2?
020C: create_explosion_with_radius  11? at  71.554! -354.053!  24.468!
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  1?
0565: create_temporary_explosion_fire  71.554! -354.053!  24.468!  6?
0001: wait  400& ms
020C: create_explosion_with_radius  2? at  67.421! -374.562!  25.85!
0565: create_temporary_explosion_fire  67.421! -374.562!  25.85!  11?
0565: create_temporary_explosion_fire  67.421! -374.562!  25.85!  1?
0565: create_temporary_explosion_fire  67.421! -374.562!  25.85!  6?
0565: create_temporary_explosion_fire  71.875! -360.392!  30.092!  2?
0565: create_temporary_explosion_fire  71.875! -360.392!  30.092!  11?
0565: create_temporary_explosion_fire  71.875! -360.392!  30.092!  6?
0001: wait  300& ms
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  2?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  11?
020C: create_explosion_with_radius  6? at  73.18! -366.699!  13.236!
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  2?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  11?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  6?
0001: wait  300& ms
0565: create_temporary_explosion_fire  69.224! -371.249!  26.28!  2?
020C: create_explosion_with_radius  11? at  69.224! -371.249!  26.28!
0565: create_temporary_explosion_fire  69.224! -371.249!  26.28!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  69.224! -371.249!  26.28!  16!  0!  .1!
0001: wait  200& ms
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  2?
020C: create_explosion_with_radius  11? at  72.875! -360.392!  23.922!
0565: create_temporary_explosion_fire  72.875! -360.392!  23.922!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  72.875! -360.392!  23.922!  16!  0!  .1!
0001: wait  100? ms
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  2?
020C: create_explosion_with_radius  11? at  73.18! -366.699!  13.236!
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  1?
0565: create_temporary_explosion_fire  73.18! -366.699!  13.236!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  2?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  11?
0565: create_temporary_explosion_fire  71.554! -356.053!  24.468!  1?
020C: create_explosion_with_radius  6? at  71.554! -356.053!  24.468!
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  71.554! -356.053!  24.468!  16!  0!  .1!
0001: wait  250& ms
0247: request_model -127? (BLDNGST2MESH)

:Label07DF05
00D6: if  0?
8248:   NOT   model -127? (BLDNGST2MESH) available
004D: jump_if_false Label07DF1F
0001: wait  0? ms
0002: jump Label07DF05

:Label07DF1F
03B6: replace_model_at  117.991! -362.461!  10.179! radius  80! from -126? (BLDNGST2MESHDAM) to -127? (BLDNGST2MESH)
015F: set_camera_position  95.42784! -431.413!  66.25831!  0!  0!  0!
0160: point_camera  96.13597! -430.9128!  65.75952!  2?
031A: remove_all_fires
0249: release_model -127? (BLDNGST2MESH)
0247: request_model -126? (BLDNGST2MESHDAM)

:Label07DF76
00D6: if  0?
8248:   NOT   model -126? (BLDNGST2MESHDAM) available
004D: jump_if_false Label07DF90
0001: wait  0? ms
0002: jump Label07DF76

:Label07DF90
0003: shake_camera  2500&
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  2?
020C: create_explosion_with_radius  11? at  138.234! -398.796!  49.419!
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  6?
0565: create_temporary_explosion_fire  146.365! -401.27!  45.175!  2?
0565: create_temporary_explosion_fire  146.365! -401.27!  45.175!  11?
0565: create_temporary_explosion_fire  146.365! -401.27!  45.175!  6?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  2?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  11?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  6?
0565: create_temporary_explosion_fire  145.54! -400.172!  32.071!  2?
0565: create_temporary_explosion_fire  145.54! -400.172!  32.071!  11?
0565: create_temporary_explosion_fire  145.54! -400.172!  32.071!  1?
0565: create_temporary_explosion_fire  145.54! -400.172!  32.071!  6?
0001: wait  105? ms
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  2?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  11?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  1?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  6?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  2?
020C: create_explosion_with_radius  11? at  130.865! -399.556!  45.108!
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  11?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  11?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  1?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  2?
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  11?
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  1?
020C: create_explosion_with_radius  6? at  138.234! -398.796!  49.419!
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  2?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  11?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  6?
0001: wait  105? ms
0001: wait  105? ms
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  2?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  11?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  1?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  6?
0565: create_temporary_explosion_fire  138.693! -399.751!  45.107!  2?
020C: create_explosion_with_radius  11? at  138.693! -399.751!  45.107!
0565: create_temporary_explosion_fire  138.693! -399.751!  45.107!  6?
0565: create_temporary_explosion_fire  139.529! -400.04!  34.706!  2?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  11?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  1?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  6?
020C: create_explosion_with_radius  2? at  135.62! -399.96!  41.42!
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  11?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  11?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  2?
020C: create_explosion_with_radius  11? at  140.531! -399.2166!  26.636!
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  6?
0565: create_temporary_explosion_fire  139.529! -400.04!  34.706!  2?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  11?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  1?
020C: create_explosion_with_radius  6? at  139.529! -397.04!  34.706!
03B6: replace_model_at  117.991! -362.461!  10.179! radius  80! from -127? (BLDNGST2MESH) to -126? (BLDNGST2MESHDAM)
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  135.271! -390!  31.704!  16!  0!  .1!
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  2?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  11?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  1?
020C: create_explosion_with_radius  6? at  135.271! -390!  31.704!
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  2?
020C: create_explosion_with_radius  11? at  130.865! -399.556!  45.108!
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  1?
020C: create_explosion_with_radius  6? at  130.865! -399.556!  45.108!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  135.271! -390!  31.704!  16!  0!  .1!
0249: release_model -126? (BLDNGST2MESHDAM)
0001: wait  105? ms
0001: wait  105? ms
0565: create_temporary_explosion_fire  138.693! -399.751!  45.107!  2?
020C: create_explosion_with_radius  11? at  138.693! -399.751!  45.107!
0565: create_temporary_explosion_fire  138.693! -399.751!  45.107!  1?
0565: create_temporary_explosion_fire  138.693! -399.751!  45.107!  6?
0001: wait  105? ms
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  2?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  11?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  6?
0001: wait  105? ms
0001: wait  100? ms
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
020C: create_explosion_with_radius  11? at  135.62! -399.96!  41.42!
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0001: wait  250& ms
020C: create_explosion_with_radius  2? at  140.531! -399.2166!  26.636!
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  11?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  139.529! -400.04!  34.706!  16!  0!  .1!
0001: wait  105? ms
0001: wait  105? ms
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  2?
020C: create_explosion_with_radius  11? at  138.234! -398.796!  49.419!
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  1?
0565: create_temporary_explosion_fire  138.234! -398.796!  49.419!  6?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  2?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  11?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  6?
0001: wait  105? ms
0001: wait  105? ms
0001: wait  50? ms
0565: create_temporary_explosion_fire  139.529! -400.04!  34.706!  2?
020C: create_explosion_with_radius  11? at  139.529! -397.04!  34.706!
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  1?
0565: create_temporary_explosion_fire  139.529! -397.04!  34.706!  6?
0001: wait  250& ms
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  2?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  11?
0565: create_temporary_explosion_fire  135.271! -390!  31.704!  6?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  2?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  11?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  1?
0565: create_temporary_explosion_fire  130.865! -399.556!  45.108!  6?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
020C: create_explosion_with_radius  11? at  135.62! -399.96!  41.42!
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  2?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  11?
0565: create_temporary_explosion_fire  135.62! -399.96!  41.42!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  2?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  11?
0565: create_temporary_explosion_fire  140.531! -399.2166!  26.636!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  130.865! -399.556!  45.108!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  139.529! -400.04!  34.706!  16!  0!  .1!
0001: wait  100? ms
0247: request_model -127? (BLDNGST2MESH)

:Label07E8CF
00D6: if  0?
8248:   NOT   model -127? (BLDNGST2MESH) available
004D: jump_if_false Label07E8E9
0001: wait  0? ms
0002: jump Label07E8CF

:Label07E8E9
03B6: replace_model_at  117.991! -362.461!  10.179! radius  80! from -126? (BLDNGST2MESHDAM) to -127? (BLDNGST2MESH)
015F: set_camera_position  202.0835! -305.277!  12.0866!  0!  0!  0!
0160: point_camera  201.496! -305.966!  12.247!  2?
031A: remove_all_fires
0249: release_model -127? (BLDNGST2MESH)
0001: wait  750& ms
0565: create_temporary_explosion_fire  168.166! -361.913!  15.148!  2?
0565: create_temporary_explosion_fire  168.166! -366.913!  15.206!  11?
020C: create_explosion_with_radius  6? at  164.8878! -340.8933!  16.268!
0003: shake_camera  2000&
0565: create_temporary_explosion_fire  168.166! -361.913!  15.148!  2?
0565: create_temporary_explosion_fire  168.166! -366.913!  15.206!  11?
0565: create_temporary_explosion_fire  164.8878! -340.8933!  16.268!  6?
0247: request_model -126? (BLDNGST2MESHDAM)

:Label07E9BC
00D6: if  0?
8248:   NOT   model -126? (BLDNGST2MESHDAM) available
004D: jump_if_false Label07E9D6
0001: wait  0? ms
0002: jump Label07E9BC

:Label07E9D6
0565: create_temporary_explosion_fire  168.166! -361.913!  15.148!  2?
020C: create_explosion_with_radius  11? at  168.166! -366.913!  15.206!
0565: create_temporary_explosion_fire  164.8878! -340.8933!  16.268!  6?
0001: wait  105? ms
0565: create_temporary_explosion_fire  168.166! -361.913!  15.148!  2?
020C: create_explosion_with_radius  11? at  168.166! -366.913!  15.206!
0565: create_temporary_explosion_fire  167.0835! -350.057!  16.283!  1?
0565: create_temporary_explosion_fire  164.8878! -340.8933!  16.268!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  2?
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  11?
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  6?
020C: create_explosion_with_radius  2? at  143.1712! -335.231!  22.164!
0565: create_temporary_explosion_fire  143.1712! -335.231!  22.164!  11?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  1?
0565: create_temporary_explosion_fire  143.1712! -335.231!  22.164!  6?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  2?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  11?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  1?
020C: create_explosion_with_radius  6? at  168.692! -336.464!  19.678!
03B6: replace_model_at  117.991! -362.461!  10.179! radius  80! from -127? (BLDNGST2MESH) to -126? (BLDNGST2MESHDAM)
020C: create_explosion_with_radius  2? at  168.166! -361.913!  15.148!
0565: create_temporary_explosion_fire  168.166! -366.913!  15.206!  11?
0565: create_temporary_explosion_fire  164.8878! -340.8933!  16.268!  6?
0565: create_temporary_explosion_fire  168.166! -361.913!  15.148!  2?
020C: create_explosion_with_radius  11? at  168.166! -366.913!  15.206!
0565: create_temporary_explosion_fire  167.0835! -350.057!  16.283!  1?
0565: create_temporary_explosion_fire  164.8878! -340.8933!  16.268!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  168.477! -335.314!  22.231!  2?
0565: create_temporary_explosion_fire  168.477! -335.314!  22.231!  11?
0565: create_temporary_explosion_fire  168.477! -335.314!  22.231!  1?
0565: create_temporary_explosion_fire  168.477! -335.314!  22.231!  6?
0565: create_temporary_explosion_fire  169.708! -337.357!  19.075!  2?
0565: create_temporary_explosion_fire  169.708! -337.357!  19.075!  11?
0565: create_temporary_explosion_fire  169.708! -337.357!  19.075!  6?
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  2?
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  11?
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  1?
020C: create_explosion_with_radius  6? at  169.708! -351.357!  18.075!
0001: wait  105? ms
0001: wait  300& ms
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  2?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  11?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  6?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  2?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  11?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  1?
020C: create_explosion_with_radius  6? at  168.692! -336.464!  19.678!
0249: release_model -126? (BLDNGST2MESHDAM)
0001: wait  105? ms
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  2?
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  11?
020C: create_explosion_with_radius  1? at  169.708! -351.357!  18.075!
0565: create_temporary_explosion_fire  169.708! -351.357!  18.075!  6?
0565: create_temporary_explosion_fire  134.058! -335.45!  22.873!  2?
0565: create_temporary_explosion_fire  134.058! -335.45!  22.873!  11?
0565: create_temporary_explosion_fire  134.058! -335.45!  22.873!  6?
0001: wait  105? ms
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  2?
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  11?
020C: create_explosion_with_radius  6? at  158.365! -335.0422!  21.805!
0001: wait  300& ms
0565: create_temporary_explosion_fire  154.231! -335.0846!  20.826!  2?
0565: create_temporary_explosion_fire  154.231! -335.0846!  20.826!  11?
020C: create_explosion_with_radius  6? at  154.231! -335.0846!  20.826!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at  154.231! -335.0846!  20.826!  16!  0!  .1!
0565: create_temporary_explosion_fire  169.335! -337.878!  19.478!  2?
0565: create_temporary_explosion_fire  169.335! -337.878!  19.478!  11?
0565: create_temporary_explosion_fire  169.335! -337.878!  19.478!  6?
0001: wait  500& ms
020C: create_explosion_with_radius  2? at  164.531! -334.908!  19.209!
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  11?
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  1?
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  6?
0001: wait  105? ms
0001: wait  105? ms
0001: wait  105? ms
0001: wait  105? ms
020C: create_explosion_with_radius  2? at  168.692! -336.464!  19.678!
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  11?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  6?
0565: create_temporary_explosion_fire  146.933! -331.328!  23.657!  2?
0565: create_temporary_explosion_fire  146.933! -331.328!  23.657!  11?
0565: create_temporary_explosion_fire  146.933! -331.328!  23.657!  6?
0001: wait  300& ms
020C: create_explosion_with_radius  2? at  169.335! -337.878!  19.478!
0565: create_temporary_explosion_fire  169.335! -337.878!  19.478!  11?
0565: create_temporary_explosion_fire  169.335! -337.878!  19.478!  6?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  2?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  11?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  1?
0565: create_temporary_explosion_fire  168.282! -335.453!  18.769!  6?
039D: scatter_particles  4?  5!  0?  0?  0?  5000& at  168.282! -335.453!  18.769!  16!  0!  .1!
0001: wait  500& ms
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  2?
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  11?
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  6?
0565: create_temporary_explosion_fire  143.1712! -335.231!  22.164!  2?
020C: create_explosion_with_radius  11? at  143.1712! -335.231!  22.164!
0565: create_temporary_explosion_fire  143.1712! -335.231!  22.164!  6?
0001: wait  500& ms
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  2?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  11?
0565: create_temporary_explosion_fire  168.692! -336.464!  19.678!  6?
0001: wait  250& ms
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  2?
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  11?
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  1?
0565: create_temporary_explosion_fire  164.531! -334.908!  19.209!  6?
0001: wait  50? ms
0565: create_temporary_explosion_fire  158.365! -335.0422!  21.805!  2?
020C: create_explosion_with_radius  11? at  158.365! -335.0422!  21.805!
039D: scatter_particles  4?  5!  0?  0?  0?  14000& at  149.7423! -398.409!  8.639!  16!  0!  .1!
039D: scatter_particles  4?  10!  0?  0?  0?  14000& at  168.692! -336.464!  19.678!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  14000& at  149.7423! -398.409!  8.639!  16!  0!  .1!
039D: scatter_particles  4?  10!  0?  0?  0?  14000& at  169.335! -337.878!  19.478!  16!  0!  .1!
0001: wait  3500& ms
0002: jump Label07F249

:Label07F230
010D: set_player $PLAYER_CHAR wanted_level_to  13240??
00BA: text_styled "M_FAIL"  2000& ms  1? \\ MISSION FAILED!
0051: return

:Label07F249
0004:  980?? =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
0318: set_latest_mission_passed "TEX_3" \\ Demolition Man
030C: set_mission_points +=  1?
0164: disable_marker  972??
0051: return

:Label07F288
00D6: if  0?
8038:   NOT    13584?? ==  1?  \\ integer values
004D: jump_if_false Label07F2A8
018A:  13516?? = create_checkpoint_at  13468??  13472??  13476??

:Label07F2A8
00D6: if  0?
8038:   NOT    13588?? ==  1?  \\ integer values
004D: jump_if_false Label07F2C8
018A:  13520?? = create_checkpoint_at  13480??  13484??  13488??

:Label07F2C8
00D6: if  0?
8038:   NOT    13592?? ==  1?  \\ integer values
004D: jump_if_false Label07F2E8
018A:  13524?? = create_checkpoint_at  13492??  13496??  13500??

:Label07F2E8
00D6: if  0?
8038:   NOT    13596?? ==  1?  \\ integer values
004D: jump_if_false Label07F308
018A:  13528?? = create_checkpoint_at  13504??  13508??  13512??

:Label07F308
0164: disable_marker  13356??
0164: disable_marker  13360??
0164: disable_marker  13364??
0164: disable_marker  13368??
00BC: text_highpriority "TEX3_10"  2000& ms  2? \\ ~g~Drop the bomb at a target.
0051: return

:Label07F32D
00D6: if  0?
8038:   NOT    13568?? ==  3?  \\ integer values
004D: jump_if_false Label07F347
0188:  13356?? = create_marker_above_object  13340??

:Label07F347
00D6: if  0?
8038:   NOT    13572?? ==  3?  \\ integer values
004D: jump_if_false Label07F361
0188:  13360?? = create_marker_above_object  13344??

:Label07F361
00D6: if  0?
8038:   NOT    13576?? ==  3?  \\ integer values
004D: jump_if_false Label07F37B
0188:  13364?? = create_marker_above_object  13348??

:Label07F37B
00D6: if  0?
8038:   NOT    13580?? ==  3?  \\ integer values
004D: jump_if_false Label07F395
0188:  13368?? = create_marker_above_object  13352??

:Label07F395
0164: disable_marker  13516??
0164: disable_marker  13520??
0164: disable_marker  13524??
0164: disable_marker  13528??
0051: return

:Label07F3AB
00D6: if  0?
0038:    13568?? ==  0?  \\ integer values
004D: jump_if_false Label07F5C2
00D6: if  0?
0038:    13584?? ==  0?  \\ integer values
004D: jump_if_false Label07F436
00D6: if  0?
04E6:   unknown_object  13340?? near_point  13468??  13472??  13476?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F436
018C: play_sound  16? at  13468??  13472??  13476??
0004:  13568?? =  3?  \\ integer values
0004:  13584?? =  1?  \\ integer values
01BC: put_object  13340?? at  97.574! -381.658!  9.2721!
0382: unknown_set_object  13340?? collision_detection  0?
0392: object  13340?? toggle_in_moving_list  0?

:Label07F436
00D6: if  0?
0038:    13588?? ==  0?  \\ integer values
004D: jump_if_false Label07F4AF
00D6: if  0?
04E6:   unknown_object  13340?? near_point  13480??  13484??  13488?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F4AF
018C: play_sound  16? at  13480??  13484??  13488??
0004:  13568?? =  3?  \\ integer values
0004:  13588?? =  1?  \\ integer values
01BC: put_object  13340?? at  156.5491! -348.0284!  18.1517!
0382: unknown_set_object  13340?? collision_detection  0?
0392: object  13340?? toggle_in_moving_list  0?

:Label07F4AF
00D6: if  0?
0038:    13592?? ==  0?  \\ integer values
004D: jump_if_false Label07F528
00D6: if  0?
04E6:   unknown_object  13340?? near_point  13492??  13496??  13500?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F528
018C: play_sound  16? at  13492??  13496??  13500??
0004:  13568?? =  3?  \\ integer values
0004:  13592?? =  1?  \\ integer values
01BC: put_object  13340?? at  88.1474! -361.8685!  27.376!
0382: unknown_set_object  13340?? collision_detection  0?
0392: object  13340?? toggle_in_moving_list  0?

:Label07F528
00D6: if  0?
0038:    13596?? ==  0?  \\ integer values
004D: jump_if_false Label07F5A1
00D6: if  0?
04E6:   unknown_object  13340?? near_point  13504??  13508??  13512?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F5A1
018C: play_sound  16? at  13504??  13508??  13512??
0004:  13568?? =  3?  \\ integer values
0004:  13596?? =  1?  \\ integer values
01BC: put_object  13340?? at  140.0079! -383.1253!  36.6172!
0382: unknown_set_object  13340?? collision_detection  0?
0392: object  13340?? toggle_in_moving_list  0?

:Label07F5A1
00D6: if  0?
8038:   NOT    13568?? ==  3?  \\ integer values
004D: jump_if_false Label07F5C2
00BC: text_highpriority "TEX3_8"  3000& ms  2? \\ ~g~You missed the target! Pick up a bomb and try again!

:Label07F5C2
0051: return

:Label07F5C4
00D6: if  0?
0038:    13572?? ==  0?  \\ integer values
004D: jump_if_false Label07F7DB
00D6: if  0?
0038:    13584?? ==  0?  \\ integer values
004D: jump_if_false Label07F64F
00D6: if  0?
04E6:   unknown_object  13344?? near_point  13468??  13472??  13476?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F64F
018C: play_sound  16? at  13468??  13472??  13476??
0004:  13572?? =  3?  \\ integer values
0004:  13584?? =  1?  \\ integer values
01BC: put_object  13344?? at  97.574! -381.658!  9.2721!
0382: unknown_set_object  13344?? collision_detection  0?
0392: object  13344?? toggle_in_moving_list  0?

:Label07F64F
00D6: if  0?
0038:    13588?? ==  0?  \\ integer values
004D: jump_if_false Label07F6C8
00D6: if  0?
04E6:   unknown_object  13344?? near_point  13480??  13484??  13488?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F6C8
018C: play_sound  16? at  13480??  13484??  13488??
0004:  13572?? =  3?  \\ integer values
0004:  13588?? =  1?  \\ integer values
01BC: put_object  13344?? at  156.5491! -348.0284!  18.1517!
0382: unknown_set_object  13344?? collision_detection  0?
0392: object  13344?? toggle_in_moving_list  0?

:Label07F6C8
00D6: if  0?
0038:    13592?? ==  0?  \\ integer values
004D: jump_if_false Label07F741
00D6: if  0?
04E6:   unknown_object  13344?? near_point  13492??  13496??  13500?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F741
018C: play_sound  16? at  13492??  13496??  13500??
0004:  13572?? =  3?  \\ integer values
0004:  13592?? =  1?  \\ integer values
01BC: put_object  13344?? at  88.1474! -361.8685!  27.376!
0382: unknown_set_object  13344?? collision_detection  0?
0392: object  13344?? toggle_in_moving_list  0?

:Label07F741
00D6: if  0?
0038:    13596?? ==  0?  \\ integer values
004D: jump_if_false Label07F7BA
00D6: if  0?
04E6:   unknown_object  13344?? near_point  13504??  13508??  13512?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F7BA
018C: play_sound  16? at  13504??  13508??  13512??
0004:  13572?? =  3?  \\ integer values
0004:  13596?? =  1?  \\ integer values
01BC: put_object  13344?? at  140.0079! -383.1253!  36.6172!
0382: unknown_set_object  13344?? collision_detection  0?
0392: object  13344?? toggle_in_moving_list  0?

:Label07F7BA
00D6: if  0?
8038:   NOT    13572?? ==  3?  \\ integer values
004D: jump_if_false Label07F7DB
00BC: text_highpriority "TEX3_8"  3000& ms  2? \\ ~g~You missed the target! Pick up a bomb and try again!

:Label07F7DB
0051: return

:Label07F7DD
00D6: if  0?
0038:    13576?? ==  0?  \\ integer values
004D: jump_if_false Label07F9F4
00D6: if  0?
0038:    13584?? ==  0?  \\ integer values
004D: jump_if_false Label07F868
00D6: if  0?
04E6:   unknown_object  13348?? near_point  13468??  13472??  13476?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F868
018C: play_sound  16? at  13468??  13472??  13476??
0004:  13576?? =  3?  \\ integer values
0004:  13584?? =  1?  \\ integer values
01BC: put_object  13348?? at  97.574! -381.658!  9.2721!
0382: unknown_set_object  13348?? collision_detection  0?
0392: object  13348?? toggle_in_moving_list  0?

:Label07F868
00D6: if  0?
0038:    13588?? ==  0?  \\ integer values
004D: jump_if_false Label07F8E1
00D6: if  0?
04E6:   unknown_object  13348?? near_point  13480??  13484??  13488?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F8E1
018C: play_sound  16? at  13480??  13484??  13488??
0004:  13576?? =  3?  \\ integer values
0004:  13588?? =  1?  \\ integer values
01BC: put_object  13348?? at  156.5491! -348.0284!  18.1517!
0382: unknown_set_object  13348?? collision_detection  0?
0392: object  13348?? toggle_in_moving_list  0?

:Label07F8E1
00D6: if  0?
0038:    13592?? ==  0?  \\ integer values
004D: jump_if_false Label07F95A
00D6: if  0?
04E6:   unknown_object  13348?? near_point  13492??  13496??  13500?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F95A
018C: play_sound  16? at  13492??  13496??  13500??
0004:  13576?? =  3?  \\ integer values
0004:  13592?? =  1?  \\ integer values
01BC: put_object  13348?? at  88.1474! -361.8685!  27.376!
0382: unknown_set_object  13348?? collision_detection  0?
0392: object  13348?? toggle_in_moving_list  0?

:Label07F95A
00D6: if  0?
0038:    13596?? ==  0?  \\ integer values
004D: jump_if_false Label07F9D3
00D6: if  0?
04E6:   unknown_object  13348?? near_point  13504??  13508??  13512?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07F9D3
018C: play_sound  16? at  13504??  13508??  13512??
0004:  13576?? =  3?  \\ integer values
0004:  13596?? =  1?  \\ integer values
01BC: put_object  13348?? at  140.0079! -383.1253!  36.6172!
0382: unknown_set_object  13348?? collision_detection  0?
0392: object  13348?? toggle_in_moving_list  0?

:Label07F9D3
00D6: if  0?
8038:   NOT    13576?? ==  3?  \\ integer values
004D: jump_if_false Label07F9F4
00BC: text_highpriority "TEX3_8"  3000& ms  2? \\ ~g~You missed the target! Pick up a bomb and try again!

:Label07F9F4
0051: return

:Label07F9F6
00D6: if  0?
0038:    13580?? ==  0?  \\ integer values
004D: jump_if_false Label07FC0D
00D6: if  0?
0038:    13584?? ==  0?  \\ integer values
004D: jump_if_false Label07FA81
00D6: if  0?
04E6:   unknown_object  13352?? near_point  13468??  13472??  13476?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07FA81
018C: play_sound  16? at  13468??  13472??  13476??
0004:  13580?? =  3?  \\ integer values
0004:  13584?? =  1?  \\ integer values
01BC: put_object  13352?? at  97.574! -381.658!  9.2721!
0382: unknown_set_object  13352?? collision_detection  0?
0392: object  13352?? toggle_in_moving_list  0?

:Label07FA81
00D6: if  0?
0038:    13588?? ==  0?  \\ integer values
004D: jump_if_false Label07FAFA
00D6: if  0?
04E6:   unknown_object  13352?? near_point  13480??  13484??  13488?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07FAFA
018C: play_sound  16? at  13480??  13484??  13488??
0004:  13580?? =  3?  \\ integer values
0004:  13588?? =  1?  \\ integer values
01BC: put_object  13352?? at  156.5491! -348.0284!  18.1517!
0382: unknown_set_object  13352?? collision_detection  0?
0392: object  13352?? toggle_in_moving_list  0?

:Label07FAFA
00D6: if  0?
0038:    13592?? ==  0?  \\ integer values
004D: jump_if_false Label07FB73
00D6: if  0?
04E6:   unknown_object  13352?? near_point  13492??  13496??  13500?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07FB73
018C: play_sound  16? at  13492??  13496??  13500??
0004:  13580?? =  3?  \\ integer values
0004:  13592?? =  1?  \\ integer values
01BC: put_object  13352?? at  88.1474! -361.8685!  27.376!
0382: unknown_set_object  13352?? collision_detection  0?
0392: object  13352?? toggle_in_moving_list  0?

:Label07FB73
00D6: if  0?
0038:    13596?? ==  0?  \\ integer values
004D: jump_if_false Label07FBEC
00D6: if  0?
04E6:   unknown_object  13352?? near_point  13504??  13508??  13512?? radius  3.5!  3.5!  2! unknown  0?
004D: jump_if_false Label07FBEC
018C: play_sound  16? at  13504??  13508??  13512??
0004:  13580?? =  3?  \\ integer values
0004:  13596?? =  1?  \\ integer values
01BC: put_object  13352?? at  140.0079! -383.1253!  36.6172!
0382: unknown_set_object  13352?? collision_detection  0?
0392: object  13352?? toggle_in_moving_list  0?

:Label07FBEC
00D6: if  0?
8038:   NOT    13580?? ==  3?  \\ integer values
004D: jump_if_false Label07FC0D
00BC: text_highpriority "TEX3_8"  3000& ms  2? \\ ~g~You missed the target! Pick up a bomb and try again!

:Label07FC0D
0051: return

:Label07FC0F
0004: $ONMISSION =  0?  \\ integer values
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
04DB: (unknown)
0004:  4336?? =  0?  \\ integer values
0164: disable_marker  13224??
0164: disable_marker  13516??
0164: disable_marker  13520??
0164: disable_marker  13524??
0164: disable_marker  13528??
0164: disable_marker  13356??
0164: disable_marker  13360??
0164: disable_marker  13364??
0164: disable_marker  13368??
009B: destroy_actor_instantly  13244??
009B: destroy_actor_instantly  13248??
009B: destroy_actor_instantly  13252??
009B: destroy_actor_instantly  13256??
009B: destroy_actor_instantly  13260??
009B: destroy_actor_instantly  13264??
009B: destroy_actor_instantly  13268??
009B: destroy_actor_instantly  13272??
009B: destroy_actor_instantly  13276??
009B: destroy_actor_instantly  13280??
014F: stop_timer  13608??
0151: remove_status_text  13228??
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07FCAA
020A: set_car  13232?? door_status_to  1?

:Label07FCAA
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
00D6: if  0?
8119:   NOT   car  13232?? wrecked
004D: jump_if_false Label07FCC8
0519: unknown_car  13232?? flag  0?

:Label07FCC8
0108: destroy_object  13340??
0108: destroy_object  13344??
0108: destroy_object  13348??
0108: destroy_object  13352??
0108: destroy_object  13688??
0108: destroy_object  13692??
0108: destroy_object  13696??
0108: destroy_object  13700??
0249: release_model -124? (DYNAMITE)
0249: release_model #TOPFUN
0249: release_model #WMYCW
0249: release_model #HAMMER
0249: release_model #RCGOBLIN
0249: release_model -125? (BARREL2)
0249: release_model #GDA
0249: release_model #COLT45
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
031A: remove_all_fires
00D8: mission_cleanup
0051: return

;-------------Mission 20---------------
; Originally: Two Bit Hit


:Label07FD21
0050: gosub Label07FD45
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label07FD3C
0050: gosub Label081095

:Label07FD3C
0050: gosub Label081228
004E: end_thread

:Label07FD45
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "SERG2"
054C: use_GXT_table "SERG2"
058E: unknown_point_command  252.7968! -230.9387!  9.8638! angle  333.9001!
0001: wait  0? ms
01B6: set_weather  0?
01B7: release_weather
0004:  13928?? =  0?  \\ integer values
0004:  13932?? =  0?  \\ integer values
0004:  13936?? =  0?  \\ integer values
0004:  13940?? =  0?  \\ integer values
0004:  13948?? =  0?  \\ integer values
0004:  13960?? =  0?  \\ integer values
0004:  13952?? =  0?  \\ integer values
0004:  13956?? =  0?  \\ integer values
0004:  13964?? =  0?  \\ integer values
0004:  13968?? =  0?  \\ integer values
0004:  13904?? =  0?  \\ integer values
0004:  13908?? =  0?  \\ integer values
0004:  13944?? =  0?  \\ integer values
0004:  14012?? =  0?  \\ integer values
0004:  13972?? =  0?  \\ integer values
0004:  13976?? =  0?  \\ integer values
0005:  396?? = -1021.94!  \\ floating-point values
0005:  400?? = -428.68!  \\ floating-point values
0005:  404?? =  10!  \\ floating-point values
0005:  12872?? =  10.5!  \\ floating-point values
0005:  12940?? = -1064!  \\ floating-point values
0005:  12944?? =  57!  \\ floating-point values
0005:  12948?? = -1056!  \\ floating-point values
0005:  12952?? =  52!  \\ floating-point values
0005:  12956?? = -1037.7!  \\ floating-point values
0005:  12960?? =  70!  \\ floating-point values
0007:  8@ = -1055!  \\ floating-point values
0007:  9@ =  26!  \\ floating-point values
0007:  10@ = -1064!  \\ floating-point values
0007:  11@ =  40!  \\ floating-point values
0005:  13984?? = -1046.9!  \\ floating-point values
0005:  13988?? =  71.3!  \\ floating-point values
0005:  13992?? =  60!  \\ floating-point values
0007:  12@ = -1090!  \\ floating-point values
0007:  14@ = -1030!  \\ floating-point values
0007:  13@ =  0!  \\ floating-point values
0007:  15@ =  90!  \\ floating-point values
0004:  13912?? =  0?  \\ integer values
0004:  13916?? =  0?  \\ integer values
0004:  13920?? =  0?  \\ integer values
0004:  13924?? =  0?  \\ integer values
0395: clear_area  1? at  299! -205! range  10.5!  5!
0395: clear_area  1? at  305! -219.5! range  10.5!  10!
04E4: unknown_refresh_game_renderer_at  299! -205!
0055: put_player $PLAYER_CHAR at  299! -205!  10.5!
0171: set_player $PLAYER_CHAR z_angle_to  230!
015F: set_camera_position  297! -204.7!  13!  0!  0!  0!
0160: point_camera  318.5! -219.23!  22.4!  2?
0247: request_model #STRETCH
03CB: set_camera  270! -218!  13.4!

:Label07FF83
00D6: if  0?
8248:   NOT   model #STRETCH available
004D: jump_if_false Label07FF9E
0001: wait  0? ms
0002: jump Label07FF83

:Label07FF9E
0395: clear_area  1? at  306.9! -241.65! range  12.3!  15!
00A5:  6408?? = create_car #STRETCH at  306.9! -241.65!  12.3!
0229: set_car  6408?? color_to  0?  0?
0175: set_car  6408?? z_angle_to  0!
02A3: toggle_widescreen  1? (on)
016A: fade  1? (back)  1500& ms

:Label07FFEB
00D6: if  0?
016B:   fading
004D: jump_if_false Label080003
0001: wait  0? ms
0002: jump Label07FFEB

:Label080003
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label080027
04BA: unknown_car  6408??  15!
0477: unknown_car  6408??  8?  8000&

:Label080027
0006:  16@ =  0?  \\ integer values

:Label08002E
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label08004C
0001: wait  0? ms
0002: jump Label08002E

:Label08004C
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label080065
0158: camera_on_vehicle  6408??  15?  1?

:Label080065
0006:  16@ =  0?  \\ integer values

:Label08006C
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label08008A
0001: wait  0? ms
0002: jump Label08006C

:Label08008A
00D6: if  0?
8119:   NOT   car  6408?? wrecked
004D: jump_if_false Label0800B3
00AA:  6396?? = car  6408?? x_pos,  6400?? = car  6408?? y_pos,  6404?? = car  6408?? z_pos
0211: actor $PLAYER_ACTOR walk_to  6396??  6400??

:Label0800B3
016A: fade  0? ()  1500& ms

:Label0800BA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0800D2
0001: wait  0? ms
0002: jump Label0800BA

:Label0800D2
00A6: destroy_car  6408??
0249: release_model #STRETCH
015A: restore_camera
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to 1
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSAVERY"
023C: load_special_actor  3? "CSDLOVE"
02F3: load_object #CUTOBJ01 "CS_LIMO"
03CB: set_camera  305.2! -211.9!  11.3!
038B: load_requested_models

:Label08012C
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label080153
0001: wait  0? ms
0002: jump Label08012C

:Label080153
02E4: load_cutscene_data "TEX_2"
0244: set_cutscene_pos  305.2! -211.9!  11.3!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  596?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  876?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  876?? "CSDLOVE"
02E5:  13840?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  13840?? "CS_LIMO"
0395: clear_area  1? at  265.129! -234.531! range  11.107!  1!
0055: put_player $PLAYER_CHAR at  265.129! -234.531!  11.107!
0171: set_player $PLAYER_CHAR z_angle_to  78.21838!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label080212
00D6: if  0?
001A:    574& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080235
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080212

:Label080235
00BC: text_highpriority "TEX2_A"  10000& ms  1? \\ Tommy, this is Donald Love. Donald, this here is Tommy Vercetti,

:Label080244
00D6: if  0?
001A:    4124& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080267
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080244

:Label080267
00BC: text_highpriority "TEX2_B"  10000& ms  1? \\ the latest gunslinger to come to these parts.

:Label080276
00D6: if  0?
001A:    6167& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080299
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080276

:Label080299
00BC: text_highpriority "TEX2_C"  10000& ms  1? \\ Yeh...uh...

:Label0802A8
00D6: if  0?
001A:    6740& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0802CB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0802A8

:Label0802CB
00BC: text_highpriority "TEX2_D"  10000& ms  1? \\ Donald, you just shut up and listen, and you might learn something.

:Label0802DA
00D6: if  0?
001A:    10018& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0802FD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0802DA

:Label0802FD
00BC: text_highpriority "TEX2_E"  10000& ms  1? \\ Now, nothing brings down real estate prices quicker than a good old-fashioned gang war -

:Label08030C
00D6: if  0?
001A:    14794& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08032F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08030C

:Label08032F
00BC: text_highpriority "TEX2_F"  10000& ms  1? \\ 'cept maybe a disaster, like a biblical plague or something,

:Label08033E
00D6: if  0?
001A:    17966& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080361
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08033E

:Label080361
00BC: text_highpriority "TEX2_G"  10000& ms  1? \\ but, that may be going too far in this case.

:Label080370
00D6: if  0?
001A:    20378& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080393
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080370

:Label080393
00BC: text_highpriority "TEX2_H"  10000& ms  1? \\ You getting this down, you four-eyed prick?

:Label0803A2
00D6: if  0?
001A:    23680& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0803C5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0803A2

:Label0803C5
00BC: text_highpriority "TEX2_I"  10000& ms  1? \\ Now recently a Haitian gang lord died. Apparently the Cubans did it, nobody's certain.

:Label0803D4
00D6: if  0?
001A:    28473& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0803F7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0803D4

:Label0803F7
00BC: text_highpriority "TEX2_J"  10000& ms  1? \\ But let's make them certain! You disguise yourself as a Cuban hombre,

:Label080406
00D6: if  0?
001A:    31827& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080429
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080406

:Label080429
00BC: text_highpriority "TEX2_K"  10000& ms  1? \\ and head on down to crash that funeral. Mix it up, and then high tail it.

:Label080438
00D6: if  0?
001A:    35494&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08045D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label080438

:Label08045D
00BC: text_highpriority "TEX2_L"  10000& ms  1? \\ You getting this down, Donald?

:Label08046C
00D6: if  0?
001A:    37278&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label080491
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08046C

:Label080491
00BC: text_highpriority "TEX2_M"  10000& ms  1? \\ Well, that ought to put the coyote in the chicken coop, huh?

:Label0804A0
00D6: if  0?
001A:    40242&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0804C5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0804A0

:Label0804C5
00BC: text_highpriority "TEX2_N"  10000& ms  1? \\ And then we'll just sit back, and watch the prices tumble.

:Label0804D4
00D6: if  0?
001A:    43214&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0804F9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0804D4

:Label0804F9
00BE: text_clear_all
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label080504
00D6: if  0?
016B:   fading
004D: jump_if_false Label08051C
0001: wait  0? ms
0002: jump Label080504

:Label08051C
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
04BB: select_interiour  0?  \\ select render area
016A: fade  1? (back)  1500& ms
02A3: toggle_widescreen  0? (off)
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #TEC9
038B: load_requested_models

:Label080553
00D6: if  0?
8248:   NOT   model #HNA available
004D: jump_if_false Label08056D
0001: wait  0? ms
0002: jump Label080553

:Label08056D
00D6: if  0?
8248:   NOT   model #HNB available
004D: jump_if_false Label080587
0001: wait  0? ms
0002: jump Label08056D

:Label080587
00D6: if  0?
8248:   NOT   model #TEC9 available
004D: jump_if_false Label0805A2
0001: wait  0? ms
0002: jump Label080587

:Label0805A2
00D6: if  0?
8500:   NOT   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label080709
00BC: text_highpriority "TEX_2C"  5000& ms  1? \\ ~g~Go get yourself some Cuban gang colors in Little Havana!
02A8:  14016?? = create_marker  28? at  396??  400??  404??

:Label0805D9
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  396??  400??  404?? radius  1.2!  1.2!  3!
004D: jump_if_false Label08060E
0001: wait  0? ms
0002: jump Label0805D9

:Label08060E
0164: disable_marker  14016??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0110: clear_player $PLAYER_CHAR wanted_level
0211: actor $PLAYER_ACTOR walk_to -1026.1! -429.5!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label080641
00D6: if  0?
016B:   fading
004D: jump_if_false Label080659
0001: wait  0? ms
0002: jump Label080641

:Label080659
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label08068D
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER5"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label08068D
0353: refresh_actor $PLAYER_ACTOR

:Label08068D
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1023.5! -429!  10!
0171: set_player $PLAYER_CHAR z_angle_to  280!
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
0395: clear_area  0? at  396??  400?? range  404??  1!
0211: actor $PLAYER_ACTOR walk_to -1019.4! -428.3!
016A: fade  1? (back)  1500& ms

:Label0806DC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0806F4
0001: wait  0? ms
0002: jump Label0806DC

:Label0806F4
011C: actor $PLAYER_ACTOR clear_objective
009F: set_actor $PLAYER_ACTOR objective_to 1
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)

:Label080709
00BC: text_highpriority "TEX_2D"  10000& ms  1? \\ ~g~Take out the Haitian Gang Lord at Romero's Funeral Parlor!
03F1: pedtype  8? add_threat  1?
018A:  12964?? = create_checkpoint_at  13984??  13988??  20!
01E8: create_forbidden_for_cars_cube  12@  13@  14!  14@  15@  20!
0005:  392?? =  0!  \\ floating-point values

:Label080750
00D6: if  0?
0042:    392?? ==  0!  \\ floating-point values
004D: jump_if_false Label080780
0001: wait  0? ms
02CE:  392?? = ground_z  13984??  13988??  50!
0002: jump Label080750

:Label080780
01EB: set_car_density_to  0!
0247: request_model #ROMERO

:Label08078C
00D6: if  0?
8248:   NOT   model #ROMERO available
004D: jump_if_false Label0807A7
0001: wait  0? ms
0002: jump Label08078C

:Label0807A7
0247: request_model #VOODOO

:Label0807AC
00D6: if  0?
8248:   NOT   model #VOODOO available
004D: jump_if_false Label0807C7
0001: wait  0? ms
0002: jump Label0807AC

:Label0807C7
0247: request_model -121? (FAKETARGET)

:Label0807CB
00D6: if  0?
8248:   NOT   model -121? (FAKETARGET) available
004D: jump_if_false Label0807E5
0001: wait  0? ms
0002: jump Label0807CB

:Label0807E5
0247: request_model #M4

:Label0807EA
00D6: if  0?
8248:   NOT   model #M4 available
004D: jump_if_false Label080805
0001: wait  0? ms
0002: jump Label0807EA

:Label080805
0247: request_model -128? (JW_COFFIN)

:Label080809
00D6: if  0?
8248:   NOT   model -128? (JW_COFFIN) available
004D: jump_if_false Label080823
0001: wait  0? ms
0002: jump Label080809

:Label080823
00A5:  13844?? = create_car #VOODOO at -1063!  40!  11!
0175: set_car  13844?? z_angle_to  180!
0229: set_car  13844?? color_to  0?  0?
0129:  13872?? = create_actor  8? #HNB in_car  13844?? driverseat
01ED: spawn_actor  13872??
00A9: set_car  13844?? to_normal_driver
00A5:  13848?? = create_car #ROMERO at -1063!  55!  11!
0175: set_car  13848?? z_angle_to  180!
0229: set_car  13848?? color_to  0?  0?
0129:  13876?? = create_actor  8? #HNA in_car  13848?? driverseat
01ED: spawn_actor  13876??
0224: set_car  13848?? health_to  2000&
00A9: set_car  13848?? to_normal_driver
00A5:  13852?? = create_car #ROMERO at -1057.05!  69.64!  11.05!
0175: set_car  13852?? z_angle_to  90!
02AA: set_car  13852?? immune_to_nonplayer  1?
0129:  13880?? = create_actor  8? #HNA in_car  13852?? driverseat
01ED: spawn_actor  13880??
00A9: set_car  13852?? to_normal_driver
02AC: set_car  13852?? immunities  0?  1?  0?  0?  0?
0224: set_car  13852?? health_to  1500&
01EC: unknown_car  13852?? flag  1?
00A5:  13856?? = create_car #VOODOO at -1070!  18.6!  11!
0175: set_car  13856?? z_angle_to  270!
0129:  13884?? = create_actor  8? #HNB in_car  13856?? driverseat
01ED: spawn_actor  13884??
00A9: set_car  13856?? to_normal_driver
00A5:  13860?? = create_car #VOODOO at -1070!  75.4!  11!
0175: set_car  13860?? z_angle_to  270!
0129:  13888?? = create_actor  8? #HNB in_car  13860?? driverseat
01ED: spawn_actor  13888??
00A9: set_car  13860?? to_normal_driver
009A:  0@ = create_actor  8? #HNB at  12940??  12944??  12872??
0243: set_actor  0@ ped_stats_to  16?
0173: set_actor  0@ z_angle_to  75!
01B2: give_actor  0@ weapon  22? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  0@ anim  13? wait_state_time  999999&& ms
009A:  1@ = create_actor  8? #HNA at  12948??  12952??  12872??
0243: set_actor  1@ ped_stats_to  16?
0173: set_actor  1@ z_angle_to  12!
01B2: give_actor  1@ weapon  22? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  1@ anim  3? wait_state_time  999999&& ms
009A:  2@ = create_actor  8? #HNB at  12956??  12960??  12872??
0243: set_actor  2@ ped_stats_to  16?
0173: set_actor  2@ z_angle_to  280!
01B2: give_actor  2@ weapon  26? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  2@
011A: set_actor  2@ flags  1?
0291: unknown_actor  2@ unknown_behavior_flag  1?
0372: set_actor  2@ anim  13? wait_state_time  999999&& ms
009A:  3@ = create_actor  8? #HNA at  8@  9@  12872??
0243: set_actor  3@ ped_stats_to  16?
0173: set_actor  3@ z_angle_to  165!
01B2: give_actor  3@ weapon  22? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  3@ anim  13? wait_state_time  999999&& ms
009A:  4@ = create_actor  8? #HNB at  10@  11@  12872??
0243: set_actor  4@ ped_stats_to  16?
0173: set_actor  4@ z_angle_to  97!
01B2: give_actor  4@ weapon  22? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  4@ anim  3? wait_state_time  999999&& ms
009A:  6@ = create_actor  8? #HNA at -1047.8!  54.8!  13.3!
0243: set_actor  6@ ped_stats_to  16?
011A: set_actor  6@ flags  1?
0173: set_actor  6@ z_angle_to  140!
0350: unknown_actor  6@ not_scared_flag  1?
01B2: give_actor  6@ weapon  26? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  6@ anim  13? wait_state_time  999999&& ms
009A:  7@ = create_actor  8? #HNA at -1042.44!  64.96!  15.5!
0243: set_actor  7@ ped_stats_to  16?
011A: set_actor  7@ flags  1?
0173: set_actor  7@ z_angle_to  80!
0350: unknown_actor  6@ not_scared_flag  1?
01B2: give_actor  7@ weapon  26? ammo  9999&  \\ Load the weapon model before using this
0372: set_actor  7@ anim  13? wait_state_time  999999&& ms
009A:  13864?? = create_actor  8? #HNA at  13984??  13988??  12872??
01ED: spawn_actor  13864??
0173: set_actor  13864?? z_angle_to  13992??
02A9: set_actor  13864?? immune_to_nonplayer  1?
000D:  13984?? -=  1!  \\ floating-point values
0009:  13988?? +=  1!  \\ floating-point values
009A:  5@ = create_actor  8? #HNB at  13984??  13988??  12872??
01ED: spawn_actor  5@
020E: actor  5@ look_at_actor  13864??
0009:  13984?? +=  1!  \\ floating-point values
009A:  13868?? = create_actor  8? #HNB at  13984??  13988??  12872??
01ED: spawn_actor  13868??
020E: actor  13868?? look_at_actor  13864??
0164: disable_marker  12964??
0187:  12964?? = create_marker_above_actor  13864??
01BD:  13892?? = current_time_in_ms

:Label080BD3
00D6: if  1?
8056:   NOT   player $PLAYER_CHAR  0? ()in_rectangle  12@  13@  14@  15@
0038:    13932?? ==  0?  \\ integer values
004D: jump_if_false Label080C1F
0001: wait  0? ms
0050: gosub Label081B81
0050: gosub Label08143C
0050: gosub Label081534
0050: gosub Label081FC5
0002: jump Label080BD3

:Label080C1F
0004:  13952?? =  1?  \\ integer values

:Label080C26
00D6: if  0?
0038:    13932?? ==  0?  \\ integer values
004D: jump_if_false Label080C76
0001: wait  0? ms
0050: gosub Label081B81
00D6: if  0?
0118:   actor  13864?? dead
004D: jump_if_false Label080C5A
0002: jump Label081012

:Label080C5A
0050: gosub Label081534
0050: gosub Label08143C
0050: gosub Label081FC5
0002: jump Label080C26

:Label080C76
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label081012
0001: wait  0? ms
0050: gosub Label081B81
00D6: if  21?
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot  13984??  13988?? radius  30!  40!
00E5:   player $PLAYER_CHAR  0? ()near_point_in_car  13984??  13988?? radius  10!  15!
004D: jump_if_false Label080CE9
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label080CE9
0050: gosub Label081F81

:Label080CE9
00D6: if  1?
8056:   NOT   player $PLAYER_CHAR  0? ()in_rectangle  12@  13@  14@  15@
001A:    2? >  13932??  \\ integer values
004D: jump_if_false Label080D44
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label080D29
0211: actor  1@ walk_to  12948??  12952??

:Label080D29
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label080D44
0211: actor  3@ walk_to  8@  9@

:Label080D44
0050: gosub Label08143C
0050: gosub Label081534
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label080EE0
00D6: if  0?
8119:   NOT   car  13852?? wrecked
004D: jump_if_false Label080DC0
00D6: if  0?
00DB:   actor  13864?? in_car  13852??
004D: jump_if_false Label080DB9
0084:  13980?? =  13852??  \\ integer values and handles
0050: gosub Label08225D
00D6: if  0?
80A3:   NOT   actor  13864??  0? ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false Label080DB9
0050: gosub Label08203F

:Label080DB9
0002: jump Label080ED9

:Label080DC0
00D6: if  1?
8119:   NOT   car  13848?? wrecked
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label080ED9
00D6: if  1?
0202:   actor  13864?? near_car  13848?? radius  30!  30! unknown  0?
80DB:   NOT   actor  13864?? in_car  13848??
004D: jump_if_false Label080E04
01D5: actor  13864?? go_to_and_drive_car  13848??

:Label080E04
00D6: if  0?
00DB:   actor  13864?? in_car  13848??
004D: jump_if_false Label080ED9
0084:  13980?? =  13848??  \\ integer values and handles
0050: gosub Label08225D
00D6: if  0?
80A3:   NOT   actor  13864??  0? ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false Label080E4B
0050: gosub Label08203F

:Label080E4B
00D6: if  0?
0038:    13968?? ==  1?  \\ integer values
004D: jump_if_false Label080EAA
00D6: if  0?
8185:   NOT   car  13848?? health >=  350&
004D: jump_if_false Label080EAA
01D3: actor  13864?? leave_car  13848??
00AD: set_car  13848?? max_speed_to  0!
00D6: if  0?
8118:   NOT   actor  13876?? dead
004D: jump_if_false Label080EA3
01B2: give_actor  13876?? weapon  22? ammo  60?  \\ Load the weapon model before using this
01CA: actor  13876?? kill_player $PLAYER_CHAR

:Label080EA3
0004:  13968?? =  2?  \\ integer values

:Label080EAA
00D6: if  0?
0038:    13968?? ==  0?  \\ integer values
004D: jump_if_false Label080ED9
00AD: set_car  13848?? max_speed_to  40!
00AE: unknown_set_car  13848?? to_ignore_traffic_lights  3?
00A8: set_car  13848?? to_psycho_driver
0004:  13968?? =  1?  \\ integer values

:Label080ED9
0002: jump Label080EE7

:Label080EE0
0002: jump Label081012

:Label080EE7
00D6: if  1?
0119:   car  13852?? wrecked
0038:    13972?? ==  0?  \\ integer values
004D: jump_if_false Label080F0C
0004:  13968?? =  0?  \\ integer values
0004:  13972?? =  1?  \\ integer values

:Label080F0C
00D6: if  0?
0038:    13968?? ==  2?  \\ integer values
004D: jump_if_false Label080F6E
00D6: if  0?
80DF:   NOT   actor  13864?? driving
004D: jump_if_false Label080F6E
00D6: if  0?
0038:    13976?? ==  0?  \\ integer values
004D: jump_if_false Label080F67
011A: set_actor  13864?? flags  1?
0291: unknown_actor  13864?? unknown_behavior_flag  1?
020F: actor  13864?? look_at_player $PLAYER_CHAR
01B2: give_actor  13864?? weapon  26? ammo  9999&  \\ Load the weapon model before using this
0004:  13976?? =  1?  \\ integer values

:Label080F67
0004:  13968?? =  3?  \\ integer values

:Label080F6E
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label080FCE
00D6: if  0?
8119:   NOT   car  13844?? wrecked
004D: jump_if_false Label080FC7
00D6: if  1?
00DB:   actor  5@ in_car  13844??
0038:    13964?? ==  0?  \\ integer values
004D: jump_if_false Label080FC7
00AD: set_car  13844?? max_speed_to  40!
00AE: unknown_set_car  13844?? to_ignore_traffic_lights  2?
00AF: set_car  13844?? driver_behaviour_to  2?
0004:  13964?? =  1?  \\ integer values

:Label080FC7
0002: jump Label081004

:Label080FCE
00D6: if  1?
8119:   NOT   car  13844?? wrecked
0038:    13964?? ==  0?  \\ integer values
004D: jump_if_false Label081004
00AD: set_car  13844?? max_speed_to  40!
00AE: unknown_set_car  13844?? to_ignore_traffic_lights  2?
00AF: set_car  13844?? driver_behaviour_to  2?
0004:  13964?? =  1?  \\ integer values

:Label081004
0050: gosub Label081FC5
0002: jump Label080C76

:Label081012
0164: disable_marker  12964??
0004:  13932?? =  3?  \\ integer values
0004:  13900?? =  7000&  \\ integer values
0050: gosub Label081534
00D6: if  0?
0038:    13948?? ==  0?  \\ integer values
004D: jump_if_false Label081055
00BC: text_highpriority "TEX_2B"  5000& ms  1? \\ ~r~Fool! People have to WITNESS a Cuban doing the hit!
0002: jump Label081095

:Label081055
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label08108E
0001: wait  0? ms
0050: gosub Label081FC5
00BC: text_highpriority "TEXEXIT"  1000& ms  1? \\ ~g~Now get out of Little Haiti!
0002: jump Label081055

:Label08108E
0002: jump Label0810A6

:Label081095
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0810A6
055B:  5152?? = create_clothes_pickup  5? at -1025.2! -429.2!  10.8!
0004:  5072?? =  1?  \\ integer values
004F: create_thread Label02B52E 
0004:  984?? =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  2500&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2500&
0318: set_latest_mission_passed "TEX_2" \\ Two Bit Hit
030C: set_mission_points +=  1?
03F1: pedtype  8? add_threat  128&
03F1: pedtype  7? add_threat  256&
015C: set_zone_gang_info "GHETTO1"  1? (day)  13?  60?  100?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "GHETTO1"  0? (night)  10?  80?  100?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO1"  1? (day)  12?  60?  100?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO1"  0? (night)  10?  80?  100?  0?  0?  0?  0?  0?  0?  0?  10?
015C: set_zone_gang_info "GHETTO2"  1? (day)  13?  100?  60?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "GHETTO2"  0? (night)  10?  100?  80?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO2"  1? (day)  12?  100?  60?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO2"  0? (night)  10?  100?  80?  0?  0?  0?  0?  0?  0?  0?  10?
0164: disable_marker  972??
0051: return

:Label081228
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01EB: set_car_density_to  1!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
01E7: remove_forbidden_for_cars_cube  12@  13@  14!  14@  15@  20!
03F2: pedgroup  8? remove_threat  1?
0164: disable_marker  12964??
0164: disable_marker  14016??
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label08127E
01C2: remove_references_to_actor  0@  \\ Like turning an actor into a random pedestrian

:Label08127E
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label081293
01C2: remove_references_to_actor  1@  \\ Like turning an actor into a random pedestrian

:Label081293
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label0812A8
01C2: remove_references_to_actor  2@  \\ Like turning an actor into a random pedestrian

:Label0812A8
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label0812BD
01C2: remove_references_to_actor  3@  \\ Like turning an actor into a random pedestrian

:Label0812BD
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label0812D2
01C2: remove_references_to_actor  4@  \\ Like turning an actor into a random pedestrian

:Label0812D2
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label0812E7
01C2: remove_references_to_actor  5@  \\ Like turning an actor into a random pedestrian

:Label0812E7
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label0812FC
01C2: remove_references_to_actor  13864??  \\ Like turning an actor into a random pedestrian

:Label0812FC
00D6: if  0?
8118:   NOT   actor  13868?? dead
004D: jump_if_false Label081311
01C2: remove_references_to_actor  13868??  \\ Like turning an actor into a random pedestrian

:Label081311
00D6: if  0?
8118:   NOT   actor  13884?? dead
004D: jump_if_false Label081326
01C2: remove_references_to_actor  13884??  \\ Like turning an actor into a random pedestrian

:Label081326
00D6: if  0?
8118:   NOT   actor  13888?? dead
004D: jump_if_false Label08133B
01C2: remove_references_to_actor  13888??  \\ Like turning an actor into a random pedestrian

:Label08133B
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label081350
01C2: remove_references_to_actor  6@  \\ Like turning an actor into a random pedestrian

:Label081350
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label081365
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian

:Label081365
00D6: if  0?
8118:   NOT   actor  13872?? dead
004D: jump_if_false Label08137A
01C2: remove_references_to_actor  13872??  \\ Like turning an actor into a random pedestrian

:Label08137A
00D6: if  0?
8118:   NOT   actor  13876?? dead
004D: jump_if_false Label08138F
01C2: remove_references_to_actor  13876??  \\ Like turning an actor into a random pedestrian

:Label08138F
00D6: if  0?
8118:   NOT   actor  13880?? dead
004D: jump_if_false Label0813A4
01C2: remove_references_to_actor  13880??  \\ Like turning an actor into a random pedestrian

:Label0813A4
00D6: if  0?
8119:   NOT   car  13844?? wrecked
004D: jump_if_false Label0813B9
01C3: remove_references_to_car  13844??  \\ Like turning a car into any random car

:Label0813B9
00D6: if  0?
8119:   NOT   car  13848?? wrecked
004D: jump_if_false Label0813CE
01C3: remove_references_to_car  13848??  \\ Like turning a car into any random car

:Label0813CE
00D6: if  0?
8119:   NOT   car  13852?? wrecked
004D: jump_if_false Label0813E3
01C3: remove_references_to_car  13852??  \\ Like turning a car into any random car

:Label0813E3
00D6: if  0?
8119:   NOT   car  13856?? wrecked
004D: jump_if_false Label0813F8
01C3: remove_references_to_car  13856??  \\ Like turning a car into any random car

:Label0813F8
00D6: if  0?
8119:   NOT   car  13860?? wrecked
004D: jump_if_false Label08140D
01C3: remove_references_to_car  13860??  \\ Like turning a car into any random car

:Label08140D
0249: release_model #VOODOO
0249: release_model #ROMERO
0249: release_model #M4
0249: release_model #HNA
0249: release_model #HNB
0249: release_model -121? (FAKETARGET)
0249: release_model -128? (JW_COFFIN)
0249: release_model #TEC9
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label08143C
00D6: if  0?
001A:    2? >  13932??  \\ integer values
004D: jump_if_false Label081532
01BD:  13896?? = current_time_in_ms
0084:  13900?? =  13896??  \\ integer values and handles
0060:  13900?? -=  13892??  \\ integer values
00D6: if  0?
0018:    13900?? >  9000&  \\ integer values
004D: jump_if_false Label081485
0004:  13900?? =  0?  \\ integer values
0084:  13892?? =  13896??  \\ integer values and handles

:Label081485
0209:  13904?? = random_int  1?  13?
0084:  13908?? =  13904??  \\ integer values and handles
0010:  13908?? *=  1000&  \\ integer values
00D6: if  0?
001A:    3001& >  13900??  \\ integer values
004D: jump_if_false Label0814CA
00D6: if  0?
0038:    13928?? ==  0?  \\ integer values
004D: jump_if_false Label0814CA
0050: gosub Label081987

:Label0814CA
00D6: if  1?
001A:    6001& >  13900??  \\ integer values
0018:    13900?? >  3000&  \\ integer values
004D: jump_if_false Label0814FE
00D6: if  0?
0038:    13928?? ==  1?  \\ integer values
004D: jump_if_false Label0814FE
0050: gosub Label081987

:Label0814FE
00D6: if  1?
001A:    9001& >  13900??  \\ integer values
0018:    13900?? >  6000&  \\ integer values
004D: jump_if_false Label081532
00D6: if  0?
0038:    13928?? ==  2?  \\ integer values
004D: jump_if_false Label081532
0050: gosub Label081987

:Label081532
0051: return

:Label081534
00D6: if  1?
0018:    13932?? >  0?  \\ integer values
0038:    13956?? ==  0?  \\ integer values
004D: jump_if_false Label0815D1
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label081566
0372: set_actor  1@ anim  0? wait_state_time  0? ms

:Label081566
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label08157F
0372: set_actor  3@ anim  0? wait_state_time  0? ms

:Label08157F
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label081598
0372: set_actor  0@ anim  0? wait_state_time  0? ms

:Label081598
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label0815B1
0372: set_actor  2@ anim  0? wait_state_time  0? ms

:Label0815B1
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label0815CA
0372: set_actor  4@ anim  0? wait_state_time  0? ms

:Label0815CA
0004:  13956?? =  1?  \\ integer values

:Label0815D1
00D6: if  1?
0038:    13932?? ==  1?  \\ integer values
0038:    13936?? ==  0?  \\ integer values
004D: jump_if_false Label081669
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label081602
01D2: actor  1@ follow_player $PLAYER_CHAR

:Label081602
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label08161A
01D2: actor  3@ follow_player $PLAYER_CHAR

:Label08161A
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label081632
022D: set_actor  0@ to_look_at_player $PLAYER_CHAR

:Label081632
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label08164A
022D: set_actor  2@ to_look_at_player $PLAYER_CHAR

:Label08164A
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label081662
022D: set_actor  4@ to_look_at_player $PLAYER_CHAR

:Label081662
0004:  13936?? =  1?  \\ integer values

:Label081669
00D6: if  1?
0038:    13932?? ==  2?  \\ integer values
001A:    2? >  13936??  \\ integer values
004D: jump_if_false Label0817C2
01BD:  13892?? = current_time_in_ms
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label0816A1
0372: set_actor  0@ anim  14? wait_state_time  3500& ms

:Label0816A1
00D6: if  0?
8118:   NOT   actor  1@ dead
004D: jump_if_false Label0816DC
00D6: if  0?
0038:    13952?? ==  1?  \\ integer values
004D: jump_if_false Label0816D2
01CC: actor  1@ kill_player $PLAYER_CHAR
0002: jump Label0816DC

:Label0816D2
0372: set_actor  1@ anim  14? wait_state_time  6000& ms

:Label0816DC
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label0816F6
0372: set_actor  2@ anim  14? wait_state_time  6000& ms

:Label0816F6
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label081731
00D6: if  0?
0038:    13952?? ==  1?  \\ integer values
004D: jump_if_false Label081727
01CC: actor  3@ kill_player $PLAYER_CHAR
0002: jump Label081731

:Label081727
0372: set_actor  3@ anim  14? wait_state_time  6000& ms

:Label081731
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label08174B
0372: set_actor  4@ anim  14? wait_state_time  3500& ms

:Label08174B
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label08176E
0372: set_actor  5@ anim  0? wait_state_time  0? ms
0372: set_actor  5@ anim  14? wait_state_time  6000& ms

:Label08176E
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label081791
0372: set_actor  13864?? anim  0? wait_state_time  0? ms
0372: set_actor  13864?? anim  14? wait_state_time  3000& ms

:Label081791
00D6: if  0?
8118:   NOT   actor  13868?? dead
004D: jump_if_false Label0817B4
0372: set_actor  13868?? anim  0? wait_state_time  0? ms
0372: set_actor  13868?? anim  14? wait_state_time  3500& ms

:Label0817B4
0004:  13936?? =  2?  \\ integer values
0004:  13932?? =  3?  \\ integer values

:Label0817C2
00D6: if  1?
0038:    13932?? ==  3?  \\ integer values
001A:    3? >  13936??  \\ integer values
004D: jump_if_false Label081985
01BD:  13896?? = current_time_in_ms
0084:  13900?? =  13896??  \\ integer values and handles
0060:  13900?? -=  13892??  \\ integer values
00D6: if  1?
0018:    13900?? >  4000&  \\ integer values
0038:    13940?? ==  0?  \\ integer values
004D: jump_if_false Label0818FC
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label081822
01CC: actor  0@ kill_player $PLAYER_CHAR

:Label081822
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label08183A
01CC: actor  4@ kill_player $PLAYER_CHAR

:Label08183A
00D6: if  0?
8118:   NOT   actor  13884?? dead
004D: jump_if_false Label081852
01CC: actor  13884?? kill_player $PLAYER_CHAR

:Label081852
00D6: if  0?
8118:   NOT   actor  13888?? dead
004D: jump_if_false Label08186A
01CC: actor  13888?? kill_player $PLAYER_CHAR

:Label08186A
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label0818C6
011C: actor  13864?? clear_objective
0372: set_actor  13864?? anim  0? wait_state_time  0? ms
0319: set_actor  13864?? wander_state_to  1? (off)
00D6: if  0?
8119:   NOT   car  13852?? wrecked
004D: jump_if_false Label0818AE
01D4: actor  13864?? go_to_car  13852?? and_enter_it_as_a_passenger
0002: jump Label0818C6

:Label0818AE
00D6: if  0?
8119:   NOT   car  13844?? wrecked
004D: jump_if_false Label0818C6
01D4: actor  13864?? go_to_car  13844?? and_enter_it_as_a_passenger

:Label0818C6
00D6: if  0?
8118:   NOT   actor  13868?? dead
004D: jump_if_false Label0818F5
011C: actor  13868?? clear_objective
0372: set_actor  13868?? anim  0? wait_state_time  0? ms
01B2: give_actor  13868?? weapon  22? ammo  60?  \\ Load the weapon model before using this
01CC: actor  13868?? kill_player $PLAYER_CHAR

:Label0818F5
0004:  13940?? =  1?  \\ integer values

:Label0818FC
00D6: if  1?
0018:    13900?? >  6500&  \\ integer values
0038:    13940?? ==  1?  \\ integer values
004D: jump_if_false Label081985
00D6: if  0?
8118:   NOT   actor  2@ dead
004D: jump_if_false Label08192E
01CC: actor  2@ kill_player $PLAYER_CHAR

:Label08192E
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label081977
011C: actor  5@ clear_objective
0372: set_actor  5@ anim  0? wait_state_time  0? ms
00D6: if  0?
8119:   NOT   car  13844?? wrecked
004D: jump_if_false Label081972
0319: set_actor  5@ wander_state_to  1? (off)
01D4: actor  5@ go_to_car  13844?? and_enter_it_as_a_passenger
0002: jump Label081977

:Label081972
0193: set_actor  5@ objective_to_act_like_ped

:Label081977
0004:  13940?? =  2?  \\ integer values
0004:  13936?? =  3?  \\ integer values

:Label081985
0051: return

:Label081987
00D6: if  1?
0018:    13904?? >  0?  \\ integer values
001A:    5? >  13904??  \\ integer values
004D: jump_if_false Label0819A7
0050: gosub Label0819E9

:Label0819A7
00D6: if  1?
0018:    13904?? >  4?  \\ integer values
001A:    9? >  13904??  \\ integer values
004D: jump_if_false Label0819C7
0050: gosub Label081A71

:Label0819C7
00D6: if  1?
0018:    13904?? >  8?  \\ integer values
001A:    13? >  13904??  \\ integer values
004D: jump_if_false Label0819E7
0050: gosub Label081AF9

:Label0819E7
0051: return

:Label0819E9
00D6: if  1?
8118:   NOT   actor  13864?? dead
8118:   NOT   actor  5@ dead
004D: jump_if_false Label081A6F
0084:  13908?? =  13904??  \\ integer values and handles
0010:  13908?? *=  1000&  \\ integer values
022F: set_actor  5@ stop_looking
022F: set_actor  13864?? stop_looking
0372: set_actor  5@ anim  19? wait_state_time  13908?? ms
022C: set_actor  5@ to_look_at_actor  13864??
022C: set_actor  13864?? to_look_at_actor  5@
00D6: if  0?
8118:   NOT   actor  13868?? dead
004D: jump_if_false Label081A4F
022F: set_actor  13868?? stop_looking
022C: set_actor  13868?? to_look_at_actor  5@

:Label081A4F
0008:  13928?? +=  1?  \\ integer values
00D6: if  0?
0018:    13928?? >  2?  \\ integer values
004D: jump_if_false Label081A6F
0004:  13928?? =  0?  \\ integer values

:Label081A6F
0051: return

:Label081A71
00D6: if  1?
8118:   NOT   actor  13864?? dead
8118:   NOT   actor  13868?? dead
004D: jump_if_false Label081AF7
0084:  13908?? =  13904??  \\ integer values and handles
0010:  13908?? *=  1000&  \\ integer values
022F: set_actor  13868?? stop_looking
022F: set_actor  13864?? stop_looking
0372: set_actor  13864?? anim  19? wait_state_time  13908?? ms
022C: set_actor  13868?? to_look_at_actor  13864??
022C: set_actor  13864?? to_look_at_actor  13868??
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label081AD7
022F: set_actor  5@ stop_looking
022C: set_actor  5@ to_look_at_actor  13868??

:Label081AD7
0008:  13928?? +=  1?  \\ integer values
00D6: if  0?
0018:    13928?? >  2?  \\ integer values
004D: jump_if_false Label081AF7
0004:  13928?? =  0?  \\ integer values

:Label081AF7
0051: return

:Label081AF9
00D6: if  1?
8118:   NOT   actor  13868?? dead
8118:   NOT   actor  5@ dead
004D: jump_if_false Label081B7F
0084:  13908?? =  13904??  \\ integer values and handles
0010:  13908?? *=  750&  \\ integer values
022F: set_actor  5@ stop_looking
022F: set_actor  13868?? stop_looking
0372: set_actor  13868?? anim  19? wait_state_time  13908?? ms
022C: set_actor  5@ to_look_at_actor  13868??
022C: set_actor  13868?? to_look_at_actor  5@
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label081B5F
022F: set_actor  13864?? stop_looking
022C: set_actor  13864?? to_look_at_actor  13868??

:Label081B5F
0008:  13928?? +=  1?  \\ integer values
00D6: if  0?
0018:    13928?? >  2?  \\ integer values
004D: jump_if_false Label081B7F
0004:  13928?? =  0?  \\ integer values

:Label081B7F
0051: return

:Label081B81
00D6: if  0?
001A:    3? >  13932??  \\ integer values
004D: jump_if_false Label081CFF
00D6: if  0?
0118:   actor  13872?? dead
004D: jump_if_false Label081BAF
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13872??  \\ Like turning an actor into a random pedestrian

:Label081BAF
00D6: if  0?
0118:   actor  13876?? dead
004D: jump_if_false Label081BCB
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13876??  \\ Like turning an actor into a random pedestrian

:Label081BCB
00D6: if  0?
0118:   actor  13880?? dead
004D: jump_if_false Label081BE7
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13880??  \\ Like turning an actor into a random pedestrian

:Label081BE7
00D6: if  0?
0118:   actor  13884?? dead
004D: jump_if_false Label081C03
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13884??  \\ Like turning an actor into a random pedestrian

:Label081C03
00D6: if  0?
0118:   actor  13888?? dead
004D: jump_if_false Label081C1F
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13888??  \\ Like turning an actor into a random pedestrian

:Label081C1F
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label081C3B
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  0@  \\ Like turning an actor into a random pedestrian

:Label081C3B
00D6: if  0?
0118:   actor  1@ dead
004D: jump_if_false Label081C57
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  1@  \\ Like turning an actor into a random pedestrian

:Label081C57
00D6: if  0?
0118:   actor  2@ dead
004D: jump_if_false Label081C73
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  2@  \\ Like turning an actor into a random pedestrian

:Label081C73
00D6: if  0?
0118:   actor  3@ dead
004D: jump_if_false Label081C8F
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  3@  \\ Like turning an actor into a random pedestrian

:Label081C8F
00D6: if  0?
0118:   actor  4@ dead
004D: jump_if_false Label081CAB
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  4@  \\ Like turning an actor into a random pedestrian

:Label081CAB
00D6: if  0?
0118:   actor  5@ dead
004D: jump_if_false Label081CC7
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  5@  \\ Like turning an actor into a random pedestrian

:Label081CC7
00D6: if  0?
0118:   actor  13864?? dead
004D: jump_if_false Label081CE3
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13864??  \\ Like turning an actor into a random pedestrian

:Label081CE3
00D6: if  0?
0118:   actor  13868?? dead
004D: jump_if_false Label081CFF
0004:  13932?? =  2?  \\ integer values
01C2: remove_references_to_actor  13868??  \\ Like turning an actor into a random pedestrian

:Label081CFF
00D6: if  0?
0038:    13952?? ==  1?  \\ integer values
004D: jump_if_false Label081F7F
00D6: if  0?
001A:    3? >  13932??  \\ integer values
004D: jump_if_false Label081E07
00D6: if  22?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
00DE:   player $PLAYER_CHAR driving_vehicle_type #PIZZABOY
00DE:   player $PLAYER_CHAR driving_vehicle_type #FAGGIO
004D: jump_if_false Label081D7E
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081D7E
0050: gosub Label081F81
00D6: if  0?
001A:    2? >  13932??  \\ integer values
004D: jump_if_false Label081D7E
0004:  13932?? =  1?  \\ integer values

:Label081D7E
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label081DBF
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081DBF
0050: gosub Label081F81
0004:  13932?? =  1?  \\ integer values

:Label081DBF
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label081E07
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081E07
0050: gosub Label081F81
00D6: if  0?
001A:    2? >  13932??  \\ integer values
004D: jump_if_false Label081E07
0004:  13932?? =  1?  \\ integer values

:Label081E07
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label081E65
00D6: if  0?
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius  10!  10!  10!
004D: jump_if_false Label081E5E
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081E5E
0050: gosub Label081F81

:Label081E5E
0002: jump Label081EA7

:Label081E65
00D6: if  0?
0548:   unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius  15!  15!  15!
004D: jump_if_false Label081EA7
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081EA7
0050: gosub Label081F81

:Label081EA7
00D6: if  1?
00DE:   player $PLAYER_CHAR driving_vehicle_type #CUBAN
001A:    3? >  13932??  \\ integer values
004D: jump_if_false Label081EE7
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081EE0
0050: gosub Label081F81

:Label081EE0
0004:  13932?? =  2?  \\ integer values

:Label081EE7
00D6: if  1?
02DF: unknown_player $PLAYER_CHAR
001A:    3? >  13932??  \\ integer values
004D: jump_if_false Label081F05
0004:  13932?? =  2?  \\ integer values

:Label081F05
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label081F7F
00D6: if  1?
00FB:   player $PLAYER_CHAR  0? ()near_actor  13864?? radius  20!  20!  20!
001A:    3? >  13932??  \\ integer values
004D: jump_if_false Label081F7F
00D6: if  0?
0500:   unknown_player $PLAYER_CHAR skin == "PLAYER5"
004D: jump_if_false Label081F5F
0050: gosub Label081F81

:Label081F5F
0004:  13932?? =  2?  \\ integer values
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0?
004D: jump_if_false Label081F7F
0004:  13932?? =  3?  \\ integer values

:Label081F7F
0051: return

:Label081F81
0004:  13948?? =  1?  \\ integer values
00D6: if  0?
0038:    13960?? ==  0?  \\ integer values
004D: jump_if_false Label081FC3
00BC: text_highpriority "TEX_2A"  5000& ms  1? \\ ~g~Excellent! They've spotted you!
018C: play_sound  1? at  0!  0!  0!
0004:  13960?? =  1?  \\ integer values

:Label081FC3
0051: return

:Label081FC5
00D6: if  0?
8118:   NOT   actor  13864?? dead
004D: jump_if_false Label082014
00D6: if  21?
8056:   NOT   player $PLAYER_CHAR  0? ()in_rectangle  12@  13@  14@  15@
80A3:   NOT   actor  13864??  0? ()in_rectangle  12@  13@  14@  15@
004D: jump_if_false Label08200D
01EB: set_car_density_to  1!

:Label08200D
0002: jump Label08201B

:Label082014
01EB: set_car_density_to  1!

:Label08201B
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label08203D
01C2: remove_references_to_actor  6@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian

:Label08203D
0051: return

:Label08203F
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  13980?? radius  20!  20!  0?
004D: jump_if_false Label08206F
00AD: set_car  13980?? max_speed_to  30!
0002: jump Label082079

:Label08206F
00AD: set_car  13980?? max_speed_to  20!

:Label082079
00D6: if  0?
0038:    13944?? ==  0?  \\ integer values
004D: jump_if_false Label08218A
01EB: set_car_density_to  1!
01EC: unknown_car  13980?? flag  0?
00AA:  13996?? = car  13980?? x_pos,  14000?? = car  13980?? y_pos,  14004?? = car  13980?? z_pos
0407: create_coordinate  6396??  6400??  14032?? from_car  13980?? offset  0! -15!  0!
0086:  6404?? =  14032??  \\ floating-point values only
02CE:  14032?? = ground_z  6396??  6400??  14032??
0086:  14036?? =  14004??  \\ floating-point values only
0009:  14036?? +=  1!  \\ floating-point values
00D6: if  1?
0024:    14004?? >  14032??  \\ floating-point values only
00E3:   player $PLAYER_CHAR  0? ()near_point  6396??  6400?? radius  8!  8!
004D: jump_if_false Label08218A
0061:  6396?? -=  13996??  \\ floating-point values
0061:  6400?? -=  14000??  \\ floating-point values
0061:  6404?? -=  14004??  \\ floating-point values
0009:  6404?? +=  4!  \\ floating-point values
0107:  14008?? = create_object -128? (JW_COFFIN) at  13996??  14000??  14004??
0382: unknown_set_object  14008?? collision_detection  1?
0392: object  14008?? toggle_in_moving_list  1?
035C: place_object  14008?? relative_to_car  13980?? offset  0! -.6!  .1!
050E:  14008??  13980??
038C: object  14008?? scatter  6396??  6400??  6404??
0004:  13944?? =  1?  \\ integer values

:Label08218A
00D6: if  0?
0038:    13944?? ==  1?  \\ integer values
004D: jump_if_false Label08221A
00D6: if  0?
0366: (unknown)  14008?? 
004D: jump_if_false Label0821DA
01BB:  6396?? = object  14008?? x_pos,  6400?? = object  14008?? y_pos,  6404?? = object  14008?? z_pos
020C: create_explosion_with_radius  1? at  6396??  6400??  6404??
0108: destroy_object  14008??
0004:  13944?? =  0?  \\ integer values
0002: jump Label08221A

:Label0821DA
00D6: if  0?
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object  14008?? radius  15!  15! unknown  0?
004D: jump_if_false Label08221A
00D6: if  0?
82CC:   NOT   unknown_object  14008?? bounding_sphere_visible
004D: jump_if_false Label08221A
0108: destroy_object  14008??
0004:  13944?? =  2?  \\ integer values
01BD:  14020?? = current_time_in_ms

:Label08221A
00D6: if  0?
0038:    13944?? ==  2?  \\ integer values
004D: jump_if_false Label08225B
01BD:  14028?? = current_time_in_ms
0084:  14024?? =  14028??  \\ integer values and handles
0060:  14024?? -=  14020??  \\ integer values
00D6: if  0?
0018:    14024?? >  3000&  \\ integer values
004D: jump_if_false Label08225B
0004:  13944?? =  0?  \\ integer values

:Label08225B
0051: return

:Label08225D
00D6: if  0?
0038:    13968?? ==  0?  \\ integer values
004D: jump_if_false Label0822DA
00AD: set_car  13980?? max_speed_to  15!
00AE: unknown_set_car  13980?? to_ignore_traffic_lights  2?
00A7: unknown_car  13980?? drive_to -1062! -117!  11!
0190: unknown_car  13980??
03CC: car  13980?? add_to_stuck_car_check  1.5! =  2000&
050B:  13980??
00D6: if  0?
8119:   NOT   car  13844?? wrecked
004D: jump_if_false Label0822D3
00AD: set_car  13844?? max_speed_to  30!
00AE: unknown_set_car  13844?? to_ignore_traffic_lights  3?
00AF: set_car  13844?? driver_behaviour_to  2?

:Label0822D3
0004:  13968?? =  1?  \\ integer values

:Label0822DA
00D6: if  0?
0038:    13968?? ==  1?  \\ integer values
004D: jump_if_false Label082691
00D6: if  0?
0038:    13912?? ==  1?  \\ integer values
004D: jump_if_false Label082315
00D6: if  0?
83CE:   NOT   car  13980?? stuck
004D: jump_if_false Label082315
0004:  13912?? =  0?  \\ integer values

:Label082315
00D6: if  0?
03CE:   car  13980?? stuck
004D: jump_if_false Label082395
00D6: if  0?
0038:    13912?? ==  0?  \\ integer values
004D: jump_if_false Label082343
01BD:  13920?? = current_time_in_ms
0004:  13912?? =  1?  \\ integer values

:Label082343
00D6: if  0?
0038:    13912?? ==  1?  \\ integer values
004D: jump_if_false Label08238E
01BD:  13916?? = current_time_in_ms
0084:  13924?? =  13916??  \\ integer values and handles
0060:  13924?? -=  13920??  \\ integer values
00D6: if  0?
0018:    13924?? >  3000&  \\ integer values
004D: jump_if_false Label08238E
0477: unknown_car  13980??  2?  500&
0004:  13912?? =  0?  \\ integer values

:Label08238E
0002: jump Label082637

:Label082395
00D6: if  0?
0038:    14012?? ==  0?  \\ integer values
004D: jump_if_false Label0823F2
00D6: if  0?
01AD:   car  13980??  0? ()near_point -1062! -117!  10!  10!
004D: jump_if_false Label0823F2
00A7: unknown_car  13980?? drive_to -872! -284!  11!
00AD: set_car  13980?? max_speed_to  25!
0004:  14012?? =  1?  \\ integer values

:Label0823F2
00D6: if  0?
0038:    14012?? ==  1?  \\ integer values
004D: jump_if_false Label082445
00D6: if  0?
01AD:   car  13980??  0? ()near_point -872! -284!  10!  10!
004D: jump_if_false Label082445
00A7: unknown_car  13980?? drive_to -854! -498!  11!
0004:  14012?? =  2?  \\ integer values

:Label082445
00D6: if  0?
0038:    14012?? ==  2?  \\ integer values
004D: jump_if_false Label082498
00D6: if  0?
01AD:   car  13980??  0? ()near_point -854! -498!  10!  10!
004D: jump_if_false Label082498
00A7: unknown_car  13980?? drive_to  154! -445!  11!
0004:  14012?? =  3?  \\ integer values

:Label082498
00D6: if  0?
0038:    14012?? ==  3?  \\ integer values
004D: jump_if_false Label0824EB
00D6: if  0?
01AD:   car  13980??  0? ()near_point  154! -445!  10!  10!
004D: jump_if_false Label0824EB
00A7: unknown_car  13980?? drive_to  321! -54!  11!
0004:  14012?? =  4?  \\ integer values

:Label0824EB
00D6: if  0?
0038:    14012?? ==  4?  \\ integer values
004D: jump_if_false Label08253E
00D6: if  0?
01AD:   car  13980??  0? ()near_point  321! -54!  10!  10!
004D: jump_if_false Label08253E
00A7: unknown_car  13980?? drive_to  410!  41!  11!
0004:  14012?? =  5?  \\ integer values

:Label08253E
00D6: if  0?
0038:    14012?? ==  5?  \\ integer values
004D: jump_if_false Label082591
00D6: if  0?
01AD:   car  13980??  0? ()near_point  410!  41!  10!  10!
004D: jump_if_false Label082591
00A7: unknown_car  13980?? drive_to  295!  230!  11!
0004:  14012?? =  6?  \\ integer values

:Label082591
00D6: if  0?
0038:    14012?? ==  6?  \\ integer values
004D: jump_if_false Label0825E4
00D6: if  0?
01AD:   car  13980??  0? ()near_point  295!  230!  10!  10!
004D: jump_if_false Label0825E4
00A7: unknown_car  13980?? drive_to -814!  36!  11!
0004:  14012?? =  7?  \\ integer values

:Label0825E4
00D6: if  0?
0038:    14012?? ==  7?  \\ integer values
004D: jump_if_false Label082637
00D6: if  0?
01AD:   car  13980??  0? ()near_point -814!  36!  10!  10!
004D: jump_if_false Label082637
00A7: unknown_car  13980?? drive_to -854! -498!  11!
0004:  14012?? =  2?  \\ integer values

:Label082637
00D6: if  22?
8185:   NOT   car  13980?? health >=  350&
018F:   unknown_car_check  13980??
00DC:   player $PLAYER_CHAR driving  13980??
004D: jump_if_false Label082691
01CE: actor  13864?? avoid_player $PLAYER_CHAR
00AD: set_car  13980?? max_speed_to  0!
00D6: if  0?
8118:   NOT   actor  13880?? dead
004D: jump_if_false Label08268A
01B2: give_actor  13880?? weapon  22? ammo  60?  \\ Load the weapon model before using this
01CA: actor  13880?? kill_player $PLAYER_CHAR

:Label08268A
0004:  13968?? =  2?  \\ integer values

:Label082691
0051: return

;-------------Mission 21---------------
; Originally: No Escape?


:Label082693
03A4: name_thread "BANKJO1"
0050: gosub Label0826C1
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0826B8
0050: gosub Label084466

:Label0826B8
0050: gosub Label0844B9
004E: end_thread

:Label0826C1
0004: $ONMISSION =  1?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0004:  3988?? =  1?  \\ integer values
0317: increment_mission_attempts
0004:  14044?? =  0?  \\ integer values
0004:  14052?? =  0?  \\ integer values
0004:  14056?? =  0?  \\ integer values
0004:  14060?? =  0?  \\ integer values
0004:  14072?? =  0?  \\ integer values
0004:  14076?? =  0?  \\ integer values
0004:  14080?? =  0?  \\ integer values
0004:  14084?? =  0?  \\ integer values
0004:  14088?? =  0?  \\ integer values
0004:  14092?? =  0?  \\ integer values
0004:  14096?? =  0?  \\ integer values
0004:  14100?? =  0?  \\ integer values
0004:  14104?? =  0?  \\ integer values
0004:  14108?? =  100?  \\ integer values
0004:  14116?? =  0?  \\ integer values
0004:  14120?? =  0?  \\ integer values
0004:  14124?? =  0?  \\ integer values
0004:  14128?? =  0?  \\ integer values
0004:  14132?? =  0?  \\ integer values
0004:  14136?? =  0?  \\ integer values
0004:  14140?? =  0?  \\ integer values
0004:  14144?? =  0?  \\ integer values
0004:  14148?? =  0?  \\ integer values
0004:  14152?? =  100?  \\ integer values
0004:  14160?? =  0?  \\ integer values
0004:  14164?? =  0?  \\ integer values
0004:  14168?? =  0?  \\ integer values
0004:  14172?? =  0?  \\ integer values
0004:  14176?? =  0?  \\ integer values
0004:  14180?? =  0?  \\ integer values
0004:  14184?? =  0?  \\ integer values
0004:  14188?? =  0?  \\ integer values
0004:  14192?? =  0?  \\ integer values
0004:  14196?? =  100?  \\ integer values
0004:  14204?? =  0?  \\ integer values
0004:  14208?? =  0?  \\ integer values
0004:  14212?? =  0?  \\ integer values
0004:  14216?? =  0?  \\ integer values
0004:  14220?? =  0?  \\ integer values
0004:  14224?? =  0?  \\ integer values
0004:  14228?? =  0?  \\ integer values
0004:  14232?? =  0?  \\ integer values
0004:  14236?? =  0?  \\ integer values
0004:  14240?? =  100?  \\ integer values
0004:  14248?? =  0?  \\ integer values
0004:  14252?? =  0?  \\ integer values
0004:  14256?? =  100?  \\ integer values
0004:  14264?? =  0?  \\ integer values
0004:  14268?? =  0?  \\ integer values
0004:  14272?? =  0?  \\ integer values
0004:  14276?? =  0?  \\ integer values
0004:  14280?? =  0?  \\ integer values
0004:  14284?? =  0?  \\ integer values
0004:  14288?? =  0?  \\ integer values
0004:  14292?? =  0?  \\ integer values
0004:  14296?? =  0?  \\ integer values
0004:  14300?? =  100?  \\ integer values
0004:  14308?? =  0?  \\ integer values
0004:  14312?? =  0?  \\ integer values
0004:  14316?? =  100?  \\ integer values
0004:  14320?? =  0?  \\ integer values
0004:  14328?? =  0?  \\ integer values
0004:  14332?? =  0?  \\ integer values
0004:  14336?? =  100?  \\ integer values
0004:  14344?? =  0?  \\ integer values
0004:  14348?? =  0?  \\ integer values
0004:  14352?? =  100?  \\ integer values
0004:  14360?? =  0?  \\ integer values
0004:  14364?? =  0?  \\ integer values
0004:  14368?? =  100?  \\ integer values
0004:  14376?? =  0?  \\ integer values
0004:  14380?? =  0?  \\ integer values
0004:  14384?? =  100?  \\ integer values
0004:  14388?? =  0?  \\ integer values
0004:  14392?? =  0?  \\ integer values
0004:  14396?? =  0?  \\ integer values
0005:  14400?? =  0!  \\ floating-point values
0005:  14404?? =  0!  \\ floating-point values
0005:  14408?? =  0!  \\ floating-point values
0004:  14424?? =  0?  \\ integer values
0004:  14428?? =  0?  \\ integer values
0004:  14432?? =  0?  \\ integer values
0004:  14436?? =  0?  \\ integer values
0004:  14440?? =  0?  \\ integer values
0004:  14444?? =  0?  \\ integer values
0004:  14448?? =  0?  \\ integer values
0004:  14452?? =  0?  \\ integer values
0004:  14524?? =  0?  \\ integer values
0004:  14528?? =  0?  \\ integer values
0004:  14532?? =  0?  \\ integer values
0004:  14460?? =  0?  \\ integer values
0004:  14468?? =  0?  \\ integer values
0004:  14476?? =  0?  \\ integer values
0004:  14484?? =  0?  \\ integer values
0004:  14492?? =  0?  \\ integer values
0004:  14500?? =  0?  \\ integer values
0004:  14508?? =  0?  \\ integer values
0004:  14516?? =  0?  \\ integer values
0004:  14520?? =  0?  \\ integer values
0004:  14536?? =  0?  \\ integer values
0004:  14540?? =  0?  \\ integer values
0004:  14572?? =  0?  \\ integer values
0004:  14552?? =  0?  \\ integer values
0004:  14556?? =  0?  \\ integer values
0004:  14560?? =  0?  \\ integer values
0004:  14564?? =  0?  \\ integer values
0004:  14568?? =  0?  \\ integer values
0004:  14576?? =  1?  \\ integer values
0004:  14580?? =  1?  \\ integer values
0004:  14584?? =  1?  \\ integer values
0004:  14588?? =  1?  \\ integer values
0004:  14592?? =  1?  \\ integer values
0004:  14596?? =  1?  \\ integer values
0004:  14600?? =  1?  \\ integer values
0004:  14604?? =  1?  \\ integer values
0004:  14608?? =  0?  \\ integer values
0004:  14616?? =  0?  \\ integer values
0004:  14620?? =  0?  \\ integer values
0004:  14624?? =  0?  \\ integer values
0004:  14628?? =  0?  \\ integer values
0004:  14632?? =  0?  \\ integer values
0004:  14636?? =  0?  \\ integer values
0004:  14640?? =  0?  \\ integer values
0004:  14644?? =  0?  \\ integer values
0004:  14648?? =  0?  \\ integer values
0004:  14652?? =  0?  \\ integer values
0004:  14664?? =  0?  \\ integer values
0004:  14672?? =  0?  \\ integer values
0004:  14684?? =  0?  \\ integer values
0004:  14692?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BANKJ1"
058E: unknown_point_command  512.591! -74.9!  9.573! angle  189.24!
0215: destroy_pickup  5188??
0215: destroy_pickup  5192??
0215: destroy_pickup  5136??
0215: destroy_pickup  5140??
0215: destroy_pickup  5144??
0215: destroy_pickup  5148??
0215: destroy_pickup  5152??
0215: destroy_pickup  5156??
0215: destroy_pickup  5160??
0215: destroy_pickup  5164??
0215: destroy_pickup  5168??
0215: destroy_pickup  5184??
0215: destroy_pickup  8036??
022B: create_forbidden_for_peds_cube  371! -503! -10!  403! -490!  30!
022B: create_forbidden_for_peds_cube  357! -506! -10!  384! -475!  30!
022B: create_forbidden_for_peds_cube  363! -476! -10!  378! -468!  30!
022B: create_forbidden_for_peds_cube  383! -488! -10!  398.3! -470.5!  30!
022B: create_forbidden_for_peds_cube  376.66! -453.85! -10!  328.91! -504.02!  30!
018D:  14660?? = create_sound  0? at  385.49! -509!  9.6!
018E: stop_sound  14660??
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label082BC3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label082BC3
0353: refresh_actor $PLAYER_ACTOR

:Label082BC3
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour  17?  \\ select render area
03CB: set_camera  481.03! -64.21!  8.98!
038B: load_requested_models

:Label082C0C
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label082C34
0001: wait  0? ms
0002: jump Label082C0C

:Label082C34
02E4: load_cutscene_data "BANK_1"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  756?? = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim  756?? "GCFAN"
02E5:  760?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  760?? "CLCHR"
0395: clear_area  1? at  493.1! -82.4! range  9.8!  1!
0055: put_player $PLAYER_CHAR at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label082CFE
00D6: if  0?
001A:    9500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082D21
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082CFE

:Label082D21
00BC: text_highpriority "BJM1_A"  10000& ms  1? \\ Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed!

:Label082D30
00D6: if  0?
001A:    13934& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082D53
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D30

:Label082D53
00BC: text_highpriority "BJM1_B"  10000& ms  1? \\ We got a whole bar downstairs, Ken.

:Label082D62
00D6: if  0?
001A:    17483& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082D85
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D62

:Label082D85
00BC: text_highpriority "BJM1_C"  10000& ms  1? \\ Yeah, yeah, whatever. Well, I got the chalkboard you asked for.

:Label082D94
00D6: if  0?
001A:    20276& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082DB7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082D94

:Label082DB7
00BC: text_highpriority "BJM1_D"  10000& ms  1? \\ Ah, that's the benefit of a law school education: the ability to follow instructions.

:Label082DC6
00D6: if  0?
001A:    25517& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082DE9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082DC6

:Label082DE9
00BC: text_highpriority "BJM1_E"  10000& ms  1? \\ Now, I need a safe man.

:Label082DF8
00D6: if  0?
001A:    27000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082E1B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082DF8

:Label082E1B
00BC: text_highpriority "BJM1_F"  10000& ms  1? \\ Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away!

:Label082E2A
00D6: if  0?
001A:    33662&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082E4F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E2A

:Label082E4F
00BC: text_highpriority "BJM1_G"  10000& ms  1? \\ Ahh, nah, that schmuck. He's on the inside.

:Label082E5E
00D6: if  0?
001A:    36542&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082E83
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E5E

:Label082E83
00BC: text_highpriority "BJM1_H"  10000& ms  1? \\ Where inside?

:Label082E92
00D6: if  0?
001A:    38100&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082EB7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082E92

:Label082EB7
00BC: text_highpriority "BJM1_I"  10000& ms  1? \\ In a police headquarter cell awaiting transfer.

:Label082EC6
00D6: if  0?
001A:    40677&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082EEB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082EC6

:Label082EEB
00BC: text_highpriority "BJM1_J"  10000& ms  1? \\ I think he's about to get paroled....

:Label082EFA
00D6: if  0?
001A:    43072&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082F1F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082EFA

:Label082F1F
00BE: text_clear_all

:Label082F21
00D6: if  0?
001A:    47316&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label082F46
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label082F21

:Label082F46
00BE: text_clear_all
016A: fade  0? ()  2000& ms

:Label082F4F
00D6: if  0?
016B:   fading
004D: jump_if_false Label082F67
0001: wait  0? ms
0002: jump Label082F4F

:Label082F67
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
01EB: set_car_density_to  1!
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0373: set_camera_directly_behind_player
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  493.1! -82.4!  9.8!
0004:  3944?? =  0?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
00D6: if  0?
8366:   NOT (unknown)  7236?? 
004D: jump_if_false Label082FE7
01BC: put_object  7236?? at  384.098! -505.893!  9.68!

:Label082FE7
018A:  14064?? = create_checkpoint_at -848.02! -901.72!  10.1!
0164: disable_marker  14064??
03BC:  14548?? = create_sphere  385.13! -509!  8!  1!
03BD: destroy_sphere  14548??
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  2000& ms
0247: request_model #COP
023C: load_special_actor  3? "IGMIKE"
0247: request_model #UZI
0247: request_model #SENTINEL

:Label08304C
00D6: if  23?
8248:   NOT   model #COP available
8248:   NOT   model #UZI available
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #SENTINEL available
004D: jump_if_false Label083074
0001: wait  0? ms
0002: jump Label08304C

:Label083074
0213:  14680?? = create_pickup -86? (HEALTH) type  3? at  366.9! -491.8!  13.5!
009A:  14040?? = create_actor  4? #SPECIAL03 at  381.528! -504.34!  8.4!
01ED: spawn_actor  14040??
0173: set_actor  14040?? z_angle_to  132.535!
04F5: unknown_actor  14040?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  14040??  0? 
0568:  14040??  1?
0372: set_actor  14040?? anim  21? wait_state_time  1000000&& ms
00BC: text_highpriority "BJM1_1"  4000& ms  1? \\ ~g~Break Cam Jones out of police custody!
0187:  14048?? = create_marker_above_actor  14040??
009A:  14068?? = create_actor  4? #COP at  388.3! -473.9!  11.34!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14068?? ped_stats_to  16?
01ED: spawn_actor  14068??
0173: set_actor  14068?? z_angle_to  217.58!
0350: unknown_actor  14068?? not_scared_flag  1?
0194: set_actor  14068?? objective_to_go_to_point  388.3! -473.9!  11.34!
009A:  14112?? = create_actor  4? #COP at  387.58! -471.051!  11.35!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14112?? ped_stats_to  16?
01ED: spawn_actor  14112??
0350: unknown_actor  14112?? not_scared_flag  1?
0173: set_actor  14112?? z_angle_to  352.371!
0372: set_actor  14112?? anim  21? wait_state_time  1000000&& ms
009A:  14156?? = create_actor  4? #COP at  384.196! -472.554!  11.35!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14156?? ped_stats_to  16?
01ED: spawn_actor  14156??
0350: unknown_actor  14156?? not_scared_flag  1?
0173: set_actor  14156?? z_angle_to  105.497!
0372: set_actor  14156?? anim  21? wait_state_time  1000000&& ms
009A:  14200?? = create_actor  4? #COP at  363.709! -475.485!  12.83!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14200?? ped_stats_to  16?
01ED: spawn_actor  14200??
0350: unknown_actor  14200?? not_scared_flag  1?
0173: set_actor  14200?? z_angle_to  11.32!
0372: set_actor  14200?? anim  21? wait_state_time  1000000&& ms
009A:  14244?? = create_actor  4? #COP at  362.483! -485.782!  12.83!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14244?? ped_stats_to  16?
01ED: spawn_actor  14244??
0350: unknown_actor  14244?? not_scared_flag  1?
0173: set_actor  14244?? z_angle_to  137.47!
0372: set_actor  14244?? anim  19? wait_state_time  1000000&& ms
009A:  14260?? = create_actor  4? #COP at  400.053! -493.559!  9.87!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14260?? ped_stats_to  16?
01ED: spawn_actor  14260??
0350: unknown_actor  14260?? not_scared_flag  1?
0173: set_actor  14260?? z_angle_to  326.965!
0372: set_actor  14260?? anim  21? wait_state_time  1000000&& ms
009A:  14324?? = create_actor  4? #COP at  360.686! -487.4!  12.8!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14324?? ped_stats_to  16?
01ED: spawn_actor  14324??
0350: unknown_actor  14324?? not_scared_flag  1?
0173: set_actor  14324?? z_angle_to  289.756!
0372: set_actor  14324?? anim  21? wait_state_time  1000000&& ms
009A:  14340?? = create_actor  4? #COP at  369.358! -477.192!  12.83!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14340?? ped_stats_to  16?
01ED: spawn_actor  14340??
0173: set_actor  14340?? z_angle_to  168.022!
0372: set_actor  14340?? anim  21? wait_state_time  1000000&& ms
009A:  14356?? = create_actor  4? #COP at  373.331! -477.744!  12.8!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14356?? ped_stats_to  16?
01ED: spawn_actor  14356??
0173: set_actor  14356?? z_angle_to  177.095!
0372: set_actor  14356?? anim  21? wait_state_time  1000000&& ms
009A:  14304?? = create_actor  4? #COP at  371! -482.2!  12.8!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14304?? ped_stats_to  16?
01ED: spawn_actor  14304??
0173: set_actor  14304?? z_angle_to  47.54!
0372: set_actor  14304?? anim  25? wait_state_time  1000& ms
0004:  14320?? =  1?  \\ integer values
009A:  14372?? = create_actor  4? #COP at  372.118! -490.603!  12.831!
0008:  14528?? +=  1?  \\ integer values
0243: set_actor  14372?? ped_stats_to  16?
01ED: spawn_actor  14372??
0173: set_actor  14372?? z_angle_to  232.192!
0372: set_actor  14372?? anim  25? wait_state_time  1000& ms
0004:  14388?? =  1?  \\ integer values
0213:  14416?? = create_pickup -129& (KEYCARD) type  3? at  364.99! -472.46!  14.1!
03BC:  14544?? = create_sphere  407.9! -486.35!  11.35!  1!
018D:  14668?? = create_sound  6? at  405.565! -488.547!  12.69!
0004:  492?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label083452
00D6: if  21?
8101:   NOT   actor  14040?? stopped_near_point -829.62! -898.8!  10.11! radius  3!  3!  6! sphere  492??
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label083FE4
0001: wait  0? ms
00D6: if  0?
0038:    14692?? ==  0?  \\ integer values
004D: jump_if_false Label0834F2
00D6: if  0?
0038:    14052?? ==  1?  \\ integer values
004D: jump_if_false Label0834F2
0395: clear_area  0? at  381.942! -449.662! range  9.078!  4!
00A5:  14688?? = create_car #SENTINEL at  381.942! -449.662!  9.078!
0175: set_car  14688?? z_angle_to  123.277!
0004:  14692?? =  1?  \\ integer values

:Label0834F2
00D6: if  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
004D: jump_if_false Label083547
00D6: if  0?
0038:    14672?? ==  0?  \\ integer values
004D: jump_if_false Label083547
0006:  17@ =  0?  \\ integer values
0004:  14672?? =  1?  \\ integer values

:Label083547
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label0838B9
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label083709
00D6: if  0?
0029:    17@ >=  3000&  \\ integer values
004D: jump_if_false Label083709
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label0836B4
00D6: if  0?
0038:    14652?? ==  0?  \\ integer values
004D: jump_if_false Label0836AD
00BC: text_highpriority "BJM1_3"  6000& ms  1? \\ ~g~You will find something useful in the station's locker room.
0004:  14652?? =  1?  \\ integer values

:Label0836AD
0002: jump Label083709

:Label0836B4
00D6: if  0?
0038:    14424?? ==  0?  \\ integer values
004D: jump_if_false Label083709
00D6: if  0?
0038:    14644?? ==  0?  \\ integer values
004D: jump_if_false Label083709
00D6: if  0?
0029:    16@ >=  6000&  \\ integer values
004D: jump_if_false Label083709
00BC: text_highpriority "BJM1_21"  5000& ms  1? \\ ~g~The key card to the cells can be found upstairs in the station.
03DC:  14420?? = create_marker_above_pickup  14416??
0004:  14644?? =  1?  \\ integer values

:Label083709
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
004D: jump_if_false Label0838B9
00D6: if  0?
0019:    17@ >  4000&  \\ integer values
004D: jump_if_false Label0838B9
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label083864
00D6: if  0?
0038:    14652?? ==  0?  \\ integer values
004D: jump_if_false Label08385D
00BC: text_highpriority "BJM1_3"  6000& ms  1? \\ ~g~You will find something useful in the station's locker room.
0004:  14652?? =  1?  \\ integer values

:Label08385D
0002: jump Label0838B9

:Label083864
00D6: if  0?
0038:    14424?? ==  0?  \\ integer values
004D: jump_if_false Label0838B9
00D6: if  0?
0038:    14644?? ==  0?  \\ integer values
004D: jump_if_false Label0838B9
00D6: if  0?
0019:    16@ >  6000&  \\ integer values
004D: jump_if_false Label0838B9
00BC: text_highpriority "BJM1_21"  5000& ms  1? \\ ~g~The key card to the cells can be found upstairs in the station.
03DC:  14420?? = create_marker_above_pickup  14416??
0004:  14644?? =  1?  \\ integer values

:Label0838B9
01BD:  14616?? = current_time_in_ms
00D6: if  0?
0038:    14392?? ==  1?  \\ integer values
004D: jump_if_false Label08398A
00D6: if  0?
0038:    14628?? ==  0?  \\ integer values
004D: jump_if_false Label0838F1
0084:  14620?? =  14616??  \\ integer values and handles
0004:  14628?? =  1?  \\ integer values

:Label0838F1
00D6: if  0?
0038:    14628?? ==  1?  \\ integer values
004D: jump_if_false Label08392D
0084:  14624?? =  14616??  \\ integer values and handles
0060:  14624?? -=  14620??  \\ integer values
00D6: if  0?
0028:    14624?? >=  2000&  \\ integer values
004D: jump_if_false Label08392D
0004:  14628?? =  2?  \\ integer values

:Label08392D
00D6: if  0?
0038:    14632?? ==  0?  \\ integer values
004D: jump_if_false Label08394E
0084:  14640?? =  14616??  \\ integer values and handles
0004:  14632?? =  1?  \\ integer values

:Label08394E
00D6: if  0?
0038:    14632?? ==  1?  \\ integer values
004D: jump_if_false Label08398A
0084:  14636?? =  14616??  \\ integer values and handles
0060:  14636?? -=  14640??  \\ integer values
00D6: if  0?
0028:    14636?? >=  2000&  \\ integer values
004D: jump_if_false Label08398A
0004:  14632?? =  2?  \\ integer values

:Label08398A
00D6: if  0?
0038:    14568?? ==  0?  \\ integer values
004D: jump_if_false Label0839AA
0006:  17@ =  0?  \\ integer values
0004:  14568?? =  1?  \\ integer values

:Label0839AA
00D6: if  0?
0038:    14568?? ==  1?  \\ integer values
004D: jump_if_false Label083A17
00D6: if  0?
0029:    17@ >=  1000&  \\ integer values
004D: jump_if_false Label083A17
00D6: if  0?
0038:    14392?? ==  1?  \\ integer values
004D: jump_if_false Label083A17
00D6: if  0?
0038:    14572?? ==  0?  \\ integer values
004D: jump_if_false Label083A17
018D:  14412?? = create_sound  0? at  385.49! -509!  9.6!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
0004:  14572?? =  1?  \\ integer values

:Label083A17
0054:  14400?? = player $PLAYER_CHAR x_pos,  14404?? = player $PLAYER_CHAR y_pos,  14408?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label083A76
00D6: if  0?
00E7:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  407.9! -486.35! radius  1!  1!
004D: jump_if_false Label083A76
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label083A76
0050: gosub Label088752

:Label083A76
00D6: if  0?
0038:    14432?? ==  0?  \\ integer values
004D: jump_if_false Label083A8F
0050: gosub Label08695A

:Label083A8F
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label083ACB
0050: gosub Label087ADE
0050: gosub Label087296
0050: gosub Label087891
0050: gosub Label088A77
0050: gosub Label087D1E
0002: jump Label083AD0

:Label083ACB
03BD: destroy_sphere  14544??

:Label083AD0
0050: gosub Label08471E
0050: gosub Label084EF3
00D6: if  0?
0038:    14044?? ==  0?  \\ integer values
004D: jump_if_false Label083EE4
00D6: if  21?
0118:   actor  14040?? dead
0038:    14540?? ==  1?  \\ integer values
004D: jump_if_false Label083B6D
040D: unload_wav  1?
040D: unload_wav  2?
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker  14048??
00D6: if  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  376.66! -453.85!  9!  328.91! -504.02!  20! radius  50! sphere  0?
004D: jump_if_false Label083B5F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?

:Label083B5F
0002: jump Label084466
0004:  14044?? =  1?  \\ integer values

:Label083B6D
00D6: if  0?
0038:    14052?? ==  0?  \\ integer values
004D: jump_if_false Label083CF5
00D6: if  0?
0038:    14432?? ==  1?  \\ integer values
004D: jump_if_false Label083CE9
00D6: if  0?
00FC:   player $PLAYER_CHAR  0? ()near_actor  14040?? on_foot radius  4!  4!  4!
004D: jump_if_false Label083CE2
01DF: tie_actor  14040?? to_player $PLAYER_CHAR
01B2: give_actor  14040?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0319: set_actor  14040?? wander_state_to  1? (off)
0164: disable_marker  14048??
0004:  14392?? =  1?  \\ integer values
00D6: if  0?
0038:    14560?? ==  0?  \\ integer values
004D: jump_if_false Label083CE2
00D6: if  0?
0038:    14564?? ==  0?  \\ integer values
004D: jump_if_false Label083C11
03CF: load_wav "BNK1_12" as  1?
0004:  14564?? =  1?  \\ integer values

:Label083C11
00D6: if  0?
0038:    14564?? ==  1?  \\ integer values
004D: jump_if_false Label083C39
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label083C39
0004:  14564?? =  2?  \\ integer values

:Label083C39
00D6: if  0?
0038:    14564?? ==  2?  \\ integer values
004D: jump_if_false Label083C67
03D1: play_wav  1?
00BC: text_highpriority "BNK1_12"  100000&& ms  1? \\ Lose the heat and get me back to my place!
0004:  14564?? =  3?  \\ integer values

:Label083C67
00D6: if  0?
0038:    14564?? ==  3?  \\ integer values
004D: jump_if_false Label083CA0
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label083CA0
03D5: remove_text "BNK1_12" \\ Lose the heat and get me back to my place!
0004:  14052?? =  1?  \\ integer values
0004:  14564?? =  4?  \\ integer values

:Label083CA0
00D6: if  0?
0038:    14564?? ==  4?  \\ integer values
004D: jump_if_false Label083CE2
018A:  14676?? = create_checkpoint_at -3.8! -1265.8!  12!
0004:  14060?? =  1?  \\ integer values
0004:  14560?? =  1?  \\ integer values
0004:  14396?? =  1?  \\ integer values
0004:  14564?? =  5?  \\ integer values

:Label083CE2
0002: jump Label083CF5

:Label083CE9
0372: set_actor  14040?? anim  24? wait_state_time  1000000&& ms

:Label083CF5
00D6: if  0?
0038:    14052?? ==  1?  \\ integer values
004D: jump_if_false Label083EE4
00D6: if  0?
0038:    14396?? ==  1?  \\ integer values
004D: jump_if_false Label083E9A
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label083DAC
00D6: if  0?
0038:    14560?? ==  1?  \\ integer values
004D: jump_if_false Label083D80
00D6: if  0?
0038:    14060?? ==  0?  \\ integer values
004D: jump_if_false Label083D80
00BC: text_highpriority "WANTED1"  5000& ms  1? \\ ~g~Shake the cops and lose your wanted level!
018A:  14676?? = create_checkpoint_at -3.8! -1265.8!  12!
0004:  492?? =  0?  \\ integer values
0004:  14060?? =  1?  \\ integer values

:Label083D80
00D6: if  0?
0038:    14056?? ==  1?  \\ integer values
004D: jump_if_false Label083DA5
0004:  492?? =  0?  \\ integer values
0164: disable_marker  14064??
0004:  14056?? =  0?  \\ integer values

:Label083DA5
0002: jump Label083E1F

:Label083DAC
00D6: if  0?
0038:    14060?? ==  1?  \\ integer values
004D: jump_if_false Label083DCA
0164: disable_marker  14676??
0004:  14060?? =  0?  \\ integer values

:Label083DCA
00D6: if  0?
0038:    14560?? ==  1?  \\ integer values
004D: jump_if_false Label083E1F
00D6: if  0?
0038:    14056?? ==  0?  \\ integer values
004D: jump_if_false Label083E1F
0004:  492?? =  1?  \\ integer values
018A:  14064?? = create_checkpoint_at -848.02! -901.72!  10.1!
00BC: text_highpriority "BJM1_22"  5000& ms  1? \\ ~g~Get Cam back to his house!
0004:  14056?? =  1?  \\ integer values

:Label083E1F
00D6: if  0?
8320:   NOT   actor  14040?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label083E9A
0187:  14048?? = create_marker_above_actor  14040??
00BC: text_highpriority "HEY"  5000& ms  1? \\ ~g~Don't go solo, keep your posse together!
0004:  492?? =  0?  \\ integer values
00D6: if  0?
0038:    14056?? ==  1?  \\ integer values
004D: jump_if_false Label083E75
0004:  492?? =  0?  \\ integer values
0164: disable_marker  14064??
0004:  14056?? =  0?  \\ integer values

:Label083E75
00D6: if  0?
0038:    14060?? ==  1?  \\ integer values
004D: jump_if_false Label083E93
0164: disable_marker  14676??
0004:  14060?? =  0?  \\ integer values

:Label083E93
0004:  14396?? =  0?  \\ integer values

:Label083E9A
00D6: if  0?
0038:    14396?? ==  0?  \\ integer values
004D: jump_if_false Label083EE4
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  14040?? radius  8!  8!  8!
004D: jump_if_false Label083EE4
01DF: tie_actor  14040?? to_player $PLAYER_CHAR
0164: disable_marker  14048??
0004:  14396?? =  1?  \\ integer values

:Label083EE4
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label083F1D
00D6: if  21?
0038:    14440?? ==  1?  \\ integer values
0038:    14448?? ==  1?  \\ integer values
004D: jump_if_false Label083F16
0004:  14392?? =  1?  \\ integer values

:Label083F16
0002: jump Label083F64

:Label083F1D
00D6: if  0?
0038:    14520?? ==  0?  \\ integer values
004D: jump_if_false Label083F3D
0006:  17@ =  0?  \\ integer values
0004:  14520?? =  1?  \\ integer values

:Label083F3D
00D6: if  0?
0038:    14684?? ==  0?  \\ integer values
004D: jump_if_false Label083F64
0050: gosub Label087F4E
0050: gosub Label08834F
0050: gosub Label0883DF

:Label083F64
00D6: if  0?
0038:    14052?? ==  1?  \\ integer values
004D: jump_if_false Label083FDD
00D6: if  0?
0038:    14684?? ==  0?  \\ integer values
004D: jump_if_false Label083FDD
00D6: if  0?
82B4:   NOT   player $PLAYER_CHAR in_cube_on_foot  376.66! -453.85!  9!  328.91! -504.02!  20! radius  50! sphere  0?
004D: jump_if_false Label083FDD
0004:  14684?? =  1?  \\ integer values
00D6: if  0?
0038:    14684?? ==  1?  \\ integer values
004D: jump_if_false Label083FDD
0050: gosub Label088BEB

:Label083FDD
0002: jump Label083452

:Label083FE4
0164: disable_marker  14064??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
015F: set_camera_position -833.312! -904.83!  12.62!  0!  0!  0!
0160: point_camera -832.709! -904.049!  12.49!  2?
03CF: load_wav "BNK1_13" as  1?
03CF: load_wav "BNK1_14" as  2?

:Label08404D
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label084096
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label08408F
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker  14048??
0002: jump Label084466

:Label08408F
0002: jump Label08404D

:Label084096
0470:  14656?? = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label0840C3
01B9: set_actor  14040?? armed_weapon_to  0?
0002: jump Label0840DE

:Label0840C3
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker  14048??
0002: jump Label084466

:Label0840DE
00D6: if  0?
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false Label08411C
020E: actor $PLAYER_ACTOR look_at_actor  14040??
03D1: play_wav  1?
00BC: text_highpriority "BNK1_13"  5000& ms  1? \\ I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms
0002: jump Label08412F

:Label08411C
03D1: play_wav  1?
00BC: text_highpriority "BNK1_13"  5000& ms  1? \\ I'm gonna be doing a job and you're my safe cracker.

:Label08412F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label084174
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label08416D
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker  14048??
0002: jump Label084466

:Label08416D
0002: jump Label08412F

:Label084174
03D5: remove_text "BNK1_13" \\ I'm gonna be doing a job and you're my safe cracker.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label0841E7
00D6: if  0?
80DF:   NOT   actor  14040?? driving
004D: jump_if_false Label0841CD
03D1: play_wav  2?
00BC: text_highpriority "BNK1_14"  5000& ms  1? \\ Beats losing my ass in a cell!
0372: set_actor  14040?? anim  19? wait_state_time  1000000&& ms
0002: jump Label0841E0

:Label0841CD
03D1: play_wav  2?
00BC: text_highpriority "BNK1_14"  5000& ms  1? \\ Beats losing my ass in a cell!

:Label0841E0
0002: jump Label0841FD

:Label0841E7
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label0841FD
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label084248
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label084241
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0164: disable_marker  14048??
0002: jump Label084466

:Label084241
0002: jump Label0841FD

:Label084248
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label084277
03D5: remove_text "BNK1_14" \\ Beats losing my ass in a cell!
0372: set_actor  14040?? anim  0? wait_state_time  1? ms
01E0: clear_leader  14040??
0002: jump Label08428D

:Label084277
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label08428D
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label084349
00D6: if  0?
00DF:   actor  14040?? driving
004D: jump_if_false Label084342
00D9:  14612?? = actor  14040?? car
01D3: actor  14040?? leave_car  14612??

:Label0842BD
00D6: if  0?
00DF:   actor  14040?? driving
004D: jump_if_false Label084342
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label0842F7
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label0842F7
00D6: if  0?
0119:   car  14612?? wrecked
004D: jump_if_false Label08433B
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label084334
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466
0002: jump Label08433B

:Label084334
0002: jump Label084466

:Label08433B
0002: jump Label0842BD

:Label084342
0002: jump Label08435F

:Label084349
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label08435F
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label084394
00A1: put_actor  14040?? at -832.446! -902.456!  10.11!
0173: set_actor  14040?? z_angle_to  165.972!
0002: jump Label0843AA

:Label084394
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label0843AA
015F: set_camera_position -833.797! -908.45!  12.06!  0!  0!  0!
0160: point_camera -833.34! -907.569!  11.94!  2?
0211: actor  14040?? walk_to -833.613! -908.439!
0006:  16@ =  0?  \\ integer values

:Label0843F3
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label084437
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label084430
00BC: text_highpriority "BJM1_2"  5000& ms  1? \\ ~r~You were supposed to bust Cam out, not get him killed!
0002: jump Label084466

:Label084430
0002: jump Label0843F3

:Label084437
009B: destroy_actor_instantly  14040??
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  14656??
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02EB: restore_camera_with_jumpcut
0002: jump Label084477

:Label084466
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label084477
0004:  992?? =  1?  \\ integer values
0318: set_latest_mission_passed "BANK_1" \\ No Escape?
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000&
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread Label00BF14 
0051: return

:Label0844B9
0004: $ONMISSION =  0?  \\ integer values
0004:  3988?? =  0?  \\ integer values
034F: destroy_actor_with_fade  14040??  \\ The actor fades away like a ghost
0213:  8036?? = create_pickup #NITESTICK type  15? at  402.4! -488.3!  12.4!
0215: destroy_pickup  14680??
01EB: set_car_density_to  1!
018E: stop_sound  14660??
018E: stop_sound  14668??
0215: destroy_pickup  14416??
018E: stop_sound  14412??
0249: release_model #COP
0249: release_model #UZI
0249: release_model #SENTINEL
0296: unload_special_actor  3?
03BD: destroy_sphere  14544??
03BD: destroy_sphere  14548??
0164: disable_marker  14048??
0164: disable_marker  14064??
0164: disable_marker  14420??
0164: disable_marker  14676??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if  0?
0038:    5112?? ==  1?  \\ integer values
004D: jump_if_false Label084562
055B:  5188?? = create_clothes_pickup  1? at -384.5! -591.9!  25.3!

:Label084562
00D6: if  0?
0038:    5200?? ==  1?  \\ integer values
004D: jump_if_false Label08458A
055B:  5192?? = create_clothes_pickup  1? at -820.2!  1364.1!  66.4!

:Label08458A
00D6: if  0?
0038:    5108?? ==  1?  \\ integer values
004D: jump_if_false Label0845B2
055B:  5136?? = create_clothes_pickup  1? at  226.4! -1265.6!  20.1!

:Label0845B2
00D6: if  0?
0038:    5060?? ==  1?  \\ integer values
004D: jump_if_false Label0845DA
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!

:Label0845DA
00D6: if  0?
0038:    5064?? ==  1?  \\ integer values
004D: jump_if_false Label084602
055B:  5144?? = create_clothes_pickup  3? at  364.2!  1086.1!  19!

:Label084602
00D6: if  0?
0038:    5068?? ==  1?  \\ integer values
004D: jump_if_false Label08462A
055B:  5148?? = create_clothes_pickup  4? at  106.5!  253!  21.7!

:Label08462A
00D6: if  0?
0038:    5072?? ==  1?  \\ integer values
004D: jump_if_false Label084652
055B:  5152?? = create_clothes_pickup  5? at -1024.5! -433.9!  10.9!

:Label084652
00D6: if  0?
0038:    5076?? ==  1?  \\ integer values
004D: jump_if_false Label08467A
055B:  5156?? = create_clothes_pickup  6? at  405.7! -485.6!  12.3!

:Label08467A
00D6: if  0?
0038:    5080?? ==  1?  \\ integer values
004D: jump_if_false Label0846A2
055B:  5160?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!

:Label0846A2
00D6: if  0?
0038:    5084?? ==  1?  \\ integer values
004D: jump_if_false Label0846CA
055B:  5164?? = create_clothes_pickup  9? at  158.3! -1275.9!  10.6!

:Label0846CA
00D6: if  0?
0038:    5088?? ==  1?  \\ integer values
004D: jump_if_false Label0846F2
055B:  5168?? = create_clothes_pickup  10? at -917.4!  885.1!  11!

:Label0846F2
00D6: if  0?
0038:    5104?? ==  1?  \\ integer values
004D: jump_if_false Label08471A
055B:  5184?? = create_clothes_pickup  7? at  465.3! -57.4!  15.7!

:Label08471A
00D8: mission_cleanup
0051: return

:Label08471E
00D6: if  0?
0038:    14072?? ==  0?  \\ integer values
004D: jump_if_false Label084797
00D6: if  0?
0118:   actor  14068?? dead
004D: jump_if_false Label08475C
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14072?? =  1?  \\ integer values
0002: jump Label084797

:Label08475C
0226:  14108?? = actor  14068?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084797
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14068??
002A:    95? >=  14108??  \\ integer values
004D: jump_if_false Label084797
0004:  14392?? =  1?  \\ integer values

:Label084797
00D6: if  0?
0038:    14116?? ==  0?  \\ integer values
004D: jump_if_false Label084855
00D6: if  0?
0118:   actor  14112?? dead
004D: jump_if_false Label0847D5
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14116?? =  1?  \\ integer values
0002: jump Label084855

:Label0847D5
0226:  14152?? = actor  14112?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084833
00D6: if  0?
0038:    14576?? ==  1?  \\ integer values
004D: jump_if_false Label08480B
0372: set_actor  14112?? anim  24? wait_state_time  1000& ms

:Label08480B
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14112??
002A:    95? >=  14152??  \\ integer values
004D: jump_if_false Label08482C
0004:  14392?? =  1?  \\ integer values

:Label08482C
0002: jump Label084855

:Label084833
00D6: if  0?
0038:    14576?? ==  1?  \\ integer values
004D: jump_if_false Label084855
0372: set_actor  14112?? anim  0? wait_state_time  1? ms
0004:  14576?? =  0?  \\ integer values

:Label084855
00D6: if  0?
0038:    14160?? ==  0?  \\ integer values
004D: jump_if_false Label084913
00D6: if  0?
0118:   actor  14156?? dead
004D: jump_if_false Label084893
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14160?? =  1?  \\ integer values
0002: jump Label084913

:Label084893
0226:  14196?? = actor  14156?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label0848F1
00D6: if  0?
0038:    14580?? ==  1?  \\ integer values
004D: jump_if_false Label0848C9
0372: set_actor  14156?? anim  24? wait_state_time  1000& ms

:Label0848C9
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14156??
002A:    95? >=  14196??  \\ integer values
004D: jump_if_false Label0848EA
0004:  14392?? =  1?  \\ integer values

:Label0848EA
0002: jump Label084913

:Label0848F1
00D6: if  0?
0038:    14580?? ==  1?  \\ integer values
004D: jump_if_false Label084913
0372: set_actor  14156?? anim  0? wait_state_time  1? ms
0004:  14580?? =  0?  \\ integer values

:Label084913
00D6: if  0?
0038:    14204?? ==  0?  \\ integer values
004D: jump_if_false Label0849D1
00D6: if  0?
0118:   actor  14200?? dead
004D: jump_if_false Label084951
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14204?? =  1?  \\ integer values
0002: jump Label0849D1

:Label084951
0226:  14240?? = actor  14200?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label0849AF
00D6: if  0?
0038:    14584?? ==  1?  \\ integer values
004D: jump_if_false Label084987
0372: set_actor  14200?? anim  24? wait_state_time  1000& ms

:Label084987
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14200??
002A:    95? >=  14240??  \\ integer values
004D: jump_if_false Label0849A8
0004:  14392?? =  1?  \\ integer values

:Label0849A8
0002: jump Label0849D1

:Label0849AF
00D6: if  0?
0038:    14584?? ==  1?  \\ integer values
004D: jump_if_false Label0849D1
0372: set_actor  14200?? anim  0? wait_state_time  1? ms
0004:  14584?? =  0?  \\ integer values

:Label0849D1
00D6: if  0?
0038:    14248?? ==  0?  \\ integer values
004D: jump_if_false Label084A73
00D6: if  0?
0118:   actor  14244?? dead
004D: jump_if_false Label084A0F
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14248?? =  1?  \\ integer values
0002: jump Label084A73

:Label084A0F
0226:  14256?? = actor  14244?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084A51
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14244??
002A:    95? >=  14256??  \\ integer values
004D: jump_if_false Label084A4A
0004:  14392?? =  1?  \\ integer values

:Label084A4A
0002: jump Label084A73

:Label084A51
00D6: if  0?
0038:    14588?? ==  1?  \\ integer values
004D: jump_if_false Label084A73
0372: set_actor  14244?? anim  0? wait_state_time  1? ms
0004:  14588?? =  0?  \\ integer values

:Label084A73
00D6: if  0?
0038:    14264?? ==  0?  \\ integer values
004D: jump_if_false Label084B31
00D6: if  0?
0118:   actor  14260?? dead
004D: jump_if_false Label084AB1
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14264?? =  1?  \\ integer values
0002: jump Label084B31

:Label084AB1
0226:  14300?? = actor  14260?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084B0F
00D6: if  0?
0038:    14592?? ==  1?  \\ integer values
004D: jump_if_false Label084AE7
0372: set_actor  14260?? anim  24? wait_state_time  1000& ms

:Label084AE7
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14260??
002A:    95? >=  14300??  \\ integer values
004D: jump_if_false Label084B08
0004:  14392?? =  1?  \\ integer values

:Label084B08
0002: jump Label084B31

:Label084B0F
00D6: if  0?
0038:    14592?? ==  1?  \\ integer values
004D: jump_if_false Label084B31
0372: set_actor  14260?? anim  0? wait_state_time  1? ms
0004:  14592?? =  0?  \\ integer values

:Label084B31
00D6: if  0?
0038:    14308?? ==  0?  \\ integer values
004D: jump_if_false Label084BF4
00D6: if  0?
0118:   actor  14304?? dead
004D: jump_if_false Label084B6F
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14308?? =  1?  \\ integer values
0002: jump Label084BF4

:Label084B6F
0226:  14316?? = actor  14304?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084BCD
00D6: if  0?
0038:    14320?? ==  1?  \\ integer values
004D: jump_if_false Label084BA5
0372: set_actor  14304?? anim  25? wait_state_time  1000& ms

:Label084BA5
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14304??
002A:    95? >=  14316??  \\ integer values
004D: jump_if_false Label084BC6
0004:  14392?? =  1?  \\ integer values

:Label084BC6
0002: jump Label084BF4

:Label084BCD
00D6: if  0?
0038:    14320?? ==  1?  \\ integer values
004D: jump_if_false Label084BF4
0372: set_actor  14304?? anim  0? wait_state_time  1? ms
053D:  14304??
0004:  14320?? =  0?  \\ integer values

:Label084BF4
00D6: if  0?
0038:    14328?? ==  0?  \\ integer values
004D: jump_if_false Label084CB2
00D6: if  0?
0118:   actor  14324?? dead
004D: jump_if_false Label084C32
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14328?? =  1?  \\ integer values
0002: jump Label084CB2

:Label084C32
0226:  14336?? = actor  14324?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084C90
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14324??
002A:    95? >=  14336??  \\ integer values
004D: jump_if_false Label084C6D
0004:  14392?? =  1?  \\ integer values

:Label084C6D
00D6: if  0?
0038:    14596?? ==  1?  \\ integer values
004D: jump_if_false Label084C89
0372: set_actor  14324?? anim  24? wait_state_time  1000& ms

:Label084C89
0002: jump Label084CB2

:Label084C90
00D6: if  0?
0038:    14596?? ==  1?  \\ integer values
004D: jump_if_false Label084CB2
0372: set_actor  14324?? anim  0? wait_state_time  1? ms
0004:  14596?? =  0?  \\ integer values

:Label084CB2
00D6: if  0?
0038:    14344?? ==  0?  \\ integer values
004D: jump_if_false Label084D70
00D6: if  0?
0118:   actor  14340?? dead
004D: jump_if_false Label084CF0
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14344?? =  1?  \\ integer values
0002: jump Label084D70

:Label084CF0
0226:  14352?? = actor  14340?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084D4E
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14340??
002A:    95? >=  14352??  \\ integer values
004D: jump_if_false Label084D2B
0004:  14392?? =  1?  \\ integer values

:Label084D2B
00D6: if  0?
0038:    14600?? ==  1?  \\ integer values
004D: jump_if_false Label084D47
0372: set_actor  14340?? anim  24? wait_state_time  1000& ms

:Label084D47
0002: jump Label084D70

:Label084D4E
00D6: if  0?
0038:    14600?? ==  1?  \\ integer values
004D: jump_if_false Label084D70
0372: set_actor  14340?? anim  0? wait_state_time  1? ms
0004:  14600?? =  0?  \\ integer values

:Label084D70
00D6: if  0?
0038:    14360?? ==  0?  \\ integer values
004D: jump_if_false Label084E2E
00D6: if  0?
0118:   actor  14356?? dead
004D: jump_if_false Label084DAE
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14360?? =  1?  \\ integer values
0002: jump Label084E2E

:Label084DAE
0226:  14368?? = actor  14356?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084E0C
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14356??
002A:    95? >=  14368??  \\ integer values
004D: jump_if_false Label084DE9
0004:  14392?? =  1?  \\ integer values

:Label084DE9
00D6: if  0?
0038:    14604?? ==  1?  \\ integer values
004D: jump_if_false Label084E05
0372: set_actor  14356?? anim  24? wait_state_time  1000& ms

:Label084E05
0002: jump Label084E2E

:Label084E0C
00D6: if  0?
0038:    14604?? ==  1?  \\ integer values
004D: jump_if_false Label084E2E
0372: set_actor  14356?? anim  0? wait_state_time  1? ms
0004:  14604?? =  0?  \\ integer values

:Label084E2E
00D6: if  0?
0038:    14376?? ==  0?  \\ integer values
004D: jump_if_false Label084EF1
00D6: if  0?
0118:   actor  14372?? dead
004D: jump_if_false Label084E6C
000C:  14528?? -=  1?  \\ integer values
0004:  14392?? =  1?  \\ integer values
0004:  14376?? =  1?  \\ integer values
0002: jump Label084EF1

:Label084E6C
0226:  14384?? = actor  14372?? health
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label084ECA
00D6: if  0?
0038:    14388?? ==  1?  \\ integer values
004D: jump_if_false Label084EA2
0372: set_actor  14372?? anim  25? wait_state_time  1000& ms

:Label084EA2
00D6: if  21?
0457:   unknown_player $PLAYER_CHAR unknown_actor  14372??
002A:    95? >=  14384??  \\ integer values
004D: jump_if_false Label084EC3
0004:  14392?? =  1?  \\ integer values

:Label084EC3
0002: jump Label084EF1

:Label084ECA
00D6: if  0?
0038:    14388?? ==  1?  \\ integer values
004D: jump_if_false Label084EF1
0372: set_actor  14372?? anim  0? wait_state_time  1? ms
053D:  14372??
0004:  14388?? =  0?  \\ integer values

:Label084EF1
0051: return

:Label084EF3
00D6: if  0?
0038:    14392?? ==  1?  \\ integer values
004D: jump_if_false Label08693F
00D6: if  0?
0038:    14072?? ==  0?  \\ integer values
004D: jump_if_false Label08538D
00D6: if  0?
0118:   actor  14068?? dead
004D: jump_if_false Label084F3C
000C:  14528?? -=  1?  \\ integer values
0004:  14072?? =  1?  \\ integer values
0002: jump Label08538D

:Label084F3C
00D6: if  0?
0038:    14076?? ==  1?  \\ integer values
004D: jump_if_false Label084F55
0008:  14080?? +=  1?  \\ integer values

:Label084F55
00D6: if  0?
0028:    14080?? >=  100?  \\ integer values
004D: jump_if_false Label084F6E
0004:  14076?? =  0?  \\ integer values

:Label084F6E
00D6: if  0?
0038:    14088?? ==  1?  \\ integer values
004D: jump_if_false Label084F87
0008:  14084?? +=  1?  \\ integer values

:Label084F87
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label08538D
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label08529B
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  14068?? radius  2!  2!
004D: jump_if_false Label0851B6
00D6: if  0?
0038:    14100?? ==  0?  \\ integer values
004D: jump_if_false Label085104
01BE: set_actor  14068?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14068?? flags  1?
0350: unknown_actor  14068?? not_scared_flag  1?
01CA: actor  14068?? kill_player $PLAYER_CHAR
0004:  14100?? =  1?  \\ integer values

:Label085104
00D6: if  0?
0038:    14076?? ==  0?  \\ integer values
004D: jump_if_false Label08511D
0004:  14088?? =  0?  \\ integer values

:Label08511D
00D6: if  0?
0038:    14096?? ==  0?  \\ integer values
004D: jump_if_false Label08513D
0004:  14104?? =  0?  \\ integer values
0004:  14096?? =  1?  \\ integer values

:Label08513D
00D6: if  0?
0038:    14096?? ==  1?  \\ integer values
004D: jump_if_false Label085156
0008:  14104?? +=  1?  \\ integer values

:Label085156
00D6: if  0?
0028:    14104?? >=  20?  \\ integer values
004D: jump_if_false Label0851AF
00D6: if  0?
0038:    14092?? ==  0?  \\ integer values
004D: jump_if_false Label0851AF
01BE: set_actor  14068?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14068?? flags  1?
0350: unknown_actor  14068?? not_scared_flag  1?
01CA: actor  14068?? kill_player $PLAYER_CHAR
0004:  14092?? =  1?  \\ integer values

:Label0851AF
0002: jump Label085294

:Label0851B6
0004:  14096?? =  0?  \\ integer values
00D6: if  0?
0038:    14092?? ==  1?  \\ integer values
004D: jump_if_false Label0851E9
011C: actor  14068?? clear_objective
01ED: spawn_actor  14068??
01B2: give_actor  14068?? weapon  23? ammo  0?  \\ Load the weapon model before using this
0004:  14092?? =  0?  \\ integer values

:Label0851E9
00D6: if  0?
0038:    14076?? ==  0?  \\ integer values
004D: jump_if_false Label08522B
011C: actor  14068?? clear_objective
01ED: spawn_actor  14068??
0372: set_actor  14068?? anim  14? wait_state_time  3000& ms
0004:  14080?? =  0?  \\ integer values
0004:  14084?? =  0?  \\ integer values
0004:  14088?? =  1?  \\ integer values
0004:  14076?? =  1?  \\ integer values

:Label08522B
00D6: if  1?
0038:    14076?? ==  1?  \\ integer values
0028:    14084?? >=  30?  \\ integer values
004D: jump_if_false Label085294
0372: set_actor  14068?? anim  0? wait_state_time  0? ms
00D6: if  0?
0038:    14092?? ==  0?  \\ integer values
004D: jump_if_false Label08527E
01BE: set_actor  14068?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  14092?? =  1?  \\ integer values

:Label08527E
011A: set_actor  14068?? flags  1?
0350: unknown_actor  14068?? not_scared_flag  1?
01CA: actor  14068?? kill_player $PLAYER_CHAR

:Label085294
0002: jump Label08538D

:Label08529B
00D6: if  0?
0038:    14100?? ==  0?  \\ integer values
004D: jump_if_false Label0852E2
01BE: set_actor  14068?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14068?? flags  1?
0350: unknown_actor  14068?? not_scared_flag  1?
01CA: actor  14068?? kill_player $PLAYER_CHAR
0004:  14100?? =  1?  \\ integer values

:Label0852E2
00D6: if  0?
0038:    14076?? ==  0?  \\ integer values
004D: jump_if_false Label0852FB
0004:  14088?? =  0?  \\ integer values

:Label0852FB
00D6: if  0?
0038:    14096?? ==  0?  \\ integer values
004D: jump_if_false Label08531B
0004:  14104?? =  0?  \\ integer values
0004:  14096?? =  1?  \\ integer values

:Label08531B
00D6: if  0?
0038:    14096?? ==  1?  \\ integer values
004D: jump_if_false Label085334
0008:  14104?? +=  1?  \\ integer values

:Label085334
00D6: if  0?
0028:    14104?? >=  20?  \\ integer values
004D: jump_if_false Label08538D
00D6: if  0?
0038:    14092?? ==  0?  \\ integer values
004D: jump_if_false Label08538D
01BE: set_actor  14068?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14068?? flags  1?
0350: unknown_actor  14068?? not_scared_flag  1?
01CA: actor  14068?? kill_player $PLAYER_CHAR
0004:  14092?? =  1?  \\ integer values

:Label08538D
00D6: if  0?
0038:    14116?? ==  0?  \\ integer values
004D: jump_if_false Label085837
00D6: if  0?
0118:   actor  14112?? dead
004D: jump_if_false Label0853C4
000C:  14528?? -=  1?  \\ integer values
0004:  14116?? =  1?  \\ integer values
0002: jump Label085837

:Label0853C4
00D6: if  0?
0038:    14120?? ==  1?  \\ integer values
004D: jump_if_false Label0853DD
0008:  14124?? +=  1?  \\ integer values

:Label0853DD
00D6: if  0?
0028:    14124?? >=  100?  \\ integer values
004D: jump_if_false Label0853F6
0004:  14120?? =  0?  \\ integer values

:Label0853F6
00D6: if  0?
0038:    14132?? ==  1?  \\ integer values
004D: jump_if_false Label08540F
0008:  14128?? +=  1?  \\ integer values

:Label08540F
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label08581C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085723
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  14112?? radius  2!  2!
004D: jump_if_false Label08563E
00D6: if  0?
0038:    14144?? ==  0?  \\ integer values
004D: jump_if_false Label08558C
01BE: set_actor  14112?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14112?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14112?? flags  1?
0350: unknown_actor  14112?? not_scared_flag  1?
01CA: actor  14112?? kill_player $PLAYER_CHAR
0004:  14144?? =  1?  \\ integer values

:Label08558C
00D6: if  0?
0038:    14120?? ==  0?  \\ integer values
004D: jump_if_false Label0855A5
0004:  14132?? =  0?  \\ integer values

:Label0855A5
00D6: if  0?
0038:    14140?? ==  0?  \\ integer values
004D: jump_if_false Label0855C5
0004:  14148?? =  0?  \\ integer values
0004:  14140?? =  1?  \\ integer values

:Label0855C5
00D6: if  0?
0038:    14140?? ==  1?  \\ integer values
004D: jump_if_false Label0855DE
0008:  14148?? +=  1?  \\ integer values

:Label0855DE
00D6: if  0?
0028:    14148?? >=  20?  \\ integer values
004D: jump_if_false Label085637
00D6: if  0?
0038:    14136?? ==  0?  \\ integer values
004D: jump_if_false Label085637
01BE: set_actor  14112?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14112?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14112?? flags  1?
0350: unknown_actor  14112?? not_scared_flag  1?
01CA: actor  14112?? kill_player $PLAYER_CHAR
0004:  14136?? =  1?  \\ integer values

:Label085637
0002: jump Label08571C

:Label08563E
0004:  14140?? =  0?  \\ integer values
00D6: if  0?
0038:    14136?? ==  1?  \\ integer values
004D: jump_if_false Label085671
011C: actor  14112?? clear_objective
01ED: spawn_actor  14112??
01B2: give_actor  14112?? weapon  23? ammo  0?  \\ Load the weapon model before using this
0004:  14136?? =  0?  \\ integer values

:Label085671
00D6: if  0?
0038:    14120?? ==  0?  \\ integer values
004D: jump_if_false Label0856B3
011C: actor  14112?? clear_objective
01ED: spawn_actor  14112??
0372: set_actor  14112?? anim  14? wait_state_time  3000& ms
0004:  14124?? =  0?  \\ integer values
0004:  14128?? =  0?  \\ integer values
0004:  14132?? =  1?  \\ integer values
0004:  14120?? =  1?  \\ integer values

:Label0856B3
00D6: if  1?
0038:    14120?? ==  1?  \\ integer values
0028:    14128?? >=  30?  \\ integer values
004D: jump_if_false Label08571C
0372: set_actor  14112?? anim  0? wait_state_time  0? ms
00D6: if  0?
0038:    14136?? ==  0?  \\ integer values
004D: jump_if_false Label085706
01BE: set_actor  14112?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14112?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  14136?? =  1?  \\ integer values

:Label085706
011A: set_actor  14112?? flags  1?
0350: unknown_actor  14112?? not_scared_flag  1?
01CA: actor  14112?? kill_player $PLAYER_CHAR

:Label08571C
0002: jump Label085815

:Label085723
00D6: if  0?
0038:    14144?? ==  0?  \\ integer values
004D: jump_if_false Label08576A
01BE: set_actor  14112?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14112?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14112?? flags  1?
0350: unknown_actor  14112?? not_scared_flag  1?
01CA: actor  14112?? kill_player $PLAYER_CHAR
0004:  14144?? =  1?  \\ integer values

:Label08576A
00D6: if  0?
0038:    14120?? ==  0?  \\ integer values
004D: jump_if_false Label085783
0004:  14132?? =  0?  \\ integer values

:Label085783
00D6: if  0?
0038:    14140?? ==  0?  \\ integer values
004D: jump_if_false Label0857A3
0004:  14148?? =  0?  \\ integer values
0004:  14140?? =  1?  \\ integer values

:Label0857A3
00D6: if  0?
0038:    14140?? ==  1?  \\ integer values
004D: jump_if_false Label0857BC
0008:  14148?? +=  1?  \\ integer values

:Label0857BC
00D6: if  0?
0028:    14148?? >=  20?  \\ integer values
004D: jump_if_false Label085815
00D6: if  0?
0038:    14136?? ==  0?  \\ integer values
004D: jump_if_false Label085815
01BE: set_actor  14112?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14112?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14112?? flags  1?
0350: unknown_actor  14112?? not_scared_flag  1?
01CA: actor  14112?? kill_player $PLAYER_CHAR
0004:  14136?? =  1?  \\ integer values

:Label085815
0002: jump Label085837

:Label08581C
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label085837
0372: set_actor  14112?? anim  24? wait_state_time  10? ms

:Label085837
00D6: if  0?
0038:    14160?? ==  0?  \\ integer values
004D: jump_if_false Label085CE1
00D6: if  0?
0118:   actor  14156?? dead
004D: jump_if_false Label08586E
000C:  14528?? -=  1?  \\ integer values
0004:  14160?? =  1?  \\ integer values
0002: jump Label085CE1

:Label08586E
00D6: if  0?
0038:    14164?? ==  1?  \\ integer values
004D: jump_if_false Label085887
0008:  14168?? +=  1?  \\ integer values

:Label085887
00D6: if  0?
0028:    14168?? >=  50?  \\ integer values
004D: jump_if_false Label0858A0
0004:  14164?? =  0?  \\ integer values

:Label0858A0
00D6: if  0?
0038:    14176?? ==  1?  \\ integer values
004D: jump_if_false Label0858B9
0008:  14172?? +=  1?  \\ integer values

:Label0858B9
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label085CC6
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085BCD
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  14156?? radius  2!  2!
004D: jump_if_false Label085AE8
00D6: if  0?
0038:    14188?? ==  0?  \\ integer values
004D: jump_if_false Label085A36
01BE: set_actor  14156?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14156?? flags  1?
0350: unknown_actor  14156?? not_scared_flag  1?
01CA: actor  14156?? kill_player $PLAYER_CHAR
0004:  14188?? =  1?  \\ integer values

:Label085A36
00D6: if  0?
0038:    14164?? ==  0?  \\ integer values
004D: jump_if_false Label085A4F
0004:  14176?? =  0?  \\ integer values

:Label085A4F
00D6: if  0?
0038:    14184?? ==  0?  \\ integer values
004D: jump_if_false Label085A6F
0004:  14192?? =  0?  \\ integer values
0004:  14184?? =  1?  \\ integer values

:Label085A6F
00D6: if  0?
0038:    14184?? ==  1?  \\ integer values
004D: jump_if_false Label085A88
0008:  14192?? +=  1?  \\ integer values

:Label085A88
00D6: if  0?
0028:    14192?? >=  20?  \\ integer values
004D: jump_if_false Label085AE1
00D6: if  0?
0038:    14180?? ==  0?  \\ integer values
004D: jump_if_false Label085AE1
01BE: set_actor  14156?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14156?? flags  1?
0350: unknown_actor  14156?? not_scared_flag  1?
01CA: actor  14156?? kill_player $PLAYER_CHAR
0004:  14180?? =  1?  \\ integer values

:Label085AE1
0002: jump Label085BC6

:Label085AE8
0004:  14184?? =  0?  \\ integer values
00D6: if  0?
0038:    14180?? ==  1?  \\ integer values
004D: jump_if_false Label085B1B
011C: actor  14156?? clear_objective
01ED: spawn_actor  14156??
01B2: give_actor  14156?? weapon  23? ammo  0?  \\ Load the weapon model before using this
0004:  14180?? =  0?  \\ integer values

:Label085B1B
00D6: if  0?
0038:    14164?? ==  0?  \\ integer values
004D: jump_if_false Label085B5D
011C: actor  14156?? clear_objective
01ED: spawn_actor  14156??
0372: set_actor  14156?? anim  14? wait_state_time  3000& ms
0004:  14168?? =  0?  \\ integer values
0004:  14172?? =  0?  \\ integer values
0004:  14176?? =  1?  \\ integer values
0004:  14164?? =  1?  \\ integer values

:Label085B5D
00D6: if  1?
0038:    14164?? ==  1?  \\ integer values
0028:    14172?? >=  30?  \\ integer values
004D: jump_if_false Label085BC6
0372: set_actor  14156?? anim  0? wait_state_time  0? ms
00D6: if  0?
0038:    14180?? ==  0?  \\ integer values
004D: jump_if_false Label085BB0
01BE: set_actor  14156?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  14180?? =  1?  \\ integer values

:Label085BB0
011A: set_actor  14156?? flags  1?
0350: unknown_actor  14156?? not_scared_flag  1?
01CA: actor  14156?? kill_player $PLAYER_CHAR

:Label085BC6
0002: jump Label085CBF

:Label085BCD
00D6: if  0?
0038:    14188?? ==  0?  \\ integer values
004D: jump_if_false Label085C14
01BE: set_actor  14156?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14156?? flags  1?
0350: unknown_actor  14156?? not_scared_flag  1?
01CA: actor  14156?? kill_player $PLAYER_CHAR
0004:  14188?? =  1?  \\ integer values

:Label085C14
00D6: if  0?
0038:    14164?? ==  0?  \\ integer values
004D: jump_if_false Label085C2D
0004:  14176?? =  0?  \\ integer values

:Label085C2D
00D6: if  0?
0038:    14184?? ==  0?  \\ integer values
004D: jump_if_false Label085C4D
0004:  14192?? =  0?  \\ integer values
0004:  14184?? =  1?  \\ integer values

:Label085C4D
00D6: if  0?
0038:    14184?? ==  1?  \\ integer values
004D: jump_if_false Label085C66
0008:  14192?? +=  1?  \\ integer values

:Label085C66
00D6: if  0?
0028:    14192?? >=  20?  \\ integer values
004D: jump_if_false Label085CBF
00D6: if  0?
0038:    14180?? ==  0?  \\ integer values
004D: jump_if_false Label085CBF
01BE: set_actor  14156?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14156?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14156?? flags  1?
0350: unknown_actor  14156?? not_scared_flag  1?
01CA: actor  14156?? kill_player $PLAYER_CHAR
0004:  14180?? =  1?  \\ integer values

:Label085CBF
0002: jump Label085CE1

:Label085CC6
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label085CE1
0372: set_actor  14156?? anim  24? wait_state_time  10? ms

:Label085CE1
00D6: if  0?
0038:    14204?? ==  0?  \\ integer values
004D: jump_if_false Label0860DB
00D6: if  0?
0118:   actor  14200?? dead
004D: jump_if_false Label085D18
000C:  14528?? -=  1?  \\ integer values
0004:  14204?? =  1?  \\ integer values
0002: jump Label0860DB

:Label085D18
00D6: if  0?
0038:    14208?? ==  1?  \\ integer values
004D: jump_if_false Label085D31
0008:  14212?? +=  1?  \\ integer values

:Label085D31
00D6: if  0?
0028:    14212?? >=  80?  \\ integer values
004D: jump_if_false Label085D4A
0004:  14208?? =  0?  \\ integer values

:Label085D4A
00D6: if  0?
0038:    14220?? ==  1?  \\ integer values
004D: jump_if_false Label085D63
0008:  14216?? +=  1?  \\ integer values

:Label085D63
00D6: if  21?
02B3:   player $PLAYER_CHAR in_cube  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
02B3:   player $PLAYER_CHAR in_cube  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
004D: jump_if_false Label0860C0
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label085FC7
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  14200?? radius  2!  2!
004D: jump_if_false Label085EEA
00D6: if  0?
0038:    14232?? ==  0?  \\ integer values
004D: jump_if_false Label085E38
01BE: set_actor  14200?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14200?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14200?? flags  1?
0350: unknown_actor  14200?? not_scared_flag  1?
01CA: actor  14200?? kill_player $PLAYER_CHAR
0004:  14232?? =  1?  \\ integer values

:Label085E38
00D6: if  0?
0038:    14208?? ==  0?  \\ integer values
004D: jump_if_false Label085E51
0004:  14220?? =  0?  \\ integer values

:Label085E51
00D6: if  0?
0038:    14228?? ==  0?  \\ integer values
004D: jump_if_false Label085E71
0004:  14236?? =  0?  \\ integer values
0004:  14228?? =  1?  \\ integer values

:Label085E71
00D6: if  0?
0038:    14228?? ==  1?  \\ integer values
004D: jump_if_false Label085E8A
0008:  14236?? +=  1?  \\ integer values

:Label085E8A
00D6: if  0?
0028:    14236?? >=  20?  \\ integer values
004D: jump_if_false Label085EE3
00D6: if  0?
0038:    14224?? ==  0?  \\ integer values
004D: jump_if_false Label085EE3
01BE: set_actor  14200?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14200?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14200?? flags  1?
0350: unknown_actor  14200?? not_scared_flag  1?
01CA: actor  14200?? kill_player $PLAYER_CHAR
0004:  14224?? =  1?  \\ integer values

:Label085EE3
0002: jump Label085FC0

:Label085EEA
0004:  14228?? =  0?  \\ integer values
00D6: if  0?
0038:    14224?? ==  1?  \\ integer values
004D: jump_if_false Label085F1D
011C: actor  14200?? clear_objective
01ED: spawn_actor  14200??
01B2: give_actor  14200?? weapon  23? ammo  0?  \\ Load the weapon model before using this
0004:  14224?? =  0?  \\ integer values

:Label085F1D
00D6: if  0?
0038:    14208?? ==  0?  \\ integer values
004D: jump_if_false Label085F5F
011C: actor  14200?? clear_objective
01ED: spawn_actor  14200??
0372: set_actor  14200?? anim  14? wait_state_time  3000& ms
0004:  14212?? =  0?  \\ integer values
0004:  14216?? =  0?  \\ integer values
0004:  14220?? =  1?  \\ integer values
0004:  14208?? =  1?  \\ integer values

:Label085F5F
00D6: if  1?
0038:    14208?? ==  1?  \\ integer values
0028:    14216?? >=  30?  \\ integer values
004D: jump_if_false Label085FC0
0372: set_actor  14200?? anim  0? wait_state_time  0? ms
00D6: if  0?
0038:    14224?? ==  0?  \\ integer values
004D: jump_if_false Label085FB2
01BE: set_actor  14200?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14200?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  14224?? =  1?  \\ integer values

:Label085FB2
011A: set_actor  14200?? flags  1?
0350: unknown_actor  14200?? not_scared_flag  1?

:Label085FC0
0002: jump Label0860B9

:Label085FC7
00D6: if  0?
0038:    14232?? ==  0?  \\ integer values
004D: jump_if_false Label08600E
01BE: set_actor  14200?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14200?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14200?? flags  1?
0350: unknown_actor  14200?? not_scared_flag  1?
01CA: actor  14200?? kill_player $PLAYER_CHAR
0004:  14232?? =  1?  \\ integer values

:Label08600E
00D6: if  0?
0038:    14208?? ==  0?  \\ integer values
004D: jump_if_false Label086027
0004:  14220?? =  0?  \\ integer values

:Label086027
00D6: if  0?
0038:    14228?? ==  0?  \\ integer values
004D: jump_if_false Label086047
0004:  14236?? =  0?  \\ integer values
0004:  14228?? =  1?  \\ integer values

:Label086047
00D6: if  0?
0038:    14228?? ==  1?  \\ integer values
004D: jump_if_false Label086060
0008:  14236?? +=  1?  \\ integer values

:Label086060
00D6: if  0?
0028:    14236?? >=  20?  \\ integer values
004D: jump_if_false Label0860B9
00D6: if  0?
0038:    14224?? ==  0?  \\ integer values
004D: jump_if_false Label0860B9
01BE: set_actor  14200?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14200?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14200?? flags  1?
0350: unknown_actor  14200?? not_scared_flag  1?
01CA: actor  14200?? kill_player $PLAYER_CHAR
0004:  14224?? =  1?  \\ integer values

:Label0860B9
0002: jump Label0860DB

:Label0860C0
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label0860DB
0372: set_actor  14200?? anim  24? wait_state_time  10? ms

:Label0860DB
00D6: if  0?
0038:    14248?? ==  0?  \\ integer values
004D: jump_if_false Label086181
00D6: if  0?
0118:   actor  14244?? dead
004D: jump_if_false Label086112
000C:  14528?? -=  1?  \\ integer values
0004:  14248?? =  1?  \\ integer values
0002: jump Label086181

:Label086112
00D6: if  0?
0038:    14252?? ==  0?  \\ integer values
004D: jump_if_false Label086152
01B2: give_actor  14244?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14244?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14244?? kill_player $PLAYER_CHAR
0004:  14252?? =  1?  \\ integer values

:Label086152
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label086181
009E: unknown_set_actor  14244?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14244?? kill_player $PLAYER_CHAR

:Label086181
00D6: if  0?
0038:    14264?? ==  0?  \\ integer values
004D: jump_if_false Label086601
00D6: if  0?
0118:   actor  14260?? dead
004D: jump_if_false Label0861B8
000C:  14528?? -=  1?  \\ integer values
0004:  14264?? =  1?  \\ integer values
0002: jump Label086601

:Label0861B8
00D6: if  0?
0038:    14268?? ==  1?  \\ integer values
004D: jump_if_false Label0861D1
0008:  14272?? +=  1?  \\ integer values

:Label0861D1
00D6: if  0?
0028:    14272?? >=  80?  \\ integer values
004D: jump_if_false Label0861EA
0004:  14268?? =  0?  \\ integer values

:Label0861EA
00D6: if  0?
0038:    14280?? ==  1?  \\ integer values
004D: jump_if_false Label086203
0008:  14276?? +=  1?  \\ integer values

:Label086203
00D6: if  24?
02B3:   player $PLAYER_CHAR in_cube  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B3:   player $PLAYER_CHAR in_cube  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B3:   player $PLAYER_CHAR in_cube  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B3:   player $PLAYER_CHAR in_cube  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label0865E6
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0864ED
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  14260?? radius  2!  2!
004D: jump_if_false Label086408
00D6: if  0?
0038:    14292?? ==  0?  \\ integer values
004D: jump_if_false Label086356
01BE: set_actor  14260?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14260?? flags  1?
0350: unknown_actor  14260?? not_scared_flag  1?
01CA: actor  14260?? kill_player $PLAYER_CHAR
0004:  14292?? =  1?  \\ integer values

:Label086356
00D6: if  0?
0038:    14268?? ==  0?  \\ integer values
004D: jump_if_false Label08636F
0004:  14280?? =  0?  \\ integer values

:Label08636F
00D6: if  0?
0038:    14288?? ==  0?  \\ integer values
004D: jump_if_false Label08638F
0004:  14296?? =  0?  \\ integer values
0004:  14288?? =  1?  \\ integer values

:Label08638F
00D6: if  0?
0038:    14288?? ==  1?  \\ integer values
004D: jump_if_false Label0863A8
0008:  14296?? +=  1?  \\ integer values

:Label0863A8
00D6: if  0?
0028:    14296?? >=  20?  \\ integer values
004D: jump_if_false Label086401
00D6: if  0?
0038:    14284?? ==  0?  \\ integer values
004D: jump_if_false Label086401
01BE: set_actor  14260?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14260?? flags  1?
0350: unknown_actor  14260?? not_scared_flag  1?
01CA: actor  14260?? kill_player $PLAYER_CHAR
0004:  14284?? =  1?  \\ integer values

:Label086401
0002: jump Label0864E6

:Label086408
0004:  14288?? =  0?  \\ integer values
00D6: if  0?
0038:    14284?? ==  1?  \\ integer values
004D: jump_if_false Label08643B
011C: actor  14260?? clear_objective
01ED: spawn_actor  14260??
01B2: give_actor  14260?? weapon  23? ammo  0?  \\ Load the weapon model before using this
0004:  14284?? =  0?  \\ integer values

:Label08643B
00D6: if  0?
0038:    14268?? ==  0?  \\ integer values
004D: jump_if_false Label08647D
011C: actor  14260?? clear_objective
01ED: spawn_actor  14260??
0372: set_actor  14260?? anim  14? wait_state_time  3000& ms
0004:  14272?? =  0?  \\ integer values
0004:  14276?? =  0?  \\ integer values
0004:  14280?? =  1?  \\ integer values
0004:  14268?? =  1?  \\ integer values

:Label08647D
00D6: if  1?
0038:    14268?? ==  1?  \\ integer values
0028:    14276?? >=  30?  \\ integer values
004D: jump_if_false Label0864E6
0372: set_actor  14260?? anim  0? wait_state_time  0? ms
00D6: if  0?
0038:    14284?? ==  0?  \\ integer values
004D: jump_if_false Label0864D0
01BE: set_actor  14260?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  14284?? =  1?  \\ integer values

:Label0864D0
011A: set_actor  14260?? flags  1?
0350: unknown_actor  14260?? not_scared_flag  1?
01CA: actor  14260?? kill_player $PLAYER_CHAR

:Label0864E6
0002: jump Label0865DF

:Label0864ED
00D6: if  0?
0038:    14292?? ==  0?  \\ integer values
004D: jump_if_false Label086534
01BE: set_actor  14260?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14260?? flags  1?
01CA: actor  14260?? kill_player $PLAYER_CHAR
0350: unknown_actor  14260?? not_scared_flag  1?
0004:  14292?? =  1?  \\ integer values

:Label086534
00D6: if  0?
0038:    14268?? ==  0?  \\ integer values
004D: jump_if_false Label08654D
0004:  14280?? =  0?  \\ integer values

:Label08654D
00D6: if  0?
0038:    14288?? ==  0?  \\ integer values
004D: jump_if_false Label08656D
0004:  14296?? =  0?  \\ integer values
0004:  14288?? =  1?  \\ integer values

:Label08656D
00D6: if  0?
0038:    14288?? ==  1?  \\ integer values
004D: jump_if_false Label086586
0008:  14296?? +=  1?  \\ integer values

:Label086586
00D6: if  0?
0028:    14296?? >=  20?  \\ integer values
004D: jump_if_false Label0865DF
00D6: if  0?
0038:    14284?? ==  0?  \\ integer values
004D: jump_if_false Label0865DF
01BE: set_actor  14260?? to_look_at_spot  14400??  14404??  14408??
01B2: give_actor  14260?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  14260?? flags  1?
0350: unknown_actor  14260?? not_scared_flag  1?
01CA: actor  14260?? kill_player $PLAYER_CHAR
0004:  14284?? =  1?  \\ integer values

:Label0865DF
0002: jump Label086601

:Label0865E6
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label086601
0372: set_actor  14260?? anim  24? wait_state_time  10? ms

:Label086601
00D6: if  0?
0038:    14308?? ==  0?  \\ integer values
004D: jump_if_false Label0866A7
00D6: if  0?
0118:   actor  14304?? dead
004D: jump_if_false Label086638
000C:  14528?? -=  1?  \\ integer values
0004:  14308?? =  1?  \\ integer values
0002: jump Label0866A7

:Label086638
00D6: if  0?
0038:    14312?? ==  0?  \\ integer values
004D: jump_if_false Label086678
01B2: give_actor  14304?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14304?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14304?? kill_player $PLAYER_CHAR
0004:  14312?? =  1?  \\ integer values

:Label086678
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label0866A7
009E: unknown_set_actor  14304?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14304?? kill_player $PLAYER_CHAR

:Label0866A7
00D6: if  0?
0038:    14328?? ==  0?  \\ integer values
004D: jump_if_false Label08674D
00D6: if  0?
0118:   actor  14324?? dead
004D: jump_if_false Label0866DE
000C:  14528?? -=  1?  \\ integer values
0004:  14328?? =  1?  \\ integer values
0002: jump Label08674D

:Label0866DE
00D6: if  0?
0038:    14332?? ==  0?  \\ integer values
004D: jump_if_false Label08671E
01B2: give_actor  14324?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14324?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14324?? kill_player $PLAYER_CHAR
0004:  14332?? =  1?  \\ integer values

:Label08671E
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label08674D
009E: unknown_set_actor  14324?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14324?? kill_player $PLAYER_CHAR

:Label08674D
00D6: if  0?
0038:    14344?? ==  0?  \\ integer values
004D: jump_if_false Label0867F3
00D6: if  0?
0118:   actor  14340?? dead
004D: jump_if_false Label086784
000C:  14528?? -=  1?  \\ integer values
0004:  14344?? =  1?  \\ integer values
0002: jump Label0867F3

:Label086784
00D6: if  0?
0038:    14348?? ==  0?  \\ integer values
004D: jump_if_false Label0867C4
01B2: give_actor  14340?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14340?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14340?? kill_player $PLAYER_CHAR
0004:  14348?? =  1?  \\ integer values

:Label0867C4
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label0867F3
009E: unknown_set_actor  14340?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14340?? kill_player $PLAYER_CHAR

:Label0867F3
00D6: if  0?
0038:    14360?? ==  0?  \\ integer values
004D: jump_if_false Label086899
00D6: if  0?
0118:   actor  14356?? dead
004D: jump_if_false Label08682A
000C:  14528?? -=  1?  \\ integer values
0004:  14360?? =  1?  \\ integer values
0002: jump Label086899

:Label08682A
00D6: if  0?
0038:    14364?? ==  0?  \\ integer values
004D: jump_if_false Label08686A
01B2: give_actor  14356?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14356?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14356?? kill_player $PLAYER_CHAR
0004:  14364?? =  1?  \\ integer values

:Label08686A
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label086899
009E: unknown_set_actor  14356?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14356?? kill_player $PLAYER_CHAR

:Label086899
00D6: if  0?
0038:    14376?? ==  0?  \\ integer values
004D: jump_if_false Label08693F
00D6: if  0?
0118:   actor  14372?? dead
004D: jump_if_false Label0868D0
000C:  14528?? -=  1?  \\ integer values
0004:  14376?? =  1?  \\ integer values
0002: jump Label08693F

:Label0868D0
00D6: if  0?
0038:    14380?? ==  0?  \\ integer values
004D: jump_if_false Label086910
01B2: give_actor  14372?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14372?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14372?? kill_player $PLAYER_CHAR
0004:  14380?? =  1?  \\ integer values

:Label086910
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label08693F
009E: unknown_set_actor  14372?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14372?? kill_player $PLAYER_CHAR

:Label08693F
00D6: if  0?
0038:    14628?? ==  2?  \\ integer values
004D: jump_if_false Label086958
0004:  14628?? =  0?  \\ integer values

:Label086958
0051: return

:Label08695A
00D6: if  0?
0038:    14424?? ==  0?  \\ integer values
004D: jump_if_false Label086A0E
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  385.13! -509!  8! radius  .5!  .5!  3!
004D: jump_if_false Label0869CB
00D6: if  0?
0038:    14648?? ==  0?  \\ integer values
004D: jump_if_false Label0869C4
00BC: text_highpriority "BJM1_23"  5000& ms  1? \\ ~g~You need to get the key card first!
0004:  14648?? =  1?  \\ integer values

:Label0869C4
0002: jump Label0869D2

:Label0869CB
0004:  14648?? =  0?  \\ integer values

:Label0869D2
00D6: if  0?
0214:   pickup  14416?? picked_up
004D: jump_if_false Label086A07
0164: disable_marker  14420??
03BC:  14548?? = create_sphere  385.13! -509!  8!  1!
0004:  14424?? =  1?  \\ integer values

:Label086A07
0002: jump Label087294

:Label086A0E
00D6: if  0?
0038:    14432?? ==  0?  \\ integer values
004D: jump_if_false Label087294
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  385.13! -509!  8! radius  .5!  .5!  3!
004D: jump_if_false Label087294
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0470:  14656?? = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
03BD: destroy_sphere  14548??
0395: clear_area  0? at  387.22! -506.517! range  9.194!  1!
015F: set_camera_position  387.22! -506.517!  9.194!  0!  0!  0!
0160: point_camera  386.633! -507.287!  9.43!  2?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot  384.932! -510.077!  9.848!
0372: set_actor $PLAYER_ACTOR anim  25? wait_state_time  100000&& ms
0006:  16@ =  0?  \\ integer values

:Label086AEF
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label086B63
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086B1D
0004:  14540?? =  1?  \\ integer values

:Label086B1D
00D6: if  0?
0029:    16@ >=  2000&  \\ integer values
004D: jump_if_false Label086B5C
00D6: if  0?
0038:    14664?? ==  0?  \\ integer values
004D: jump_if_false Label086B5C
018C: play_sound  18? at  384.932! -510.077!  9.848!
0004:  14664?? =  1?  \\ integer values

:Label086B5C
0002: jump Label086AEF

:Label086B63
053D: $PLAYER_ACTOR
0160: point_camera  386.25! -506.384!  9.373!  2?
03CF: load_wav "BNK1_7" as  1?
03CF: load_wav "BNK1_10" as  2?
00D6: if  0?
0038:    14428?? ==  0?  \\ integer values
004D: jump_if_false Label086C92

:Label086BA5
00D6: if  22?
834E:   NOT unknown_move_object  7236?? to  383.252! -506.903!  9.68! unknown_angle  .01!  .01!  0!  0?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label086C5A
0001: wait  0? ms
00D6: if  0?
0038:    14556?? ==  0?  \\ integer values
004D: jump_if_false Label086C0D
018C: play_sound  3? at  383.252! -506.903!  9.68!
0004:  14556?? =  1?  \\ integer values

:Label086C0D
00D6: if  0?
0038:    14556?? ==  1?  \\ integer values
004D: jump_if_false Label086C3C
018D:  14660?? = create_sound  2? at  383.252! -506.903!  9.68!
0004:  14556?? =  2?  \\ integer values

:Label086C3C
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086C53
0004:  14540?? =  1?  \\ integer values

:Label086C53
0002: jump Label086BA5

:Label086C5A
018E: stop_sound  14660??
00D6: if  0?
0038:    14556?? ==  2?  \\ integer values
004D: jump_if_false Label086C8B
018C: play_sound  3? at  383.252! -506.903!  9.68!
0004:  14556?? =  3?  \\ integer values

:Label086C8B
0004:  14428?? =  1?  \\ integer values

:Label086C92
0211: actor $PLAYER_ACTOR walk_to  384.12! -507.38!
0006:  16@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label086CD7
0372: set_actor  14040?? anim  0? wait_state_time  1? ms
0211: actor  14040?? walk_to  383.523! -505.34!
0002: jump Label086CDE

:Label086CD7
0004:  14540?? =  1?  \\ integer values

:Label086CDE
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  384.12! -507.38! radius  .5!  .5!
004D: jump_if_false Label086D73
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086D1F
0004:  14540?? =  1?  \\ integer values

:Label086D1F
00D6: if  0?
0019:    16@ >  8000&  \\ integer values
004D: jump_if_false Label086D6C
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  384.12! -507.38! radius  .5!  .5!
004D: jump_if_false Label086D6C
00A1: put_actor $PLAYER_ACTOR at  384.12! -507.38!  8.4!

:Label086D6C
0002: jump Label086CDE

:Label086D73
0006:  17@ =  0?  \\ integer values

:Label086D7A
00D6: if  0?
80ED:   NOT   actor  14040??  0? ()near_point_on_foot  383.523! -505.34! radius  .5!  .5!
004D: jump_if_false Label086E16
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086DC2
0004:  14540?? =  1?  \\ integer values
0002: jump Label086E0F

:Label086DC2
00D6: if  0?
0019:    17@ >  8000&  \\ integer values
004D: jump_if_false Label086E0F
00D6: if  0?
80ED:   NOT   actor  14040??  0? ()near_point_on_foot  383.523! -505.34! radius  .5!  .5!
004D: jump_if_false Label086E0F
00A1: put_actor  14040?? at  383.523! -505.34!  8.4!

:Label086E0F
0002: jump Label086D7A

:Label086E16
020E: actor $PLAYER_ACTOR look_at_actor  14040??
03D1: play_wav  1?
00BC: text_highpriority "BNK1_7"  5000& ms  1? \\ Cam Jones?
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms

:Label086E3D
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label086E6E
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086E67
0004:  14540?? =  1?  \\ integer values

:Label086E67
0002: jump Label086E3D

:Label086E6E
03D5: remove_text "BNK1_7" \\ Cam Jones?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
03CF: load_wav "BNK1_8" as  1?
03D1: play_wav  2?
00BC: text_highpriority "BNK1_10"  10000& ms  1? \\ Yeah, that's me..
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label086EC3
0372: set_actor  14040?? anim  19? wait_state_time  1000000&& ms
0002: jump Label086ECA

:Label086EC3
0004:  14540?? =  1?  \\ integer values

:Label086ECA
00D6: if  21?
83D2:   NOT   wav  2? ended
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label086EFF
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086EF8
0004:  14540?? =  1?  \\ integer values

:Label086EF8
0002: jump Label086ECA

:Label086EFF
03D5: remove_text "BNK1_10" \\ Yeah, that's me..
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label086F29
0372: set_actor  14040?? anim  0? wait_state_time  1? ms
0002: jump Label086F30

:Label086F29
0004:  14540?? =  1?  \\ integer values

:Label086F30
03CF: load_wav "BNK1_11" as  2?
03D1: play_wav  1?
00BC: text_highpriority "BNK1_8"  10000& ms  1? \\ I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms

:Label086F5B
00D6: if  21?
83D2:   NOT   wav  1? ended
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label086F90
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label086F89
0004:  14540?? =  1?  \\ integer values

:Label086F89
0002: jump Label086F5B

:Label086F90
03D5: remove_text "BNK1_8" \\ I'm busting you out!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
03D1: play_wav  2?
00BC: text_highpriority "BNK1_11"  10000& ms  1? \\ Whatever you say!
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label086FD9
0372: set_actor  14040?? anim  19? wait_state_time  1000000&& ms
0002: jump Label086FE0

:Label086FD9
0004:  14540?? =  1?  \\ integer values

:Label086FE0
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label087011
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label08700A
0004:  14540?? =  1?  \\ integer values

:Label08700A
0002: jump Label086FE0

:Label087011
03D5: remove_text "BNK1_11" \\ Whatever you say!
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label08703B
0372: set_actor  14040?? anim  0? wait_state_time  1? ms
0002: jump Label087042

:Label08703B
0004:  14540?? =  1?  \\ integer values

:Label087042
0395: clear_area  0? at  389.95! -503.077! range  9.114!  1!
015F: set_camera_position  389.95! -503.077!  9.114!  0!  0!  0!
0160: point_camera  389.151! -503.666!  9.229!  2?
0211: actor $PLAYER_ACTOR walk_to  387.64! -505.7!
0006:  17@ =  0?  \\ integer values

:Label0870A3
00D6: if  0?
001B:    750& >  17@  \\ integer values
004D: jump_if_false Label0870D8
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label0870D1
0004:  14540?? =  1?  \\ integer values

:Label0870D1
0002: jump Label0870A3

:Label0870D8
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label0870F7
0211: actor  14040?? walk_to  385.48! -506.76!

:Label0870F7
0006:  16@ =  0?  \\ integer values

:Label0870FE
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  387.64! -505.7! radius  .5!  .5!
004D: jump_if_false Label087193
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label08713F
0004:  14540?? =  1?  \\ integer values

:Label08713F
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label08718C
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  387.64! -505.7! radius  .5!  .5!
004D: jump_if_false Label08718C
00A1: put_actor $PLAYER_ACTOR at  387.64! -505.7!  8.41!

:Label08718C
0002: jump Label0870FE

:Label087193
0006:  17@ =  0?  \\ integer values

:Label08719A
00D6: if  0?
80ED:   NOT   actor  14040??  0? ()near_point_on_foot  385.48! -506.76! radius  .5!  .5!
004D: jump_if_false Label087236
0001: wait  0? ms
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label0871E2
0004:  14540?? =  1?  \\ integer values
0002: jump Label08722F

:Label0871E2
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label08722F
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  385.48! -506.76! radius  .5!  .5!
004D: jump_if_false Label08722F
00A1: put_actor $PLAYER_ACTOR at  385.48! -506.76!  8.41!

:Label08722F
0002: jump Label08719A

:Label087236
0173: set_actor $PLAYER_ACTOR z_angle_to  333.85!
00D6: if  0?
8118:   NOT   actor  14040?? dead
004D: jump_if_false Label087261
0173: set_actor  14040?? z_angle_to  333.85!
0002: jump Label087268

:Label087261
0004:  14540?? =  1?  \\ integer values

:Label087268
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  14656??
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
0004:  14432?? =  1?  \\ integer values

:Label087294
0051: return

:Label087296
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label08788F
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label08759F
00D6: if  1?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  1?
004D: jump_if_false Label08758A
00D6: if  0?
0038:    14552?? ==  0?  \\ integer values
004D: jump_if_false Label0873ED
03CF: load_wav "BJM1_20" as  1?
0004:  14552?? =  1?  \\ integer values

:Label0873ED
00D6: if  0?
0038:    14552?? ==  1?  \\ integer values
004D: jump_if_false Label087415
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label087415
0004:  14552?? =  2?  \\ integer values

:Label087415
00D6: if  0?
0038:    14552?? ==  2?  \\ integer values
004D: jump_if_false Label087441
03D1: play_wav  1?
00BC: text_highpriority "BJM1_20"  5000& ms  1? \\ Put the weapon away or face the consequences!
0004:  14552?? =  3?  \\ integer values

:Label087441
00D6: if  0?
0038:    14552?? ==  3?  \\ integer values
004D: jump_if_false Label087473
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label087473
03D5: remove_text "BJM1_20" \\ Put the weapon away or face the consequences!
0004:  14552?? =  4?  \\ integer values

:Label087473
00D6: if  0?
0038:    14552?? ==  4?  \\ integer values
004D: jump_if_false Label087493
0006:  17@ =  0?  \\ integer values
0004:  14552?? =  5?  \\ integer values

:Label087493
00D6: if  0?
0038:    14552?? ==  5?  \\ integer values
004D: jump_if_false Label0874DD
00D6: if  0?
0029:    17@ >=  4000&  \\ integer values
004D: jump_if_false Label0874DD
00D6: if  0?
0038:    14444?? ==  0?  \\ integer values
004D: jump_if_false Label0874DD
03CF: load_wav "BJM1_4" as  2?
0004:  14444?? =  1?  \\ integer values

:Label0874DD
00D6: if  0?
0038:    14444?? ==  1?  \\ integer values
004D: jump_if_false Label087505
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label087505
0004:  14444?? =  2?  \\ integer values

:Label087505
00D6: if  0?
0038:    14444?? ==  2?  \\ integer values
004D: jump_if_false Label087531
03D1: play_wav  2?
00BC: text_highpriority "BJM1_4"  5000& ms  1? \\ He's armed! Kill him!
0004:  14444?? =  3?  \\ integer values

:Label087531
00D6: if  0?
0038:    14444?? ==  3?  \\ integer values
004D: jump_if_false Label087563
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label087563
03D5: remove_text "BJM1_4" \\ He's armed! Kill him!
0004:  14444?? =  4?  \\ integer values

:Label087563
00D6: if  0?
0038:    14444?? ==  4?  \\ integer values
004D: jump_if_false Label087583
0004:  14440?? =  1?  \\ integer values
0004:  14444?? =  5?  \\ integer values

:Label087583
0002: jump Label08759F

:Label08758A
0004:  14444?? =  0?  \\ integer values
0004:  14552?? =  0?  \\ integer values
0004:  14440?? =  0?  \\ integer values

:Label08759F
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
004D: jump_if_false Label08788F
00D6: if  0?
82D7:   NOT   player $PLAYER_CHAR currentweapon ==  0?
004D: jump_if_false Label08787A
00D6: if  0?
0038:    14552?? ==  0?  \\ integer values
004D: jump_if_false Label0876DD
03CF: load_wav "BJM1_20" as  1?
0004:  14552?? =  1?  \\ integer values

:Label0876DD
00D6: if  0?
0038:    14552?? ==  1?  \\ integer values
004D: jump_if_false Label087705
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label087705
0004:  14552?? =  2?  \\ integer values

:Label087705
00D6: if  0?
0038:    14552?? ==  2?  \\ integer values
004D: jump_if_false Label087731
03D1: play_wav  1?
00BC: text_highpriority "BJM1_20"  5000& ms  1? \\ Put the weapon away or face the consequences!
0004:  14552?? =  3?  \\ integer values

:Label087731
00D6: if  0?
0038:    14552?? ==  3?  \\ integer values
004D: jump_if_false Label087763
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label087763
03D5: remove_text "BJM1_20" \\ Put the weapon away or face the consequences!
0004:  14552?? =  4?  \\ integer values

:Label087763
00D6: if  0?
0038:    14552?? ==  4?  \\ integer values
004D: jump_if_false Label087783
0006:  17@ =  0?  \\ integer values
0004:  14552?? =  5?  \\ integer values

:Label087783
00D6: if  0?
0038:    14552?? ==  5?  \\ integer values
004D: jump_if_false Label0877CD
00D6: if  0?
0029:    17@ >=  4000&  \\ integer values
004D: jump_if_false Label0877CD
00D6: if  0?
0038:    14444?? ==  0?  \\ integer values
004D: jump_if_false Label0877CD
03CF: load_wav "BJM1_4" as  2?
0004:  14444?? =  1?  \\ integer values

:Label0877CD
00D6: if  0?
0038:    14444?? ==  1?  \\ integer values
004D: jump_if_false Label0877F5
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0877F5
0004:  14444?? =  2?  \\ integer values

:Label0877F5
00D6: if  0?
0038:    14444?? ==  2?  \\ integer values
004D: jump_if_false Label087821
03D1: play_wav  2?
00BC: text_highpriority "BJM1_4"  5000& ms  1? \\ He's armed! Kill him!
0004:  14444?? =  3?  \\ integer values

:Label087821
00D6: if  0?
0038:    14444?? ==  3?  \\ integer values
004D: jump_if_false Label087853
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label087853
03D5: remove_text "BJM1_4" \\ He's armed! Kill him!
0004:  14444?? =  4?  \\ integer values

:Label087853
00D6: if  0?
0038:    14444?? ==  4?  \\ integer values
004D: jump_if_false Label087873
0004:  14440?? =  1?  \\ integer values
0004:  14444?? =  5?  \\ integer values

:Label087873
0002: jump Label08788F

:Label08787A
0004:  14444?? =  0?  \\ integer values
0004:  14552?? =  0?  \\ integer values
0004:  14440?? =  0?  \\ integer values

:Label08788F
0051: return

:Label087891
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label087ADC
00D6: if  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label0878F1
00D6: if  0?
0038:    14452?? ==  0?  \\ integer values
004D: jump_if_false Label0878F1
0004:  14452?? =  1?  \\ integer values

:Label0878F1
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
004D: jump_if_false Label087A11
00D6: if  0?
0038:    14452?? ==  0?  \\ integer values
004D: jump_if_false Label087A11
0004:  14452?? =  1?  \\ integer values

:Label087A11
00D6: if  0?
0038:    14452?? ==  1?  \\ integer values
004D: jump_if_false Label087A36
03CF: load_wav "BJM1_5" as  2?
0004:  14452?? =  2?  \\ integer values

:Label087A36
00D6: if  0?
0038:    14452?? ==  2?  \\ integer values
004D: jump_if_false Label087A5E
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label087A5E
0004:  14452?? =  3?  \\ integer values

:Label087A5E
00D6: if  0?
0038:    14452?? ==  3?  \\ integer values
004D: jump_if_false Label087A8A
03D1: play_wav  2?
00BC: text_highpriority "BJM1_5"  5000& ms  1? \\ Only authorized personnel beyond this point!
0004:  14452?? =  4?  \\ integer values

:Label087A8A
00D6: if  0?
0038:    14452?? ==  4?  \\ integer values
004D: jump_if_false Label087ABC
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label087ABC
03D5: remove_text "BJM1_5" \\ Only authorized personnel beyond this point!
0004:  14452?? =  5?  \\ integer values

:Label087ABC
00D6: if  0?
0038:    14452?? ==  5?  \\ integer values
004D: jump_if_false Label087ADC
0004:  14448?? =  1?  \\ integer values
0004:  14452?? =  6?  \\ integer values

:Label087ADC
0051: return

:Label087ADE
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label087D1C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label087D1C
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label087C0E
0004:  14392?? =  1?  \\ integer values

:Label087C0E
00D6: if  25?
02B4:   player $PLAYER_CHAR in_cube_on_foot  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
004D: jump_if_false Label087D1C
0004:  14392?? =  1?  \\ integer values

:Label087D1C
0051: return

:Label087D1E
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label087F4C
00D6: if  25?
02B5:   player $PLAYER_CHAR in_cube_in_car  393.174! -470.686!  10!  386.992! -478.052!  15! radius  8.2! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  397.983! -479.156!  10!  394.546! -483.252!  15! radius  3.3! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  401.651! -480.614!  10!  397.416! -485.66!  15! radius  9.4! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  407.682! -480.576!  10!  405.289! -483.392!  15! radius  4.8! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  389.12! -478.56!  10.34!  379.5! -489.4!  14! radius  4! sphere  0?
004D: jump_if_false Label087E3E
0004:  14392?? =  1?  \\ integer values

:Label087E3E
00D6: if  25?
02B5:   player $PLAYER_CHAR in_cube_in_car  387.811! -486.137!  10!  386.424! -487.79!  15! radius  4.2! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  393.073! -495.966!  8!  390.441! -499.103!  15! radius  2.2! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  378.554! -485.414!  11!  377.167! -487.068!  15! radius  4.2! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  395.032! -484.093!  8!  388.44! -491.948!  15! radius  11.6! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  396.233! -504.359!  7!  386.533! -496.22!  15! radius  12.7! sphere  0?
02B5:   player $PLAYER_CHAR in_cube_in_car  368.888! -465.922!  11!  353.713! -484.155!  20! radius  19.8! sphere  0?
004D: jump_if_false Label087F4C
0004:  14392?? =  1?  \\ integer values

:Label087F4C
0051: return

:Label087F4E
00D6: if  0?
0038:    14684?? ==  0?  \\ integer values
004D: jump_if_false Label08834D
00D6: if  0?
002A:    20? >=  14524??  \\ integer values
004D: jump_if_false Label08834D
00D6: if  0?
001A:    6? >  14528??  \\ integer values
004D: jump_if_false Label08834D
00D6: if  0?
0038:    14532?? ==  2?  \\ integer values
004D: jump_if_false Label087FA4
0006:  17@ =  0?  \\ integer values
0004:  14532?? =  0?  \\ integer values

:Label087FA4
00D6: if  0?
8339:   NOT   objects_in_cube  380! -491.64!  8!  375.62! -493.57!  16!  0?  1?  1?  0?  0?
004D: jump_if_false Label08834D
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label08834D
00D6: if  0?
0038:    14532?? ==  0?  \\ integer values
004D: jump_if_false Label08834D
0004:  14536?? = -1?  \\ integer values
00D6: if  21?
0038:    14460?? ==  0?  \\ integer values
0038:    14460?? ==  2?  \\ integer values
004D: jump_if_false Label088064
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14456?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14456??  \\ integer values and handles
0004:  14460?? =  1?  \\ integer values
0002: jump Label0882F6

:Label088064
00D6: if  21?
0038:    14468?? ==  0?  \\ integer values
0038:    14468?? ==  2?  \\ integer values
004D: jump_if_false Label0880C3
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14464?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14464??  \\ integer values and handles
0004:  14468?? =  1?  \\ integer values
0002: jump Label0882F6

:Label0880C3
00D6: if  21?
0038:    14476?? ==  0?  \\ integer values
0038:    14476?? ==  2?  \\ integer values
004D: jump_if_false Label088122
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14472?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14472??  \\ integer values and handles
0004:  14476?? =  1?  \\ integer values
0002: jump Label0882F6

:Label088122
00D6: if  21?
0038:    14484?? ==  0?  \\ integer values
0038:    14484?? ==  2?  \\ integer values
004D: jump_if_false Label088181
0395: clear_area  0? at -379.88! -493.05! range  11.34!  4!
009A:  14480?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14480??  \\ integer values and handles
0004:  14484?? =  1?  \\ integer values
0002: jump Label0882F6

:Label088181
00D6: if  21?
0038:    14492?? ==  0?  \\ integer values
0038:    14492?? ==  2?  \\ integer values
004D: jump_if_false Label0881E0
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14488?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14488??  \\ integer values and handles
0004:  14492?? =  1?  \\ integer values
0002: jump Label0882F6

:Label0881E0
00D6: if  21?
0038:    14500?? ==  0?  \\ integer values
0038:    14500?? ==  2?  \\ integer values
004D: jump_if_false Label08823F
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14496?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14496??  \\ integer values and handles
0004:  14500?? =  1?  \\ integer values
0002: jump Label0882F6

:Label08823F
00D6: if  21?
0038:    14508?? ==  0?  \\ integer values
0038:    14508?? ==  2?  \\ integer values
004D: jump_if_false Label08829E
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14504?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14504??  \\ integer values and handles
0004:  14508?? =  1?  \\ integer values
0002: jump Label0882F6

:Label08829E
00D6: if  21?
0038:    14516?? ==  0?  \\ integer values
0038:    14516?? ==  2?  \\ integer values
004D: jump_if_false Label0882F6
0395: clear_area  0? at  379.88! -493.05! range  11.34!  4!
009A:  14512?? = create_actor  4? #COP at  379.88! -493.05!  11.34!
0084:  14536?? =  14512??  \\ integer values and handles
0004:  14516?? =  1?  \\ integer values

:Label0882F6
00D6: if  0?
8118:   NOT   actor  14536?? dead
004D: jump_if_false Label08834D
00D6: if  0?
8038:   NOT    14536?? == -1?  \\ integer values
004D: jump_if_false Label08834D
0243: set_actor  14536?? ped_stats_to  16?
0173: set_actor  14536?? z_angle_to  180!
0239: actor  14536?? run_to  381.53! -490.91!
0008:  14528?? +=  1?  \\ integer values
0008:  14524?? +=  1?  \\ integer values
0004:  14532?? =  1?  \\ integer values

:Label08834D
0051: return

:Label08834F
00D6: if  0?
0038:    14532?? ==  1?  \\ integer values
004D: jump_if_false Label0883DD
00D6: if  0?
8118:   NOT   actor  14536?? dead
004D: jump_if_false Label0883D6
00D6: if  0?
00FF:   actor  14536??  0? ()near_point_on_foot  381.53! -490.91!  11.35! radius  1!  1!  2!
004D: jump_if_false Label0883CF
01B2: give_actor  14536?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  14536?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14536?? kill_player $PLAYER_CHAR
0004:  14532?? =  2?  \\ integer values

:Label0883CF
0002: jump Label0883DD

:Label0883D6
0004:  14532?? =  2?  \\ integer values

:Label0883DD
0051: return

:Label0883DF
00D6: if  0?
0038:    14460?? ==  1?  \\ integer values
004D: jump_if_false Label08844A
00D6: if  0?
0118:   actor  14456?? dead
004D: jump_if_false Label08841B
034F: destroy_actor_with_fade  14456??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14460?? =  2?  \\ integer values
0002: jump Label08844A

:Label08841B
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label08844A
009E: unknown_set_actor  14456?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14456?? kill_player $PLAYER_CHAR

:Label08844A
00D6: if  0?
0038:    14468?? ==  1?  \\ integer values
004D: jump_if_false Label0884B5
00D6: if  0?
0118:   actor  14464?? dead
004D: jump_if_false Label088486
034F: destroy_actor_with_fade  14464??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14468?? =  2?  \\ integer values
0002: jump Label0884B5

:Label088486
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label0884B5
009E: unknown_set_actor  14464?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14464?? kill_player $PLAYER_CHAR

:Label0884B5
00D6: if  0?
0038:    14476?? ==  1?  \\ integer values
004D: jump_if_false Label088520
00D6: if  0?
0118:   actor  14472?? dead
004D: jump_if_false Label0884F1
034F: destroy_actor_with_fade  14472??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14476?? =  2?  \\ integer values
0002: jump Label088520

:Label0884F1
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label088520
009E: unknown_set_actor  14472?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14472?? kill_player $PLAYER_CHAR

:Label088520
00D6: if  0?
0038:    14484?? ==  1?  \\ integer values
004D: jump_if_false Label08858B
00D6: if  0?
0118:   actor  14480?? dead
004D: jump_if_false Label08855C
034F: destroy_actor_with_fade  14480??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14484?? =  2?  \\ integer values
0002: jump Label08858B

:Label08855C
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label08858B
009E: unknown_set_actor  14480?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14480?? kill_player $PLAYER_CHAR

:Label08858B
00D6: if  0?
0038:    14492?? ==  1?  \\ integer values
004D: jump_if_false Label0885F6
00D6: if  0?
0118:   actor  14488?? dead
004D: jump_if_false Label0885C7
034F: destroy_actor_with_fade  14488??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14492?? =  2?  \\ integer values
0002: jump Label0885F6

:Label0885C7
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label0885F6
009E: unknown_set_actor  14488?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14488?? kill_player $PLAYER_CHAR

:Label0885F6
00D6: if  0?
0038:    14500?? ==  1?  \\ integer values
004D: jump_if_false Label088661
00D6: if  0?
0118:   actor  14496?? dead
004D: jump_if_false Label088632
034F: destroy_actor_with_fade  14496??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14500?? =  2?  \\ integer values
0002: jump Label088661

:Label088632
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label088661
009E: unknown_set_actor  14496?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14496?? kill_player $PLAYER_CHAR

:Label088661
00D6: if  0?
0038:    14508?? ==  1?  \\ integer values
004D: jump_if_false Label0886CC
00D6: if  0?
0118:   actor  14504?? dead
004D: jump_if_false Label08869D
034F: destroy_actor_with_fade  14504??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14508?? =  2?  \\ integer values
0002: jump Label0886CC

:Label08869D
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label0886CC
009E: unknown_set_actor  14504?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14504?? kill_player $PLAYER_CHAR

:Label0886CC
00D6: if  0?
0038:    14516?? ==  1?  \\ integer values
004D: jump_if_false Label088737
00D6: if  0?
0118:   actor  14512?? dead
004D: jump_if_false Label088708
034F: destroy_actor_with_fade  14512??  \\ The actor fades away like a ghost
000C:  14528?? -=  1?  \\ integer values
0004:  14516?? =  2?  \\ integer values
0002: jump Label088737

:Label088708
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label088737
009E: unknown_set_actor  14512?? path  14400??  14404??  14408?? radius  .5!  1?
01CA: actor  14512?? kill_player $PLAYER_CHAR

:Label088737
00D6: if  0?
0038:    14632?? ==  2?  \\ integer values
004D: jump_if_false Label088750
0004:  14632?? =  0?  \\ integer values

:Label088750
0051: return

:Label088752
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label088A75
03BD: destroy_sphere  14544??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
015F: set_camera_position  399.925! -485.48!  14.542!  0!  0!  0!
0160: point_camera  400.831! -485.674!  14.162!  2?
0211: actor $PLAYER_ACTOR walk_to  409.56! -484.36!
0006:  16@ =  0?  \\ integer values

:Label0887D3
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  409.56! -484.36! radius  1!  1!
004D: jump_if_false Label08888A
0001: wait  0? ms
00D6: if  0?
0038:    14540?? ==  0?  \\ integer values
004D: jump_if_false Label088826
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label088826
0004:  14540?? =  1?  \\ integer values

:Label088826
00D6: if  0?
0019:    16@ >  8000&  \\ integer values
004D: jump_if_false Label088883
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  409.56! -484.36! radius  1!  1!
004D: jump_if_false Label088883
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label088883
00A1: put_actor $PLAYER_ACTOR at  409.56! -484.36!  11.35!

:Label088883
0002: jump Label0887D3

:Label08888A
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0888BE
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0888BE
0353: refresh_actor $PLAYER_ACTOR

:Label0888BE
0211: actor $PLAYER_ACTOR walk_to  407.77! -487.13!
0006:  16@ =  0?  \\ integer values

:Label0888D4
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  407.77! -487.13! radius  .5!  .5!
004D: jump_if_false Label08898B
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  8000&  \\ integer values
004D: jump_if_false Label08895B
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  407.77! -487.13! radius  .5!  .5!
004D: jump_if_false Label08895B
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label08895B
00A1: put_actor $PLAYER_ACTOR at  407.77! -487.13!  11.35!

:Label08895B
00D6: if  0?
0038:    14540?? ==  0?  \\ integer values
004D: jump_if_false Label088984
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label088984
0004:  14540?? =  1?  \\ integer values

:Label088984
0002: jump Label0888D4

:Label08898B
0211: actor $PLAYER_ACTOR walk_to  406.16! -487.14!

:Label08899A
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  406.16! -487.14! radius  .5!  .5!
004D: jump_if_false Label088A51
0001: wait  0? ms
00D6: if  0?
0038:    14540?? ==  0?  \\ integer values
004D: jump_if_false Label0889ED
00D6: if  0?
0118:   actor  14040?? dead
004D: jump_if_false Label0889ED
0004:  14540?? =  1?  \\ integer values

:Label0889ED
00D6: if  0?
0019:    16@ >  8000&  \\ integer values
004D: jump_if_false Label088A4A
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot  406.16! -487.14! radius  .5!  .5!
004D: jump_if_false Label088A4A
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label088A4A
00A1: put_actor $PLAYER_ACTOR at  406.16! -487.14!  11.35!

:Label088A4A
0002: jump Label08899A

:Label088A51
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
0004:  14436?? =  1?  \\ integer values

:Label088A75
0051: return

:Label088A77
00D6: if  0?
0038:    14392?? ==  0?  \\ integer values
004D: jump_if_false Label088BE9
00D6: if  0?
0038:    14436?? ==  0?  \\ integer values
004D: jump_if_false Label088BE9
00D6: if  0?
02B4:   player $PLAYER_CHAR in_cube_on_foot  393.174! -470.686!  8!  386.992! -478.052!  15! radius  8.2! sphere  0?
004D: jump_if_false Label088AE9
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label088AE9
0004:  14392?? =  1?  \\ integer values

:Label088AE9
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube  390.82! -471!  10!  385! -468.27!  15! radius  10! sphere  0?
004D: jump_if_false Label088B37
00D6: if  0?
0038:    14608?? ==  0?  \\ integer values
004D: jump_if_false Label088B37
0004:  14608?? =  1?  \\ integer values

:Label088B37
00D6: if  0?
0038:    14608?? ==  1?  \\ integer values
004D: jump_if_false Label088B5C
03CF: load_wav "BJM1_5" as  2?
0004:  14608?? =  2?  \\ integer values

:Label088B5C
00D6: if  0?
0038:    14608?? ==  2?  \\ integer values
004D: jump_if_false Label088B84
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label088B84
0004:  14608?? =  3?  \\ integer values

:Label088B84
00D6: if  0?
0038:    14608?? ==  3?  \\ integer values
004D: jump_if_false Label088BB0
03D1: play_wav  2?
00BC: text_highpriority "BJM1_5"  5000& ms  1? \\ Only authorized personnel beyond this point!
0004:  14608?? =  4?  \\ integer values

:Label088BB0
00D6: if  0?
0038:    14608?? ==  4?  \\ integer values
004D: jump_if_false Label088BE9
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label088BE9
03D5: remove_text "BJM1_5" \\ Only authorized personnel beyond this point!
0004:  14392?? =  1?  \\ integer values
0004:  14608?? =  5?  \\ integer values

:Label088BE9
0051: return

:Label088BEB
01C2: remove_references_to_actor  14068??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14112??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14156??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14200??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14244??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14260??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14304??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14324??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14340??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14356??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14372??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14456??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14464??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14472??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14480??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14488??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14496??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14504??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  14512??  \\ Like turning an actor into a random pedestrian
0004:  14684?? =  2?  \\ integer values
0051: return

;-------------Mission 22---------------
; Originally: The Shootist


:Label088C53
03A4: name_thread "BANKJO2"
0050: gosub Label088C96
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label088C78
0050: gosub Label08F62C

:Label088C78
0050: gosub Label08F69C
004E: end_thread
0004:  15880?? =  0?  \\ integer values
0004:  15884?? =  0?  \\ integer values
0004:  15888?? =  0?  \\ integer values

:Label088C96
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0004:  14708?? =  121000&&  \\ integer values
0004:  14696?? =  0?  \\ integer values
0004:  14704?? =  0?  \\ integer values
0004:  14720?? =  0?  \\ integer values
0004:  14724?? =  0?  \\ integer values
0004:  14728?? =  0?  \\ integer values
0004:  14732?? =  0?  \\ integer values
0004:  14736?? =  0?  \\ integer values
0004:  14740?? =  0?  \\ integer values
0004:  14748?? =  0?  \\ integer values
0004:  14752?? =  0?  \\ integer values
0004:  14756?? =  0?  \\ integer values
0004:  14760?? =  0?  \\ integer values
0004:  14764?? =  0?  \\ integer values
0004:  14768?? =  0?  \\ integer values
0005:  14796?? =  0!  \\ floating-point values
0005:  14800?? =  0!  \\ floating-point values
0005:  14804?? =  0!  \\ floating-point values
0004:  14744?? =  0?  \\ integer values
0004:  15048?? =  0?  \\ integer values
0004:  15052?? =  0?  \\ integer values
0005:  14796?? = -673.29!  \\ floating-point values
0005:  14800?? =  1238.52!  \\ floating-point values
0005:  14804?? =  11.5!  \\ floating-point values
0004:  14828?? =  0?  \\ integer values
0004:  14832?? =  0?  \\ integer values
0004:  14836?? =  0?  \\ integer values
0004:  14840?? =  0?  \\ integer values
0004:  14844?? =  0?  \\ integer values
0004:  14848?? =  0?  \\ integer values
0005:  14876?? =  0!  \\ floating-point values
0005:  14880?? =  0!  \\ floating-point values
0005:  14884?? =  0!  \\ floating-point values
0004:  14824?? =  0?  \\ integer values
0005:  14888?? =  0!  \\ floating-point values
0005:  14892?? =  0!  \\ floating-point values
0005:  14896?? =  0!  \\ floating-point values
0004:  14900?? =  0?  \\ integer values
0005:  14876?? = -676.11!  \\ floating-point values
0005:  14880?? =  1227!  \\ floating-point values
0005:  14884?? =  11.5!  \\ floating-point values
0004:  14908?? =  0?  \\ integer values
0004:  14912?? =  0?  \\ integer values
0004:  14916?? =  0?  \\ integer values
0004:  14920?? =  0?  \\ integer values
0004:  14924?? =  0?  \\ integer values
0004:  14928?? =  0?  \\ integer values
0005:  14956?? =  0!  \\ floating-point values
0005:  14960?? =  0!  \\ floating-point values
0005:  14964?? =  0!  \\ floating-point values
0004:  14904?? =  0?  \\ integer values
0005:  14968?? =  0!  \\ floating-point values
0005:  14972?? =  0!  \\ floating-point values
0005:  14976?? =  0!  \\ floating-point values
0004:  14980?? =  0?  \\ integer values
0005:  14956?? = -679.04!  \\ floating-point values
0005:  14960?? =  1238.52!  \\ floating-point values
0005:  14964?? =  11.5!  \\ floating-point values
0004:  14984?? =  0?  \\ integer values
0004:  14988?? =  0?  \\ integer values
0004:  15340?? =  0?  \\ integer values
0004:  14996?? =  0?  \\ integer values
0005:  15000?? =  0!  \\ floating-point values
0005:  15004?? =  0!  \\ floating-point values
0005:  15008?? =  0!  \\ floating-point values
0005:  15012?? =  0!  \\ floating-point values
0004:  15020?? =  0?  \\ integer values
0004:  15024?? =  0?  \\ integer values
0005:  15028?? =  0!  \\ floating-point values
0005:  15032?? =  0!  \\ floating-point values
0005:  15036?? =  0!  \\ floating-point values
0004:  15040?? =  0?  \\ integer values
0004:  15044?? =  0?  \\ integer values
0005:  15056?? =  0!  \\ floating-point values
0005:  15060?? =  0!  \\ floating-point values
0005:  15064?? =  0!  \\ floating-point values
0005:  15068?? =  0!  \\ floating-point values
0004:  15076?? =  0?  \\ integer values
0004:  15080?? =  0?  \\ integer values
0005:  15084?? =  0!  \\ floating-point values
0005:  15088?? =  0!  \\ floating-point values
0005:  15092?? =  0!  \\ floating-point values
0004:  15096?? =  0?  \\ integer values
0004:  15100?? =  0?  \\ integer values
0005:  15112?? =  0!  \\ floating-point values
0005:  15116?? =  0!  \\ floating-point values
0005:  15120?? =  0!  \\ floating-point values
0005:  15124?? =  0!  \\ floating-point values
0004:  15132?? =  0?  \\ integer values
0004:  15136?? =  0?  \\ integer values
0005:  15140?? =  0!  \\ floating-point values
0005:  15144?? =  0!  \\ floating-point values
0005:  15148?? =  0!  \\ floating-point values
0004:  15152?? =  0?  \\ integer values
0004:  15156?? =  0?  \\ integer values
0005:  15168?? =  0!  \\ floating-point values
0005:  15172?? =  0!  \\ floating-point values
0005:  15176?? =  0!  \\ floating-point values
0005:  15180?? =  0!  \\ floating-point values
0004:  15188?? =  0?  \\ integer values
0004:  15192?? =  0?  \\ integer values
0005:  15196?? =  0!  \\ floating-point values
0005:  15200?? =  0!  \\ floating-point values
0005:  15204?? =  0!  \\ floating-point values
0004:  15208?? =  0?  \\ integer values
0004:  15212?? =  0?  \\ integer values
0005:  15224?? =  0!  \\ floating-point values
0005:  15228?? =  0!  \\ floating-point values
0005:  15232?? =  0!  \\ floating-point values
0005:  15236?? =  0!  \\ floating-point values
0004:  15244?? =  0?  \\ integer values
0004:  15248?? =  0?  \\ integer values
0005:  15252?? =  0!  \\ floating-point values
0005:  15256?? =  0!  \\ floating-point values
0005:  15260?? =  0!  \\ floating-point values
0004:  15264?? =  0?  \\ integer values
0004:  15268?? =  0?  \\ integer values
0005:  15280?? =  0!  \\ floating-point values
0005:  15284?? =  0!  \\ floating-point values
0005:  15288?? =  0!  \\ floating-point values
0005:  15292?? =  0!  \\ floating-point values
0004:  15300?? =  0?  \\ integer values
0004:  15304?? =  0?  \\ integer values
0005:  15308?? =  0!  \\ floating-point values
0005:  15312?? =  0!  \\ floating-point values
0005:  15316?? =  0!  \\ floating-point values
0004:  15320?? =  0?  \\ integer values
0004:  15324?? =  0?  \\ integer values
0004:  15336?? =  0?  \\ integer values
0004:  15352?? =  0?  \\ integer values
0004:  15356?? =  0?  \\ integer values
0005:  15376?? = -674.16!  \\ floating-point values
0005:  15380?? =  1288.23!  \\ floating-point values
0005:  15384?? =  9.81!  \\ floating-point values
0005:  15360?? =  0!  \\ floating-point values
0005:  15364?? =  0!  \\ floating-point values
0005:  15368?? =  0!  \\ floating-point values
0004:  15372?? =  0?  \\ integer values
0004:  15392?? =  0?  \\ integer values
0004:  15396?? =  0?  \\ integer values
0005:  15416?? = -673.46!  \\ floating-point values
0005:  15420?? =  1279.29!  \\ floating-point values
0005:  15424?? =  9.81!  \\ floating-point values
0005:  15400?? =  0!  \\ floating-point values
0005:  15404?? =  0!  \\ floating-point values
0005:  15408?? =  0!  \\ floating-point values
0004:  15412?? =  0?  \\ integer values
0004:  15432?? =  0?  \\ integer values
0004:  15436?? =  0?  \\ integer values
0005:  15456?? = -683.23!  \\ floating-point values
0005:  15460?? =  1281.5!  \\ floating-point values
0005:  15464?? =  9.81!  \\ floating-point values
0005:  15440?? =  0!  \\ floating-point values
0005:  15444?? =  0!  \\ floating-point values
0005:  15448?? =  0!  \\ floating-point values
0004:  15452?? =  0?  \\ integer values
0004:  15472?? =  0?  \\ integer values
0004:  15476?? =  0?  \\ integer values
0005:  15496?? = -683.73!  \\ floating-point values
0005:  15500?? =  1289.19!  \\ floating-point values
0005:  15504?? =  9.81!  \\ floating-point values
0005:  15480?? =  0!  \\ floating-point values
0005:  15484?? =  0!  \\ floating-point values
0005:  15488?? =  0!  \\ floating-point values
0004:  15492?? =  0?  \\ integer values
0004:  15512?? =  0?  \\ integer values
0004:  15516?? =  0?  \\ integer values
0005:  15536?? = -678.21!  \\ floating-point values
0005:  15540?? =  1293.04!  \\ floating-point values
0005:  15544?? =  8!  \\ floating-point values
0005:  15520?? =  0!  \\ floating-point values
0005:  15524?? =  0!  \\ floating-point values
0005:  15528?? =  0!  \\ floating-point values
0004:  15532?? =  0?  \\ integer values
0004:  15552?? =  0?  \\ integer values
0004:  15556?? =  0?  \\ integer values
0005:  15576?? = -682.67!  \\ floating-point values
0005:  15580?? =  1279.42!  \\ floating-point values
0005:  15584?? =  13!  \\ floating-point values
0005:  15560?? =  0!  \\ floating-point values
0005:  15564?? =  0!  \\ floating-point values
0005:  15568?? =  0!  \\ floating-point values
0004:  15572?? =  0?  \\ integer values
0004:  15592?? =  0?  \\ integer values
0004:  15596?? =  0?  \\ integer values
0005:  15616?? = -673.1!  \\ floating-point values
0005:  15620?? =  1277.8!  \\ floating-point values
0005:  15624?? =  13!  \\ floating-point values
0005:  15600?? =  0!  \\ floating-point values
0005:  15604?? =  0!  \\ floating-point values
0005:  15608?? =  0!  \\ floating-point values
0004:  15612?? =  0?  \\ integer values
0004:  14820?? =  0?  \\ integer values
0005:  15000?? = -683.07!  \\ floating-point values
0005:  15004?? =  1269.74!  \\ floating-point values
0005:  15008?? =  9.81!  \\ floating-point values
0005:  15012?? =  90!  \\ floating-point values
0005:  15056?? = -683.11!  \\ floating-point values
0005:  15060?? =  1272.55!  \\ floating-point values
0005:  15064?? =  9.81!  \\ floating-point values
0005:  15068?? =  90!  \\ floating-point values
0005:  15112?? = -683.23!  \\ floating-point values
0005:  15116?? =  1275.01!  \\ floating-point values
0005:  15120?? =  9.81!  \\ floating-point values
0005:  15124?? =  90!  \\ floating-point values
0005:  15168?? = -683.64!  \\ floating-point values
0005:  15172?? =  1278.1!  \\ floating-point values
0005:  15176?? =  12.56!  \\ floating-point values
0005:  15180?? =  90!  \\ floating-point values
0005:  15224?? = -683.54!  \\ floating-point values
0005:  15228?? =  1275.25!  \\ floating-point values
0005:  15232?? =  12.62!  \\ floating-point values
0005:  15236?? =  90!  \\ floating-point values
0005:  15280?? = -683.54!  \\ floating-point values
0005:  15284?? =  1272.39!  \\ floating-point values
0005:  15288?? =  12.62!  \\ floating-point values
0005:  15292?? =  90!  \\ floating-point values
0004:  15644?? =  0?  \\ integer values
0004:  15648?? =  0?  \\ integer values
0004:  15652?? =  0?  \\ integer values
0004:  15656?? =  0?  \\ integer values
0004:  15660?? =  0?  \\ integer values
0004:  15664?? =  0?  \\ integer values
0004:  15668?? =  0?  \\ integer values
0004:  15672?? =  61000&&  \\ integer values
0004:  15676?? =  61000&&  \\ integer values
0004:  15680?? =  0?  \\ integer values
0004:  15684?? =  0?  \\ integer values
0004:  15688?? =  0?  \\ integer values
0004:  15692?? =  0?  \\ integer values
0004:  15696?? =  0?  \\ integer values
0004:  15700?? =  0?  \\ integer values
0004:  15704?? =  0?  \\ integer values
0004:  15708?? =  0?  \\ integer values
0004:  15712?? =  0?  \\ integer values
0004:  15716?? =  0?  \\ integer values
0004:  15720?? =  0?  \\ integer values
0004:  15724?? =  0?  \\ integer values
0004:  15728?? =  0?  \\ integer values
0004:  15732?? =  0?  \\ integer values
0004:  15736?? =  0?  \\ integer values
0004:  15740?? =  0?  \\ integer values
0004:  15744?? =  0?  \\ integer values
0004:  15748?? =  0?  \\ integer values
0004:  15752?? =  0?  \\ integer values
0004:  15756?? =  0?  \\ integer values
0004:  15760?? =  0?  \\ integer values
0004:  15764?? =  0?  \\ integer values
0004:  15768?? =  0?  \\ integer values
0004:  15772?? =  0?  \\ integer values
0004:  15788?? =  0?  \\ integer values
0004:  15792?? =  0?  \\ integer values
0004:  15796?? =  0?  \\ integer values
0004:  15800?? =  0?  \\ integer values
0004:  15804?? =  0?  \\ integer values
0004:  15808?? =  0?  \\ integer values
0004:  15812?? =  0?  \\ integer values
0004:  15816?? =  0?  \\ integer values
0004:  15820?? =  0?  \\ integer values
0004:  15828?? =  0?  \\ integer values
0004:  15832?? =  0?  \\ integer values
0004:  15836?? =  0?  \\ integer values
0004:  15840?? =  0?  \\ integer values
0004:  15844?? =  0?  \\ integer values
0004:  15848?? =  0?  \\ integer values
0004:  15852?? =  0?  \\ integer values
0004:  15856?? =  0?  \\ integer values
0004:  15860?? =  0?  \\ integer values
0004:  15892?? =  0?  \\ integer values
0004:  15896?? =  0?  \\ integer values
0004:  15900?? =  0?  \\ integer values
0004:  15904?? =  0?  \\ integer values
0004:  15908?? =  0?  \\ integer values
0004:  15916?? =  0?  \\ integer values
0004:  15920?? =  0?  \\ integer values
0004:  15924?? =  0?  \\ integer values
0004:  15928?? =  0?  \\ integer values
0004:  15932?? =  0?  \\ integer values
0004:  15936?? =  0?  \\ integer values
0004:  15940?? =  0?  \\ integer values
0004:  15944?? =  0?  \\ integer values
0004:  15948?? =  0?  \\ integer values
0004:  15952?? =  60?  \\ integer values
0004:  15956?? =  0?  \\ integer values
0004:  15872?? =  0?  \\ integer values
0004:  15876?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BANKJ2"
058E: unknown_point_command  512.591! -74.9!  9.573! angle  189.24!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
04BB: select_interiour  17?  \\ select render area
03CB: set_camera  481.03! -64.21!  8.98!
038B: load_requested_models

:Label089686
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0896B2
0001: wait  0? ms
0002: jump Label089686

:Label0896B2
02E4: load_cutscene_data "BANK_2A"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  752?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  752?? "CSCAMJ"
02E5:  756?? = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim  756?? "GCFAN"
02E5:  760?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  760?? "CLCHR"
0395: clear_area  1? at  493.1! -82.4! range  9.8!  1!
0055: put_player $PLAYER_CHAR at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089790
00D6: if  0?
001A:    4027& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0897B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089790

:Label0897B3
00BC: text_highpriority "BJM2_A"  10000& ms  1? \\ We need a stick up man. You know one?

:Label0897C2
00D6: if  0?
001A:    6132& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0897E5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0897C2

:Label0897E5
00BC: text_highpriority "BJM2_B"  10000& ms  1? \\ Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man.

:Label0897F4
00D6: if  0?
001A:    8289& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089817
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0897F4

:Label089817
00BC: text_highpriority "BJM2_C"  10000& ms  1? \\ WoooOOOooo!

:Label089826
00D6: if  0?
001A:    9182& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089849
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089826

:Label089849
00BC: text_highpriority "BJM2_D"  10000& ms  1? \\ I could be your stick up man! Stick 'em up! Stick 'em up!

:Label089858
00D6: if  0?
001A:    11691& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08987B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089858

:Label08987B
00BC: text_highpriority "BJM2_E"  10000& ms  1? \\ You ain't a stick up man, you're an idiot.

:Label08988A
00D6: if  0?
001A:    13719& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0898AD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08988A

:Label0898AD
00BC: text_highpriority "BJM2_F"  10000& ms  1? \\ Now get yourself a drink and shut up.

:Label0898BC
00D6: if  0?
001A:    16291& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0898DF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0898BC

:Label0898DF
00BC: text_highpriority "BJM2_G"  10000& ms  1? \\ Hey, get outta my way! Yeh yeh yeh - ow ow ow!

:Label0898EE
00D6: if  0?
001A:    18784& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089911
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0898EE

:Label089911
00BC: text_highpriority "BJM2_N"  10000& ms  1? \\ Relax

:Label089920
00D6: if  0?
001A:    19689& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089943
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089920

:Label089943
00BC: text_highpriority "BJM2_H"  10000& ms  1? \\ Cam, what do you think?

:Label089952
00D6: if  0?
001A:    21204& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089975
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089952

:Label089975
00BC: text_highpriority "BJM2_I"  10000& ms  1? \\ Well, the best shooter in this town is a guy named Cassidy.

:Label089984
00D6: if  0?
001A:    23822& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0899A7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089984

:Label0899A7
00BC: text_highpriority "BJM2_J"  10000& ms  1? \\ Is that so?

:Label0899B6
00D6: if  0?
001A:    24473& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0899D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0899B6

:Label0899D9
00BC: text_highpriority "BJM2_K"  10000& ms  1? \\ Yeah. A military guy, or he thinks he is.

:Label0899E8
00D6: if  0?
001A:    27111& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089A0B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0899E8

:Label089A0B
00BC: text_highpriority "BJM2_L"  10000& ms  1? \\ I doubt he was ever in the army, but he certainly knows how to get a hold of guns.

:Label089A1A
00D6: if  0?
001A:    30697& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089A3D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A1A

:Label089A3D
00BC: text_highpriority "BJM2_M"  10000& ms  1? \\ He'll be down at the shooting range.

:Label089A4C
00D6: if  0?
001A:    32448& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089A6F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A4C

:Label089A6F
00BE: text_clear_all

:Label089A71
00D6: if  0?
001A:    32758& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089A94
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089A71

:Label089A94
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label089A9D
00D6: if  0?
016B:   fading
004D: jump_if_false Label089AB5
0001: wait  0? ms
0002: jump Label089A9D

:Label089AB5
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
01EB: set_car_density_to  1!
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0?  \\ select render area
03CB: set_camera  493.1! -82.4!  9.8!
0004:  3944?? =  0?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  2000& ms
00BC: text_highpriority "BJM2_1"  5000& ms  1? \\ ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy.
018A:  14700?? = create_checkpoint_at -667.85!  1211.9!  10.08!
03BC:  15864?? = create_sphere -667.85!  1211.9!  10.08!  1.5!
0004:  3980?? =  1?  \\ integer values

:Label089B6C
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -667.8!  1221!  10.5! radius  1.5!  1.5!  3!
004D: jump_if_false Label089BDC
0001: wait  0? ms
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -667.85!  1211.9!  10.08! radius  1.5!  1.5!  3!
004D: jump_if_false Label089BD5
03BD: destroy_sphere  15864??

:Label089BD5
0002: jump Label089B6C

:Label089BDC
03BD: destroy_sphere  15864??
0164: disable_marker  14700??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)

:Label089BF5
00D6: if  0?
016B:   fading
004D: jump_if_false Label089C0D
0001: wait  0? ms
0002: jump Label089BF5

:Label089C0D
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label089C19
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label089C51
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label089C19

:Label089C51
03EF: player $PLAYER_CHAR make_safe
0522: (unknown)
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPHIL"
023C: load_special_actor  3? "SHOOTRA"
023C: load_special_actor  4? "SHOOTRB"
02F3: load_object #CUTOBJ01 "DEAGL"
02F3: load_object #CUTOBJ02 "CPYTH"
03CB: set_camera -661.91!  1231.87!  10.08!
038B: load_requested_models

:Label089CB9
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label089CE9
0001: wait  0? ms
0002: jump Label089CB9

:Label089CE9
02E4: load_cutscene_data "BANK_2B"
0244: set_cutscene_pos -666.305!  1225.687!  10.031!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  548?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  548?? "CSPHIL"
02E5:  728?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  728?? "SHOOTRA"
02E5:  732?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  732?? "SHOOTRB"
02E5:  736?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  736?? "DEAGL01"
02E5:  740?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  740?? "DEAGL02"
02E5:  532?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  532?? "CPYTH01"
02E5:  536?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  536?? "CPYTH02"
0395: clear_area  1? at -666.46!  1231.72! range  10.07!  1!
0055: put_player $PLAYER_CHAR at -666.46!  1231.72!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  84!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label089DFB
00D6: if  0?
001A:    333& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089E1E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089DFB

:Label089E1E
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label089E4B
058A: unknown -667.67!  1227.545!  11.559! -667.921!  1227.529!  11.568!

:Label089E4B
00D6: if  0?
001A:    3433& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089E6E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089E4B

:Label089E6E
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label089E9B
058A: unknown -667.682!  1229.793!  11.764! -667.921!  1229.807!  11.769!

:Label089E9B
00D6: if  0?
001A:    11500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089EBE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089E9B

:Label089EBE
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label089EEB
058A: unknown -667.742!  1233.778!  11.661! -667.96!  1233.741!  11.668!

:Label089EEB
00D6: if  0?
001A:    12256& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089F0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089EEB

:Label089F0E
00BC: text_highpriority "BJM2_2A"  10000& ms  1? \\ You Phil Cassidy?

:Label089F1D
00D6: if  0?
001A:    13731& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089F40
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F1D

:Label089F40
00BC: text_highpriority "BJM2_2B"  10000& ms  1? \\ Why?

:Label089F4F
00D6: if  0?
001A:    14800& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089F72
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F4F

:Label089F72
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label089F9F
058A: unknown -667.788!  1264.023!  11.613! -667.96!  1234.055!  11.611!

:Label089F9F
00D6: if  0?
001A:    15378& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089FC2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089F9F

:Label089FC2
00BC: text_highpriority "BJM2_2C"  10000& ms  1? \\ I'm looking for a man who can handle a gun. From this setup, I'm not too convinced.

:Label089FD1
00D6: if  0?
001A:    17100& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label089FF4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label089FD1

:Label089FF4
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A021
058A: unknown -667.763!  1233.782!  11.634! -667.977!  1233.746!  11.665!

:Label08A021
00D6: if  0?
001A:    19500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A044
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A021

:Label08A044
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A071
058A: unknown -667.79!  1233.966!  11.617! -667.992!  1234.007!  11.6!

:Label08A071
00D6: if  0?
001A:    20669& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A094
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A071

:Label08A094
00BC: text_highpriority "BJM2_2D"  10000& ms  1? \\ Son, I could shoot a fly off your head at 80 feet.

:Label08A0A3
00D6: if  0?
001A:    24067& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A0C6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A0A3

:Label08A0C6
00BC: text_highpriority "BJM2_2E"  10000& ms  1? \\ Oh really?

:Label08A0D5
00D6: if  0?
001A:    24900& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A0F8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A0D5

:Label08A0F8
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A125
058A: unknown -667.723!  1233.882!  11.51! -667.925!  1233.924!  11.507!

:Label08A125
00D6: if  0?
001A:    25633& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A148
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A125

:Label08A148
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A175
058A: unknown -667.621!  1233.834!  11.589! -667.807!  1233.785!  11.676!

:Label08A175
00D6: if  0?
001A:    25716& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A198
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A175

:Label08A198
00BC: text_highpriority "BJM2_2F"  10000& ms  1? \\ Yeah. I learnt in the army.

:Label08A1A7
00D6: if  0?
001A:    26500& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A1CA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A1A7

:Label08A1CA
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A1F7
058A: unknown -667.651!  1233.901!  11.568! -667.851!  1233.951!  11.575!

:Label08A1F7
00D6: if  0?
001A:    27333& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A21A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A1F7

:Label08A21A
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A247
058A: unknown -667.597!  1233.878!  11.597! -667.792!  1233.853!  11.688!

:Label08A247
00D6: if  0?
001A:    27997& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A26A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A247

:Label08A26A
00BC: text_highpriority "BJM2_2G"  10000& ms  1? \\ Fly shooting real popular in the army? Glad I don't pay tax.

:Label08A279
00D6: if  0?
001A:    28333& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A29C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A279

:Label08A29C
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A2C9
058A: unknown -667.668!  1233.848!  11.601! -667.875!  1233.869!  11.598!

:Label08A2C9
00D6: if  0?
001A:    29266& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A2EC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A2C9

:Label08A2EC
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08A319
058A: unknown -667.597!  1233.892!  11.522! -667.802!  1233.843!  11.555!

:Label08A319
00D6: if  0?
001A:    31594& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A33C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A319

:Label08A33C
00BC: text_highpriority "BJM2_2H"  10000& ms  1? \\ You tryin' to be funny kid?

:Label08A34B
00D6: if  0?
001A:    34852&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A370
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A34B

:Label08A370
00BC: text_highpriority "BJM2_2I"  10000& ms  1? \\ Ha ha ha ha ha!

:Label08A37F
00D6: if  0?
001A:    37052&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A3A4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A37F

:Label08A3A4
00BC: text_highpriority "BJM2_2J"  10000& ms  1? \\ Let's shoot.

:Label08A3B3
00D6: if  0?
001A:    39168&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A3D8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A3B3

:Label08A3D8
00BE: text_clear_all

:Label08A3DA
00D6: if  0?
001A:    41968&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08A3FF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08A3DA

:Label08A3FF
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label08A408
00D6: if  0?
016B:   fading
004D: jump_if_false Label08A420
0001: wait  0? ms
0002: jump Label08A408

:Label08A420
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
03CB: set_camera -663.95!  1231.29!  10.08!
0004:  3980?? =  0?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
04E2: $PLAYER_CHAR  1?
0247: request_model #MALE01
0247: request_model -130& (TAR_GUN1)
0247: request_model -131& (TAR_GUN2)
0247: request_model #COLT45
0247: request_model -132& (TAR_FRAME)
0247: request_model -133& (TAR_DOWNLEFT)
0247: request_model -134& (TAR_DOWNRIGHT)
0247: request_model -135& (TAR_TOP)
0247: request_model -136& (TAR_UPLEFT)
0247: request_model -137& (TAR_UPRIGHT)
0247: request_model -121? (FAKETARGET)
023C: load_special_actor  5? "IGPHIL"
03CF: load_wav "BNK2_1" as  1?
03CF: load_wav "BNK2_2" as  2?

:Label08A4C6
00D6: if  25?
8248:   NOT   model #MALE01 available
8248:   NOT   model #COLT45 available
8248:   NOT   model -130& (TAR_GUN1) available
823D:   NOT   special_actor  5? loaded
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label08A4F6
0001: wait  0? ms
0002: jump Label08A4C6

:Label08A4F6
00D6: if  25?
8248:   NOT   model -132& (TAR_FRAME) available
8248:   NOT   model -133& (TAR_DOWNLEFT) available
8248:   NOT   model -134& (TAR_DOWNRIGHT) available
8248:   NOT   model -135& (TAR_TOP) available
8248:   NOT   model -136& (TAR_UPLEFT) available
8248:   NOT   model -137& (TAR_UPRIGHT) available
004D: jump_if_false Label08A52A
0001: wait  0? ms
0002: jump Label08A4F6

:Label08A52A
00D6: if  21?
8248:   NOT   model -121? (FAKETARGET) available
8248:   NOT   model -131& (TAR_GUN2) available
004D: jump_if_false Label08A549
0001: wait  0? ms
0002: jump Label08A52A

:Label08A549
009A:  15632?? = create_actor  4? #SPECIAL05 at -665.99!  1234.17!  10.08!
01ED: spawn_actor  15632??
01B2: give_actor  15632?? weapon  17? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  15632?? z_angle_to  90!
009A:  15636?? = create_actor  4? #MALE01 at -666.29!  1229.32!  10.08!
01ED: spawn_actor  15636??
01B2: give_actor  15636?? weapon  17? ammo  1?  \\ Load the weapon model before using this
0173: set_actor  15636?? z_angle_to  90!
029B:  15776?? = init_object -121? (FAKETARGET) at -668.42!  1231.65!  10.08!
01C7: spawn_object  15776??
0177: set_object  15776?? z_angle_to  90!
029B:  15780?? = init_object -121? (FAKETARGET) at -664.73!  1269.09!  9.81!
01C7: spawn_object  15780??
0177: set_object  15780?? z_angle_to  90!
029B:  15784?? = init_object -121? (FAKETARGET) at -677.75!  1272.03!  9.81!
01C7: spawn_object  15784??
0177: set_object  15784?? z_angle_to  0!
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  15752?? ammo  15756?? model  15760??
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object  15776??  0! -2!  1!  0?  60!  17?
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  17?
017A: set_player $PLAYER_CHAR weapon  17? ammo_to  100?
0004:  15644?? =  100?  \\ integer values
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  2000& ms

:Label08A67A
00D6: if  0?
016B:   fading
004D: jump_if_false Label08A724
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08A6B1
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08A6B1
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08A6D7
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A6D7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08A71D
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08A71D
0002: jump Label08A67A

:Label08A724
00BC: text_highpriority "BJM2_19"  8000& ms  1? \\ ~g~Hit as many targets as you can in the time limit!
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08A763
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08A763
0002: jump Label08AE15

:Label08A763
0006:  16@ =  0?  \\ integer values

:Label08A76A
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08A84A
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08A7B1
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08A7B1
0002: jump Label08AE15

:Label08A7B1
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08A7D7
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08A7D7
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08A7FD
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A7FD
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08A843
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08A843
0002: jump Label08A76A

:Label08A84A
00BC: text_highpriority "BJM2_20"  8000& ms  1? \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0?  \\ integer values

:Label08A860
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08A940
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08A8A7
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08A8A7
0002: jump Label08AE15

:Label08A8A7
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08A8CD
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08A8CD
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08A8F3
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A8F3
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08A939
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08A939
0002: jump Label08A860

:Label08A940
00BC: text_highpriority "BJM2_24"  8000& ms  1? \\ ~g~The closest target is worth one point.
0006:  16@ =  0?  \\ integer values

:Label08A956
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08AA36
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08A99D
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08A99D
0002: jump Label08AE15

:Label08A99D
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08A9C3
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08A9C3
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08A9E9
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08A9E9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AA2F
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AA2F
0002: jump Label08A956

:Label08AA36
00BC: text_highpriority "BJM2_25"  8000& ms  1? \\ ~g~The middle target is worth two points.
0006:  16@ =  0?  \\ integer values

:Label08AA4C
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08AB2C
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08AA93
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08AA93
0002: jump Label08AE15

:Label08AA93
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08AAB9
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08AAB9
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08AADF
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AADF
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AB25
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AB25
0002: jump Label08AA4C

:Label08AB2C
00BC: text_highpriority "BJM2_26"  8000& ms  1? \\ ~g~The far target is worth three points.
0006:  16@ =  0?  \\ integer values

:Label08AB42
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08AC22
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08AB89
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08AB89
0002: jump Label08AE15

:Label08AB89
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08ABAF
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08ABAF
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08ABD5
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ABD5
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AC1B
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AC1B
0002: jump Label08AB42

:Label08AC22
00BC: text_highpriority "BJM2_2"  8000& ms  1? \\ ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006:  16@ =  0?  \\ integer values

:Label08AC38
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08AD18
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08AC7F
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08AC7F
0002: jump Label08AE15

:Label08AC7F
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08ACA5
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08ACA5
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08ACCB
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ACCB
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AD11
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AD11
0002: jump Label08AC38

:Label08AD18
00BC: text_highpriority "BJM2_23"  8000& ms  1? \\ ~g~If you leave the shooting range during the competition, you will fail the mission.
0006:  16@ =  0?  \\ integer values

:Label08AD2E
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08AE0E
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08AD75
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08AD75
0002: jump Label08AE15

:Label08AD75
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08AD9B
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08AD9B
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08ADC1
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08ADC1
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AE07
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AE07
0002: jump Label08AD2E

:Label08AE0E
0004:  436?? =  1?  \\ integer values

:Label08AE15
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00BC: text_highpriority "BNK2_1"  5000& ms  1? \\ LIVE AMMUNITION
03D1: play_wav  1?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0004:  492?? =  1?  \\ integer values

:Label08AE44
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08AEF0
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08AE7D
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08AE7D
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08AEA3
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AEA3
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AEE9
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AEE9
0002: jump Label08AE44

:Label08AEF0
03D5: remove_text "BNK2_1" \\ LIVE AMMUNITION
03CF: load_wav "BNK2_5" as  1?
03D1: play_wav  2?
00BC: text_highpriority "BNK2_2"  5000& ms  1? \\ AIM 3-2-1 FIRE!

:Label08AF19
00D6: if  21?
83D2:   NOT   wav  2? ended
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label08AFC9
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08AF56
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08AF56
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08AF7C
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08AF7C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08AFC2
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08AFC2
0002: jump Label08AF19

:Label08AFC9
03D5: remove_text "BNK2_2" \\ AIM 3-2-1 FIRE!
03CF: load_wav "BNK2_4" as  2?
0004:  15764?? =  0?  \\ integer values
0004:  15768?? =  1?  \\ integer values
014E: set_timer_to  14708?? type  1?
04F7: unknown_status_text  15952??  0? line  2? "BJM2_18" \\ SCORE TO BEAT:
04F7: unknown_status_text  15872??  0? line  1? "BJM2_15" \\ SCORE:
0006:  16@ =  0?  \\ integer values
018D:  15868?? = create_sound  11? at -679.403!  1232.564!  11.105!

:Label08B033
00D6: if  0?
0038:    14704?? ==  0?  \\ integer values
004D: jump_if_false Label08C073
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08B08F
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08B08F
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label08B0A7
0004:  14704?? =  1?  \\ integer values

:Label08B0A7
00D6: if  0?
0038:    15764?? ==  0?  \\ integer values
004D: jump_if_false Label08B0CF
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label08B0CF
0004:  15764?? =  1?  \\ integer values

:Label08B0CF
00D6: if  0?
0038:    15764?? ==  1?  \\ integer values
004D: jump_if_false Label08B155
00D6: if  0?
0038:    15768?? ==  1?  \\ integer values
004D: jump_if_false Label08B155
00D6: if  0?
0029:    16@ >=  60000&&  \\ integer values
004D: jump_if_false Label08B155
00D6: if  0?
0028:    14696?? >=  20?  \\ integer values
004D: jump_if_false Label08B13B
03D1: play_wav  2?
00BC: text_highpriority "BNK2_4"  5000& ms  1? \\ Hoooeee!
0004:  15764?? =  2?  \\ integer values
0002: jump Label08B155

:Label08B13B
03D1: play_wav  1?
00BC: text_highpriority "BNK2_5"  5000& ms  1? \\ Couldn't hit a barn door!
0004:  15768?? =  2?  \\ integer values

:Label08B155
00D6: if  0?
0038:    15764?? ==  2?  \\ integer values
004D: jump_if_false Label08B18F
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label08B18F
03D5: remove_text "BNK2_4" \\ Hoooeee!
040D: unload_wav  1?
040D: unload_wav  2?
0004:  15764?? =  3?  \\ integer values

:Label08B18F
00D6: if  0?
0038:    15768?? ==  2?  \\ integer values
004D: jump_if_false Label08B1C9
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label08B1C9
03D5: remove_text "BNK2_5" \\ Couldn't hit a barn door!
040D: unload_wav  1?
040D: unload_wav  2?
0004:  15768?? =  3?  \\ integer values

:Label08B1C9
00D6: if  21?
0038:    15764?? ==  3?  \\ integer values
0038:    15768?? ==  3?  \\ integer values
004D: jump_if_false Label08B213
00D6: if  0?
0038:    15772?? ==  0?  \\ integer values
004D: jump_if_false Label08B213
03CF: load_wav "BNK2_3" as  1?
03CF: load_wav "BNK2_2" as  2?
0004:  15772?? =  1?  \\ integer values

:Label08B213
00D6: if  0?
0038:    15772?? ==  1?  \\ integer values
004D: jump_if_false Label08B23F
00D6: if  1?
03D0:   wav  1? loaded
03D0:   wav  2? loaded
004D: jump_if_false Label08B23F
0004:  15772?? =  2?  \\ integer values

:Label08B23F
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08B265
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08B265
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08B28B
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08B28B
0110: clear_player $PLAYER_CHAR wanted_level
0419:  14720?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  21?
0038:    14708?? ==  0?  \\ integer values
0038:    14720?? ==  0?  \\ integer values
004D: jump_if_false Label08B320
00D6: if  0?
0038:    15880?? ==  0?  \\ integer values
004D: jump_if_false Label08B2DA
0006:  16@ =  0?  \\ integer values
0004:  15880?? =  1?  \\ integer values
0002: jump Label08B320

:Label08B2DA
00D6: if  0?
0019:    16@ >  200&  \\ integer values
004D: jump_if_false Label08B320
00D6: if  0?
0038:    15772?? ==  2?  \\ integer values
004D: jump_if_false Label08B319
03D1: play_wav  1?
00BC: text_highpriority "BNK2_3"  5000& ms  1? \\ AREA CLEAR!
0004:  15788?? =  1?  \\ integer values

:Label08B319
0004:  14704?? =  1?  \\ integer values

:Label08B320
01BD:  15912?? = current_time_in_ms
00D6: if  0?
0038:    15916?? ==  0?  \\ integer values
004D: jump_if_false Label08B34B
01BD:  15912?? = current_time_in_ms
0084:  15920?? =  15912??  \\ integer values and handles
0004:  15916?? =  1?  \\ integer values

:Label08B34B
00D6: if  0?
0038:    15916?? ==  1?  \\ integer values
004D: jump_if_false Label08B36D
0084:  15924?? =  15912??  \\ integer values and handles
0060:  15924?? -=  15920??  \\ integer values

:Label08B36D
00D6: if  0?
0028:    15924?? >=  2000&  \\ integer values
004D: jump_if_false Label08B46C
00D6: if  0?
0038:    14744?? ==  0?  \\ integer values
004D: jump_if_false Label08B46C
0107:  14772?? = create_object -132& (TAR_FRAME) at  14796??  14800??  14804??
0177: set_object  14772?? z_angle_to  90!
0107:  14776?? = create_object -133& (TAR_DOWNLEFT) at  14796??  14800??  14804??
0177: set_object  14776?? z_angle_to  90!
0107:  14780?? = create_object -134& (TAR_DOWNRIGHT) at  14796??  14800??  14804??
0177: set_object  14780?? z_angle_to  90!
0107:  14784?? = create_object -135& (TAR_TOP) at  14796??  14800??  14804??
0177: set_object  14784?? z_angle_to  90!
0107:  14788?? = create_object -136& (TAR_UPLEFT) at  14796??  14800??  14804??
0177: set_object  14788?? z_angle_to  90!
0107:  14792?? = create_object -137& (TAR_UPRIGHT) at  14796??  14800??  14804??
0177: set_object  14792?? z_angle_to  90!
0004:  14748?? =  0?  \\ integer values
0004:  14752?? =  0?  \\ integer values
0004:  14756?? =  0?  \\ integer values
0004:  14760?? =  0?  \\ integer values
0004:  14764?? =  0?  \\ integer values
0004:  14768?? =  0?  \\ integer values
0004:  14820?? =  0?  \\ integer values
0004:  14744?? =  1?  \\ integer values

:Label08B46C
00D6: if  0?
0038:    14744?? ==  1?  \\ integer values
004D: jump_if_false Label08B58F
00D6: if  0?
0038:    14748?? ==  0?  \\ integer values
004D: jump_if_false Label08B528
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label08B4AE
01BB:  14808?? = object  14772?? x_pos,  14812?? = object  14772?? y_pos,  14816?? = object  14772?? z_pos

:Label08B4AE
00D6: if  0?
0038:    14820?? ==  0?  \\ integer values
004D: jump_if_false Label08B4F4
00D6: if  0?
0032:    1228.7! >=  14812??  \\ floating-point values
004D: jump_if_false Label08B4E3
0004:  14820?? =  1?  \\ integer values
0002: jump Label08B4ED

:Label08B4E3
007E:  14812?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08B4ED
0002: jump Label08B521

:Label08B4F4
00D6: if  0?
0030:    14812?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label08B517
0004:  14820?? =  0?  \\ integer values
0002: jump Label08B521

:Label08B517
0078:  14812?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08B521
0002: jump Label08B58F

:Label08B528
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label08B58F
01BB:  14808?? = object  14772?? x_pos,  14812?? = object  14772?? y_pos,  14816?? = object  14772?? z_pos
00D6: if  0?
0030:    14812?? >=  1239!  \\ floating-point values
004D: jump_if_false Label08B585
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label08B570
0108: destroy_object  14772??

:Label08B570
0004:  14744?? =  0?  \\ integer values
0004:  15916?? =  0?  \\ integer values
0002: jump Label08B58F

:Label08B585
0078:  14812?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08B58F
00D6: if  0?
0038:    14744?? ==  1?  \\ integer values
004D: jump_if_false Label08B784
01BC: put_object  14772?? at  14808??  14812??  14816??
00D6: if  0?
0038:    14748?? ==  0?  \\ integer values
004D: jump_if_false Label08B784
00D6: if  4?
0038:    14752?? ==  1?  \\ integer values
0038:    14756?? ==  1?  \\ integer values
0038:    14760?? ==  1?  \\ integer values
0038:    14764?? ==  1?  \\ integer values
0038:    14768?? ==  1?  \\ integer values
004D: jump_if_false Label08B612
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15916?? =  0?  \\ integer values
0004:  14748?? =  1?  \\ integer values

:Label08B612
00D6: if  0?
0038:    14752?? ==  0?  \\ integer values
004D: jump_if_false Label08B65C
00D6: if  0?
0366: (unknown)  14776?? 
004D: jump_if_false Label08B64E
0108: destroy_object  14776??
0008:  14724?? +=  1?  \\ integer values
0004:  14752?? =  1?  \\ integer values
0002: jump Label08B65C

:Label08B64E
01BC: put_object  14776?? at  14808??  14812??  14816??

:Label08B65C
00D6: if  0?
0038:    14756?? ==  0?  \\ integer values
004D: jump_if_false Label08B6A6
00D6: if  0?
0366: (unknown)  14780?? 
004D: jump_if_false Label08B698
0108: destroy_object  14780??
0008:  14724?? +=  1?  \\ integer values
0004:  14756?? =  1?  \\ integer values
0002: jump Label08B6A6

:Label08B698
01BC: put_object  14780?? at  14808??  14812??  14816??

:Label08B6A6
00D6: if  0?
0038:    14760?? ==  0?  \\ integer values
004D: jump_if_false Label08B6F0
00D6: if  0?
0366: (unknown)  14784?? 
004D: jump_if_false Label08B6E2
0108: destroy_object  14784??
0008:  14724?? +=  1?  \\ integer values
0004:  14760?? =  1?  \\ integer values
0002: jump Label08B6F0

:Label08B6E2
01BC: put_object  14784?? at  14808??  14812??  14816??

:Label08B6F0
00D6: if  0?
0038:    14764?? ==  0?  \\ integer values
004D: jump_if_false Label08B73A
00D6: if  0?
0366: (unknown)  14788?? 
004D: jump_if_false Label08B72C
0108: destroy_object  14788??
0008:  14724?? +=  1?  \\ integer values
0004:  14764?? =  1?  \\ integer values
0002: jump Label08B73A

:Label08B72C
01BC: put_object  14788?? at  14808??  14812??  14816??

:Label08B73A
00D6: if  0?
0038:    14768?? ==  0?  \\ integer values
004D: jump_if_false Label08B784
00D6: if  0?
0366: (unknown)  14792?? 
004D: jump_if_false Label08B776
0108: destroy_object  14792??
0008:  14724?? +=  1?  \\ integer values
0004:  14768?? =  1?  \\ integer values
0002: jump Label08B784

:Label08B776
01BC: put_object  14792?? at  14808??  14812??  14816??

:Label08B784
00D6: if  0?
0038:    15928?? ==  0?  \\ integer values
004D: jump_if_false Label08B7AA
01BD:  15912?? = current_time_in_ms
0084:  15932?? =  15912??  \\ integer values and handles
0004:  15928?? =  1?  \\ integer values

:Label08B7AA
00D6: if  0?
0038:    15928?? ==  1?  \\ integer values
004D: jump_if_false Label08B7CC
0084:  15936?? =  15912??  \\ integer values and handles
0060:  15936?? -=  15932??  \\ integer values

:Label08B7CC
00D6: if  0?
0028:    15936?? >=  2000&  \\ integer values
004D: jump_if_false Label08B8CB
00D6: if  0?
0038:    14824?? ==  0?  \\ integer values
004D: jump_if_false Label08B8CB
0107:  14852?? = create_object -132& (TAR_FRAME) at  14876??  14880??  14884??
0177: set_object  14852?? z_angle_to  90!
0107:  14856?? = create_object -133& (TAR_DOWNLEFT) at  14876??  14880??  14884??
0177: set_object  14856?? z_angle_to  90!
0107:  14860?? = create_object -134& (TAR_DOWNRIGHT) at  14876??  14880??  14884??
0177: set_object  14860?? z_angle_to  90!
0107:  14864?? = create_object -135& (TAR_TOP) at  14876??  14880??  14884??
0177: set_object  14864?? z_angle_to  90!
0107:  14868?? = create_object -136& (TAR_UPLEFT) at  14876??  14880??  14884??
0177: set_object  14868?? z_angle_to  90!
0107:  14872?? = create_object -137& (TAR_UPRIGHT) at  14876??  14880??  14884??
0177: set_object  14872?? z_angle_to  90!
0004:  14828?? =  0?  \\ integer values
0004:  14832?? =  0?  \\ integer values
0004:  14836?? =  0?  \\ integer values
0004:  14840?? =  0?  \\ integer values
0004:  14844?? =  0?  \\ integer values
0004:  14848?? =  0?  \\ integer values
0004:  14900?? =  1?  \\ integer values
0004:  14824?? =  1?  \\ integer values

:Label08B8CB
00D6: if  0?
0038:    14824?? ==  1?  \\ integer values
004D: jump_if_false Label08B9EE
00D6: if  0?
0038:    14828?? ==  0?  \\ integer values
004D: jump_if_false Label08B987
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label08B90D
01BB:  14888?? = object  14852?? x_pos,  14892?? = object  14852?? y_pos,  14896?? = object  14852?? z_pos

:Label08B90D
00D6: if  0?
0038:    14900?? ==  0?  \\ integer values
004D: jump_if_false Label08B953
00D6: if  0?
0032:    1228.7! >=  14892??  \\ floating-point values
004D: jump_if_false Label08B942
0004:  14900?? =  1?  \\ integer values
0002: jump Label08B94C

:Label08B942
007E:  14892?? -= unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08B94C
0002: jump Label08B980

:Label08B953
00D6: if  0?
0030:    14892?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label08B976
0004:  14900?? =  0?  \\ integer values
0002: jump Label08B980

:Label08B976
0078:  14892?? += unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08B980
0002: jump Label08B9EE

:Label08B987
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label08B9EE
01BB:  14888?? = object  14852?? x_pos,  14892?? = object  14852?? y_pos,  14896?? = object  14852?? z_pos
00D6: if  0?
0032:    1227! >=  14892??  \\ floating-point values
004D: jump_if_false Label08B9E4
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label08B9CF
0108: destroy_object  14852??

:Label08B9CF
0004:  14824?? =  0?  \\ integer values
0004:  15928?? =  0?  \\ integer values
0002: jump Label08B9EE

:Label08B9E4
007E:  14892?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08B9EE
00D6: if  0?
0038:    14824?? ==  1?  \\ integer values
004D: jump_if_false Label08BBF1
01BC: put_object  14852?? at  14888??  14892??  14896??
00D6: if  0?
0038:    14828?? ==  0?  \\ integer values
004D: jump_if_false Label08BBF1
00D6: if  4?
0038:    14832?? ==  1?  \\ integer values
0038:    14836?? ==  1?  \\ integer values
0038:    14840?? ==  1?  \\ integer values
0038:    14844?? ==  1?  \\ integer values
0038:    14848?? ==  1?  \\ integer values
004D: jump_if_false Label08BA7F
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15928?? =  0?  \\ integer values
0004:  14828?? =  1?  \\ integer values

:Label08BA7F
00D6: if  0?
0038:    14832?? ==  0?  \\ integer values
004D: jump_if_false Label08BAC9
00D6: if  0?
0366: (unknown)  14856?? 
004D: jump_if_false Label08BABB
0108: destroy_object  14856??
0008:  14724?? +=  1?  \\ integer values
0004:  14832?? =  1?  \\ integer values
0002: jump Label08BAC9

:Label08BABB
01BC: put_object  14856?? at  14888??  14892??  14896??

:Label08BAC9
00D6: if  0?
0038:    14836?? ==  0?  \\ integer values
004D: jump_if_false Label08BB13
00D6: if  0?
0366: (unknown)  14860?? 
004D: jump_if_false Label08BB05
0108: destroy_object  14860??
0008:  14724?? +=  1?  \\ integer values
0004:  14836?? =  1?  \\ integer values
0002: jump Label08BB13

:Label08BB05
01BC: put_object  14860?? at  14888??  14892??  14896??

:Label08BB13
00D6: if  0?
0038:    14840?? ==  0?  \\ integer values
004D: jump_if_false Label08BB5D
00D6: if  0?
0366: (unknown)  14864?? 
004D: jump_if_false Label08BB4F
0108: destroy_object  14864??
0008:  14724?? +=  1?  \\ integer values
0004:  14840?? =  1?  \\ integer values
0002: jump Label08BB5D

:Label08BB4F
01BC: put_object  14864?? at  14888??  14892??  14896??

:Label08BB5D
00D6: if  0?
0038:    14844?? ==  0?  \\ integer values
004D: jump_if_false Label08BBA7
00D6: if  0?
0366: (unknown)  14868?? 
004D: jump_if_false Label08BB99
0108: destroy_object  14868??
0008:  14724?? +=  1?  \\ integer values
0004:  14844?? =  1?  \\ integer values
0002: jump Label08BBA7

:Label08BB99
01BC: put_object  14868?? at  14888??  14892??  14896??

:Label08BBA7
00D6: if  0?
0038:    14848?? ==  0?  \\ integer values
004D: jump_if_false Label08BBF1
00D6: if  0?
0366: (unknown)  14872?? 
004D: jump_if_false Label08BBE3
0108: destroy_object  14872??
0008:  14724?? +=  1?  \\ integer values
0004:  14848?? =  1?  \\ integer values
0002: jump Label08BBF1

:Label08BBE3
01BC: put_object  14872?? at  14888??  14892??  14896??

:Label08BBF1
00D6: if  0?
0038:    15940?? ==  0?  \\ integer values
004D: jump_if_false Label08BC17
01BD:  15912?? = current_time_in_ms
0084:  15944?? =  15912??  \\ integer values and handles
0004:  15940?? =  1?  \\ integer values

:Label08BC17
00D6: if  0?
0038:    15940?? ==  1?  \\ integer values
004D: jump_if_false Label08BC39
0084:  15948?? =  15912??  \\ integer values and handles
0060:  15948?? -=  15944??  \\ integer values

:Label08BC39
00D6: if  0?
0028:    15948?? >=  2000&  \\ integer values
004D: jump_if_false Label08BD38
00D6: if  0?
0038:    14904?? ==  0?  \\ integer values
004D: jump_if_false Label08BD38
0107:  14932?? = create_object -132& (TAR_FRAME) at  14956??  14960??  14964??
0177: set_object  14932?? z_angle_to  90!
0107:  14936?? = create_object -133& (TAR_DOWNLEFT) at  14956??  14960??  14964??
0177: set_object  14936?? z_angle_to  90!
0107:  14940?? = create_object -134& (TAR_DOWNRIGHT) at  14956??  14960??  14964??
0177: set_object  14940?? z_angle_to  90!
0107:  14944?? = create_object -135& (TAR_TOP) at  14956??  14960??  14964??
0177: set_object  14944?? z_angle_to  90!
0107:  14948?? = create_object -136& (TAR_UPLEFT) at  14956??  14960??  14964??
0177: set_object  14948?? z_angle_to  90!
0107:  14952?? = create_object -137& (TAR_UPRIGHT) at  14956??  14960??  14964??
0177: set_object  14952?? z_angle_to  90!
0004:  14908?? =  0?  \\ integer values
0004:  14912?? =  0?  \\ integer values
0004:  14916?? =  0?  \\ integer values
0004:  14920?? =  0?  \\ integer values
0004:  14924?? =  0?  \\ integer values
0004:  14928?? =  0?  \\ integer values
0004:  14980?? =  0?  \\ integer values
0004:  14904?? =  1?  \\ integer values

:Label08BD38
00D6: if  0?
0038:    14904?? ==  1?  \\ integer values
004D: jump_if_false Label08BE5B
00D6: if  0?
0038:    14908?? ==  0?  \\ integer values
004D: jump_if_false Label08BDF4
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label08BD7A
01BB:  14968?? = object  14932?? x_pos,  14972?? = object  14932?? y_pos,  14976?? = object  14932?? z_pos

:Label08BD7A
00D6: if  0?
0038:    14980?? ==  0?  \\ integer values
004D: jump_if_false Label08BDC0
00D6: if  0?
0032:    1228.7! >=  14972??  \\ floating-point values
004D: jump_if_false Label08BDAF
0004:  14980?? =  1?  \\ integer values
0002: jump Label08BDB9

:Label08BDAF
007E:  14972?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values

:Label08BDB9
0002: jump Label08BDED

:Label08BDC0
00D6: if  0?
0030:    14972?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label08BDE3
0004:  14980?? =  0?  \\ integer values
0002: jump Label08BDED

:Label08BDE3
0078:  14972?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values

:Label08BDED
0002: jump Label08BE5B

:Label08BDF4
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label08BE5B
01BB:  14968?? = object  14932?? x_pos,  14972?? = object  14932?? y_pos,  14976?? = object  14932?? z_pos
00D6: if  0?
0030:    14972?? >=  1239!  \\ floating-point values
004D: jump_if_false Label08BE51
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label08BE3C
0108: destroy_object  14932??

:Label08BE3C
0004:  14904?? =  0?  \\ integer values
0004:  15948?? =  0?  \\ integer values
0002: jump Label08BE5B

:Label08BE51
0078:  14972?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08BE5B
00D6: if  0?
0038:    14904?? ==  1?  \\ integer values
004D: jump_if_false Label08C06C
01BC: put_object  14932?? at  14968??  14972??  14976??
00D6: if  0?
0038:    14908?? ==  0?  \\ integer values
004D: jump_if_false Label08C06C
00D6: if  4?
0038:    14912?? ==  1?  \\ integer values
0038:    14916?? ==  1?  \\ integer values
0038:    14920?? ==  1?  \\ integer values
0038:    14924?? ==  1?  \\ integer values
0038:    14928?? ==  1?  \\ integer values
004D: jump_if_false Label08BEFA
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15948?? =  0?  \\ integer values
0004:  14908?? =  1?  \\ integer values

:Label08BEFA
00D6: if  0?
0038:    14912?? ==  0?  \\ integer values
004D: jump_if_false Label08BF44
00D6: if  0?
0366: (unknown)  14936?? 
004D: jump_if_false Label08BF36
0108: destroy_object  14936??
0008:  14724?? +=  1?  \\ integer values
0004:  14912?? =  1?  \\ integer values
0002: jump Label08BF44

:Label08BF36
01BC: put_object  14936?? at  14968??  14972??  14976??

:Label08BF44
00D6: if  0?
0038:    14916?? ==  0?  \\ integer values
004D: jump_if_false Label08BF8E
00D6: if  0?
0366: (unknown)  14940?? 
004D: jump_if_false Label08BF80
0108: destroy_object  14940??
0008:  14724?? +=  1?  \\ integer values
0004:  14916?? =  1?  \\ integer values
0002: jump Label08BF8E

:Label08BF80
01BC: put_object  14940?? at  14968??  14972??  14976??

:Label08BF8E
00D6: if  0?
0038:    14920?? ==  0?  \\ integer values
004D: jump_if_false Label08BFD8
00D6: if  0?
0366: (unknown)  14944?? 
004D: jump_if_false Label08BFCA
0108: destroy_object  14944??
0008:  14724?? +=  1?  \\ integer values
0004:  14920?? =  1?  \\ integer values
0002: jump Label08BFD8

:Label08BFCA
01BC: put_object  14944?? at  14968??  14972??  14976??

:Label08BFD8
00D6: if  0?
0038:    14924?? ==  0?  \\ integer values
004D: jump_if_false Label08C022
00D6: if  0?
0366: (unknown)  14948?? 
004D: jump_if_false Label08C014
0108: destroy_object  14948??
0008:  14724?? +=  1?  \\ integer values
0004:  14924?? =  1?  \\ integer values
0002: jump Label08C022

:Label08C014
01BC: put_object  14948?? at  14968??  14972??  14976??

:Label08C022
00D6: if  0?
0038:    14928?? ==  0?  \\ integer values
004D: jump_if_false Label08C06C
00D6: if  0?
0366: (unknown)  14952?? 
004D: jump_if_false Label08C05E
0108: destroy_object  14952??
0008:  14724?? +=  1?  \\ integer values
0004:  14928?? =  1?  \\ integer values
0002: jump Label08C06C

:Label08C05E
01BC: put_object  14952?? at  14968??  14972??  14976??

:Label08C06C
0002: jump Label08B033

:Label08C073
018E: stop_sound  15868??
00D6: if  0?
0038:    15788?? ==  1?  \\ integer values
004D: jump_if_false Label08C136

:Label08C08A
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08C136
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C0C3
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C0C3
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08C0E9
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08C0E9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C12F
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C12F
0002: jump Label08C08A

:Label08C136
03D5: remove_text "BJM2_19" \\ ~g~Hit as many targets as you can in the time limit!
03D5: remove_text "BJM2_20" \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text "BJM2_2" \\ ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text "BNK2_3" \\ AREA CLEAR!
0084:  15648?? =  15644??  \\ integer values and handles
0060:  15648?? -=  14720??  \\ integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object  15776??
014F: stop_timer  14708??
01E3: text_1number_styled "BJM2_4"  14696??  3000& ms  1? \\ SCORE ROUND ONE: ~1~
00BC: text_highpriority "BJM2_9"  2000& ms  1? \\ ~g~Get to round two's starting point.
018A:  14712?? = create_checkpoint_at -664.73!  1269.09!  9.81!
0004:  492?? =  1?  \\ integer values

:Label08C1C0
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  492?? (in-sphere)near_point_on_foot -664.73!  1269.09!  9.81! radius  2!  2!  2!
004D: jump_if_false Label08C28E
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C21B
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C21B
00D6: if  0?
0118:   actor  15636?? dead
004D: jump_if_false Label08C241
00BC: text_highpriority "BJM2_12"  5000& ms  1? \\ ~r~One of the shooters is dead!
0002: jump Label08F62C

:Label08C241
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C287
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C287
0002: jump Label08C1C0

:Label08C28E
0164: disable_marker  14712??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8118:   NOT   actor  15636?? dead
004D: jump_if_false Label08C2AF
01C2: remove_references_to_actor  15636??  \\ Like turning an actor into a random pedestrian

:Label08C2AF
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08C2C9
0173: set_actor  15632?? z_angle_to  270!

:Label08C2C9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0001: wait  500& ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C302
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C302
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C348
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C348
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object  15780??  0!  0!  1!  0?  60!  17?
017A: set_player $PLAYER_CHAR weapon  17? ammo_to  50?
0004:  15652?? =  50?  \\ integer values
0108: destroy_object  14772??
0108: destroy_object  14776??
0108: destroy_object  14780??
0108: destroy_object  14784??
0108: destroy_object  14788??
0108: destroy_object  14792??
0108: destroy_object  14852??
0108: destroy_object  14856??
0108: destroy_object  14860??
0108: destroy_object  14864??
0108: destroy_object  14868??
0108: destroy_object  14872??
0108: destroy_object  14932??
0108: destroy_object  14936??
0108: destroy_object  14940??
0108: destroy_object  14944??
0108: destroy_object  14948??
0108: destroy_object  14952??
00BC: text_highpriority "BJM2_19"  8000& ms  1? \\ ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0?  \\ integer values

:Label08C3E8
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08C4A2
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08C42F
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08C42F
0002: jump Label08C642

:Label08C42F
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C455
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C455
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C49B
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C49B
0002: jump Label08C3E8

:Label08C4A2
00BC: text_highpriority "BJM2_20"  8000& ms  1? \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0?  \\ integer values

:Label08C4B8
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08C572
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08C4FF
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08C4FF
0002: jump Label08C642

:Label08C4FF
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C525
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C525
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C56B
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C56B
0002: jump Label08C4B8

:Label08C572
00BC: text_highpriority "BJM2_27"  8000& ms  1? \\ ~g~All targets this round are worth one point.
0006:  16@ =  0?  \\ integer values

:Label08C588
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08C642
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08C5CF
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08C5CF
0002: jump Label08C642

:Label08C5CF
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C5F5
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C5F5
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C63B
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C63B
0002: jump Label08C588

:Label08C642
03CF: load_wav "BNK2_2" as  2?
03CF: load_wav "BNK2_3" as  1?

:Label08C65A
00D6: if  21?
83D0:   NOT   wav  2? loaded
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label08C6E4
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C697
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C697
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C6DD
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C6DD
0002: jump Label08C65A

:Label08C6E4
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03D1: play_wav  2?
00BC: text_highpriority "BNK2_2"  4000& ms  1? \\ AIM 3-2-1 FIRE!

:Label08C6FE
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label08C784
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08C737
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08C737
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C77D
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C77D
0002: jump Label08C6FE

:Label08C784
03D5: remove_text "BNK2_2" \\ AIM 3-2-1 FIRE!
014E: set_timer_to  15672?? type  1?
018D:  15868?? = create_sound  11? at -682.092!  1273.931!  10.818!

:Label08C7AB
00D6: if  0?
0038:    14988?? ==  0?  \\ integer values
004D: jump_if_false Label08D618
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08C807
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08C807
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label08C81F
0004:  14988?? =  1?  \\ integer values

:Label08C81F
01BD:  14996?? = current_time_in_ms
00D6: if  0?
0038:    15680?? ==  0?  \\ integer values
004D: jump_if_false Label08C84A
01BD:  14996?? = current_time_in_ms
0084:  15684?? =  14996??  \\ integer values and handles
0004:  15680?? =  1?  \\ integer values

:Label08C84A
00D6: if  0?
0038:    15680?? ==  1?  \\ integer values
004D: jump_if_false Label08C86C
0084:  15688?? =  14996??  \\ integer values and handles
0060:  15688?? -=  15684??  \\ integer values

:Label08C86C
00D6: if  0?
0028:    15688?? >=  500&  \\ integer values
004D: jump_if_false Label08CA5A
00D6: if  0?
0038:    15044?? ==  0?  \\ integer values
004D: jump_if_false Label08C8C6
029B:  15016?? = init_object -130& (TAR_GUN1) at  15000??  15004??  15008??
0177: set_object  15016?? z_angle_to  15012??
0004:  15020?? =  0?  \\ integer values
0004:  15024?? =  0?  \\ integer values
0004:  15040?? =  0?  \\ integer values
0004:  15044?? =  1?  \\ integer values

:Label08C8C6
00D6: if  0?
0038:    15044?? ==  1?  \\ integer values
004D: jump_if_false Label08CA5A
00D6: if  1?
0038:    15020?? ==  0?  \\ integer values
0038:    15024?? ==  0?  \\ integer values
004D: jump_if_false Label08CA5A
00D6: if  0?
8366:   NOT (unknown)  15016?? 
004D: jump_if_false Label08CA10
01BB:  15028?? = object  15016?? x_pos,  15032?? = object  15016?? y_pos,  15036?? = object  15016?? z_pos
00D6: if  0?
0038:    15040?? ==  0?  \\ integer values
004D: jump_if_false Label08C96D
00D6: if  0?
0022:    1271.36! >  15032??  \\ floating-point values
004D: jump_if_false Label08C947
0078:  15032?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08C96D

:Label08C947
00D6: if  0?
0038:    15040?? ==  0?  \\ integer values
004D: jump_if_false Label08C96D
01BD:  14996?? = current_time_in_ms
0084:  15052?? =  14996??  \\ integer values and handles
0004:  15040?? =  1?  \\ integer values

:Label08C96D
00D6: if  0?
0038:    15040?? ==  1?  \\ integer values
004D: jump_if_false Label08C9E2
0084:  15048?? =  14996??  \\ integer values and handles
0060:  15048?? -=  15052??  \\ integer values
00D6: if  0?
0028:    15048?? >=  800&  \\ integer values
004D: jump_if_false Label08C9E2
00D6: if  0?
0020:    15032?? >  1268.74!  \\ floating-point values
004D: jump_if_false Label08C9C8
007E:  15032?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08C9E2

:Label08C9C8
0108: destroy_object  15016??
0004:  15044?? =  0?  \\ integer values
0004:  15680?? =  0?  \\ integer values
0004:  15024?? =  1?  \\ integer values

:Label08C9E2
00D6: if  1?
0038:    15024?? ==  0?  \\ integer values
0038:    15020?? ==  0?  \\ integer values
004D: jump_if_false Label08CA09
01BC: put_object  15016?? at  15028??  15032??  15036??

:Label08CA09
0002: jump Label08CA5A

:Label08CA10
00D6: if  0?
0038:    15024?? ==  0?  \\ integer values
004D: jump_if_false Label08CA5A
00D6: if  0?
0366: (unknown)  15016?? 
004D: jump_if_false Label08CA5A
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15016??
0004:  15680?? =  0?  \\ integer values
0004:  15044?? =  0?  \\ integer values
0004:  15020?? =  1?  \\ integer values

:Label08CA5A
00D6: if  0?
0038:    15692?? ==  0?  \\ integer values
004D: jump_if_false Label08CA80
01BD:  14996?? = current_time_in_ms
0084:  15696?? =  14996??  \\ integer values and handles
0004:  15692?? =  1?  \\ integer values

:Label08CA80
00D6: if  0?
0038:    15692?? ==  1?  \\ integer values
004D: jump_if_false Label08CAA2
0084:  15700?? =  14996??  \\ integer values and handles
0060:  15700?? -=  15696??  \\ integer values

:Label08CAA2
00D6: if  0?
0028:    15700?? >=  4000&  \\ integer values
004D: jump_if_false Label08CAFC
00D6: if  0?
0038:    15100?? ==  0?  \\ integer values
004D: jump_if_false Label08CAFC
029B:  15072?? = init_object -131& (TAR_GUN2) at  15056??  15060??  15064??
0177: set_object  15072?? z_angle_to  15068??
0004:  15076?? =  0?  \\ integer values
0004:  15080?? =  0?  \\ integer values
0004:  15096?? =  0?  \\ integer values
0004:  15100?? =  1?  \\ integer values

:Label08CAFC
00D6: if  0?
0038:    15100?? ==  1?  \\ integer values
004D: jump_if_false Label08CC90
00D6: if  1?
0038:    15076?? ==  0?  \\ integer values
0038:    15080?? ==  0?  \\ integer values
004D: jump_if_false Label08CC90
00D6: if  0?
8366:   NOT (unknown)  15072?? 
004D: jump_if_false Label08CC46
01BB:  15084?? = object  15072?? x_pos,  15088?? = object  15072?? y_pos,  15092?? = object  15072?? z_pos
00D6: if  0?
0038:    15096?? ==  0?  \\ integer values
004D: jump_if_false Label08CBA3
00D6: if  0?
0022:    1273.73! >  15088??  \\ floating-point values
004D: jump_if_false Label08CB7D
0078:  15088?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08CBA3

:Label08CB7D
00D6: if  0?
0038:    15096?? ==  0?  \\ integer values
004D: jump_if_false Label08CBA3
01BD:  14996?? = current_time_in_ms
0084:  15108?? =  14996??  \\ integer values and handles
0004:  15096?? =  1?  \\ integer values

:Label08CBA3
00D6: if  0?
0038:    15096?? ==  1?  \\ integer values
004D: jump_if_false Label08CC18
0084:  15104?? =  14996??  \\ integer values and handles
0060:  15104?? -=  15108??  \\ integer values
00D6: if  0?
0028:    15104?? >=  1000&  \\ integer values
004D: jump_if_false Label08CC18
00D6: if  0?
0020:    15088?? >  1272.55!  \\ floating-point values
004D: jump_if_false Label08CBFE
007E:  15088?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08CC18

:Label08CBFE
0108: destroy_object  15072??
0004:  15692?? =  0?  \\ integer values
0004:  15100?? =  0?  \\ integer values
0004:  15080?? =  1?  \\ integer values

:Label08CC18
00D6: if  1?
0038:    15080?? ==  0?  \\ integer values
0038:    15076?? ==  0?  \\ integer values
004D: jump_if_false Label08CC3F
01BC: put_object  15072?? at  15084??  15088??  15092??

:Label08CC3F
0002: jump Label08CC90

:Label08CC46
00D6: if  0?
0038:    15080?? ==  0?  \\ integer values
004D: jump_if_false Label08CC90
00D6: if  0?
0366: (unknown)  15072?? 
004D: jump_if_false Label08CC90
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15072??
0004:  15692?? =  0?  \\ integer values
0004:  15100?? =  0?  \\ integer values
0004:  15076?? =  1?  \\ integer values

:Label08CC90
00D6: if  0?
0038:    15704?? ==  0?  \\ integer values
004D: jump_if_false Label08CCB6
01BD:  14996?? = current_time_in_ms
0084:  15708?? =  14996??  \\ integer values and handles
0004:  15704?? =  1?  \\ integer values

:Label08CCB6
00D6: if  0?
0038:    15704?? ==  1?  \\ integer values
004D: jump_if_false Label08CCD8
0084:  15712?? =  14996??  \\ integer values and handles
0060:  15712?? -=  15708??  \\ integer values

:Label08CCD8
00D6: if  0?
0028:    15712?? >=  1300&  \\ integer values
004D: jump_if_false Label08CD32
00D6: if  0?
0038:    15156?? ==  0?  \\ integer values
004D: jump_if_false Label08CD32
029B:  15128?? = init_object -130& (TAR_GUN1) at  15112??  15116??  15120??
0177: set_object  15128?? z_angle_to  15124??
0004:  15132?? =  0?  \\ integer values
0004:  15136?? =  0?  \\ integer values
0004:  15152?? =  0?  \\ integer values
0004:  15156?? =  1?  \\ integer values

:Label08CD32
00D6: if  0?
0038:    15156?? ==  1?  \\ integer values
004D: jump_if_false Label08CEC6
00D6: if  1?
0038:    15132?? ==  0?  \\ integer values
0038:    15136?? ==  0?  \\ integer values
004D: jump_if_false Label08CEC6
00D6: if  0?
8366:   NOT (unknown)  15128?? 
004D: jump_if_false Label08CE7C
01BB:  15140?? = object  15128?? x_pos,  15144?? = object  15128?? y_pos,  15148?? = object  15128?? z_pos
00D6: if  0?
0038:    15152?? ==  0?  \\ integer values
004D: jump_if_false Label08CDD9
00D6: if  0?
0022:    1276.8! >  15144??  \\ floating-point values
004D: jump_if_false Label08CDB3
0078:  15144?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08CDD9

:Label08CDB3
00D6: if  0?
0038:    15152?? ==  0?  \\ integer values
004D: jump_if_false Label08CDD9
01BD:  14996?? = current_time_in_ms
0084:  15164?? =  14996??  \\ integer values and handles
0004:  15152?? =  1?  \\ integer values

:Label08CDD9
00D6: if  0?
0038:    15152?? ==  1?  \\ integer values
004D: jump_if_false Label08CE4E
0084:  15160?? =  14996??  \\ integer values and handles
0060:  15160?? -=  15164??  \\ integer values
00D6: if  0?
0028:    15160?? >=  1500&  \\ integer values
004D: jump_if_false Label08CE4E
00D6: if  0?
0020:    15144?? >  1275.01!  \\ floating-point values
004D: jump_if_false Label08CE34
007E:  15144?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08CE4E

:Label08CE34
0108: destroy_object  15128??
0004:  15704?? =  0?  \\ integer values
0004:  15156?? =  0?  \\ integer values
0004:  15136?? =  1?  \\ integer values

:Label08CE4E
00D6: if  1?
0038:    15136?? ==  0?  \\ integer values
0038:    15132?? ==  0?  \\ integer values
004D: jump_if_false Label08CE75
01BC: put_object  15128?? at  15140??  15144??  15148??

:Label08CE75
0002: jump Label08CEC6

:Label08CE7C
00D6: if  0?
0038:    15136?? ==  0?  \\ integer values
004D: jump_if_false Label08CEC6
00D6: if  0?
0366: (unknown)  15128?? 
004D: jump_if_false Label08CEC6
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15128??
0004:  15704?? =  0?  \\ integer values
0004:  15156?? =  0?  \\ integer values
0004:  15132?? =  1?  \\ integer values

:Label08CEC6
00D6: if  0?
0038:    15716?? ==  0?  \\ integer values
004D: jump_if_false Label08CEEC
01BD:  14996?? = current_time_in_ms
0084:  15720?? =  14996??  \\ integer values and handles
0004:  15716?? =  1?  \\ integer values

:Label08CEEC
00D6: if  0?
0038:    15716?? ==  1?  \\ integer values
004D: jump_if_false Label08CF0E
0084:  15724?? =  14996??  \\ integer values and handles
0060:  15724?? -=  15720??  \\ integer values

:Label08CF0E
00D6: if  0?
0028:    15724?? >=  2800&  \\ integer values
004D: jump_if_false Label08CF68
00D6: if  0?
0038:    15212?? ==  0?  \\ integer values
004D: jump_if_false Label08CF68
029B:  15184?? = init_object -131& (TAR_GUN2) at  15168??  15172??  15176??
0177: set_object  15184?? z_angle_to  15180??
0004:  15188?? =  0?  \\ integer values
0004:  15192?? =  0?  \\ integer values
0004:  15208?? =  0?  \\ integer values
0004:  15212?? =  1?  \\ integer values

:Label08CF68
00D6: if  0?
0038:    15212?? ==  1?  \\ integer values
004D: jump_if_false Label08D0FC
00D6: if  1?
0038:    15188?? ==  0?  \\ integer values
0038:    15192?? ==  0?  \\ integer values
004D: jump_if_false Label08D0FC
00D6: if  0?
8366:   NOT (unknown)  15184?? 
004D: jump_if_false Label08D0B2
01BB:  15196?? = object  15184?? x_pos,  15200?? = object  15184?? y_pos,  15204?? = object  15184?? z_pos
00D6: if  0?
0038:    15208?? ==  0?  \\ integer values
004D: jump_if_false Label08D00F
00D6: if  0?
0020:    15200?? >  1276.8!  \\ floating-point values
004D: jump_if_false Label08CFE9
007E:  15200?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D00F

:Label08CFE9
00D6: if  0?
0038:    15208?? ==  0?  \\ integer values
004D: jump_if_false Label08D00F
01BD:  14996?? = current_time_in_ms
0084:  15220?? =  14996??  \\ integer values and handles
0004:  15208?? =  1?  \\ integer values

:Label08D00F
00D6: if  0?
0038:    15208?? ==  1?  \\ integer values
004D: jump_if_false Label08D084
0084:  15216?? =  14996??  \\ integer values and handles
0060:  15216?? -=  15220??  \\ integer values
00D6: if  0?
0028:    15216?? >=  1250&  \\ integer values
004D: jump_if_false Label08D084
00D6: if  0?
0022:    1281.1! >  15200??  \\ floating-point values
004D: jump_if_false Label08D06A
0078:  15200?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D084

:Label08D06A
0108: destroy_object  15184??
0004:  15716?? =  0?  \\ integer values
0004:  15212?? =  0?  \\ integer values
0004:  15192?? =  1?  \\ integer values

:Label08D084
00D6: if  1?
0038:    15192?? ==  0?  \\ integer values
0038:    15188?? ==  0?  \\ integer values
004D: jump_if_false Label08D0AB
01BC: put_object  15184?? at  15196??  15200??  15204??

:Label08D0AB
0002: jump Label08D0FC

:Label08D0B2
00D6: if  0?
0038:    15192?? ==  0?  \\ integer values
004D: jump_if_false Label08D0FC
00D6: if  0?
0366: (unknown)  15184?? 
004D: jump_if_false Label08D0FC
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15184??
0004:  15716?? =  0?  \\ integer values
0004:  15212?? =  0?  \\ integer values
0004:  15188?? =  1?  \\ integer values

:Label08D0FC
00D6: if  0?
0038:    15728?? ==  0?  \\ integer values
004D: jump_if_false Label08D122
01BD:  14996?? = current_time_in_ms
0084:  15732?? =  14996??  \\ integer values and handles
0004:  15728?? =  1?  \\ integer values

:Label08D122
00D6: if  0?
0038:    15728?? ==  1?  \\ integer values
004D: jump_if_false Label08D144
0084:  15736?? =  14996??  \\ integer values and handles
0060:  15736?? -=  15732??  \\ integer values

:Label08D144
00D6: if  0?
0028:    15736?? >=  600&  \\ integer values
004D: jump_if_false Label08D19E
00D6: if  0?
0038:    15268?? ==  0?  \\ integer values
004D: jump_if_false Label08D19E
029B:  15240?? = init_object -130& (TAR_GUN1) at  15224??  15228??  15232??
0177: set_object  15240?? z_angle_to  15236??
0004:  15244?? =  0?  \\ integer values
0004:  15248?? =  0?  \\ integer values
0004:  15264?? =  0?  \\ integer values
0004:  15268?? =  1?  \\ integer values

:Label08D19E
00D6: if  0?
0038:    15268?? ==  1?  \\ integer values
004D: jump_if_false Label08D332
00D6: if  1?
0038:    15244?? ==  0?  \\ integer values
0038:    15248?? ==  0?  \\ integer values
004D: jump_if_false Label08D332
00D6: if  0?
8366:   NOT (unknown)  15240?? 
004D: jump_if_false Label08D2E8
01BB:  15252?? = object  15240?? x_pos,  15256?? = object  15240?? y_pos,  15260?? = object  15240?? z_pos
00D6: if  0?
0038:    15264?? ==  0?  \\ integer values
004D: jump_if_false Label08D245
00D6: if  0?
0020:    15256?? >  1273.87!  \\ floating-point values
004D: jump_if_false Label08D21F
007E:  15256?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D245

:Label08D21F
00D6: if  0?
0038:    15264?? ==  0?  \\ integer values
004D: jump_if_false Label08D245
01BD:  14996?? = current_time_in_ms
0084:  15276?? =  14996??  \\ integer values and handles
0004:  15264?? =  1?  \\ integer values

:Label08D245
00D6: if  0?
0038:    15264?? ==  1?  \\ integer values
004D: jump_if_false Label08D2BA
0084:  15272?? =  14996??  \\ integer values and handles
0060:  15272?? -=  15276??  \\ integer values
00D6: if  0?
0028:    15272?? >=  1500&  \\ integer values
004D: jump_if_false Label08D2BA
00D6: if  0?
0022:    1275.25! >  15256??  \\ floating-point values
004D: jump_if_false Label08D2A0
0078:  15256?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D2BA

:Label08D2A0
0108: destroy_object  15240??
0004:  15728?? =  0?  \\ integer values
0004:  15268?? =  0?  \\ integer values
0004:  15248?? =  1?  \\ integer values

:Label08D2BA
00D6: if  1?
0038:    15248?? ==  0?  \\ integer values
0038:    15244?? ==  0?  \\ integer values
004D: jump_if_false Label08D2E1
01BC: put_object  15240?? at  15252??  15256??  15260??

:Label08D2E1
0002: jump Label08D332

:Label08D2E8
00D6: if  0?
0038:    15248?? ==  0?  \\ integer values
004D: jump_if_false Label08D332
00D6: if  0?
0366: (unknown)  15240?? 
004D: jump_if_false Label08D332
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15240??
0004:  15728?? =  0?  \\ integer values
0004:  15268?? =  0?  \\ integer values
0004:  15244?? =  1?  \\ integer values

:Label08D332
00D6: if  0?
0038:    15740?? ==  0?  \\ integer values
004D: jump_if_false Label08D358
01BD:  14996?? = current_time_in_ms
0084:  15744?? =  14996??  \\ integer values and handles
0004:  15740?? =  1?  \\ integer values

:Label08D358
00D6: if  0?
0038:    15740?? ==  1?  \\ integer values
004D: jump_if_false Label08D37A
0084:  15748?? =  14996??  \\ integer values and handles
0060:  15748?? -=  15744??  \\ integer values

:Label08D37A
00D6: if  0?
0028:    15748?? >=  2000&  \\ integer values
004D: jump_if_false Label08D3D4
00D6: if  0?
0038:    15324?? ==  0?  \\ integer values
004D: jump_if_false Label08D3D4
029B:  15296?? = init_object -130& (TAR_GUN1) at  15280??  15284??  15288??
0177: set_object  15296?? z_angle_to  15292??
0004:  15300?? =  0?  \\ integer values
0004:  15304?? =  0?  \\ integer values
0004:  15320?? =  0?  \\ integer values
0004:  15324?? =  1?  \\ integer values

:Label08D3D4
00D6: if  0?
0038:    15324?? ==  1?  \\ integer values
004D: jump_if_false Label08D568
00D6: if  1?
0038:    15300?? ==  0?  \\ integer values
0038:    15304?? ==  0?  \\ integer values
004D: jump_if_false Label08D568
00D6: if  0?
8366:   NOT (unknown)  15296?? 
004D: jump_if_false Label08D51E
01BB:  15308?? = object  15296?? x_pos,  15312?? = object  15296?? y_pos,  15316?? = object  15296?? z_pos
00D6: if  0?
0038:    15320?? ==  0?  \\ integer values
004D: jump_if_false Label08D47B
00D6: if  0?
0020:    15312?? >  1270.67!  \\ floating-point values
004D: jump_if_false Label08D455
007E:  15312?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D47B

:Label08D455
00D6: if  0?
0038:    15320?? ==  0?  \\ integer values
004D: jump_if_false Label08D47B
01BD:  14996?? = current_time_in_ms
0084:  15332?? =  14996??  \\ integer values and handles
0004:  15320?? =  1?  \\ integer values

:Label08D47B
00D6: if  0?
0038:    15320?? ==  1?  \\ integer values
004D: jump_if_false Label08D4F0
0084:  15328?? =  14996??  \\ integer values and handles
0060:  15328?? -=  15332??  \\ integer values
00D6: if  0?
0028:    15328?? >=  500&  \\ integer values
004D: jump_if_false Label08D4F0
00D6: if  0?
0022:    1272.29! >  15312??  \\ floating-point values
004D: jump_if_false Label08D4D6
0078:  15312?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values
0002: jump Label08D4F0

:Label08D4D6
0108: destroy_object  15296??
0004:  15740?? =  0?  \\ integer values
0004:  15324?? =  0?  \\ integer values
0004:  15304?? =  1?  \\ integer values

:Label08D4F0
00D6: if  1?
0038:    15304?? ==  0?  \\ integer values
0038:    15300?? ==  0?  \\ integer values
004D: jump_if_false Label08D517
01BC: put_object  15296?? at  15308??  15312??  15316??

:Label08D517
0002: jump Label08D568

:Label08D51E
00D6: if  0?
0038:    15304?? ==  0?  \\ integer values
004D: jump_if_false Label08D568
00D6: if  0?
0366: (unknown)  15296?? 
004D: jump_if_false Label08D568
0008:  14984?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0108: destroy_object  15296??
0004:  15740?? =  0?  \\ integer values
0004:  15324?? =  0?  \\ integer values
0004:  15300?? =  1?  \\ integer values

:Label08D568
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08D58E
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08D58E
0110: clear_player $PLAYER_CHAR wanted_level
0419:  14992?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  21?
0038:    15672?? ==  0?  \\ integer values
0038:    14992?? ==  0?  \\ integer values
004D: jump_if_false Label08D611
00D6: if  0?
0038:    15884?? ==  0?  \\ integer values
004D: jump_if_false Label08D5DD
0006:  16@ =  0?  \\ integer values
0004:  15884?? =  1?  \\ integer values
0002: jump Label08D611

:Label08D5DD
00D6: if  0?
0019:    16@ >  200&  \\ integer values
004D: jump_if_false Label08D611
03D1: play_wav  1?
00BC: text_highpriority "BNK2_3"  5000& ms  1? \\ AREA CLEAR!
0004:  15792?? =  1?  \\ integer values
0004:  14988?? =  1?  \\ integer values

:Label08D611
0002: jump Label08C7AB

:Label08D618
018E: stop_sound  15868??
00D6: if  0?
0038:    15792?? ==  1?  \\ integer values
004D: jump_if_false Label08D6B5

:Label08D62F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08D6B5
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08D688
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08D688
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08D6AE
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08D6AE
0002: jump Label08D62F

:Label08D6B5
01E3: text_1number_styled "BJM2_6"  14984??  5000& ms  1? \\ SCORE ROUND TWO: ~1~
0084:  14728?? =  14984??  \\ integer values and handles
03D5: remove_text "BNK2_3" \\ AREA CLEAR!
0084:  15656?? =  15652??  \\ integer values and handles
0060:  15656?? -=  14992??  \\ integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object  15780??
00A1: put_actor $PLAYER_ACTOR at -664.73!  1269.09!  9.81!
014F: stop_timer  15672??
00BC: text_highpriority "BJM2_14"  5000& ms  1? \\ ~g~Move on to the next area!
018A:  15628?? = create_checkpoint_at -677.75!  1272.03!  9.81!
03CF: load_wav "BNK2_3" as  1?
03CF: load_wav "BNK2_2" as  2?
0004:  492?? =  1?  \\ integer values

:Label08D755
00D6: if  22?
80F6:   NOT   player $PLAYER_CHAR  492?? (in-sphere)near_point_on_foot -677.75!  1272.03!  9.81! radius  2!  2!  2!
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label08D805
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08D7B8
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08D7B8
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08D7FE
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08D7FE
0002: jump Label08D755

:Label08D805
0164: disable_marker  15628??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0001: wait  500& ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08D84A
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08D84A
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08D890
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08D890
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object  15784??  0!  0!  1!  0?  50!  17?
017A: set_player $PLAYER_CHAR weapon  17? ammo_to  30?
0004:  15660?? =  30?  \\ integer values
03D6: remove_big_text "BJM2_6" \\ SCORE ROUND TWO: ~1~
0108: destroy_object  15016??
0108: destroy_object  15072??
0108: destroy_object  15128??
0108: destroy_object  15184??
0108: destroy_object  15240??
0108: destroy_object  15296??
00BC: text_highpriority "BJM2_19"  8000& ms  1? \\ ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0?  \\ integer values

:Label08D8FE
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08D9B8
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08D945
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08D945
0002: jump Label08DB58

:Label08D945
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08D96B
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08D96B
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08D9B1
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08D9B1
0002: jump Label08D8FE

:Label08D9B8
00BC: text_highpriority "BJM2_20"  8000& ms  1? \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0?  \\ integer values

:Label08D9CE
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08DA88
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08DA15
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08DA15
0002: jump Label08DB58

:Label08DA15
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08DA3B
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08DA3B
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08DA81
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08DA81
0002: jump Label08D9CE

:Label08DA88
00BC: text_highpriority "BJM2_27"  8000& ms  1? \\ ~g~All targets this round are worth one point.
0006:  16@ =  0?  \\ integer values

:Label08DA9E
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label08DB58
0001: wait  0? ms
00D6: if  0?
0038:    436?? ==  1?  \\ integer values
004D: jump_if_false Label08DAE5
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label08DAE5
0002: jump Label08DB58

:Label08DAE5
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08DB0B
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08DB0B
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08DB51
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08DB51
0002: jump Label08DA9E

:Label08DB58
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03D1: play_wav  2?
00BC: text_highpriority "BNK2_2"  4000& ms  1? \\ AIM 3-2-1 FIRE!

:Label08DB72
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label08DBF8
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08DBAB
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08DBAB
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08DBF1
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08DBF1
0002: jump Label08DB72

:Label08DBF8
03D5: remove_text "BNK2_2" \\ AIM 3-2-1 FIRE!
0006:  17@ =  0?  \\ integer values
014E: set_timer_to  15676?? type  1?
018D:  15868?? = create_sound  11? at -670.111!  1291.234!  10.818!

:Label08DC26
00D6: if  0?
0038:    15340?? ==  0?  \\ integer values
004D: jump_if_false Label08EABD
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08DC82
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08DC82
00D6: if  0?
0038:    15828?? ==  0?  \\ integer values
004D: jump_if_false Label08DD95
00D6: if  0?
0038:    15800?? ==  0?  \\ integer values
004D: jump_if_false Label08DCC5
0004:  15824?? =  0?  \\ integer values
0209:  15824?? = random_int  1?  8?
0084:  15812?? =  15824??  \\ integer values and handles
0004:  15800?? =  1?  \\ integer values

:Label08DCC5
00D6: if  0?
0038:    15800?? ==  1?  \\ integer values
004D: jump_if_false Label08DD29
00D6: if  0?
0038:    15804?? ==  0?  \\ integer values
004D: jump_if_false Label08DD29
0004:  15824?? =  0?  \\ integer values
0209:  15824?? = random_int  1?  8?
00D6: if  0?
803A:   NOT    15824?? ==  15812??  \\ integer values and handles
004D: jump_if_false Label08DD22
0084:  15816?? =  15824??  \\ integer values and handles
0004:  15804?? =  1?  \\ integer values
0002: jump Label08DD29

:Label08DD22
0004:  15804?? =  0?  \\ integer values

:Label08DD29
00D6: if  0?
0038:    15804?? ==  1?  \\ integer values
004D: jump_if_false Label08DD95
00D6: if  0?
0038:    15808?? ==  0?  \\ integer values
004D: jump_if_false Label08DD95
0004:  15824?? =  0?  \\ integer values
0209:  15824?? = random_int  1?  8?
00D6: if  1?
803A:   NOT    15824?? ==  15812??  \\ integer values and handles
803A:   NOT    15824?? ==  15816??  \\ integer values and handles
004D: jump_if_false Label08DD8E
0084:  15820?? =  15824??  \\ integer values and handles
0004:  15808?? =  1?  \\ integer values
0002: jump Label08DD95

:Label08DD8E
0004:  15808?? =  0?  \\ integer values

:Label08DD95
00D6: if  2?
0038:    15800?? ==  1?  \\ integer values
0038:    15804?? ==  1?  \\ integer values
0038:    15808?? ==  1?  \\ integer values
004D: jump_if_false Label08DDBC
0004:  15828?? =  1?  \\ integer values

:Label08DDBC
00D6: if  0?
0038:    15832?? ==  3?  \\ integer values
004D: jump_if_false Label08DE45
0004:  15352?? =  0?  \\ integer values
0004:  15392?? =  0?  \\ integer values
0004:  15432?? =  0?  \\ integer values
0004:  15472?? =  0?  \\ integer values
0004:  15512?? =  0?  \\ integer values
0004:  15552?? =  0?  \\ integer values
0004:  15592?? =  0?  \\ integer values
0004:  15892?? =  0?  \\ integer values
0004:  15896?? =  0?  \\ integer values
0004:  15900?? =  0?  \\ integer values
0004:  15904?? =  0?  \\ integer values
0004:  15908?? =  0?  \\ integer values
0004:  15800?? =  0?  \\ integer values
0004:  15804?? =  0?  \\ integer values
0004:  15808?? =  0?  \\ integer values
0004:  15828?? =  0?  \\ integer values
0004:  15832?? =  0?  \\ integer values

:Label08DE45
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label08DE5D
0004:  15340?? =  1?  \\ integer values

:Label08DE5D
00D6: if  0?
0038:    15828?? ==  1?  \\ integer values
004D: jump_if_false Label08EA0D
00D6: if  22?
0038:    15812?? ==  1?  \\ integer values
0038:    15816?? ==  1?  \\ integer values
0038:    15820?? ==  1?  \\ integer values
004D: jump_if_false Label08DED8
00D6: if  0?
0038:    15352?? ==  0?  \\ integer values
004D: jump_if_false Label08DED8
029B:  15348?? = init_object -131& (TAR_GUN2) at  15376??  15380??  15384??
0177: set_object  15348?? z_angle_to  0!
0004:  15836?? =  0?  \\ integer values
0004:  15356?? =  0?  \\ integer values
0004:  15372?? =  0?  \\ integer values
0004:  15352?? =  1?  \\ integer values

:Label08DED8
00D6: if  0?
0038:    15352?? ==  1?  \\ integer values
004D: jump_if_false Label08E006
00D6: if  0?
0038:    15356?? ==  0?  \\ integer values
004D: jump_if_false Label08E006
00D6: if  0?
8366:   NOT (unknown)  15348?? 
004D: jump_if_false Label08DFD5
01BB:  15360?? = object  15348?? x_pos,  15364?? = object  15348?? y_pos,  15368?? = object  15348?? z_pos
00D6: if  0?
0038:    15372?? ==  0?  \\ integer values
004D: jump_if_false Label08DF60
00D6: if  0?
0032:   -676.53! >=  15360??  \\ floating-point values
004D: jump_if_false Label08DF4F
0004:  15372?? =  1?  \\ integer values
0002: jump Label08DF59

:Label08DF4F
007E:  15360?? -= unknown_inaccurate_float_timer  .03!  \\ floating-point values

:Label08DF59
0002: jump Label08DF94

:Label08DF60
00D6: if  0?
0030:    15360?? >= -674.16!  \\ floating-point values
004D: jump_if_false Label08DF8A
0004:  15836?? =  1?  \\ integer values
0004:  15372?? =  0?  \\ integer values
0002: jump Label08DF94

:Label08DF8A
0078:  15360?? += unknown_inaccurate_float_timer  .03!  \\ floating-point values

:Label08DF94
00D6: if  0?
0038:    15836?? ==  1?  \\ integer values
004D: jump_if_false Label08DFC0
0108: destroy_object  15348??
0008:  15832?? +=  1?  \\ integer values
0004:  15356?? =  1?  \\ integer values
0002: jump Label08DFCE

:Label08DFC0
01BC: put_object  15348?? at  15360??  15364??  15368??

:Label08DFCE
0002: jump Label08E006

:Label08DFD5
00D6: if  0?
0366: (unknown)  15348?? 
004D: jump_if_false Label08E006
0108: destroy_object  15348??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15356?? =  1?  \\ integer values

:Label08E006
00D6: if  22?
0038:    15812?? ==  2?  \\ integer values
0038:    15816?? ==  2?  \\ integer values
0038:    15820?? ==  2?  \\ integer values
004D: jump_if_false Label08E06F
00D6: if  0?
0038:    15392?? ==  0?  \\ integer values
004D: jump_if_false Label08E06F
029B:  15388?? = init_object -130& (TAR_GUN1) at  15416??  15420??  15424??
0177: set_object  15388?? z_angle_to  0!
0004:  15840?? =  0?  \\ integer values
0004:  15396?? =  0?  \\ integer values
0004:  15412?? =  0?  \\ integer values
0004:  15392?? =  1?  \\ integer values

:Label08E06F
00D6: if  0?
0038:    15392?? ==  1?  \\ integer values
004D: jump_if_false Label08E19D
00D6: if  0?
0038:    15396?? ==  0?  \\ integer values
004D: jump_if_false Label08E19D
00D6: if  0?
8366:   NOT (unknown)  15388?? 
004D: jump_if_false Label08E16C
01BB:  15400?? = object  15388?? x_pos,  15404?? = object  15388?? y_pos,  15408?? = object  15388?? z_pos
00D6: if  0?
0038:    15412?? ==  0?  \\ integer values
004D: jump_if_false Label08E0F7
00D6: if  0?
0032:   -677.95! >=  15400??  \\ floating-point values
004D: jump_if_false Label08E0E6
0004:  15412?? =  1?  \\ integer values
0002: jump Label08E0F0

:Label08E0E6
007E:  15400?? -= unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08E0F0
0002: jump Label08E12B

:Label08E0F7
00D6: if  0?
0030:    15400?? >= -673.46!  \\ floating-point values
004D: jump_if_false Label08E121
0004:  15840?? =  1?  \\ integer values
0004:  15412?? =  0?  \\ integer values
0002: jump Label08E12B

:Label08E121
0078:  15400?? += unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08E12B
00D6: if  0?
0038:    15840?? ==  1?  \\ integer values
004D: jump_if_false Label08E157
0108: destroy_object  15388??
0008:  15832?? +=  1?  \\ integer values
0004:  15396?? =  1?  \\ integer values
0002: jump Label08E165

:Label08E157
01BC: put_object  15388?? at  15400??  15404??  15408??

:Label08E165
0002: jump Label08E19D

:Label08E16C
00D6: if  0?
0366: (unknown)  15388?? 
004D: jump_if_false Label08E19D
0108: destroy_object  15388??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15396?? =  1?  \\ integer values

:Label08E19D
00D6: if  22?
0038:    15812?? ==  3?  \\ integer values
0038:    15816?? ==  3?  \\ integer values
0038:    15820?? ==  3?  \\ integer values
004D: jump_if_false Label08E206
00D6: if  0?
0038:    15432?? ==  0?  \\ integer values
004D: jump_if_false Label08E206
029B:  15428?? = init_object -130& (TAR_GUN1) at  15456??  15460??  15464??
0177: set_object  15428?? z_angle_to  0!
0004:  15844?? =  0?  \\ integer values
0004:  15436?? =  0?  \\ integer values
0004:  15452?? =  0?  \\ integer values
0004:  15432?? =  1?  \\ integer values

:Label08E206
00D6: if  0?
0038:    15432?? ==  1?  \\ integer values
004D: jump_if_false Label08E34D
00D6: if  0?
0038:    15436?? ==  0?  \\ integer values
004D: jump_if_false Label08E34D
00D6: if  0?
8366:   NOT (unknown)  15428?? 
004D: jump_if_false Label08E31C
01BB:  15440?? = object  15428?? x_pos,  15444?? = object  15428?? y_pos,  15448?? = object  15428?? z_pos
00D6: if  0?
0038:    15452?? ==  0?  \\ integer values
004D: jump_if_false Label08E2A7
00D6: if  0?
0032:   -683.24! >=  15440??  \\ floating-point values
004D: jump_if_false Label08E296
00D6: if  0?
0038:    15892?? ==  1?  \\ integer values
004D: jump_if_false Label08E288
0004:  15844?? =  1?  \\ integer values

:Label08E288
0004:  15452?? =  1?  \\ integer values
0002: jump Label08E2A0

:Label08E296
007E:  15440?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08E2A0
0002: jump Label08E2DB

:Label08E2A7
00D6: if  0?
0030:    15440?? >= -680.49!  \\ floating-point values
004D: jump_if_false Label08E2D1
0004:  15452?? =  0?  \\ integer values
0004:  15892?? =  1?  \\ integer values
0002: jump Label08E2DB

:Label08E2D1
0078:  15440?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08E2DB
00D6: if  0?
0038:    15844?? ==  1?  \\ integer values
004D: jump_if_false Label08E307
0108: destroy_object  15428??
0008:  15832?? +=  1?  \\ integer values
0004:  15436?? =  1?  \\ integer values
0002: jump Label08E315

:Label08E307
01BC: put_object  15428?? at  15440??  15444??  15448??

:Label08E315
0002: jump Label08E34D

:Label08E31C
00D6: if  0?
0366: (unknown)  15428?? 
004D: jump_if_false Label08E34D
0108: destroy_object  15428??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15436?? =  1?  \\ integer values

:Label08E34D
00D6: if  22?
0038:    15812?? ==  4?  \\ integer values
0038:    15816?? ==  4?  \\ integer values
0038:    15820?? ==  4?  \\ integer values
004D: jump_if_false Label08E3B6
00D6: if  0?
0038:    15472?? ==  0?  \\ integer values
004D: jump_if_false Label08E3B6
029B:  15468?? = init_object -131& (TAR_GUN2) at  15496??  15500??  15504??
0177: set_object  15468?? z_angle_to  0!
0004:  15848?? =  0?  \\ integer values
0004:  15476?? =  0?  \\ integer values
0004:  15492?? =  0?  \\ integer values
0004:  15472?? =  1?  \\ integer values

:Label08E3B6
00D6: if  0?
0038:    15472?? ==  1?  \\ integer values
004D: jump_if_false Label08E4FD
00D6: if  0?
0038:    15476?? ==  0?  \\ integer values
004D: jump_if_false Label08E4FD
00D6: if  0?
8366:   NOT (unknown)  15468?? 
004D: jump_if_false Label08E4CC
01BB:  15480?? = object  15468?? x_pos,  15484?? = object  15468?? y_pos,  15488?? = object  15468?? z_pos
00D6: if  0?
0038:    15492?? ==  0?  \\ integer values
004D: jump_if_false Label08E457
00D6: if  0?
0032:   -683.73! >=  15480??  \\ floating-point values
004D: jump_if_false Label08E446
00D6: if  0?
0038:    15896?? ==  1?  \\ integer values
004D: jump_if_false Label08E438
0004:  15848?? =  1?  \\ integer values

:Label08E438
0004:  15492?? =  1?  \\ integer values
0002: jump Label08E450

:Label08E446
007E:  15480?? -= unknown_inaccurate_float_timer  .05!  \\ floating-point values

:Label08E450
0002: jump Label08E48B

:Label08E457
00D6: if  0?
0030:    15480?? >= -681.59!  \\ floating-point values
004D: jump_if_false Label08E481
0004:  15492?? =  0?  \\ integer values
0004:  15896?? =  1?  \\ integer values
0002: jump Label08E48B

:Label08E481
0078:  15480?? += unknown_inaccurate_float_timer  .05!  \\ floating-point values

:Label08E48B
00D6: if  0?
0038:    15848?? ==  1?  \\ integer values
004D: jump_if_false Label08E4B7
0108: destroy_object  15468??
0008:  15832?? +=  1?  \\ integer values
0004:  15476?? =  1?  \\ integer values
0002: jump Label08E4C5

:Label08E4B7
01BC: put_object  15468?? at  15480??  15484??  15488??

:Label08E4C5
0002: jump Label08E4FD

:Label08E4CC
00D6: if  0?
0366: (unknown)  15468?? 
004D: jump_if_false Label08E4FD
0108: destroy_object  15468??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15476?? =  1?  \\ integer values

:Label08E4FD
00D6: if  22?
0038:    15812?? ==  5?  \\ integer values
0038:    15816?? ==  5?  \\ integer values
0038:    15820?? ==  5?  \\ integer values
004D: jump_if_false Label08E566
00D6: if  0?
0038:    15512?? ==  0?  \\ integer values
004D: jump_if_false Label08E566
029B:  15508?? = init_object -130& (TAR_GUN1) at  15536??  15540??  15544??
0177: set_object  15508?? z_angle_to  0!
0004:  15852?? =  0?  \\ integer values
0004:  15516?? =  0?  \\ integer values
0004:  15532?? =  0?  \\ integer values
0004:  15512?? =  1?  \\ integer values

:Label08E566
00D6: if  0?
0038:    15512?? ==  1?  \\ integer values
004D: jump_if_false Label08E6AD
00D6: if  0?
0038:    15516?? ==  0?  \\ integer values
004D: jump_if_false Label08E6AD
00D6: if  0?
8366:   NOT (unknown)  15508?? 
004D: jump_if_false Label08E67C
01BB:  15520?? = object  15508?? x_pos,  15524?? = object  15508?? y_pos,  15528?? = object  15508?? z_pos
00D6: if  0?
0038:    15532?? ==  0?  \\ integer values
004D: jump_if_false Label08E607
00D6: if  0?
0032:    8! >=  15528??  \\ floating-point values
004D: jump_if_false Label08E5F6
00D6: if  0?
0038:    15900?? ==  1?  \\ integer values
004D: jump_if_false Label08E5E8
0004:  15852?? =  1?  \\ integer values

:Label08E5E8
0004:  15532?? =  1?  \\ integer values
0002: jump Label08E600

:Label08E5F6
007E:  15528?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08E600
0002: jump Label08E63B

:Label08E607
00D6: if  0?
0030:    15528?? >=  15!  \\ floating-point values
004D: jump_if_false Label08E631
0004:  15532?? =  0?  \\ integer values
0004:  15900?? =  1?  \\ integer values
0002: jump Label08E63B

:Label08E631
0078:  15528?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label08E63B
00D6: if  0?
0038:    15852?? ==  1?  \\ integer values
004D: jump_if_false Label08E667
0108: destroy_object  15508??
0008:  15832?? +=  1?  \\ integer values
0004:  15516?? =  1?  \\ integer values
0002: jump Label08E675

:Label08E667
01BC: put_object  15508?? at  15520??  15524??  15528??

:Label08E675
0002: jump Label08E6AD

:Label08E67C
00D6: if  0?
0366: (unknown)  15508?? 
004D: jump_if_false Label08E6AD
0108: destroy_object  15508??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15516?? =  1?  \\ integer values

:Label08E6AD
00D6: if  22?
0038:    15812?? ==  6?  \\ integer values
0038:    15816?? ==  6?  \\ integer values
0038:    15820?? ==  6?  \\ integer values
004D: jump_if_false Label08E716
00D6: if  0?
0038:    15552?? ==  0?  \\ integer values
004D: jump_if_false Label08E716
029B:  15548?? = init_object -131& (TAR_GUN2) at  15576??  15580??  15584??
0177: set_object  15548?? z_angle_to  90!
0004:  15856?? =  0?  \\ integer values
0004:  15556?? =  0?  \\ integer values
0004:  15572?? =  0?  \\ integer values
0004:  15552?? =  1?  \\ integer values

:Label08E716
00D6: if  0?
0038:    15552?? ==  1?  \\ integer values
004D: jump_if_false Label08E85D
00D6: if  0?
0038:    15556?? ==  0?  \\ integer values
004D: jump_if_false Label08E85D
00D6: if  0?
8366:   NOT (unknown)  15548?? 
004D: jump_if_false Label08E82C
01BB:  15560?? = object  15548?? x_pos,  15564?? = object  15548?? y_pos,  15568?? = object  15548?? z_pos
00D6: if  0?
0038:    15572?? ==  0?  \\ integer values
004D: jump_if_false Label08E7B7
00D6: if  0?
0032:    1279.42! >=  15564??  \\ floating-point values
004D: jump_if_false Label08E7A6
00D6: if  0?
0038:    15904?? ==  1?  \\ integer values
004D: jump_if_false Label08E798
0004:  15856?? =  1?  \\ integer values

:Label08E798
0004:  15572?? =  1?  \\ integer values
0002: jump Label08E7B0

:Label08E7A6
007E:  15564?? -= unknown_inaccurate_float_timer  .05!  \\ floating-point values

:Label08E7B0
0002: jump Label08E7EB

:Label08E7B7
00D6: if  0?
0030:    15564?? >=  1283.7!  \\ floating-point values
004D: jump_if_false Label08E7E1
0004:  15572?? =  0?  \\ integer values
0004:  15904?? =  1?  \\ integer values
0002: jump Label08E7EB

:Label08E7E1
0078:  15564?? += unknown_inaccurate_float_timer  .05!  \\ floating-point values

:Label08E7EB
00D6: if  0?
0038:    15856?? ==  1?  \\ integer values
004D: jump_if_false Label08E817
0108: destroy_object  15548??
0008:  15832?? +=  1?  \\ integer values
0004:  15556?? =  1?  \\ integer values
0002: jump Label08E825

:Label08E817
01BC: put_object  15548?? at  15560??  15564??  15568??

:Label08E825
0002: jump Label08E85D

:Label08E82C
00D6: if  0?
0366: (unknown)  15548?? 
004D: jump_if_false Label08E85D
0108: destroy_object  15548??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15556?? =  1?  \\ integer values

:Label08E85D
00D6: if  22?
0038:    15812?? ==  7?  \\ integer values
0038:    15816?? ==  7?  \\ integer values
0038:    15820?? ==  7?  \\ integer values
004D: jump_if_false Label08E8C6
00D6: if  0?
0038:    15592?? ==  0?  \\ integer values
004D: jump_if_false Label08E8C6
029B:  15588?? = init_object -130& (TAR_GUN1) at  15616??  15620??  15624??
0177: set_object  15588?? z_angle_to  90!
0004:  15860?? =  0?  \\ integer values
0004:  15596?? =  0?  \\ integer values
0004:  15612?? =  0?  \\ integer values
0004:  15592?? =  1?  \\ integer values

:Label08E8C6
00D6: if  0?
0038:    15592?? ==  1?  \\ integer values
004D: jump_if_false Label08EA0D
00D6: if  0?
0038:    15596?? ==  0?  \\ integer values
004D: jump_if_false Label08EA0D
00D6: if  0?
8366:   NOT (unknown)  15588?? 
004D: jump_if_false Label08E9DC
01BB:  15600?? = object  15588?? x_pos,  15604?? = object  15588?? y_pos,  15608?? = object  15588?? z_pos
00D6: if  0?
0038:    15612?? ==  0?  \\ integer values
004D: jump_if_false Label08E967
00D6: if  0?
0032:    1277.8! >=  15604??  \\ floating-point values
004D: jump_if_false Label08E956
00D6: if  0?
0038:    15908?? ==  1?  \\ integer values
004D: jump_if_false Label08E948
0004:  15860?? =  1?  \\ integer values

:Label08E948
0004:  15612?? =  1?  \\ integer values
0002: jump Label08E960

:Label08E956
007E:  15604?? -= unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08E960
0002: jump Label08E99B

:Label08E967
00D6: if  0?
0030:    15604?? >=  1282.51!  \\ floating-point values
004D: jump_if_false Label08E991
0004:  15612?? =  0?  \\ integer values
0004:  15908?? =  1?  \\ integer values
0002: jump Label08E99B

:Label08E991
0078:  15604?? += unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label08E99B
00D6: if  0?
0038:    15860?? ==  1?  \\ integer values
004D: jump_if_false Label08E9C7
0108: destroy_object  15588??
0008:  15832?? +=  1?  \\ integer values
0004:  15596?? =  1?  \\ integer values
0002: jump Label08E9D5

:Label08E9C7
01BC: put_object  15588?? at  15600??  15604??  15608??

:Label08E9D5
0002: jump Label08EA0D

:Label08E9DC
00D6: if  0?
0366: (unknown)  15588?? 
004D: jump_if_false Label08EA0D
0108: destroy_object  15588??
0008:  15336?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15832?? +=  1?  \\ integer values
0004:  15596?? =  1?  \\ integer values

:Label08EA0D
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EA33
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EA33
0110: clear_player $PLAYER_CHAR wanted_level
0419:  15344?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  21?
0038:    15676?? ==  0?  \\ integer values
0038:    15344?? ==  0?  \\ integer values
004D: jump_if_false Label08EAB6
00D6: if  0?
0038:    15888?? ==  0?  \\ integer values
004D: jump_if_false Label08EA82
0006:  16@ =  0?  \\ integer values
0004:  15888?? =  1?  \\ integer values
0002: jump Label08EAB6

:Label08EA82
00D6: if  0?
0019:    16@ >  200&  \\ integer values
004D: jump_if_false Label08EAB6
03D1: play_wav  1?
00BC: text_highpriority "BNK2_3"  5000& ms  1? \\ AREA CLEAR!
0004:  15796?? =  1?  \\ integer values
0004:  15340?? =  1?  \\ integer values

:Label08EAB6
0002: jump Label08DC26

:Label08EABD
018E: stop_sound  15868??
00D6: if  0?
0038:    15796?? ==  1?  \\ integer values
004D: jump_if_false Label08EB5A

:Label08EAD4
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08EB5A
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EB0D
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EB0D
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08EB53
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08EB53
0002: jump Label08EAD4

:Label08EB5A
014F: stop_timer  15676??
03D5: remove_text "BNK2_3" \\ AREA CLEAR!
0084:  15664?? =  15660??  \\ integer values and handles
0060:  15664?? -=  15344??  \\ integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
03C8: rotate_player_180_degrees
01E3: text_1number_styled "BJM2_28"  15336??  4000& ms  1? \\ SCORE ROUND THREE: ~1~
0084:  14732?? =  15336??  \\ integer values and handles
0151: remove_status_text  15872??
0151: remove_status_text  15952??
0001: wait  4000& ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EBD1
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EBD1
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08EC17
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08EC17
03D6: remove_big_text "BJM2_6" \\ SCORE ROUND TWO: ~1~
01E3: text_1number_styled "BJM2_7"  15872??  4000& ms  1? \\ TOTAL SCORE FOR SHOOT: ~1~
0001: wait  4000& ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EC5E
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EC5E
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08ECA4
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08ECA4
03D6: remove_big_text "BJM2_7" \\ TOTAL SCORE FOR SHOOT: ~1~
0084:  15668?? =  15648??  \\ integer values and handles
0058:  15668?? +=  15656??  \\ integer values
0084:  15876?? =  15668??  \\ integer values and handles
0058:  15876?? +=  15664??  \\ integer values
0084:  14736?? =  14724??  \\ integer values and handles
0058:  14736?? +=  14728??  \\ integer values
0084:  14740?? =  14736??  \\ integer values and handles
0058:  14740?? +=  14732??  \\ integer values
0084:  15640?? =  14740??  \\ integer values and handles
0010:  15640?? *=  100?  \\ integer values
00D6: if  0?
0018:    15668?? >  0?  \\ integer values
004D: jump_if_false Label08ED1E
0070:  15640?? /=  15876??  \\ integer values
0002: jump Label08ED25

:Label08ED1E
0004:  15640?? =  0?  \\ integer values

:Label08ED25
01E3: text_1number_styled "BJM2_3"  15640??  4000& ms  1? \\ HIT RATE: ~1~%
0001: wait  4000& ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08ED62
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08ED62
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08EDA8
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08EDA8
03D6: remove_big_text "BJM2_3" \\ HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object  15784??
00A1: put_actor $PLAYER_ACTOR at -677.75!  1272.03!  9.81!
00BC: text_highpriority "BJM2_17"  5000& ms  1? \\ ~g~Go and talk to Phil.
018A:  14716?? = create_checkpoint_at -665.99!  1234.17!  10.08!
0004:  492?? =  1?  \\ integer values
03CF: load_wav "BNK2_7" as  1?
03CF: load_wav "BNK2_8" as  2?

:Label08EE12
00D6: if  22?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot -651.18!  1260.08!  9.82! radius  3!  3!  6!
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label08EEC1
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EE74
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EE74
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08EEBA
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08EEBA
0002: jump Label08EE12

:Label08EEC1
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08EEEE
01B9: set_actor  15632?? armed_weapon_to  0?
0002: jump Label08EF04

:Label08EEEE
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EF04
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label08EF0B
00D6: if  0?
016B:   fading
004D: jump_if_false Label08EF8F
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08EF42
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08EF42
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08EF88
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08EF88
0002: jump Label08EF0B

:Label08EF8F
00BE: text_clear_all
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
02A3: toggle_widescreen  1? (on)
0108: destroy_object  15348??
0108: destroy_object  15388??
0108: destroy_object  15428??
0108: destroy_object  15468??
0108: destroy_object  15508??
0108: destroy_object  15548??
0108: destroy_object  15588??
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0164: disable_marker  14716??
03CB: set_camera -665.99!  1234.17!  9.08!
009F: set_actor $PLAYER_ACTOR objective_to 1
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at -664.58!  1233.74!  10.1!
0173: set_actor $PLAYER_ACTOR z_angle_to  87.36!
009F: set_actor $PLAYER_ACTOR objective_to 1
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08F037
020E: actor $PLAYER_ACTOR look_at_actor  15632??
0002: jump Label08F04D

:Label08F037
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F04D
0169: set_fade_color  0?  0?  0?
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08F074
020E: actor  15632?? look_at_actor $PLAYER_ACTOR
0002: jump Label08F08A

:Label08F074
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F08A
016A: fade  1? (back)  1000& ms
015F: set_camera_position -662.67!  1229.52!  10.84!  0!  0!  0!
0160: point_camera -663.27!  1230.3!  11.06!  2?

:Label08F0C4
00D6: if  0?
016B:   fading
004D: jump_if_false Label08F148
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F0FB
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F0FB
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F141
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F141
0002: jump Label08F0C4

:Label08F148
03D1: play_wav  1?
00BC: text_highpriority "BNK2_7"  5000& ms  1? \\ So you wanna do me a favor, and help me put together a job?
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  1000000&& ms

:Label08F167
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08F1ED
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F1A0
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F1A0
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F1E6
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F1E6
0002: jump Label08F167

:Label08F1ED
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
03D5: remove_text "BNK2_7" \\ So you wanna do me a favor, and help me put together a job?
03CF: load_wav "BNK2_9" as  1?

:Label08F20C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label08F292
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F245
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F245
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F28B
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F28B
0002: jump Label08F20C

:Label08F292
00D6: if  0?
001C:    15872?? >  15952??  \\ integer values
004D: jump_if_false Label08F2CB
03D1: play_wav  2?
00BC: text_highpriority "BNK2_8"  5000& ms  1? \\ Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0372: set_actor  15632?? anim  19? wait_state_time  1000000&& ms
0002: jump Label08F2EA

:Label08F2CB
03D1: play_wav  1?
00BC: text_highpriority "BNK2_9A"  10000& ms  1? \\ Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
0372: set_actor  15632?? anim  19? wait_state_time  1000000&& ms

:Label08F2EA
00D6: if  0?
001C:    15872?? >  15952??  \\ integer values
004D: jump_if_false Label08F3E8

:Label08F2FD
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label08F3A1
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F354
03D5: remove_text "BNK2_8" \\ Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text "BNK2_9A" \\ Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" \\ You can't shoot nothin'.
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F354
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F39A
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F39A
0002: jump Label08F2FD

:Label08F3A1
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08F3C1
0372: set_actor  15632?? anim  0? wait_state_time  1? ms
0002: jump Label08F3D7

:Label08F3C1
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F3D7
03D5: remove_text "BNK2_8" \\ Son, after shooting like that, if you asked me to be your wife, I'd say yes.
0002: jump Label08F4D6

:Label08F3E8
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label08F48C
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F43F
03D5: remove_text "BNK2_8" \\ Son, after shooting like that, if you asked me to be your wife, I'd say yes.
03D5: remove_text "BNK2_9A" \\ Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" \\ You can't shoot nothin'.
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F43F
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F485
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F485
0002: jump Label08F3E8

:Label08F48C
00D6: if  0?
8118:   NOT   actor  15632?? dead
004D: jump_if_false Label08F4AC
0372: set_actor  15632?? anim  0? wait_state_time  1? ms
0002: jump Label08F4C2

:Label08F4AC
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C

:Label08F4C2
03D5: remove_text "BNK2_9A" \\ Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'!
03D5: remove_text "BNK2_9B" \\ You can't shoot nothin'.

:Label08F4D6
0211: actor  15632?? walk_to -664.41!  1228.08!
0006:  16@ =  0?  \\ integer values

:Label08F4EC
00D6: if  0?
80ED:   NOT   actor  15632??  0? ()near_point_on_foot -664.41!  1228.08! radius  2!  2!
004D: jump_if_false Label08F5E4
0001: wait  0? ms
00D6: if  0?
0118:   actor  15632?? dead
004D: jump_if_false Label08F543
00BC: text_highpriority "BJM2_11"  5000& ms  1? \\ ~r~Phil's dead!
0002: jump Label08F62C
0002: jump Label08F597

:Label08F543
00D6: if  0?
0029:    16@ >=  10000&  \\ integer values
004D: jump_if_false Label08F597
00D6: if  0?
80ED:   NOT   actor  15632??  0? ()near_point_on_foot -664.41!  1228.08! radius  2!  2!
004D: jump_if_false Label08F597
00A1: put_actor  15632?? at -664.41!  1228.08!  10.08!
0002: jump Label08F5E4

:Label08F597
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label08F5DD
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label08F62C

:Label08F5DD
0002: jump Label08F4EC

:Label08F5E4
009B: destroy_actor_instantly  15632??
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00D6: if  0?
001C:    15872?? >  15952??  \\ integer values
004D: jump_if_false Label08F625
0002: jump Label08F63D
0002: jump Label08F62C

:Label08F625
0002: jump Label08F62C

:Label08F62C
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label08F63D
0004:  996?? =  1?  \\ integer values
01EB: set_car_density_to  1!
0318: set_latest_mission_passed "BANK_2" \\ The Shootist
030C: set_mission_points +=  1?
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000&
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record  0?  15872??
042F: save_record  1?  15640??
004F: create_thread Label00BFC2 
004F: create_thread Label00E267 
0051: return

:Label08F69C
018E: stop_sound  15868??
034F: destroy_actor_with_fade  15632??  \\ The actor fades away like a ghost
0108: destroy_object  14772??
0108: destroy_object  14776??
0108: destroy_object  14780??
0108: destroy_object  14784??
0108: destroy_object  14788??
0108: destroy_object  14792??
0108: destroy_object  14852??
0108: destroy_object  14856??
0108: destroy_object  14860??
0108: destroy_object  14864??
0108: destroy_object  14868??
0108: destroy_object  14872??
0108: destroy_object  14932??
0108: destroy_object  14936??
0108: destroy_object  14940??
0108: destroy_object  14944??
0108: destroy_object  14948??
0108: destroy_object  14952??
0108: destroy_object  15016??
0108: destroy_object  15072??
0108: destroy_object  15128??
0108: destroy_object  15184??
0108: destroy_object  15240??
0108: destroy_object  15296??
0108: destroy_object  15348??
0108: destroy_object  15388??
0108: destroy_object  15428??
0108: destroy_object  15468??
0108: destroy_object  15508??
0108: destroy_object  15548??
0108: destroy_object  15588??
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0?
0018:    15756?? >  0?  \\ integer values
004D: jump_if_false Label08F75D
0247: request_model  15760??

:Label08F75D
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon  15752?? ammo  15756??  \\ Load the weapon model before using this
0249: release_model  15760??
0004: $ONMISSION =  0?  \\ integer values
0004:  3980?? =  0?  \\ integer values
04E2: $PLAYER_CHAR  0?
03BD: destroy_sphere  15864??
0108: destroy_object  15776??
0108: destroy_object  15780??
0108: destroy_object  15784??
0164: disable_marker  14700??
0164: disable_marker  14712??
0164: disable_marker  14716??
0164: disable_marker  15628??
0151: remove_status_text  15872??
0151: remove_status_text  15952??
014F: stop_timer  14708??
014F: stop_timer  15672??
014F: stop_timer  15676??
0249: release_model #MALE01
0249: release_model #COLT45
0249: release_model -130& (TAR_GUN1)
0249: release_model -131& (TAR_GUN2)
0249: release_model -132& (TAR_FRAME)
0249: release_model -133& (TAR_DOWNLEFT)
0249: release_model -134& (TAR_DOWNRIGHT)
0249: release_model -135& (TAR_TOP)
0249: release_model -136& (TAR_UPLEFT)
0249: release_model -137& (TAR_UPRIGHT)
0249: release_model -121? (FAKETARGET)
0296: unload_special_actor  5?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 23---------------
; Originally: The Driver


:Label08F807
03A4: name_thread "BANKJO3"
0050: gosub Label08F835
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label08F82C
0050: gosub Label0914DB

:Label08F82C
0050: gosub Label0915E1
004E: end_thread

:Label08F835
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0004:  16340?? =  0?  \\ integer values
0004:  16052?? =  0?  \\ integer values
0004:  15988?? =  0?  \\ integer values
0005:  15976?? =  7!  \\ floating-point values
0004:  16352?? =  0?  \\ integer values
0004:  16356?? =  0?  \\ integer values
0004:  16360?? =  0?  \\ integer values
0004:  16368?? =  0?  \\ integer values
0004:  16348?? =  0?  \\ integer values
0004:  16376?? =  0?  \\ integer values
0004:  16380?? =  0?  \\ integer values
0004:  16384?? =  0?  \\ integer values
0004:  16388?? =  0?  \\ integer values
0004:  16392?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BANKJ3"
03CF: load_wav "MONO13" as  1?
058E: unknown_point_command  512.591! -74.9!  9.573! angle  189.24!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSPHIL"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
02F3: load_object #CUTOBJ03 "COLPHON"
04BB: select_interiour  17?  \\ select render area
03CB: set_camera  481.03! -64.21!  8.98!
038B: load_requested_models

:Label08F93C
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false Label08F96D
0001: wait  0? ms
0002: jump Label08F93C

:Label08F96D
02E4: load_cutscene_data "BANK_3A"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  548?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  548?? "CSPHIL"
02E5:  756?? = create_cutscene_object #CUTOBJ01
04BC: "GCFAN"
02E6: set_cutscene_anim  756?? "GCFAN"
02E5:  760?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  760?? "CLCHR"
02E5:  844?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  844?? "COLPHON"
0395: clear_area  1? at  493.1! -82.4! range  9.8!  1!
0055: put_player $PLAYER_CHAR at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!
016A: fade  1? (back)  3000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FA60
00D6: if  0?
001A:    2827& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FA83
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FA60

:Label08FA83
00BC: text_highpriority "BJM3_A"  10000& ms  1? \\ Things are starting to come together nicely here.

:Label08FA92
00D6: if  0?
001A:    4964& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FAB5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FA92

:Label08FAB5
00BC: text_highpriority "BJM3_B"  10000& ms  1? \\ What's the plan, Tommy? Que pasa, amigo?

:Label08FAC4
00D6: if  0?
001A:    7438& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FAE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FAC4

:Label08FAE7
00BC: text_highpriority "BJM3_C"  10000& ms  1? \\ The plan is you keep doing that like a moron. Anyhow, we need a driver.

:Label08FAF6
00D6: if  0?
001A:    12291& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FB19
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FAF6

:Label08FB19
00BC: text_highpriority "BJM3_D"  10000& ms  1? \\ Tommy, I'll do it. I can drive.

:Label08FB28
00D6: if  0?
001A:    14893& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FB4B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB28

:Label08FB4B
00BC: text_highpriority "BJM3_E"  10000& ms  1? \\ You want Hilary, mister. Not some smart-talking law school chump.

:Label08FB5A
00D6: if  0?
001A:    19162& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FB7D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB5A

:Label08FB7D
00BC: text_highpriority "BJM3_F"  10000& ms  1? \\ Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here.

:Label08FB8C
00D6: if  0?
001A:    26056& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FBAF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FB8C

:Label08FBAF
00BC: text_highpriority "BJM3_G"  10000& ms  1? \\ Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor?

:Label08FBBE
00D6: if  0?
001A:    34674&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FBE3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FBBE

:Label08FBE3
00BC: text_highpriority "BJM3_H"  10000& ms  1? \\ I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver.

:Label08FBF2
00D6: if  0?
001A:    40799&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FC17
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FBF2

:Label08FC17
00BC: text_highpriority "BJM3_I"  10000& ms  1? \\ For a bit of action. Okay, I understand.

:Label08FC26
00D6: if  0?
001A:    46343&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FC4B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC26

:Label08FC4B
00BC: text_highpriority "BJM3_J"  10000& ms  1? \\ What'd he say?

:Label08FC5A
00D6: if  0?
001A:    47448&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FC7F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC5A

:Label08FC7F
00BC: text_highpriority "BJM3_K"  10000& ms  1? \\ Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues.

:Label08FC8E
00D6: if  0?
001A:    52709&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FCB3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FC8E

:Label08FCB3
00BC: text_highpriority "BJM3_L"  10000& ms  1? \\ Seems he won't work for anyone who can't beat him. Something to do with his momma.

:Label08FCC2
00D6: if  0?
001A:    56624&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FCE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FCC2

:Label08FCE7
00BC: text_highpriority "BJM3_M"  10000& ms  1? \\ Anyway, he wants to race you first, said he'd meet you outside..

:Label08FCF6
00D6: if  0?
001A:    59809&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FD1B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FCF6

:Label08FD1B
00BE: text_clear_all
016A: fade  0? ()  2000& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label08FD4B
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label08FD4B
03D1: play_wav  1?

:Label08FD4B
00D6: if  0?
016B:   fading
004D: jump_if_false Label08FD63
0001: wait  0? ms
0002: jump Label08FD4B

:Label08FD63
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
01EB: set_car_density_to  1!
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03CB: set_camera  449.89! -116.18!  9.74!
0004:  3944?? =  0?  \\ integer values
01E8: create_forbidden_for_cars_cube  439.691! -319.016!  8!  533.378!  139.155!  14!
03BA: clear_cars_from_cube  439.691! -319.016!  8!  533.378!  139.155!  14!
042B: clear_peds_from_cube  439.691! -319.016!  8!  533.378!  139.155!  14!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSHLARY"
02F3: load_object #CUTOBJ01 "HLRYCAR"
03CB: set_camera  479.09! -149.436!  9!
038B: load_requested_models

:Label08FE54
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label08FE77
0001: wait  0? ms
0002: jump Label08FE54

:Label08FE77
02E4: load_cutscene_data "BANK_3B"
0244: set_cutscene_pos  479.09! -149.436!  9!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  744?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  744?? "CSHLARY"
02E5:  748?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  748?? "HLRYCAR"
0395: clear_area  1? at  449.89! -116.18! range  9.74!  1!
0055: put_player $PLAYER_CHAR at  449.89! -116.18!  9.74!
0171: set_player $PLAYER_CHAR z_angle_to  310.41!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label08FF22
00D6: if  0?
001A:    4501& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FF45
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF22

:Label08FF45
00BC: text_highpriority "BJM3_2A"  10000& ms  1? \\ You Tommy? Of course you're Tommy, I mean,

:Label08FF54
00D6: if  0?
001A:    7978& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FF77
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF54

:Label08FF77
00BC: text_highpriority "BJM3_2B"  10000& ms  1? \\ Why else would anyone want to speak to me?

:Label08FF86
00D6: if  0?
001A:    9549& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FFA9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FF86

:Label08FFA9
00BC: text_highpriority "BJM3_2C"  10000& ms  1? \\ OK. Consider it this way -

:Label08FFB8
00D6: if  0?
001A:    11840& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label08FFDB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FFB8

:Label08FFDB
00BC: text_highpriority "BJM3_2D"  10000& ms  1? \\ I'll drive for you IF, and only IF, you can drive properly.

:Label08FFEA
00D6: if  0?
001A:    17081& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09000D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label08FFEA

:Label09000D
00BC: text_highpriority "BJM3_2E"  10000& ms  1? \\ Leave me alone - and I'll never forgive you.

:Label09001C
00D6: if  0?
001A:    20480& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09003F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09001C

:Label09003F
00BE: text_clear_all

:Label090041
00D6: if  0?
001A:    24056& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label090064
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label090041

:Label090064
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label09006D
00D6: if  0?
016B:   fading
004D: jump_if_false Label090085
0001: wait  0? ms
0002: jump Label09006D

:Label090085
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
0005:  15996?? =  479.09!  \\ floating-point values
0005:  16000?? = -149.436!  \\ floating-point values
0005:  16004?? =  9!  \\ floating-point values
0005:  15960?? =  185.022!  \\ floating-point values
0004:  16080?? =  18?  \\ integer values
0005:  16028?? =  483.19!  \\ floating-point values
0005:  16032?? = -149.436!  \\ floating-point values
0005:  16036?? =  9!  \\ floating-point values
0005:  16084?? =  479.06!  \\ floating-point values
0005:  16088?? = -174.68!  \\ floating-point values
0005:  16092?? =  9!  \\ floating-point values
0005:  16096?? =  477.68!  \\ floating-point values
0005:  16100?? = -213.29!  \\ floating-point values
0005:  16104?? =  10.77!  \\ floating-point values
0005:  16108?? =  458.74!  \\ floating-point values
0005:  16112?? = -315.75!  \\ floating-point values
0005:  16116?? =  9.08!  \\ floating-point values
0005:  16120?? =  418.92!  \\ floating-point values
0005:  16124?? = -397.27!  \\ floating-point values
0005:  16128?? =  8.95!  \\ floating-point values
0005:  16132?? =  230.78!  \\ floating-point values
0005:  16136?? = -697.36!  \\ floating-point values
0005:  16140?? =  9.28!  \\ floating-point values
0005:  16144?? =  71.23!  \\ floating-point values
0005:  16148?? = -1006.72!  \\ floating-point values
0005:  16152?? =  9.31!  \\ floating-point values
0005:  16156?? =  171.8!  \\ floating-point values
0005:  16160?? = -1132.57!  \\ floating-point values
0005:  16164?? =  9.28!  \\ floating-point values
0005:  16168?? =  160.03!  \\ floating-point values
0005:  16172?? = -1331.92!  \\ floating-point values
0005:  16176?? =  9.28!  \\ floating-point values
0005:  16180?? =  38.84!  \\ floating-point values
0005:  16184?? = -1473.71!  \\ floating-point values
0005:  16188?? =  9.3!  \\ floating-point values
0005:  16192?? = -54.79!  \\ floating-point values
0005:  16196?? = -1560.57!  \\ floating-point values
0005:  16200?? =  9.28!  \\ floating-point values
0005:  16204?? = -190.29!  \\ floating-point values
0005:  16208?? = -1215.46!  \\ floating-point values
0005:  16212?? =  9.31!  \\ floating-point values
0005:  16216?? = -88.78!  \\ floating-point values
0005:  16220?? = -936.21!  \\ floating-point values
0005:  16224?? =  9.31!  \\ floating-point values
0005:  16228?? =  124.88!  \\ floating-point values
0005:  16232?? = -800.59!  \\ floating-point values
0005:  16236?? =  9.31!  \\ floating-point values
0005:  16240?? =  183.11!  \\ floating-point values
0005:  16244?? = -496.49!  \\ floating-point values
0005:  16248?? =  9.9!  \\ floating-point values
0005:  16252?? =  277.36!  \\ floating-point values
0005:  16256?? = -176.64!  \\ floating-point values
0005:  16260?? =  10.3!  \\ floating-point values
0005:  16264?? =  446.8!  \\ floating-point values
0005:  16268?? =  68.27!  \\ floating-point values
0005:  16272?? =  10.16!  \\ floating-point values
0005:  16276?? =  489.63!  \\ floating-point values
0005:  16280?? =  67.13!  \\ floating-point values
0005:  16284?? =  10!  \\ floating-point values
0005:  16288?? =  517.55!  \\ floating-point values
0005:  16292?? = -74.78!  \\ floating-point values
0005:  16296?? =  9.59!  \\ floating-point values
01EB: set_car_density_to  .3!
0247: request_model #SABRETUR
0247: request_model #SENTINEL
023C: load_special_actor  3? "IGHLARY"
03CF: load_wav "CARREV" as  1?
03CF: load_wav "BNK3_3A" as  2?

:Label090344
00D6: if  24?
8248:   NOT   model #SABRETUR available
8248:   NOT   model #SENTINEL available
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label090370
0001: wait  0? ms
0002: jump Label090344

:Label090370
0395: clear_area  1? at  526.2! -76.85! range  10.78!  5!
00A5:  15984?? = create_car #SABRETUR at  15996??  16000??  16004??
020A: set_car  15984?? door_status_to  2?
02AC: set_car  15984?? immunities  1?  1?  1?  0?  1?
039C: (unknown)  15984??  1? 
03AB: (unknown)  15984??  1? 
0423: unknown_car  15984?? amount  1.5!
03ED: (unknown)  15984??  1? 
04E0: unknown_car  15984??  200&
0129:  16020?? = create_actor  4? #SPECIAL03 in_car  15984?? driverseat
01ED: spawn_actor  16020??
039E: (unknown)  16020??  1? 
0175: set_car  15984?? z_angle_to  15960??
00A9: set_car  15984?? to_normal_driver
00AE: unknown_set_car  15984?? to_ignore_traffic_lights  2?
00AD: set_car  15984?? max_speed_to  45!
02AA: set_car  15984?? immune_to_nonplayer  1?
00A5:  16372?? = create_car #SENTINEL at  16028??  16032??  16036??
0175: set_car  16372?? z_angle_to  15960??
036A: put_actor $PLAYER_ACTOR in_car  16372??
0395: clear_area  0? at  473.713! -149.895! range  10.546!  1!
015F: set_camera_position  473.713! -149.895!  10.546!  0!  0!  0!
0160: point_camera  474.708! -149.824!  10.479!  2?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
00D6: if  0?
8118:   NOT   actor  16020?? dead
004D: jump_if_false Label0904BB
022C: set_actor  16020?? to_look_at_actor $PLAYER_ACTOR
022C: set_actor $PLAYER_ACTOR to_look_at_actor  16020??
0002: jump Label0904D1

:Label0904BB
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0904D1
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms

:Label0904E5
00D6: if  0?
016B:   fading
004D: jump_if_false Label090596
0001: wait  0? ms
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label09050D
0002: jump Label0914DB

:Label09050D
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label090548
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB
00D6: if  0?
8119:   NOT   car  15984?? wrecked
004D: jump_if_false Label090548
00A9: set_car  15984?? to_normal_driver

:Label090548
0227:  16332?? = car  15984?? health
00D6: if  21?
001A:    1000& >  16332??  \\ integer values
0496:   unknown_car_check  15984??  4?
004D: jump_if_false Label090578
0004:  16332?? =  9?  \\ integer values
0002: jump Label090710

:Label090578
00D6: if  0?
0119:   car  16372?? wrecked
004D: jump_if_false Label09058F
0002: jump Label0914DB

:Label09058F
0002: jump Label0904E5

:Label090596
00D6: if  22?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  16028??  16032??  16036?? radius  2!  2!  2!
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false Label090710
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  16028??  16032??  16036?? radius  2!  2!  2!
004D: jump_if_false Label090695
00D6: if  21?
04A8: $PLAYER_CHAR
04C9: $PLAYER_CHAR
004D: jump_if_false Label09063C
00D6: if  0?
0038:    16368?? ==  0?  \\ integer values
004D: jump_if_false Label090635
00BC: text_highpriority "BJM3_4"  5000& ms  1? \\ ~g~You need a car to take part!
0004:  16368?? =  1?  \\ integer values

:Label090635
0002: jump Label09068E

:Label09063C
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  16028??  16032??  16036?? radius  2!  2!  2!
004D: jump_if_false Label09068E
00D6: if  0?
0038:    16368?? ==  0?  \\ integer values
004D: jump_if_false Label09068E
00BC: text_highpriority "BJM3_4"  5000& ms  1? \\ ~g~You need a car to take part!
0004:  16368?? =  1?  \\ integer values

:Label09068E
0002: jump Label09069C

:Label090695
0004:  16368?? =  0?  \\ integer values

:Label09069C
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label0906B3
0002: jump Label0914DB

:Label0906B3
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label0906D9
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0906D9
0227:  16332?? = car  15984?? health
00D6: if  21?
001A:    1000& >  16332??  \\ integer values
0496:   unknown_car_check  15984??  4?
004D: jump_if_false Label090709
0004:  16332?? =  9?  \\ integer values
0002: jump Label090710

:Label090709
0002: jump Label090596

:Label090710
03D1: play_wav  1?
00D6: if  0?
0038:    16332?? ==  9?  \\ integer values
004D: jump_if_false Label09073E
00BA: text_styled "RACE1"  1200& ms  4? \\ ~g~3..2..1.. GO GO GO!
02EB: restore_camera_with_jumpcut
0002: jump Label0908D4

:Label09073E
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
00BA: text_styled "RACE2"  1500& ms  4? \\ ~g~3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1500& ms
0395: clear_area  0? at  481.704! -155.509! range  10.9!  1!
015F: set_camera_position  481.704! -155.509!  10.9!  0!  0!  0!
0160: point_camera  481.675! -154.522!  10.741!  2?
00BA: text_styled "RACE3"  1500& ms  4? \\ ~g~2
018C: play_sound  8? at  0!  0!  0!
0001: wait  1500& ms
0395: clear_area  0? at  487.907! -148.861! range  11.167!  1!
015F: set_camera_position  487.907! -148.861!  11.167!  0!  0!  0!
0160: point_camera  486.924! -148.899!  10.98!  2?
00BA: text_styled "RACE4"  1500& ms  4? \\ ~g~1
018C: play_sound  9? at  0!  0!  0!
0001: wait  1500& ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
022F: set_actor $PLAYER_ACTOR stop_looking
00D6: if  0?
8118:   NOT   actor  16020?? dead
004D: jump_if_false Label090883
022F: set_actor  16020?? stop_looking
0002: jump Label090899

:Label090883
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label090899
00BA: text_styled "RACE5"  800& ms  4? \\ ~g~GO!
018C: play_sound  10? at  0!  0!  0!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)

:Label0908D4
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label0908FA
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0908FA
0161: tie_marker  15992?? to_car  15984??  0?  1?
03CC: car  15984?? add_to_stuck_car_check  .1! =  1000&
0050: gosub Label09169A
0086:  16040?? =  16300??  \\ floating-point values only
0086:  16044?? =  16304??  \\ floating-point values only
0086:  16048?? =  16308??  \\ floating-point values only
0086:  16056?? =  16312??  \\ floating-point values only
0086:  16060?? =  16316??  \\ floating-point values only
0086:  16064?? =  16320??  \\ floating-point values only
0086:  16008?? =  16300??  \\ floating-point values only
0086:  16012?? =  16304??  \\ floating-point values only
0086:  16016?? =  16308??  \\ floating-point values only
018A:  16324?? = create_checkpoint_at  16040??  16044??  16048??
0167:  16328?? = create_marker_at  16056??  16060??  16064??  5?  2?
0168: show_on_radar  16328??  2?
0166: set_marker  16328?? brightness_to  1?
00A7: unknown_car  15984?? drive_to  16008??  16012??  16016??
03C3: set_timer_with_text_to  16348?? type  0? text "R_TIME" \\ RACE TIME:

:Label0909AD
00D6: if  0?
001C:    16080?? >  16052??  \\ integer values
004D: jump_if_false Label090FE1
0001: wait  0? ms
00D6: if  0?
0028:    16340?? >=  4?  \\ integer values
004D: jump_if_false Label090BC0
00D6: if  0?
0038:    16352?? ==  0?  \\ integer values
004D: jump_if_false Label0909FE
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0909FE
0004:  16352?? =  1?  \\ integer values

:Label0909FE
00D6: if  0?
0038:    16352?? ==  1?  \\ integer values
004D: jump_if_false Label090A31
03D1: play_wav  2?
00BC: text_highpriority "BNK3_3A"  5000& ms  1? \\ Illegal street race in progress at Vice Point.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  16352?? =  2?  \\ integer values

:Label090A31
00D6: if  0?
0038:    16352?? ==  2?  \\ integer values
004D: jump_if_false Label090A63
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label090A63
03D5: remove_text "BNK3_3A" \\ Illegal street race in progress at Vice Point.
0004:  16352?? =  3?  \\ integer values

:Label090A63
00D6: if  0?
0038:    16352?? ==  3?  \\ integer values
004D: jump_if_false Label090A94
03CF: load_wav "BNK3_3B" as  1?
03CF: load_wav "BNK3_3C" as  2?
0004:  16352?? =  4?  \\ integer values

:Label090A94
00D6: if  0?
0038:    16352?? ==  4?  \\ integer values
004D: jump_if_false Label090ABC
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label090ABC
0004:  16352?? =  5?  \\ integer values

:Label090ABC
00D6: if  0?
0038:    16352?? ==  5?  \\ integer values
004D: jump_if_false Label090AE8
03D1: play_wav  1?
00BC: text_highpriority "BNK3_3B"  5000& ms  1? \\ Calling all officers.
0004:  16352?? =  6?  \\ integer values

:Label090AE8
00D6: if  0?
0038:    16352?? ==  6?  \\ integer values
004D: jump_if_false Label090B1A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label090B1A
03D5: remove_text "BNK3_3B" \\ Calling all officers.
0004:  16352?? =  7?  \\ integer values

:Label090B1A
00D6: if  0?
0038:    16352?? ==  7?  \\ integer values
004D: jump_if_false Label090B42
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label090B42
0004:  16352?? =  8?  \\ integer values

:Label090B42
00D6: if  0?
0038:    16352?? ==  8?  \\ integer values
004D: jump_if_false Label090B6E
03D1: play_wav  2?
00BC: text_highpriority "BNK3_3C"  5000& ms  1? \\ Street racers, this is illegal and forbidden!
0004:  16352?? =  9?  \\ integer values

:Label090B6E
00D6: if  0?
0038:    16352?? ==  9?  \\ integer values
004D: jump_if_false Label090BC0
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label090BC0
03D5: remove_text "BNK3_3C" \\ Street racers, this is illegal and forbidden!
01E7: remove_forbidden_for_cars_cube  439.691! -319.016!  8!  533.378!  139.155!  14!
0004:  16352?? =  10?  \\ integer values

:Label090BC0
00D6: if  0?
0038:    16360?? ==  0?  \\ integer values
004D: jump_if_false Label090BDD
040D: unload_wav  1?
0004:  16360?? =  1?  \\ integer values

:Label090BDD
00D6: if  0?
0038:    16352?? ==  1?  \\ integer values
004D: jump_if_false Label090C1D
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label090C1D
03D5: remove_text "BNK3_3A" \\ Illegal street race in progress at Vice Point.
03D5: remove_text "BNK3_3B" \\ Calling all officers.
040D: unload_wav  2?
0004:  16352?? =  2?  \\ integer values

:Label090C1D
0004:  16344?? =  0?  \\ integer values
00D6: if  2?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  16040??  16044??  16048?? radius  6!  6!  6!
84A8:   NOT $PLAYER_CHAR
84C9:   NOT $PLAYER_CHAR
004D: jump_if_false Label090D15
0008:  16052?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  16324??
0164: disable_marker  16328??
0084:  16340?? =  16052??  \\ integer values and handles
0050: gosub Label09169A
0086:  16040?? =  16300??  \\ floating-point values only
0086:  16044?? =  16304??  \\ floating-point values only
0086:  16048?? =  16308??  \\ floating-point values only
0086:  16056?? =  16312??  \\ floating-point values only
0086:  16060?? =  16316??  \\ floating-point values only
0086:  16064?? =  16320??  \\ floating-point values only
00D6: if  0?
003A:    16052?? ==  16080??  \\ integer values and handles
004D: jump_if_false Label090CD5
0002: jump Label090FE6

:Label090CD5
018A:  16324?? = create_checkpoint_at  16040??  16044??  16048??
00D6: if  0?
001A:    17? >  16052??  \\ integer values
004D: jump_if_false Label090D15
0167:  16328?? = create_marker_at  16056??  16060??  16064??  5?  2?
0166: set_marker  16328?? brightness_to  1?
0168: show_on_radar  16328??  2?

:Label090D15
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label090D3B
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label090D3B
00D6: if  0?
8119:   NOT   car  15984?? wrecked
004D: jump_if_false Label090F32
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label090D71
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label090D71
0084:  16336?? =  15984??  \\ integer values and handles
0084:  16340?? =  15988??  \\ integer values and handles
0086:  16300?? =  16008??  \\ floating-point values only
0086:  16304?? =  16012??  \\ floating-point values only
0086:  16308?? =  16016??  \\ floating-point values only
0050: gosub Label091B40
00D6: if  0?
01AF:   car  15984??  0? ()near_point  16008??  16012??  16016?? radius  15976??  15976??  15976??
004D: jump_if_false Label090E90
0008:  15988?? +=  1?  \\ integer values
00D6: if  0?
0038:    16388?? ==  0?  \\ integer values
004D: jump_if_false Label090DEB
04E0: unknown_car  15984??  20?
0004:  16388?? =  1?  \\ integer values

:Label090DEB
0084:  16340?? =  15988??  \\ integer values and handles
0050: gosub Label09169A
0086:  16008?? =  16300??  \\ floating-point values only
0086:  16012?? =  16304??  \\ floating-point values only
0086:  16016?? =  16308??  \\ floating-point values only
00D6: if  0?
003A:    15988?? ==  16080??  \\ integer values and handles
004D: jump_if_false Label090E2F
0005:  15976?? =  6!  \\ floating-point values

:Label090E2F
00D6: if  0?
003A:    15988?? ==  16080??  \\ integer values and handles
004D: jump_if_false Label090E58
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label0914DB

:Label090E58
00D6: if  0?
0042:    15976?? ==  7!  \\ floating-point values
004D: jump_if_false Label090E82
00A7: unknown_car  15984?? drive_to  16008??  16012??  16016??
0002: jump Label090E90

:Label090E82
02C2: car  15984?? drive_to_point  16008??  16012??  16016??

:Label090E90
00D6: if  0?
02BF:   car  15984?? sunk
004D: jump_if_false Label090F2B
00D6: if  0?
82CA:   NOT   car  15984?? bounding_sphere_visible
004D: jump_if_false Label090F2B
00AA:  16068?? = car  15984?? x_pos,  16072?? = car  15984?? y_pos,  16076?? = car  15984?? z_pos
02C1: set  16068??  16072??  16076?? to_car_path_coords_closest_to  16068??  16072??  16076??
00D6: if  0?
838A:   NOT   car_in_cube  16068??  16072??  16076??  4!  4!  4!
004D: jump_if_false Label090F2B
00D6: if  0?
80C2:   NOT   sphere_onscreen  16068??  16072??  16076??  3!
004D: jump_if_false Label090F2B
00AB: put_car  15984?? at  16068??  16072??  16076??
039F: car  15984?? race_to  16008??  16012??

:Label090F2B
0002: jump Label090F49

:Label090F32
00D6: if  0?
82BF:   NOT   car  15984?? sunk
004D: jump_if_false Label090F49
0004:  15988?? =  0?  \\ integer values

:Label090F49
00D6: if  0?
0038:    16344?? ==  0?  \\ integer values
004D: jump_if_false Label090F69
00BB: text_lowpriority "FIRST"  100? ms  1? \\ ~b~1st

:Label090F69
00D6: if  0?
0038:    16344?? ==  1?  \\ integer values
004D: jump_if_false Label090F89
00BB: text_lowpriority "SECOND"  100? ms  1? \\ ~b~2nd

:Label090F89
00D6: if  0?
0038:    16052?? ==  17?  \\ integer values
004D: jump_if_false Label090FBD
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  16040??  16044??  16048??
0002: jump Label090FDA

:Label090FBD
024F: create_corona  5.5!  6?  0? with_color  255&  137&  205& at_point  16040??  16044??  16048??

:Label090FDA
0002: jump Label0909AD

:Label090FE1
014F: stop_timer  16348??

:Label090FE6
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label091015
0221: set_player $PLAYER_CHAR trapped_in_car  1?
00DA:  16364?? = player $PLAYER_CHAR car

:Label091015
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  1500& ms

:Label091024
00D6: if  0?
016B:   fading
004D: jump_if_false Label091079
0001: wait  0? ms
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label09105B
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label09105B
00D6: if  0?
0119:   car  16364?? wrecked
004D: jump_if_false Label091072
0002: jump Label0914DB

:Label091072
0002: jump Label091024

:Label091079
015F: set_camera_position  515.93! -82.24!  12.87!  0!  0!  0!
0160: point_camera  515.92! -81.38!  12.55!  2?
0395: clear_area  1? at  513.7! -74.3! range  9.58!  4!
03BA: clear_cars_from_cube  528.63!  64.64!  8!  376.19! -320.62!  16!
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00AB: put_car  16364?? at  513.7! -74.3!  9.58!
0175: set_car  16364?? z_angle_to  180!
00AB: put_car  15984?? at  517.19! -74.3!  9.58!
0175: set_car  15984?? z_angle_to  180!
0164: disable_marker  15992??
00AD: set_car  15984?? max_speed_to  0!
00A9: set_car  15984?? to_normal_driver
00D6: if  0?
0038:    16356?? ==  0?  \\ integer values
004D: jump_if_false Label091167
03CF: load_wav "BNK3_1" as  1?
0004:  16356?? =  1?  \\ integer values

:Label091167
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0911BE
0001: wait  0? ms
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label0911A0
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0911A0
00D6: if  0?
0119:   car  16364?? wrecked
004D: jump_if_false Label0911B7
0002: jump Label0914DB

:Label0911B7
0002: jump Label091167

:Label0911BE
0169: set_fade_color  1?  1?  1?
016A: fade  1? (back)  1500& ms

:Label0911CD
00D6: if  0?
016B:   fading
004D: jump_if_false Label091222
0001: wait  0? ms
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label091204
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label091204
00D6: if  0?
0119:   car  16364?? wrecked
004D: jump_if_false Label09121B
0002: jump Label0914DB

:Label09121B
0002: jump Label0911CD

:Label091222
00D6: if  0?
8118:   NOT   actor  16020?? dead
004D: jump_if_false Label091249
022E: set_player $PLAYER_CHAR to_look_at_actor  16020??
022D: set_actor  16020?? to_look_at_player $PLAYER_CHAR
0002: jump Label09125F

:Label091249
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label09125F
00D6: if  0?
003A:    16052?? ==  16080??  \\ integer values and handles
004D: jump_if_false Label091285
03D1: play_wav  1?
00BC: text_highpriority "BNK3_1"  6000& ms  1? \\ Ok. I'll drive for you, but please, treat me bad.

:Label091285
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label091312
0001: wait  0? ms
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label0912BE
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0912BE
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label0912F4
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label0912F4
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0912F4
00D6: if  0?
0119:   car  16364?? wrecked
004D: jump_if_false Label09130B
0002: jump Label0914DB

:Label09130B
0002: jump Label091285

:Label091312
040D: unload_wav  1?
03D5: remove_text "BNK3_1" \\ Ok. I'll drive for you, but please, treat me bad.
00D6: if  0?
8118:   NOT   actor  16020?? dead
004D: jump_if_false Label091341
0230: set_player $PLAYER_CHAR stop_looking
022F: set_actor  16020?? stop_looking
0002: jump Label091357

:Label091341
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label091357
00D6: if  0?
8119:   NOT   car  15984?? wrecked
004D: jump_if_false Label09138A
03CD: car  15984?? remove_from_stuck_car_check
00AD: set_car  15984?? max_speed_to  30!
00A7: unknown_car  15984?? drive_to  478.26! -129.32!  9.01!

:Label09138A
0006:  17@ =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label091398
00D6: if  1?
02CB:   actor  16020?? bounding_sphere_visible
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label091485
0001: wait  0? ms
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label0913DA
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label0913DA
00D6: if  0?
0119:   car  15984?? wrecked
004D: jump_if_false Label091410
00D6: if  0?
0118:   actor  16020?? dead
004D: jump_if_false Label091410
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label091410
00D6: if  0?
0029:    16@ >=  5000&  \\ integer values
004D: jump_if_false Label091467
00D6: if  0?
8118:   NOT   actor  16020?? dead
004D: jump_if_false Label091451
00D6: if  0?
02CB:   actor  16020?? bounding_sphere_visible
004D: jump_if_false Label09144A
0002: jump Label091485

:Label09144A
0002: jump Label091467

:Label091451
00BC: text_highpriority "BJM3_2"  5000& ms  1? \\ ~r~Hilary is dead!
0002: jump Label0914DB

:Label091467
00D6: if  0?
0119:   car  16364?? wrecked
004D: jump_if_false Label09147E
0002: jump Label0914DB

:Label09147E
0002: jump Label091398

:Label091485
00A9: set_car  15984?? to_normal_driver
009B: destroy_actor_instantly  16020??
00A6: destroy_car  15984??
00D6: if  0?
8119:   NOT   car  16364?? wrecked
004D: jump_if_false Label0914B2
0221: set_player $PLAYER_CHAR trapped_in_car  0?
0002: jump Label0914B9

:Label0914B2
0002: jump Label0914DB

:Label0914B9
02A3: toggle_widescreen  0? (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0002: jump Label09151F

:Label0914DB
03D5: remove_text "FIRST" \\ ~b~1st
03D5: remove_text "SECOND" \\ ~b~2nd
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00D6: if  0?
8119:   NOT   car  15984?? wrecked
004D: jump_if_false Label09151D
00AD: set_car  15984?? max_speed_to  0!
00A9: set_car  15984?? to_normal_driver

:Label09151D
0051: return

:Label09151F
0004:  1000?? =  1?  \\ integer values
0318: set_latest_mission_passed "BANK_3" \\ The Driver
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0084:  16384?? =  16348??  \\ integer values and handles
0014:  16384?? /=  1000&  \\ integer values
042E:  1?  16384??
0084:  16376?? =  16384??  \\ integer values and handles
0014:  16376?? /=  60?  \\ integer values
0084:  16380?? =  16376??  \\ integer values and handles
0010:  16380?? *=  60?  \\ integer values
0060:  16384?? -=  16380??  \\ integer values
0109: player $PLAYER_CHAR money +=  3000&
01E3: text_1number_styled "M_PASS"  3000&  5000& ms  1? \\ MISSION PASSED! $~1~
00D6: if  0?
0028:    16384?? >=  10?  \\ integer values
004D: jump_if_false Label0915C2
02FD: text_2numbers_lowpriority "RACETM"  16376??  16384??  5000& ms  1? \\ ~b~RACE TIME: ~1~:~1~
0002: jump Label0915D7

:Label0915C2
02FD: text_2numbers_lowpriority "RACETM2"  16376??  16384??  5000& ms  1? \\ ~b~RACE TIME: ~1~:0~1~

:Label0915D7
004F: create_thread Label00C070 
0051: return

:Label0915E1
034F: destroy_actor_with_fade  16020??  \\ The actor fades away like a ghost
00D6: if  0?
8119:   NOT   car  15984?? wrecked
004D: jump_if_false Label09161A
02AC: set_car  15984?? immunities  0?  0?  0?  0?  0?
039C: (unknown)  15984??  0? 
03AB: (unknown)  15984??  0? 
03ED: (unknown)  15984??  0? 

:Label09161A
01E7: remove_forbidden_for_cars_cube  439.691! -319.016!  8!  533.378!  139.155!  14!
01EB: set_car_density_to  1!
0004: $ONMISSION =  0?  \\ integer values
01EB: set_car_density_to  1!
0296: unload_special_actor  3?
0249: release_model #SABRETUR
0249: release_model #SENTINEL
01E7: remove_forbidden_for_cars_cube  444.9! -203.82!  8!  572.14!  133.77!  20!
0164: disable_marker  15992??
0164: disable_marker  16324??
0164: disable_marker  16328??
014F: stop_timer  16348??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09169A
00D6: if  0?
0038:    16340?? ==  0?  \\ integer values
004D: jump_if_false Label0916DC
0086:  16300?? =  16084??  \\ floating-point values only
0086:  16304?? =  16088??  \\ floating-point values only
0086:  16308?? =  16092??  \\ floating-point values only
0086:  16312?? =  16096??  \\ floating-point values only
0086:  16316?? =  16100??  \\ floating-point values only
0086:  16320?? =  16104??  \\ floating-point values only

:Label0916DC
00D6: if  0?
0038:    16340?? ==  1?  \\ integer values
004D: jump_if_false Label09171E
0086:  16300?? =  16096??  \\ floating-point values only
0086:  16304?? =  16100??  \\ floating-point values only
0086:  16308?? =  16104??  \\ floating-point values only
0086:  16312?? =  16108??  \\ floating-point values only
0086:  16316?? =  16112??  \\ floating-point values only
0086:  16320?? =  16116??  \\ floating-point values only

:Label09171E
00D6: if  0?
0038:    16340?? ==  2?  \\ integer values
004D: jump_if_false Label091760
0086:  16300?? =  16108??  \\ floating-point values only
0086:  16304?? =  16112??  \\ floating-point values only
0086:  16308?? =  16116??  \\ floating-point values only
0086:  16312?? =  16120??  \\ floating-point values only
0086:  16316?? =  16124??  \\ floating-point values only
0086:  16320?? =  16128??  \\ floating-point values only

:Label091760
00D6: if  0?
0038:    16340?? ==  3?  \\ integer values
004D: jump_if_false Label0917A2
0086:  16300?? =  16120??  \\ floating-point values only
0086:  16304?? =  16124??  \\ floating-point values only
0086:  16308?? =  16128??  \\ floating-point values only
0086:  16312?? =  16132??  \\ floating-point values only
0086:  16316?? =  16136??  \\ floating-point values only
0086:  16320?? =  16140??  \\ floating-point values only

:Label0917A2
00D6: if  0?
0038:    16340?? ==  4?  \\ integer values
004D: jump_if_false Label0917E4
0086:  16300?? =  16132??  \\ floating-point values only
0086:  16304?? =  16136??  \\ floating-point values only
0086:  16308?? =  16140??  \\ floating-point values only
0086:  16312?? =  16144??  \\ floating-point values only
0086:  16316?? =  16148??  \\ floating-point values only
0086:  16320?? =  16152??  \\ floating-point values only

:Label0917E4
00D6: if  0?
0038:    16340?? ==  5?  \\ integer values
004D: jump_if_false Label091826
0086:  16300?? =  16144??  \\ floating-point values only
0086:  16304?? =  16148??  \\ floating-point values only
0086:  16308?? =  16152??  \\ floating-point values only
0086:  16312?? =  16156??  \\ floating-point values only
0086:  16316?? =  16160??  \\ floating-point values only
0086:  16320?? =  16164??  \\ floating-point values only

:Label091826
00D6: if  0?
0038:    16340?? ==  6?  \\ integer values
004D: jump_if_false Label091868
0086:  16300?? =  16156??  \\ floating-point values only
0086:  16304?? =  16160??  \\ floating-point values only
0086:  16308?? =  16164??  \\ floating-point values only
0086:  16312?? =  16168??  \\ floating-point values only
0086:  16316?? =  16172??  \\ floating-point values only
0086:  16320?? =  16176??  \\ floating-point values only

:Label091868
00D6: if  0?
0038:    16340?? ==  7?  \\ integer values
004D: jump_if_false Label0918AA
0086:  16300?? =  16168??  \\ floating-point values only
0086:  16304?? =  16172??  \\ floating-point values only
0086:  16308?? =  16176??  \\ floating-point values only
0086:  16312?? =  16180??  \\ floating-point values only
0086:  16316?? =  16184??  \\ floating-point values only
0086:  16320?? =  16188??  \\ floating-point values only

:Label0918AA
00D6: if  0?
0038:    16340?? ==  8?  \\ integer values
004D: jump_if_false Label0918EC
0086:  16300?? =  16180??  \\ floating-point values only
0086:  16304?? =  16184??  \\ floating-point values only
0086:  16308?? =  16188??  \\ floating-point values only
0086:  16312?? =  16192??  \\ floating-point values only
0086:  16316?? =  16196??  \\ floating-point values only
0086:  16320?? =  16200??  \\ floating-point values only

:Label0918EC
00D6: if  0?
0038:    16340?? ==  9?  \\ integer values
004D: jump_if_false Label09192E
0086:  16300?? =  16192??  \\ floating-point values only
0086:  16304?? =  16196??  \\ floating-point values only
0086:  16308?? =  16200??  \\ floating-point values only
0086:  16312?? =  16204??  \\ floating-point values only
0086:  16316?? =  16208??  \\ floating-point values only
0086:  16320?? =  16212??  \\ floating-point values only

:Label09192E
00D6: if  0?
0038:    16340?? ==  10?  \\ integer values
004D: jump_if_false Label091970
0086:  16300?? =  16204??  \\ floating-point values only
0086:  16304?? =  16208??  \\ floating-point values only
0086:  16308?? =  16212??  \\ floating-point values only
0086:  16312?? =  16216??  \\ floating-point values only
0086:  16316?? =  16220??  \\ floating-point values only
0086:  16320?? =  16224??  \\ floating-point values only

:Label091970
00D6: if  0?
0038:    16340?? ==  11?  \\ integer values
004D: jump_if_false Label0919B2
0086:  16300?? =  16216??  \\ floating-point values only
0086:  16304?? =  16220??  \\ floating-point values only
0086:  16308?? =  16224??  \\ floating-point values only
0086:  16312?? =  16228??  \\ floating-point values only
0086:  16316?? =  16232??  \\ floating-point values only
0086:  16320?? =  16236??  \\ floating-point values only

:Label0919B2
00D6: if  0?
0038:    16340?? ==  12?  \\ integer values
004D: jump_if_false Label0919F4
0086:  16300?? =  16228??  \\ floating-point values only
0086:  16304?? =  16232??  \\ floating-point values only
0086:  16308?? =  16236??  \\ floating-point values only
0086:  16312?? =  16240??  \\ floating-point values only
0086:  16316?? =  16244??  \\ floating-point values only
0086:  16320?? =  16248??  \\ floating-point values only

:Label0919F4
00D6: if  0?
0038:    16340?? ==  13?  \\ integer values
004D: jump_if_false Label091A36
0086:  16300?? =  16240??  \\ floating-point values only
0086:  16304?? =  16244??  \\ floating-point values only
0086:  16308?? =  16248??  \\ floating-point values only
0086:  16312?? =  16252??  \\ floating-point values only
0086:  16316?? =  16256??  \\ floating-point values only
0086:  16320?? =  16260??  \\ floating-point values only

:Label091A36
00D6: if  0?
0038:    16340?? ==  14?  \\ integer values
004D: jump_if_false Label091A78
0086:  16300?? =  16252??  \\ floating-point values only
0086:  16304?? =  16256??  \\ floating-point values only
0086:  16308?? =  16260??  \\ floating-point values only
0086:  16312?? =  16264??  \\ floating-point values only
0086:  16316?? =  16268??  \\ floating-point values only
0086:  16320?? =  16272??  \\ floating-point values only

:Label091A78
00D6: if  0?
0038:    16340?? ==  15?  \\ integer values
004D: jump_if_false Label091ABA
0086:  16300?? =  16264??  \\ floating-point values only
0086:  16304?? =  16268??  \\ floating-point values only
0086:  16308?? =  16272??  \\ floating-point values only
0086:  16312?? =  16276??  \\ floating-point values only
0086:  16316?? =  16280??  \\ floating-point values only
0086:  16320?? =  16284??  \\ floating-point values only

:Label091ABA
00D6: if  0?
0038:    16340?? ==  16?  \\ integer values
004D: jump_if_false Label091AFC
0086:  16300?? =  16276??  \\ floating-point values only
0086:  16304?? =  16280??  \\ floating-point values only
0086:  16308?? =  16284??  \\ floating-point values only
0086:  16312?? =  16288??  \\ floating-point values only
0086:  16316?? =  16292??  \\ floating-point values only
0086:  16320?? =  16296??  \\ floating-point values only

:Label091AFC
00D6: if  0?
0038:    16340?? ==  17?  \\ integer values
004D: jump_if_false Label091B3E
0086:  16300?? =  16288??  \\ floating-point values only
0086:  16304?? =  16292??  \\ floating-point values only
0086:  16308?? =  16296??  \\ floating-point values only
0086:  16312?? =  16288??  \\ floating-point values only
0086:  16316?? =  16292??  \\ floating-point values only
0086:  16320?? =  16296??  \\ floating-point values only

:Label091B3E
0051: return

:Label091B40
0227:  16332?? = car  16336?? health
00D6: if  0?
001A:    500& >  16332??  \\ integer values
004D: jump_if_false Label091B63
0224: set_car  16336?? health_to  1000&

:Label091B63
00D6: if  0?
003A:    16052?? ==  16340??  \\ integer values and handles
004D: jump_if_false Label091C43
00AA:  16068?? = car  16336?? x_pos,  16072?? = car  16336?? y_pos,  16076?? = car  16336?? z_pos
0086:  15964?? =  16068??  \\ floating-point values only
0061:  15964?? -=  16040??  \\ floating-point values
0086:  15968?? =  16072??  \\ floating-point values only
0061:  15968?? -=  16044??  \\ floating-point values
0069:  15964?? *=  15964??  \\ floating-point values
0069:  15968?? *=  15968??  \\ floating-point values
0086:  15972?? =  15964??  \\ floating-point values only
0059:  15972?? +=  15968??  \\ floating-point values
01FB:  15980?? = square_root  15972??
0054:  16068?? = player $PLAYER_CHAR x_pos,  16072?? = player $PLAYER_CHAR y_pos,  16076?? = player $PLAYER_CHAR z_pos
0086:  15964?? =  16068??  \\ floating-point values only
0061:  15964?? -=  16040??  \\ floating-point values
0086:  15968?? =  16072??  \\ floating-point values only
0061:  15968?? -=  16044??  \\ floating-point values
0069:  15964?? *=  15964??  \\ floating-point values
0069:  15968?? *=  15968??  \\ floating-point values
0086:  15972?? =  15964??  \\ floating-point values only
0059:  15972?? +=  15968??  \\ floating-point values
01FB:  16024?? = square_root  15972??
00D6: if  0?
0024:    16024?? >  15980??  \\ floating-point values only
004D: jump_if_false Label091C3C
0008:  16344?? +=  1?  \\ integer values

:Label091C3C
0002: jump Label091C5D

:Label091C43
00D6: if  0?
001C:    16340?? >  16052??  \\ integer values
004D: jump_if_false Label091C5D
0008:  16344?? +=  1?  \\ integer values

:Label091C5D
00D6: if  0?
03CE:   car  16336?? stuck
004D: jump_if_false Label091E46
00D6: if  0?
82CA:   NOT   car  16336?? bounding_sphere_visible
004D: jump_if_false Label091E46
00D6: if  0?
81FF:   NOT   player $PLAYER_CHAR near_car  16336?? radius  30!  30!  30! unknown  0?
004D: jump_if_false Label091E46
00AA:  16068?? = car  16336?? x_pos,  16072?? = car  16336?? y_pos,  16076?? = car  16336?? z_pos
02C1: set  16068??  16072??  16076?? to_car_path_coords_closest_to  16068??  16072??  16076??
00D6: if  0?
838A:   NOT   car_in_cube  16068??  16072??  16076??  4!  4!  3!
004D: jump_if_false Label091D7D
00D6: if  0?
80C2:   NOT   sphere_onscreen  16068??  16072??  16076??  4!
004D: jump_if_false Label091D76
00AB: put_car  16336?? at  16068??  16072??  16076??
039F: car  16336?? race_to  16008??  16012??
00D6: if  0?
0042:    15976?? ==  7!  \\ floating-point values
004D: jump_if_false Label091D57
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
00A7: unknown_car  16336?? drive_to  16300??  16304??  16308??
0002: jump Label091D76

:Label091D57
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
02C2: car  16336?? drive_to_point  16300??  16304??  16308??

:Label091D76
0002: jump Label091E46

:Label091D7D
04D3: unknown_race_stuff  16068??  16072??  16076??  2?  16068??  16072??  16076??
00D6: if  0?
838A:   NOT   car_in_cube  16068??  16072??  16076??  4!  4!  3!
004D: jump_if_false Label091E46
00D6: if  0?
80C2:   NOT   sphere_onscreen  16068??  16072??  16076??  4!
004D: jump_if_false Label091E46
00AB: put_car  16336?? at  16068??  16072??  16076??
039F: car  16336?? race_to  16008??  16012??
00D6: if  0?
0042:    15976?? ==  7!  \\ floating-point values
004D: jump_if_false Label091E27
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
00A7: unknown_car  16336?? drive_to  16300??  16304??  16308??
0002: jump Label091E46

:Label091E27
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
02C2: car  16336?? drive_to_point  16300??  16304??  16308??

:Label091E46
00D6: if  0?
01F4:   car  16336?? flipped
004D: jump_if_false Label092041
00D6: if  0?
82CA:   NOT   car  16336?? bounding_sphere_visible
004D: jump_if_false Label092041
00D6: if  0?
81FF:   NOT   player $PLAYER_CHAR near_car  16336?? radius  30!  30!  30! unknown  0?
004D: jump_if_false Label092041
00AA:  16068?? = car  16336?? x_pos,  16072?? = car  16336?? y_pos,  16076?? = car  16336?? z_pos
02C1: set  16068??  16072??  16076?? to_car_path_coords_closest_to  16068??  16072??  16076??
0395: clear_area  0? at  16068??  16072?? range  16076??  4!
00D6: if  0?
838A:   NOT   car_in_cube  16068??  16072??  16076??  4!  4!  3!
004D: jump_if_false Label091F78
00D6: if  0?
80C2:   NOT   sphere_onscreen  16068??  16072??  16076??  4!
004D: jump_if_false Label091F71
00AB: put_car  16336?? at  16068??  16072??  16076??
039F: car  16336?? race_to  16008??  16012??
00D6: if  0?
0042:    15976?? ==  7!  \\ floating-point values
004D: jump_if_false Label091F52
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
00A7: unknown_car  16336?? drive_to  16300??  16304??  16308??
0002: jump Label091F71

:Label091F52
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
02C2: car  16336?? drive_to_point  16300??  16304??  16308??

:Label091F71
0002: jump Label092041

:Label091F78
04D3: unknown_race_stuff  16068??  16072??  16076??  2?  16068??  16072??  16076??
00D6: if  0?
838A:   NOT   car_in_cube  16068??  16072??  16076??  4!  4!  3!
004D: jump_if_false Label092041
00D6: if  0?
80C2:   NOT   sphere_onscreen  16068??  16072??  16076??  4!
004D: jump_if_false Label092041
00AB: put_car  16336?? at  16068??  16072??  16076??
039F: car  16336?? race_to  16008??  16012??
00D6: if  0?
0042:    15976?? ==  7!  \\ floating-point values
004D: jump_if_false Label092022
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
00A7: unknown_car  16336?? drive_to  16300??  16304??  16308??
0002: jump Label092041

:Label092022
00AE: unknown_set_car  16336?? to_ignore_traffic_lights  2?
00AD: set_car  16336?? max_speed_to  45!
02C2: car  16336?? drive_to_point  16300??  16304??  16308??

:Label092041
0084:  16392?? =  16052??  \\ integer values and handles
000C:  16392?? -=  3?  \\ integer values
00D6: if  0?
001C:    16392?? >  16340??  \\ integer values
004D: jump_if_false Label0920D6
00D6: if  0?
82CA:   NOT   car  16336?? bounding_sphere_visible
004D: jump_if_false Label0920D6
00D6: if  0?
838A:   NOT   car_in_cube  16008??  16012??  16016??  4!  4!  3!
004D: jump_if_false Label0920D6
00D6: if  0?
80C2:   NOT   sphere_onscreen  16008??  16012??  16016??  4!
004D: jump_if_false Label0920D6
00AB: put_car  16336?? at  16008??  16012??  16016??
039F: car  16336?? race_to  16040??  16044??
04BA: unknown_car  16336??  30!

:Label0920D6
0084:  16392?? =  16052??  \\ integer values and handles
0008:  16392?? +=  2?  \\ integer values
00D6: if  0?
001C:    16340?? >  16392??  \\ integer values
004D: jump_if_false Label092109
00AD: set_car  16336?? max_speed_to  35!
0002: jump Label092113

:Label092109
00AD: set_car  16336?? max_speed_to  45!

:Label092113
0051: return

;-------------Mission 24---------------
; Originally: The Job


:Label092115
0050: gosub Label092139
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label092130
0050: gosub Label0977C1

:Label092130
0050: gosub Label0986CD
004E: end_thread

:Label092139
03A4: name_thread "BANKJO4"
0004: $ONMISSION =  1?  \\ integer values
054C: use_GXT_table "BANKJ4"
058E: unknown_point_command  512.591! -74.9!  9.573! angle  189.24!
0004:  3944?? =  0?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
0004:  16396?? =  1?  \\ integer values
0004:  16404?? =  0?  \\ integer values
0004:  16408?? =  0?  \\ integer values
0004:  1428?? =  0?  \\ integer values
0004:  16416?? =  0?  \\ integer values
0004:  16424?? =  0?  \\ integer values
0004:  16420?? =  0?  \\ integer values
0004:  16736?? =  0?  \\ integer values
0004:  16740?? =  0?  \\ integer values
0004:  16744?? =  0?  \\ integer values
0004:  16492?? =  0?  \\ integer values
0004:  16496?? =  0?  \\ integer values
0004:  16500?? =  0?  \\ integer values
0004:  16504?? =  0?  \\ integer values
0004:  16548?? =  0?  \\ integer values
0004:  16536?? =  0?  \\ integer values
0004:  16848?? =  0?  \\ integer values
0004:  16788?? =  0?  \\ integer values
0004:  16792?? =  0?  \\ integer values
0004:  16796?? =  0?  \\ integer values
0004:  16412?? =  0?  \\ integer values
0004:  16844?? =  0?  \\ integer values
0004:  16816?? =  0?  \\ integer values
0004:  16820?? =  0?  \\ integer values
0004:  16824?? =  0?  \\ integer values
0004:  16828?? =  0?  \\ integer values
0004:  16776?? =  0?  \\ integer values
0004:  16780?? =  0?  \\ integer values
0004:  16784?? =  0?  \\ integer values
0004:  16768?? =  0?  \\ integer values
0004:  16612?? =  0?  \\ integer values
0004:  16616?? =  0?  \\ integer values
0004:  16620?? =  0?  \\ integer values
0004:  16624?? =  0?  \\ integer values
0004:  16628?? =  0?  \\ integer values
0004:  16632?? =  0?  \\ integer values
0004:  16636?? =  0?  \\ integer values
0004:  16804?? =  0?  \\ integer values
0004:  16640?? =  0?  \\ integer values
0004:  16644?? =  0?  \\ integer values
0004:  16648?? =  0?  \\ integer values
0004:  16852?? =  0?  \\ integer values
0004:  16728?? =  0?  \\ integer values
0004:  16732?? =  0?  \\ integer values
0004:  16856?? =  0?  \\ integer values
0004:  16812?? =  0?  \\ integer values
0004:  16800?? =  0?  \\ integer values
0004:  16464?? =  0?  \\ integer values
0004:  16800?? =  0?  \\ integer values
0006:  0@ =  0?  \\ integer values
0006:  1@ =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  9@ =  0?  \\ integer values
0006:  10@ =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0004:  16748?? =  0?  \\ integer values
0004:  16652?? =  0?  \\ integer values
0004:  16760?? =  0?  \\ integer values
03AF: set_streaming  0? (disabled)
04BB: select_interiour  17?  \\ select render area
01EB: set_car_density_to  0!
03CB: set_camera  481.03! -64.21!  8.98!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSPHIL"
023C: load_special_actor  4? "CSHLARY"
023C: load_special_actor  5? "CSCAMJ"
02F3: load_object #CUTOBJ01 "GCFAN"
02F3: load_object #CUTOBJ02 "CLCHR"
038B: load_requested_models

:Label0923AF
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0923D9
0001: wait  0? ms
0002: jump Label0923AF

:Label0923D9
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0923F9
0001: wait  0? ms
0002: jump Label0923D9

:Label0923F9
041D: set_camera_near_clip  .1!
02E4: load_cutscene_data "BANK_4"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  548?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  548?? "CSPHIL"
02E5:  744?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  744?? "CSHLARY"
02E5:  752?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  752?? "CSCAMJ"
04BC: "GCFAN"
02E5:  756?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  756?? "GCFAN"
04BC: "GCFAN"
02E5:  760?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  760?? "CLCHR"
041D: set_camera_near_clip  .1!
0395: clear_area  1? at  495.12! -83.39! range  9.02!  1!
0055: put_player $PLAYER_CHAR at  495.12! -83.39!  9.02!
0171: set_player $PLAYER_CHAR z_angle_to  223.21!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label092510
00D6: if  0?
001A:    3659& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092533
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092510

:Label092533
00BC: text_highpriority "BNK4_A"  10000& ms  1? \\ ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made.

:Label092542
00D6: if  0?
001A:    7265& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092565
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092542

:Label092565
00BC: text_highpriority "BNK4_B"  10000& ms  1? \\ ~w~Tommy, seriously, you gotta consider going into law.

:Label092574
00D6: if  0?
001A:    11744& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092597
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092574

:Label092597
00BC: text_highpriority "BNK4_C"  10000& ms  1? \\ ~w~What the hell are you smoking, man? This ain't no simple plan!

:Label0925A6
00D6: if  0?
001A:    16951& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0925C9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0925A6

:Label0925C9
00BC: text_highpriority "BNK4_D"  10000& ms  1? \\ ~w~Well, who needs a simple plan anyway?

:Label0925D8
00D6: if  0?
001A:    18806& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0925FB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0925D8

:Label0925FB
00BC: text_highpriority "BNK4_E"  10000& ms  1? \\ ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh?

:Label09260A
00D6: if  0?
001A:    24030& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09262D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09260A

:Label09262D
00BC: text_highpriority "BNK4_F"  10000& ms  1? \\ ~w~Calm down, all right? With a team like this it's going to be no problem.

:Label09263C
00D6: if  0?
001A:    28243& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09265F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09263C

:Label09265F
00BC: text_highpriority "BNK4_G"  10000& ms  1? \\ ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car.

:Label09266E
00D6: if  0?
001A:    34410&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092693
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09266E

:Label092693
00BC: text_highpriority "BNK4_H"  10000& ms  1? \\ ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who...

:Label0926A2
00D6: if  0?
001A:    39555&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0926C7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0926A2

:Label0926C7
00BC: text_highpriority "BNK4_I"  10000& ms  1? \\ ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice.

:Label0926D6
00D6: if  0?
001A:    46880&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0926FB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0926D6

:Label0926FB
00BC: text_highpriority "BNK4_J"  10000& ms  1? \\ ~w~I don't understand what I am supposed to be doing here.

:Label09270A
00D6: if  0?
001A:    49700&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09272F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09270A

:Label09272F
00BC: text_highpriority "BNK4_K"  10000& ms  1? \\ ~w~Look, it's easy. Haven't you ever seen a movie?

:Label09273E
00D6: if  0?
001A:    52105&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092763
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09273E

:Label092763
00BC: text_highpriority "BNK4_L"  10000& ms  1? \\ ~w~We walk into the bank, we wave the gun around, and leave very rich men.

:Label092772
00D6: if  0?
001A:    55224&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label092797
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092772

:Label092797
00BE: text_clear_all

:Label092799
00D6: if  0?
001A:    59584&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0927BE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label092799

:Label0927BE
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0927C7
00D6: if  0?
016B:   fading
004D: jump_if_false Label0927DF
0001: wait  0? ms
0002: jump Label0927C7

:Label0927DF
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
0004:  3944?? =  0?  \\ integer values
022B: create_forbidden_for_peds_cube  468! -77!  0!  490! -54!  30!
00C0: set_current_time  8?  30?
01EB: set_car_density_to  1!
0247: request_model #M4
0247: request_model #MP5LNG
0247: request_model #TAXI
0247: request_model #PYTHON
03CB: set_camera  496.5! -84!  9.8!

:Label092861
00D6: if  23?
8248:   NOT   model #M4 available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #PYTHON available
8248:   NOT   model #TAXI available
004D: jump_if_false Label09288B
0001: wait  0? ms
0002: jump Label092861

:Label09288B
0395: clear_area  1? at  496.5! -84! range  9.8!  10!
00A5:  16540?? = create_car #TAXI at  496.5! -84!  9.8!
0175: set_car  16540?? z_angle_to  137!
0190: unknown_car  16540??
023C: load_special_actor  1? "IGPHIL"
023C: load_special_actor  2? "IGHLARY"
023C: load_special_actor  3? "IGMIKE"

:Label0928ED
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label09290F
0001: wait  0? ms
0002: jump Label0928ED

:Label09290F
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03C8: rotate_player_180_degrees
0055: put_player $PLAYER_CHAR at  491.6465! -80.4476!  10.4539!
0171: set_player $PLAYER_CHAR z_angle_to  225!
009A:  16512?? = create_actor  4? #SPECIAL01 at  490.6913! -79.4378!  10.4539!
0173: set_actor  16512?? z_angle_to  225!
01ED: spawn_actor  16512??
0243: set_actor  16512?? ped_stats_to  16?
04F5: unknown_actor  16512?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16512??  0? 
009A:  16516?? = create_actor  4? #SPECIAL02 at  490.0092! -80.1343!  10.4539!
0173: set_actor  16516?? z_angle_to  225!
01ED: spawn_actor  16516??
04F5: unknown_actor  16516?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16516??  0? 
009A:  16520?? = create_actor  4? #SPECIAL03 at  491.371! -78.7345!  10.4539!
0173: set_actor  16520?? z_angle_to  225!
01ED: spawn_actor  16520??
04F5: unknown_actor  16520?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16520??  0? 
018A:  16764?? = create_checkpoint_at -833! -348!  11!
0004:  16536?? =  1?  \\ integer values
0004:  16848?? =  1?  \\ integer values
016A: fade  1? (back)  750& ms

:Label092A0E
00D6: if  0?
016B:   fading
004D: jump_if_false Label092A26
0001: wait  0? ms
0002: jump Label092A0E

:Label092A26
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
041E: set_radio_station  6? -1?
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
03CF: load_wav "BNK4_3A" as  2?
01BD:  1432?? = current_time_in_ms

:Label092A53
0001: wait  0? ms
0050: gosub Label0980B3
0050: gosub Label0981AA
0050: gosub Label098339
0050: gosub Label0984C8
00D6: if  0?
001A:    7? >  16612??  \\ integer values
004D: jump_if_false Label092A93
0050: gosub Label0989FE
0050: gosub Label09968D

:Label092A93
00D6: if  0?
0038:    16616?? ==  1?  \\ integer values
004D: jump_if_false Label092AB3
0050: gosub Label0989FE
0050: gosub Label099945

:Label092AB3
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092B3D
00D6: if  1?
80DC:   NOT   player $PLAYER_CHAR driving  16540??
0038:    16768?? ==  1?  \\ integer values
004D: jump_if_false Label092B36
00D6: if  0?
0038:    16648?? ==  0?  \\ integer values
004D: jump_if_false Label092B2F
03CF: load_wav "BNK4_3V" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3V"  10000& ms  1? \\ Hey Tommy, why have we stopped?
0050: gosub Label098A79
00BC: text_highpriority "GETCAR"  4000& ms  1? \\ ~g~Get in the getaway car to do the bank job!
0004:  16648?? =  1?  \\ integer values

:Label092B2F
0002: jump Label092B3D

:Label092B36
0004:  16648?? =  0?  \\ integer values

:Label092B3D
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092B94
00D6: if  1?
0038:    16640?? ==  0?  \\ integer values
8185:   NOT   car  16540?? health >=  800&
004D: jump_if_false Label092B94
0004:  16396?? =  2?  \\ integer values
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3A"  10000& ms  1? \\ Hey, watch the wheels, Tommy!
0050: gosub Label098A79
00BE: text_clear_all
0004:  16640?? =  1?  \\ integer values

:Label092B94
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092BC5
00D6: if  1?
0038:    16640?? ==  1?  \\ integer values
8185:   NOT   car  16540?? health >=  650&
004D: jump_if_false Label092BC5
0050: gosub Label099A5D

:Label092BC5
00D6: if  22?
0038:    16496?? ==  1?  \\ integer values
0038:    16500?? ==  1?  \\ integer values
0038:    16504?? ==  1?  \\ integer values
004D: jump_if_false Label092BF3
0004:  16536?? =  0?  \\ integer values
0002: jump Label092DF5

:Label092BF3
00D6: if  0?
0038:    16404?? ==  1?  \\ integer values
004D: jump_if_false Label092D84
00D6: if  0?
0038:    16768?? ==  0?  \\ integer values
004D: jump_if_false Label092CF8
00D6: if  1?
8119:   NOT   car  16540?? wrecked
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label092CF8
00D6: if  1?
00DB:   actor  16512?? in_car  16540??
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label092CF8
00D6: if  1?
00DB:   actor  16520?? in_car  16540??
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label092CF8
00D6: if  0?
00DB:   actor  16516?? in_car  16540??
004D: jump_if_false Label092CF8
009B: destroy_actor_instantly  16512??
009B: destroy_actor_instantly  16520??
009B: destroy_actor_instantly  16516??
01C8:  16512?? = create_actor  4? #SPECIAL01 in_car  16540?? passenger_seat  1?
01ED: spawn_actor  16512??
0243: set_actor  16512?? ped_stats_to  16?
04F5: unknown_actor  16512?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16512??  0? 
01C8:  16516?? = create_actor  4? #SPECIAL02 in_car  16540?? passenger_seat  0?
01ED: spawn_actor  16516??
04F5: unknown_actor  16516?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16516??  0? 
01C8:  16520?? = create_actor  4? #SPECIAL03 in_car  16540?? passenger_seat  2?
01ED: spawn_actor  16520??
04F5: unknown_actor  16520?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16520??  0? 
0004:  16768?? =  1?  \\ integer values

:Label092CF8
00D6: if  0?
0038:    16536?? ==  0?  \\ integer values
004D: jump_if_false Label092D25
018A:  16764?? = create_checkpoint_at -833! -348!  10!
0004:  16536?? =  1?  \\ integer values

:Label092D25
00D6: if  1?
8119:   NOT   car  16540?? wrecked
0038:    16768?? ==  1?  \\ integer values
004D: jump_if_false Label092D7D
00D6: if  2?
01AF:   car  16540??  1? (in-sphere)near_point -833! -348!  10! radius  4!  4!  4!
01C1:   car  16540?? stopped
81F4:   NOT   car  16540?? flipped
004D: jump_if_false Label092D7D
0002: jump Label092E15

:Label092D7D
0002: jump Label092DF5

:Label092D84
00D6: if  0?
0038:    16768?? ==  1?  \\ integer values
004D: jump_if_false Label092DF5
00D6: if  1?
8119:   NOT   car  16540?? wrecked
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label092DF5
00D6: if  1?
80DB:   NOT   actor  16512?? in_car  16540??
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label092DF5
00D6: if  1?
80DB:   NOT   actor  16520?? in_car  16540??
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label092DF5
00D6: if  0?
80DB:   NOT   actor  16516?? in_car  16540??
004D: jump_if_false Label092DF5
0004:  16768?? =  0?  \\ integer values

:Label092DF5
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label092E0E
0002: jump Label0977C1

:Label092E0E
0002: jump Label092A53

:Label092E15
0004:  16848?? =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092E54
0224: set_car  16540?? health_to  1000&
00AA:  16892?? = car  16540?? x_pos,  16896?? = car  16540?? y_pos,  16880?? = car  16540?? z_pos

:Label092E54
0009:  16892?? +=  7!  \\ floating-point values
0009:  16880?? +=  2.5!  \\ floating-point values
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label092E7D
01E0: clear_leader  16516??

:Label092E7D
015F: set_camera_position  16892??  16896??  16880??  0!  0!  0!
0407: create_coordinate  16860??  16864??  16868?? from_car  16540?? offset  0! -3.5!  0!
0407: create_coordinate  16872??  16876??  16880?? from_car  16540?? offset  0! -3.5!  0!
0407: create_coordinate  16884??  16888??  16880?? from_car  16540?? offset -1! -4.5!  0!
0407: create_coordinate  16892??  16896??  16880?? from_car  16540?? offset  1! -4.5!  0!
00AA:  380?? = car  16540?? x_pos,  384?? = car  16540?? y_pos,  388?? = car  16540?? z_pos
0174:  16900?? = car  16540?? z_angle
0004:  1428?? =  0?  \\ integer values

:Label092F28
0001: wait  0? ms
00D6: if  0?
0038:    1428?? ==  0?  \\ integer values
004D: jump_if_false Label092FE1
01BD:  1432?? = current_time_in_ms
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092FDA
0158: camera_on_vehicle  16540??  15?  2?
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label092F74
01D3: actor $PLAYER_ACTOR leave_car  16540??

:Label092F74
0001: wait  500& ms
00D6: if  1?
8118:   NOT   actor  16512?? dead
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092F96
01D3: actor  16512?? leave_car  16540??

:Label092F96
0001: wait  150& ms
00D6: if  1?
8118:   NOT   actor  16520?? dead
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092FB8
01D3: actor  16520?? leave_car  16540??

:Label092FB8
0001: wait  500& ms
00D6: if  1?
8118:   NOT   actor  16516?? dead
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label092FDA
01D3: actor  16516?? leave_car  16540??

:Label092FDA
0004:  1428?? =  1?  \\ integer values

:Label092FE1
0050: gosub Label0989FE
00D6: if  0?
0038:    1428?? ==  1?  \\ integer values
004D: jump_if_false Label093052
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label093052
00D6: if  0?
80DF:   NOT   actor  16516?? driving
004D: jump_if_false Label093052
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BNK4_4A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_4A"  3000& ms  1? \\ ~w~Keep driving around the block, OK?
0050: gosub Label098A79
0004:  1428?? =  2?  \\ integer values

:Label093052
00D6: if  1?
0018:    1436?? >  2000&  \\ integer values
0038:    1428?? ==  2?  \\ integer values
004D: jump_if_false Label09310B
03CF: load_wav "BNK4_5" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_5"  3000& ms  1? \\ ~w~Okay, Tommy, Okay.
00D6: if  1?
8118:   NOT   actor  16516?? dead
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0930AC
01D5: actor  16516?? go_to_and_drive_car  16540??

:Label0930AC
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0930C7
0211: actor $PLAYER_ACTOR walk_to  16872??  16876??

:Label0930C7
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0930E2
0211: actor  16512?? walk_to  16884??  16888??

:Label0930E2
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0930FD
0211: actor  16520?? walk_to  16892??  16896??

:Label0930FD
0050: gosub Label098A79
0004:  1428?? =  3?  \\ integer values

:Label09310B
00D6: if  1?
0018:    1436?? >  4000&  \\ integer values
0038:    1428?? ==  3?  \\ integer values
004D: jump_if_false Label093221
00D6: if  1?
8118:   NOT   actor $PLAYER_ACTOR dead
00ED:   actor $PLAYER_ACTOR  0? ()near_point_on_foot  16872??  16876?? radius  3!  3!
004D: jump_if_false Label093221
0009:  388?? +=  .25!  \\ floating-point values
015F: set_camera_position  380??  384??  388??  0!  0!  0!
0009:  388?? +=  2!  \\ floating-point values
011C: actor $PLAYER_ACTOR clear_objective
00A1: put_actor $PLAYER_ACTOR at  16872??  16876?? -100!
0173: set_actor $PLAYER_ACTOR z_angle_to  16900??
0159: camera_on_ped $PLAYER_ACTOR  15?  2?
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0931D7
011C: actor  16512?? clear_objective
00A1: put_actor  16512?? at  16884??  16888?? -100!
0009:  16900?? +=  70!  \\ floating-point values
0173: set_actor  16512?? z_angle_to  16900??

:Label0931D7
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label09320E
011C: actor  16520?? clear_objective
00A1: put_actor  16520?? at  16892??  16896?? -100!
000D:  16900?? -=  140!  \\ floating-point values
0173: set_actor  16520?? z_angle_to  16900??

:Label09320E
01BD:  1432?? = current_time_in_ms
0050: gosub Label0989FE
0004:  1428?? =  4?  \\ integer values

:Label093221
00D6: if  1?
0038:    1428?? ==  4?  \\ integer values
0018:    1436?? >  2000&  \\ integer values
004D: jump_if_false Label093257
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label093257
050B:  16540??
0004:  1428?? =  5?  \\ integer values

:Label093257
00D6: if  1?
0038:    1428?? ==  5?  \\ integer values
0018:    1436?? >  4000&  \\ integer values
004D: jump_if_false Label093278
0004:  1428?? =  6?  \\ integer values

:Label093278
00D6: if  1?
0038:    1428?? ==  6?  \\ integer values
0018:    1436?? >  5000&  \\ integer values
004D: jump_if_false Label0932F9
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0932BF
0407: create_coordinate  16872??  16876??  16880?? from_car  16540?? offset -6! -3!  1!

:Label0932BF
015F: set_camera_position  16872??  16876??  16880??  0!  0!  0!
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0932F2
0159: camera_on_ped $PLAYER_ACTOR  15?  2?

:Label0932F2
0004:  1428?? =  7?  \\ integer values

:Label0932F9
00D6: if  1?
0038:    1428?? ==  7?  \\ integer values
0018:    1436?? >  7000&  \\ integer values
004D: jump_if_false Label093367
00D6: if  1?
8119:   NOT   car  16540?? wrecked
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label093360
00D6: if  0?
80DB:   NOT   actor  16516?? in_car  16540??
004D: jump_if_false Label093343
036A: put_actor  16516?? in_car  16540??

:Label093343
039E: (unknown)  16516??  1? 
00A8: set_car  16540?? to_psycho_driver
00AD: set_car  16540?? max_speed_to  15!
020A: set_car  16540?? door_status_to  2?

:Label093360
0004:  1428?? =  8?  \\ integer values

:Label093367
00D6: if  1?
0038:    1428?? ==  8?  \\ integer values
0018:    1436?? >  8000&  \\ integer values
004D: jump_if_false Label093395
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0004:  1428?? =  9?  \\ integer values

:Label093395
00D6: if  0?
8038:   NOT    1428?? ==  9?  \\ integer values
004D: jump_if_false Label0933AE
0002: jump Label092F28

:Label0933AE
0004:  16416?? =  1?  \\ integer values
0004:  16404?? =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -894! -331.2!  12.45!
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0933F4
01DF: tie_actor  16520?? to_player $PLAYER_CHAR

:Label0933F4
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label09340C
01DF: tie_actor  16512?? to_player $PLAYER_CHAR

:Label09340C
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -894! -331.2!  12.45! radius  2!  2!  3!
004D: jump_if_false Label093475
0001: wait  0? ms
0050: gosub Label0991B2
0050: gosub Label09918A
0050: gosub Label098063
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label09346E
0002: jump Label0977C1

:Label09346E
0002: jump Label09340C

:Label093475
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0211: actor $PLAYER_ACTOR walk_to -893.9! -324.6!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  750& ms

:Label0934A7
00D6: if  0?
016B:   fading
004D: jump_if_false Label093529
0001: wait  0? ms
00D6: if  1?
8119:   NOT   car  16540?? wrecked
0038:    16760?? ==  0?  \\ integer values
004D: jump_if_false Label093522
00D6: if  0?
82CA:   NOT   car  16540?? bounding_sphere_visible
004D: jump_if_false Label093522
059B:  16540??
00AB: put_car  16540?? at -903.6! -376.6!  56.7!
0175: set_car  16540?? z_angle_to  270!
00AD: set_car  16540?? max_speed_to  0!
0224: set_car  16540?? health_to  1000&
0519: unknown_car  16540?? flag  1?
0004:  16760?? =  1?  \\ integer values

:Label093522
0002: jump Label0934A7

:Label093529
0395: clear_area  1? at -894! -331.2! range  12.45!  10!
00A1: put_actor $PLAYER_ACTOR at -893.9! -327.2!  12.45!
0173: set_actor $PLAYER_ACTOR z_angle_to  175!
009B: destroy_actor_instantly  16512??
009B: destroy_actor_instantly  16520??
0296: unload_special_actor  1?
0296: unload_special_actor  3?
023C: load_special_actor  1? "IGPHIL3"
023C: load_special_actor  3? "IGMIKE2"
038B: load_requested_models

:Label09358B
00D6: if  21?
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  1? loaded
004D: jump_if_false Label0935A9
0001: wait  0? ms
0002: jump Label09358B

:Label0935A9
009A:  16512?? = create_actor  4? #SPECIAL01 at -894.1! -325!  12.45!
0173: set_actor  16512?? z_angle_to  175!
01ED: spawn_actor  16512??
04F5: unknown_actor  16512?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16512??  0? 
0243: set_actor  16512?? ped_stats_to  30?
0223: set_actor  16512?? health_to  200&
0568:  16512??  1?
009A:  16520?? = create_actor  4? #SPECIAL03 at -894.1! -324.5!  12.45!
0173: set_actor  16520?? z_angle_to  175!
01ED: spawn_actor  16520??
04F5: unknown_actor  16520?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16520??  0? 
0243: set_actor  16520?? ped_stats_to  16?
0223: set_actor  16520?? health_to  200&
0568:  16520??  1?
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label093679
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER7"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label093679
0353: refresh_actor $PLAYER_ACTOR

:Label093679
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0936C6
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0936A3
01B2: give_actor  16512?? weapon  26? ammo  9999&  \\ Load the weapon model before using this

:Label0936A3
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0936BD
01B2: give_actor  16520?? weapon  25? ammo  9999&  \\ Load the weapon model before using this

:Label0936BD
01B2: give_actor $PLAYER_ACTOR weapon  18? ammo  24?  \\ Load the weapon model before using this

:Label0936C6
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BNK4_94" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_94"  10000& ms  1? \\ ~w~Ok, guys. Nice an easy just as we planned.
0050: gosub Label098A79
00BE: text_clear_all
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label093718
0211: actor $PLAYER_ACTOR walk_to -894.2! -330.25!

:Label093718
015F: set_camera_position -894.05! -331.06!  13.3!  0!  0!  0!
0054:  16872?? = player $PLAYER_CHAR x_pos,  16876?? = player $PLAYER_CHAR y_pos,  16880?? = player $PLAYER_CHAR z_pos
0009:  16880?? +=  .8!  \\ floating-point values
0160: point_camera  16872??  16876??  16880??  2?
016A: fade  1? (back)  750& ms

:Label093764
00D6: if  0?
016B:   fading
004D: jump_if_false Label0937A1
0001: wait  0? ms
0054:  16872?? = player $PLAYER_CHAR x_pos,  16876?? = player $PLAYER_CHAR y_pos,  16880?? = player $PLAYER_CHAR z_pos
0009:  16880?? +=  .8!  \\ floating-point values
0160: point_camera  16872??  16876??  16880??  2?
0002: jump Label093764

:Label0937A1
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0937C0
0211: actor  16520?? walk_to -894.7! -328!

:Label0937C0
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0937DF
0211: actor  16512?? walk_to -893.25! -329.5!

:Label0937DF
01BD:  1432?? = current_time_in_ms
0050: gosub Label0989FE

:Label0937EB
00D6: if  0?
001A:    7000& >  1436??  \\ integer values
004D: jump_if_false Label093835
0001: wait  0? ms
0054:  16872?? = player $PLAYER_CHAR x_pos,  16876?? = player $PLAYER_CHAR y_pos,  16880?? = player $PLAYER_CHAR z_pos
0009:  16880?? +=  .8!  \\ floating-point values
0160: point_camera  16872??  16876??  16880??  2?
0050: gosub Label0989FE
0002: jump Label0937EB

:Label093835
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label093861
01DF: tie_actor  16512?? to_player $PLAYER_CHAR

:Label093861
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label093879
01DF: tie_actor  16520?? to_player $PLAYER_CHAR

:Label093879
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -896! -341!  12.5! radius  2!  2!  3!
004D: jump_if_false Label093936
0001: wait  0? ms
0050: gosub Label0980B3
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label098ADA
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label0938E2
0002: jump Label0977C1

:Label0938E2
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -906! -341!  12.5! radius  30!  30!  10!
004D: jump_if_false Label09392F
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
00BC: text_highpriority "IDIOT"  5000& ms  1? \\ ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT!
0002: jump Label0977C1

:Label09392F
0002: jump Label093879

:Label093936
016A: fade  0? ()  1000& ms

:Label09393D
00D6: if  0?
016B:   fading
004D: jump_if_false Label093955
0001: wait  0? ms
0002: jump Label09393D

:Label093955
0247: request_model #WFYBU
0247: request_model #HFYBU
0247: request_model #WMORI

:Label093961
00D6: if  22?
8248:   NOT   model #WFYBU available
8248:   NOT   model #HFYBU available
8248:   NOT   model #WMORI available
004D: jump_if_false Label093983
0001: wait  0? ms
0002: jump Label093961

:Label093983
0247: request_model #GDA
0247: request_model #GDB

:Label09398B
00D6: if  21?
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
004D: jump_if_false Label0939A9
0001: wait  0? ms
0002: jump Label09398B

:Label0939A9
009A:  16552?? = create_actor  5? #WFYBU at -904.7! -328.6!  12.49!
0173: set_actor  16552?? z_angle_to  190!
01ED: spawn_actor  16552??
0243: set_actor  16552?? ped_stats_to  20?
0568:  16552??  1?
009A:  16556?? = create_actor  5? #HFYBU at -910.1! -328.6!  12.49!
0173: set_actor  16556?? z_angle_to  190!
01ED: spawn_actor  16556??
0243: set_actor  16556?? ped_stats_to  20?
0568:  16556??  1?
009A:  16560?? = create_actor  5? #HFYBU at -912.5! -328.6!  12.49!
0173: set_actor  16560?? z_angle_to  190!
01ED: spawn_actor  16560??
0243: set_actor  16560?? ped_stats_to  19?
0568:  16560??  1?
009A:  16564?? = create_actor  5? #WFYBU at -907.5! -353.6!  12.49!
0173: set_actor  16564?? z_angle_to  10!
01ED: spawn_actor  16564??
0243: set_actor  16564?? ped_stats_to  20?
0568:  16564??  1?
009A:  16568?? = create_actor  5? #WFYBU at -910.2! -353.6!  12.49!
0173: set_actor  16568?? z_angle_to  10!
01ED: spawn_actor  16568??
0243: set_actor  16568?? ped_stats_to  19?
0568:  16568??  1?
009A:  16572?? = create_actor  5? #HFYBU at -915.3! -353.6!  12.49!
0173: set_actor  16572?? z_angle_to  10!
01ED: spawn_actor  16572??
0243: set_actor  16572?? ped_stats_to  20?
0568:  16572??  1?
009A:  16576?? = create_actor  5? #WFYBU at -920.36! -343.7!  14.6!
0173: set_actor  16576?? z_angle_to  65!
01ED: spawn_actor  16576??
0243: set_actor  16576?? ped_stats_to  19?
0568:  16576??  1?
009A:  16580?? = create_actor  4? #WMORI at -921.76! -345.15!  12.49!
0173: set_actor  16580?? z_angle_to  310!
01ED: spawn_actor  16580??
0243: set_actor  16580?? ped_stats_to  13?
0568:  16580??  1?
009A:  16428?? = create_actor  4? #GDA at -917.3! -340!  12.49!
01ED: spawn_actor  16428??
0173: set_actor  16428?? z_angle_to  270!
009F: set_actor  16428?? objective_to 1
0568:  16428??  1?
009A:  16432?? = create_actor  4? #GDB at -908! -347.77!  12.49!
01ED: spawn_actor  16432??
0173: set_actor  16432?? z_angle_to  270!
009F: set_actor  16432?? objective_to 1
0568:  16432??  1?
009A:  16436?? = create_actor  4? #GDA at -919.14! -336!  12.49!
01ED: spawn_actor  16436??
0173: set_actor  16436?? z_angle_to  130!
0350: unknown_actor  16436?? not_scared_flag  1?
0568:  16436??  1?
0002: jump Label093C2D
009A:  16448?? = create_actor  4? #GDA at -918.7! -353.3!  16.8!
009B: destroy_actor_instantly  16448??
009A:  16488?? = create_actor  4? #WMORI at -963.28! -337.12!  14.6!
009B: destroy_actor_instantly  16488??

:Label093C2D
0004:  16832?? =  25?  \\ integer values
0004:  16836?? =  19?  \\ integer values
0004:  16840?? =  21?  \\ integer values
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -896.5! -341!  12.5!
04BB: select_interiour  3?  \\ select render area
03AD: set_rubbish  0? (invisible)
03CB: set_camera -903! -341!  13.4!
0004:  3940?? =  1?  \\ integer values
04F9: interiour_colors  4?  0?
00BE: text_clear_all
0004:  3940?? =  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
01B1: give_player $PLAYER_CHAR weapon  18? ammo  24?  \\ Load the weapon model before using this
01B8: set_player $PLAYER_CHAR armed_weapon_to  18?
0395: clear_area  0? at -890! -340! range  11!  10!
041D: set_camera_near_clip  .1!
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label093CD9
01E0: clear_leader  16512??

:Label093CD9
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label093CEE
01E0: clear_leader  16520??

:Label093CEE
0050: gosub Label099041
0004:  1428?? =  0?  \\ integer values
0004:  16396?? =  1?  \\ integer values

:Label093D03
0001: wait  0? ms
0050: gosub Label098ADA
00D6: if  0?
0038:    1428?? ==  0?  \\ integer values
004D: jump_if_false Label093DF0
01BD:  1432?? = current_time_in_ms
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label093D53
00A1: put_actor $PLAYER_ACTOR at -911.8! -341!  12.5!
0173: set_actor $PLAYER_ACTOR z_angle_to  90!

:Label093D53
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label093D83
00A1: put_actor  16512?? at -909.8! -339!  12.5!
0223: set_actor  16512?? health_to  100?
009F: set_actor  16512?? objective_to 1

:Label093D83
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label093DB3
00A1: put_actor  16520?? at -909.55! -341.6!  12.5!
0223: set_actor  16520?? health_to  100?
009F: set_actor  16520?? objective_to 1

:Label093DB3
015F: set_camera_position -914.5! -341.1!  12.7!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  15?  2?
0004:  1428?? =  1?  \\ integer values
03CF: load_wav "BNK4_6" as  16396??

:Label093DF0
0050: gosub Label0989FE
0050: gosub Label0991B2
0050: gosub Label09918A
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label093E1E
0002: jump Label0947AE

:Label093E1E
00D6: if  1?
0018:    1436?? >  1000&  \\ integer values
0038:    1428?? ==  1?  \\ integer values
004D: jump_if_false Label093EA8
00D6: if  1?
8118:   NOT   actor  16436?? dead
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label093E5D
020E: actor  16436?? look_at_actor  16512??
020E: actor  16512?? look_at_actor  16436??

:Label093E5D
00D6: if  1?
8118:   NOT   actor  16432?? dead
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label093E82
020E: actor  16432?? look_at_actor  16520??
020E: actor  16520?? look_at_actor  16432??

:Label093E82
016A: fade  1? (back)  1000& ms

:Label093E89
00D6: if  0?
016B:   fading
004D: jump_if_false Label093EA1
0001: wait  0? ms
0002: jump Label093E89

:Label093EA1
0004:  1428?? =  2?  \\ integer values

:Label093EA8
00D6: if  1?
0018:    1436?? >  2000&  \\ integer values
0038:    1428?? ==  2?  \\ integer values
004D: jump_if_false Label093F0B
0050: gosub Label098A15
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label093EE1
04C6: $PLAYER_ACTOR  16428??

:Label093EE1
00BC: text_highpriority "BNK4_6"  3000& ms  1? \\ ~w~THIS IS A RAID!
0050: gosub Label098A79
03CF: load_wav "BNK4_7" as  16396??
0004:  1428?? =  3?  \\ integer values

:Label093F0B
00D6: if  1?
0018:    1436?? >  3000&  \\ integer values
0038:    1428?? ==  3?  \\ integer values
004D: jump_if_false Label093FD6
0004:  16844?? =  0?  \\ integer values
0004:  16832?? =  0?  \\ integer values
0004:  16836?? =  0?  \\ integer values
0004:  16840?? =  0?  \\ integer values
0050: gosub Label098ADA
0004:  16844?? =  0?  \\ integer values
0004:  16832?? =  35?  \\ integer values
0004:  16836?? =  35?  \\ integer values
0004:  16840?? =  35?  \\ integer values
0050: gosub Label098ADA
0050: gosub Label098A15
00D6: if  1?
8118:   NOT   actor  16512?? dead
8118:   NOT   actor  16436?? dead
004D: jump_if_false Label093F8F
04C6:  16512??  16436??

:Label093F8F
00D6: if  1?
8118:   NOT   actor  16520?? dead
8118:   NOT   actor  16432?? dead
004D: jump_if_false Label093FAC
04C6:  16520??  16432??

:Label093FAC
00BC: text_highpriority "BNK4_7"  5000& ms  1? \\ ~w~NOBODY MOVE!
0050: gosub Label098A79
03CF: load_wav "BNK4_8" as  16396??
0004:  1428?? =  4?  \\ integer values

:Label093FD6
00D6: if  1?
0018:    1436?? >  4000&  \\ integer values
0038:    1428?? ==  4?  \\ integer values
004D: jump_if_false Label093FF7
0004:  1428?? =  5?  \\ integer values

:Label093FF7
00D6: if  1?
0018:    1436?? >  5000&  \\ integer values
0038:    1428?? ==  5?  \\ integer values
004D: jump_if_false Label09407B
0050: gosub Label098A15
015F: set_camera_position -908.8! -340.2!  14!  0!  0!  0!
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label094051
0159: camera_on_ped  16428??  15?  2?

:Label094051
00BC: text_highpriority "BNK4_8"  5000& ms  1? \\ ~w~EVERYBODY UP AGAINST THAT WALL!
0050: gosub Label098A79
03CF: load_wav "BNK4_9" as  16396??
0004:  1428?? =  6?  \\ integer values

:Label09407B
00D6: if  1?
0018:    1436?? >  6500&  \\ integer values
0038:    1428?? ==  6?  \\ integer values
004D: jump_if_false Label0940F1
015F: set_camera_position -919.2! -330!  18.75!  0!  0!  0!
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0940CE
0159: camera_on_ped $PLAYER_ACTOR  15?  2?

:Label0940CE
0004:  16844?? =  0?  \\ integer values
0004:  16832?? =  0?  \\ integer values
0004:  16836?? =  0?  \\ integer values
0004:  16840?? =  0?  \\ integer values
0004:  1428?? =  7?  \\ integer values

:Label0940F1
00D6: if  1?
0018:    1436?? >  7000&  \\ integer values
0038:    1428?? ==  7?  \\ integer values
004D: jump_if_false Label094267
00D6: if  0?
8118:   NOT   actor  16436?? dead
004D: jump_if_false Label09412A
0239: actor  16436?? run_to -923! -335.8!

:Label09412A
00D6: if  0?
8118:   NOT   actor  16432?? dead
004D: jump_if_false Label094149
0239: actor  16432?? run_to -923! -335.8!

:Label094149
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label094168
0239: actor  16428?? run_to -923! -335.8!

:Label094168
00D6: if  0?
8118:   NOT   actor  16552?? dead
004D: jump_if_false Label094187
0239: actor  16552?? run_to -923! -335.8!

:Label094187
00D6: if  0?
8118:   NOT   actor  16556?? dead
004D: jump_if_false Label0941A6
0239: actor  16556?? run_to -923! -335.8!

:Label0941A6
00D6: if  0?
8118:   NOT   actor  16560?? dead
004D: jump_if_false Label0941C5
0239: actor  16560?? run_to -923! -335.8!

:Label0941C5
00D6: if  0?
8118:   NOT   actor  16564?? dead
004D: jump_if_false Label0941E4
0239: actor  16564?? run_to -918.2! -342!

:Label0941E4
00D6: if  0?
8118:   NOT   actor  16568?? dead
004D: jump_if_false Label094203
0239: actor  16568?? run_to -918! -344!

:Label094203
00D6: if  0?
8118:   NOT   actor  16572?? dead
004D: jump_if_false Label094222
0239: actor  16572?? run_to -917.8! -346!

:Label094222
00D6: if  0?
8118:   NOT   actor  16576?? dead
004D: jump_if_false Label094241
0239: actor  16576?? run_to -917! -345!

:Label094241
00D6: if  0?
8118:   NOT   actor  16580?? dead
004D: jump_if_false Label094260
0239: actor  16580?? run_to -917! -343!

:Label094260
0004:  1428?? =  8?  \\ integer values

:Label094267
00D6: if  1?
0018:    1436?? >  9000&  \\ integer values
0038:    1428?? ==  8?  \\ integer values
004D: jump_if_false Label09462D
00D6: if  0?
8118:   NOT   actor  16436?? dead
004D: jump_if_false Label0942F6
011C: actor  16436?? clear_objective
0173: set_actor  16436?? z_angle_to  84!
009F: set_actor  16436?? objective_to 1
0350: unknown_actor  16436?? not_scared_flag  1?
00A1: put_actor  16436?? at -924! -339.6!  12.4!
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0942F6
00A1: put_actor  16512?? at -918.87! -336.2!  12.4!
0173: set_actor  16512?? z_angle_to  146!
04C6:  16512??  16436??

:Label0942F6
00D6: if  0?
8118:   NOT   actor  16432?? dead
004D: jump_if_false Label094335
011C: actor  16432?? clear_objective
0173: set_actor  16432?? z_angle_to  93!
009F: set_actor  16432?? objective_to 1
0350: unknown_actor  16432?? not_scared_flag  1?
00A1: put_actor  16432?? at -923.5! -338.6!  12.4!

:Label094335
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label094374
011C: actor  16428?? clear_objective
0173: set_actor  16428?? z_angle_to  90!
009F: set_actor  16428?? objective_to 1
0350: unknown_actor  16428?? not_scared_flag  1?
00A1: put_actor  16428?? at -923! -337.7!  12.4!

:Label094374
00D6: if  0?
8118:   NOT   actor  16552?? dead
004D: jump_if_false Label0943B3
011C: actor  16552?? clear_objective
0173: set_actor  16552?? z_angle_to  88!
009F: set_actor  16552?? objective_to 1
0350: unknown_actor  16552?? not_scared_flag  1?
00A1: put_actor  16552?? at -923.4! -336.6!  12.4!

:Label0943B3
00D6: if  0?
8118:   NOT   actor  16556?? dead
004D: jump_if_false Label0943F2
011C: actor  16556?? clear_objective
0173: set_actor  16556?? z_angle_to  98!
009F: set_actor  16556?? objective_to 1
0350: unknown_actor  16556?? not_scared_flag  1?
00A1: put_actor  16556?? at -923! -335.6!  12.4!

:Label0943F2
00D6: if  0?
8118:   NOT   actor  16560?? dead
004D: jump_if_false Label094431
011C: actor  16560?? clear_objective
0173: set_actor  16560?? z_angle_to  90!
009F: set_actor  16560?? objective_to 1
0350: unknown_actor  16560?? not_scared_flag  1?
00A1: put_actor  16560?? at -923.8! -334.3!  12.4!

:Label094431
00D6: if  0?
8118:   NOT   actor  16564?? dead
004D: jump_if_false Label094470
011C: actor  16564?? clear_objective
0173: set_actor  16564?? z_angle_to  82!
009F: set_actor  16564?? objective_to 1
0350: unknown_actor  16564?? not_scared_flag  1?
00A1: put_actor  16564?? at -918.2! -342!  12.4!

:Label094470
00D6: if  0?
8118:   NOT   actor  16568?? dead
004D: jump_if_false Label0944AF
011C: actor  16568?? clear_objective
0173: set_actor  16568?? z_angle_to  90!
009F: set_actor  16568?? objective_to 1
0350: unknown_actor  16568?? not_scared_flag  1?
00A1: put_actor  16568?? at -918! -344!  12.4!

:Label0944AF
00D6: if  0?
8118:   NOT   actor  16572?? dead
004D: jump_if_false Label0944EE
011C: actor  16572?? clear_objective
0173: set_actor  16572?? z_angle_to  93!
009F: set_actor  16572?? objective_to 1
0350: unknown_actor  16572?? not_scared_flag  1?
00A1: put_actor  16572?? at -917.8! -346!  12.4!

:Label0944EE
00D6: if  0?
8118:   NOT   actor  16576?? dead
004D: jump_if_false Label09452D
011C: actor  16576?? clear_objective
0173: set_actor  16576?? z_angle_to  93!
009F: set_actor  16576?? objective_to 1
0350: unknown_actor  16576?? not_scared_flag  1?
00A1: put_actor  16576?? at -917! -345!  12.4!

:Label09452D
00D6: if  0?
8118:   NOT   actor  16580?? dead
004D: jump_if_false Label0945A2
011C: actor  16580?? clear_objective
0173: set_actor  16580?? z_angle_to  93!
009F: set_actor  16580?? objective_to 1
0350: unknown_actor  16580?? not_scared_flag  1?
00A1: put_actor  16580?? at -917! -343!  12.4!
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0945A2
00A1: put_actor  16520?? at -916! -340!  12.4!
0173: set_actor  16520?? z_angle_to  120!
04C6:  16520??  16580??

:Label0945A2
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0945D0
00A1: put_actor $PLAYER_ACTOR at -918.55! -337.8!  13.5!
0173: set_actor $PLAYER_ACTOR z_angle_to  80!

:Label0945D0
015F: set_camera_position -911.5! -344!  15!  0!  0!  0!
0160: point_camera -922! -344.295!  13.94!  2?
0004:  16844?? =  0?  \\ integer values
0004:  16832?? =  35?  \\ integer values
0004:  16836?? =  35?  \\ integer values
0004:  16840?? =  35?  \\ integer values
0050: gosub Label098ADA
0004:  1428?? =  9?  \\ integer values

:Label09462D
00D6: if  1?
0018:    1436?? >  11500&  \\ integer values
0038:    1428?? ==  9?  \\ integer values
004D: jump_if_false Label0946A8
015F: set_camera_position -917.8! -329.8!  15.8!  0!  0!  0!
0159: camera_on_ped $PLAYER_ACTOR  15?  2?
0050: gosub Label098A15
00BC: text_highpriority "BNK4_9"  5000& ms  1? \\ Phil, hold down the fort!
0050: gosub Label098ADA
0050: gosub Label098A79
03CF: load_wav "BNK4_10" as  16396??
0004:  1428?? =  10?  \\ integer values

:Label0946A8
00D6: if  1?
0018:    1436?? >  12000&  \\ integer values
0038:    1428?? ==  10?  \\ integer values
004D: jump_if_false Label0946F3
0050: gosub Label098A15
00BC: text_highpriority "BNK4_10"  5000& ms  1? \\ Wilco roger that!
0050: gosub Label098A79
03CF: load_wav "BNK4_11" as  16396??
0004:  1428?? =  11?  \\ integer values

:Label0946F3
00D6: if  1?
0018:    1436?? >  14000&  \\ integer values
0038:    1428?? ==  11?  \\ integer values
004D: jump_if_false Label094731
0050: gosub Label098A15
00BC: text_highpriority "BNK4_11"  5000& ms  1? \\ Come on Cam, the vault's upstairs...
0050: gosub Label098A79
0004:  1428?? =  12?  \\ integer values

:Label094731
00D6: if  0?
8038:   NOT    1428?? ==  12?  \\ integer values
004D: jump_if_false Label09474A
0002: jump Label093D03

:Label09474A
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to 1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label09478C
01E0: clear_leader  16512??
0319: set_actor  16512?? wander_state_to  0? (wander)
011C: actor  16512?? clear_objective

:Label09478C
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0947AE
011C: actor  16520?? clear_objective
022F: set_actor  16520?? stop_looking
01DF: tie_actor  16520?? to_player $PLAYER_CHAR

:Label0947AE
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label0947C7
0002: jump Label0977C1

:Label0947C7
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -938.56! -351.5!  16.8!
009A:  16440?? = create_actor  4? #GDA at -961.75! -329.1!  14.6!
01ED: spawn_actor  16440??
011A: set_actor  16440?? flags  1?
0173: set_actor  16440?? z_angle_to  240!
01B2: give_actor  16440?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
009A:  16444?? = create_actor  4? #GDB at -956.75! -340.4!  14.6!
01ED: spawn_actor  16444??
011A: set_actor  16444?? flags  1?
0173: set_actor  16444?? z_angle_to  10!
01B2: give_actor  16444?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
009A:  16452?? = create_actor  4? #GDA at -935.73! -348.3!  16.8!
01ED: spawn_actor  16452??
011A: set_actor  16452?? flags  1?
0173: set_actor  16452?? z_angle_to  266!
04EB: unknown_actor  16452?? bank  1? account_number  300000&&
01B2: give_actor  16452?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
009A:  16456?? = create_actor  4? #GDB at -943! -343.9!  6.3!
01ED: spawn_actor  16456??
011A: set_actor  16456?? flags  1?
011A: set_actor  16456?? flags  524288&&
0291: unknown_actor  16456?? unknown_behavior_flag  1?
0173: set_actor  16456?? z_angle_to  270!
01B2: give_actor  16456?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
01E2: add_route_point  1? at -943! -343.9!  6.3!
01E2: add_route_point  1? at -934.8! -343.9!  6.3!
01E1: set_actor  16456?? objective_to 27  1?  3?
0107:  16604?? = create_object -138& (BNK_LFT_DOOR1) at -936.964! -349.488!  3.235!
0107:  16608?? = create_object -139& (BNK_LFT_DOOR2) at -936.964! -353.369!  3.235!
0213:  16600?? = create_pickup -86? (HEALTH) type  3? at -959.3! -335.97!  15.59!
0213:  16596?? = create_pickup -18? (BODYARMOUR) type  3? at -956.7! -337.64!  15.6!

:Label09496A
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -938.56! -351.5!  16.8! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label094C72
0001: wait  0? ms
0050: gosub Label09904D
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label098CD5
00D6: if  0?
0038:    16824?? ==  1?  \\ integer values
004D: jump_if_false Label0949E1
0050: gosub Label09929E

:Label0949E1
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -942.5! -331.3!  14.6! radius  3!  3!  3!
004D: jump_if_false Label094AA0
0050: gosub Label098ADA
00D6: if  0?
8118:   NOT   actor  16444?? dead
004D: jump_if_false Label094A57
00D6: if  0?
0038:    16820?? ==  0?  \\ integer values
004D: jump_if_false Label094A50
0239: actor  16444?? run_to -952.8! -334.6!
0004:  16820?? =  1?  \\ integer values

:Label094A50
0002: jump Label094A5C

:Label094A57
01C2: remove_references_to_actor  16444??  \\ Like turning an actor into a random pedestrian

:Label094A5C
00D6: if  0?
8118:   NOT   actor  16440?? dead
004D: jump_if_false Label094A9B
00D6: if  0?
0038:    16816?? ==  0?  \\ integer values
004D: jump_if_false Label094A94
0239: actor  16440?? run_to -956.8! -331.3!
0004:  16816?? =  1?  \\ integer values

:Label094A94
0002: jump Label094AA0

:Label094A9B
01C2: remove_references_to_actor  16440??  \\ Like turning an actor into a random pedestrian

:Label094AA0
00D6: if  1?
8118:   NOT   actor  16440?? dead
0038:    16816?? ==  1?  \\ integer values
004D: jump_if_false Label094AFD
00D6: if  0?
00FF:   actor  16440??  0? ()near_point_on_foot -956.8! -331.3!  15.6! radius  2!  2!  2!
004D: jump_if_false Label094AFD
0350: unknown_actor  16440?? not_scared_flag  1?
01CA: actor  16440?? kill_player $PLAYER_CHAR
0004:  16816?? =  2?  \\ integer values

:Label094AFD
00D6: if  0?
0038:    16824?? ==  1?  \\ integer values
004D: jump_if_false Label094BF5
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -922.3! -333!  17.8! radius  3!  3!  1.5!
004D: jump_if_false Label094BF5
0050: gosub Label0989FE
00D6: if  0?
001C:    1436?? >  16772??  \\ integer values
004D: jump_if_false Label094B81
00D6: if  0?
8118:   NOT   actor  16448?? dead
004D: jump_if_false Label094B81
04EB: unknown_actor  16448?? bank  0? account_number  0?
0350: unknown_actor  16448?? not_scared_flag  1?
01CA: actor  16448?? kill_player $PLAYER_CHAR

:Label094B81
00D6: if  0?
0018:    1436?? >  4000&  \\ integer values
004D: jump_if_false Label094BBD
00D6: if  0?
8118:   NOT   actor  16448?? dead
004D: jump_if_false Label094BBD
04EB: unknown_actor  16448?? bank  1? account_number  2000&
01BD:  1432?? = current_time_in_ms
0209:  16772?? = random_int  0?  4000&

:Label094BBD
00D6: if  0?
0038:    16828?? ==  0?  \\ integer values
004D: jump_if_false Label094BF5
00D6: if  0?
8118:   NOT   actor  16452?? dead
004D: jump_if_false Label094BF5
0239: actor  16452?? run_to -923.7! -348.25!
0004:  16828?? =  1?  \\ integer values

:Label094BF5
00D6: if  1?
8118:   NOT   actor  16452?? dead
0038:    16828?? ==  1?  \\ integer values
004D: jump_if_false Label094C52
00D6: if  0?
00FF:   actor  16452??  0? ()near_point_on_foot -923.7! -348.25!  16.8! radius  2!  2!  2!
004D: jump_if_false Label094C52
0350: unknown_actor  16452?? not_scared_flag  1?
01CA: actor  16452?? kill_player $PLAYER_CHAR
0004:  16828?? =  2?  \\ integer values

:Label094C52
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label094C6B
0002: jump Label0977C1

:Label094C6B
0002: jump Label09496A

:Label094C72
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094CB0
01E0: clear_leader  16520??
009E: unknown_set_actor  16520?? path -938.56! -351.5!  16.8! radius  .5!  1?

:Label094CB0
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094D83
0006:  16@ =  0?  \\ integer values

:Label094CC7
00D6: if  0?
80FF:   NOT   actor  16520??  0? ()near_point_on_foot -938.56! -351.5!  16.8! radius  1.5!  1.5!  3!
004D: jump_if_false Label094D7C
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label094D5E
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094D57
00A1: put_actor  16520?? at -932.9! -351.3!  16.8!
0173: set_actor  16520?? z_angle_to  90!
009E: unknown_set_actor  16520?? path -938.56! -351.5!  16.8! radius  .5!  1?

:Label094D57
0006:  16@ =  0?  \\ integer values

:Label094D5E
00D6: if  0?
0118:   actor  16520?? dead
004D: jump_if_false Label094D75
0002: jump Label094CB0

:Label094D75
0002: jump Label094CC7

:Label094D7C
0002: jump Label094D99

:Label094D83
00BC: text_highpriority "C_DEAD"  5000& ms  1? \\ ~r~Cam's dead!!
0002: jump Label0977C1

:Label094D99
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094DB5
0350: unknown_actor  16520?? not_scared_flag  1?
011C: actor  16520?? clear_objective

:Label094DB5
0050: gosub Label099EA1
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094DF2
00A1: put_actor  16520?? at -939.1! -351.12!  6.23!
0173: set_actor  16520?? z_angle_to  260!
01DF: tie_actor  16520?? to_player $PLAYER_CHAR

:Label094DF2
00D6: if  0?
8118:   NOT   actor  16456?? dead
004D: jump_if_false Label094E26
00A1: put_actor  16456?? at -943! -343.9!  6.3!
01E1: set_actor  16456?? objective_to 27  1?  3?
011A: set_actor  16456?? flags  1?

:Label094E26
0050: gosub Label099F34
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094E44
0350: unknown_actor  16520?? not_scared_flag  0?

:Label094E44
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -944.5! -341.58!  6.3!
0004:  16652?? =  1?  \\ integer values

:Label094E64
00D6: if  0?
8118:   NOT   actor  16456?? dead
004D: jump_if_false Label094EB4
0001: wait  0? ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label094EA6
0002: jump Label0977C1

:Label094EA6
0050: gosub Label098CD5
0002: jump Label094E64

:Label094EB4
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -944.5! -341.58!  6.3! radius  1!  1!  1.5!
004D: jump_if_false Label094F24
0001: wait  0? ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label094F16
0002: jump Label0977C1

:Label094F16
0050: gosub Label098CD5
0002: jump Label094EB4

:Label094F24
0164: disable_marker  16764??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5! -344.12!  8!
015F: set_camera_position -940.2! -343.6!  8.6!  0!  0!  0!
0160: point_camera -944.5! -343.8!  7.45!  2?
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label094FA6
01E0: clear_leader  16520??
0239: actor  16520?? run_to -944.5! -344.12!

:Label094FA6
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label09506D
0006:  16@ =  0?  \\ integer values

:Label094FBD
00D6: if  0?
80FF:   NOT   actor  16520??  0? ()near_point_on_foot -944.5! -344.12!  7! radius  1.5!  1.5!  3!
004D: jump_if_false Label095066
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label095048
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label095041
00A1: put_actor  16520?? at -937! -343.6!  7!
0173: set_actor  16520?? z_angle_to  90!
0239: actor  16520?? run_to -944.5! -344.12!

:Label095041
0006:  16@ =  0?  \\ integer values

:Label095048
00D6: if  0?
0118:   actor  16520?? dead
004D: jump_if_false Label09505F
0002: jump Label094FA6

:Label09505F
0002: jump Label094FBD

:Label095066
0002: jump Label095083

:Label09506D
00BC: text_highpriority "C_DEAD"  5000& ms  1? \\ ~r~Cam's dead!!
0002: jump Label0977C1

:Label095083
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0950B1
0173: set_actor  16520?? z_angle_to  90!
04EB: unknown_actor  16520?? bank  1? account_number  300000&&
020E: actor $PLAYER_ACTOR look_at_actor  16520??

:Label0950B1
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BK4_12A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_12A"  10000& ms  1? \\ Damn! It's a Flange 9000!
0050: gosub Label098A79
03CF: load_wav "BK4_12B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_12B"  10000& ms  1? \\ This could take hours to crack,
0050: gosub Label098A79
03CF: load_wav "BK4_12C" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_12C"  10000& ms  1? \\ Or five minutes if you could find the manager.
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label09514F
04EB: unknown_actor  16520?? bank  0? account_number  0?

:Label09514F
03CF: load_wav "BNK4_13" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_13"  10000& ms  1? \\ I'll go find where he's holed up.
0050: gosub Label098A79
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -964! -335!  14.6!

:Label0951A8
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot -939.84! -351.73!  6.23! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label095211
0001: wait  0? ms
0050: gosub Label09918A
0050: gosub Label099674
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095203
0002: jump Label0977C1

:Label095203
0050: gosub Label098CD5
0002: jump Label0951A8

:Label095211
0050: gosub Label099D89
0050: gosub Label098ADA

:Label09521F
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot -964! -337!  14.6! radius  3!  3!  3!
004D: jump_if_false Label09533F
0001: wait  0? ms
0050: gosub Label09904D
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label09929E
0050: gosub Label098CD5
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label09529D
0002: jump Label0977C1

:Label09529D
00D6: if  1?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -922.3! -348.2!  16.6! radius  3!  3!  3!
0038:    16804?? ==  0?  \\ integer values
004D: jump_if_false Label095338
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BK4_14B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_14A"  10000& ms  1? \\ Phil, things still sweet?
0050: gosub Label098A79
03CF: load_wav "BNK4_15" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_15"  10000& ms  1? \\ Sure. Everything's reeaal quiet.
0050: gosub Label098A79
00BE: text_clear_all
0004:  16804?? =  1?  \\ integer values

:Label095338
0002: jump Label09521F

:Label09533F
0004:  16804?? =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095399
04C6: $PLAYER_ACTOR  16488??
015F: set_camera_position -961.3! -330.8!  16.6!  0!  0!  0!
0159: camera_on_ped  16488??  15?  1?

:Label095399
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BNK4_16" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_16"  10000& ms  1? \\ You - you're coming with me!
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0953FC
04EB: unknown_actor  16488?? bank  0? account_number  0?
01ED: spawn_actor  16488??
020E: actor  16488?? look_at_actor $PLAYER_ACTOR
0372: set_actor  16488?? anim  17? wait_state_time  300000&& ms

:Label0953FC
03CF: load_wav "BNK4_17" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_17"  10000& ms  1? \\ Ok! Ok! Just don't shoot!
0050: gosub Label098A79
00BE: text_clear_all
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095449
0372: set_actor  16488?? anim  0? wait_state_time  0? ms
01DF: tie_actor  16488?? to_player $PLAYER_CHAR

:Label095449
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to 1
053D: $PLAYER_ACTOR
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
015A: restore_camera
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -944.36! -342!  6.3!

:Label09548A
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -938.56! -351.5!  16.8! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label09557E
0001: wait  0? ms
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label099674
0050: gosub Label09918A
0050: gosub Label0991B2
0050: gosub Label09929E
0050: gosub Label098CD5
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095508
0002: jump Label0977C1

:Label095508
00D6: if  1?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -922.3! -348.3!  17.8! radius  3!  3!  3!
0038:    16804?? ==  0?  \\ integer values
004D: jump_if_false Label095577
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BNK4_18" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_18"  10000& ms  1? \\ I SAID NOBODY MOVE!
0050: gosub Label098A79
0004:  16804?? =  1?  \\ integer values

:Label095577
0002: jump Label09548A

:Label09557E
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0955BC
01E0: clear_leader  16488??
009E: unknown_set_actor  16488?? path -938.56! -351.5!  16.8! radius  .5!  1?

:Label0955BC
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label09568F
0006:  16@ =  0?  \\ integer values

:Label0955D3
00D6: if  0?
80FF:   NOT   actor  16488??  0? ()near_point_on_foot -938.56! -351.5!  16.8! radius  1.5!  1.5!  3!
004D: jump_if_false Label095688
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label09566A
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095663
00A1: put_actor  16488?? at -932.9! -351.3!  16.8!
0173: set_actor  16488?? z_angle_to  90!
009E: unknown_set_actor  16488?? path -938.56! -351.5!  16.8! radius  .5!  1?

:Label095663
0006:  16@ =  0?  \\ integer values

:Label09566A
00D6: if  0?
0118:   actor  16488?? dead
004D: jump_if_false Label095681
0002: jump Label0955BC

:Label095681
0002: jump Label0955D3

:Label095688
0002: jump Label0956A5

:Label09568F
00BC: text_highpriority "BM_DEAD"  5000& ms  1? \\ ~r~You needed the bank manager alive!!
0002: jump Label0977C1

:Label0956A5
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0956C1
0350: unknown_actor  16488?? not_scared_flag  1?
011C: actor  16488?? clear_objective

:Label0956C1
0050: gosub Label099EA1
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0956FE
00A1: put_actor  16488?? at -939.1! -351.12!  6.23!
0173: set_actor  16488?? z_angle_to  260!
01DF: tie_actor  16488?? to_player $PLAYER_CHAR

:Label0956FE
0050: gosub Label099F34
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label09571C
0350: unknown_actor  16488?? not_scared_flag  0?

:Label09571C
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -944.5! -341.58!  6.3! radius  1!  1!  1.5!
004D: jump_if_false Label09578C
0001: wait  0? ms
0050: gosub Label09918A
0050: gosub Label09929E
0050: gosub Label099674
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label09577E
0002: jump Label0977C1

:Label09577E
0050: gosub Label098CD5
0002: jump Label09571C

:Label09578C
0164: disable_marker  16764??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -940.2! -343.6!  8.6!  0!  0!  0!
0160: point_camera -944.5! -343.8!  7.45!  2?
00D6: if  1?
8118:   NOT   actor  16520?? dead
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0957FB
020E: actor  16520?? look_at_actor  16488??
022C: set_actor  16520?? to_look_at_actor  16488??

:Label0957FB
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095824
01E0: clear_leader  16488??
01ED: spawn_actor  16488??
0239: actor  16488?? run_to -943.68! -343.47!

:Label095824
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0958EB
0006:  16@ =  0?  \\ integer values

:Label09583B
00D6: if  0?
80FF:   NOT   actor  16488??  0? ()near_point_on_foot -943.5! -343.5!  6.2! radius  1.5!  1.5!  3!
004D: jump_if_false Label0958E4
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label0958C6
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label0958BF
00A1: put_actor  16488?? at -937! -343.5!  6.2!
0173: set_actor  16488?? z_angle_to  90!
0239: actor  16488?? run_to -943.68! -343.47!

:Label0958BF
0006:  16@ =  0?  \\ integer values

:Label0958C6
00D6: if  0?
0118:   actor  16488?? dead
004D: jump_if_false Label0958DD
0002: jump Label095824

:Label0958DD
0002: jump Label09583B

:Label0958E4
0002: jump Label095901

:Label0958EB
00BC: text_highpriority "BM_DEAD"  5000& ms  1? \\ ~r~You needed the bank manager alive!!
0002: jump Label0977C1

:Label095901
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095932
0350: unknown_actor  16488?? not_scared_flag  1?
0173: set_actor  16488?? z_angle_to  90!
020E: actor $PLAYER_ACTOR look_at_actor  16488??
04C6: $PLAYER_ACTOR  16488??

:Label095932
0004:  16396?? =  1?  \\ integer values
03CF: load_wav "BK4_19A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_19A"  10000& ms  1? \\ It's on a time lock,
0050: gosub Label098A79
03CF: load_wav "BK4_19B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_19B"  10000& ms  1? \\ You might as well give up now!
0050: gosub Label098A79
00D6: if  2?
8118:   NOT   actor  16520?? dead
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095A0F
020E: actor  16520?? look_at_actor $PLAYER_ACTOR
015F: set_camera_position -943! -343.6!  7.9!  0!  0!  0!
00A1: put_actor  16488?? at -941! -345.2!  6.23!
00A0:  16872?? = actor  16520?? x_pos,  16876?? = actor  16520?? y_pos,  16880?? = actor  16520?? z_pos
0009:  16880?? +=  .6!  \\ floating-point values
0160: point_camera  16872??  16876??  16880??  2?
041D: set_camera_near_clip  .02!

:Label095A0F
03CF: load_wav "BK4_20A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_20A"  10000& ms  1? \\ Hell, I can bypass the time lock,
0050: gosub Label098A79
00D6: if  1?
8118:   NOT   actor  16520?? dead
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095A77
022F: set_actor  16520?? stop_looking
00A1: put_actor  16488?? at -941.8! -342.9!  6.23!
020E: actor  16520?? look_at_actor  16488??
022C: set_actor  16520?? to_look_at_actor  16488??

:Label095A77
03CF: load_wav "BK4_20B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_20B"  10000& ms  1? \\ Then we just need your key code and we're good!
0050: gosub Label098A79
00D6: if  1?
8118:   NOT   actor  16520?? dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label095AC4
022F: set_actor  16520?? stop_looking
0372: set_actor  16520?? anim  0? wait_state_time  0? ms

:Label095AC4
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label095AEC
00A0:  16872?? = actor $PLAYER_ACTOR x_pos,  16876?? = actor $PLAYER_ACTOR y_pos,  16880?? = actor $PLAYER_ACTOR z_pos
0009:  16880?? +=  .6!  \\ floating-point values

:Label095AEC
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095B10
00A1: put_actor  16488?? at -942.37! -345.2!  6.23!

:Label095B10
0160: point_camera  16872??  16876??  16880??  1?
03CF: load_wav "BNK4_21" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_21"  10000& ms  1? \\ Stay here. You try anything and you're dead.
0050: gosub Label098A79
03CF: load_wav "BK4_24A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_24A"  10000& ms  1? \\ I'm gonna check on Phil, I'll be right back.
0050: gosub Label098A79
00BE: text_clear_all
011C: actor $PLAYER_ACTOR clear_objective
022F: set_actor $PLAYER_ACTOR stop_looking
009F: set_actor $PLAYER_ACTOR objective_to 1
053D: $PLAYER_ACTOR
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label095BAB
00A1: put_actor  16488?? at -943! -343.6!  6.23!

:Label095BAB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
0164: disable_marker  16764??

:Label095BC4
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot -939.84! -351.73!  6.23! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label095C34
0001: wait  0? ms
0050: gosub Label09918A
0050: gosub Label099674
0050: gosub Label09929E
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095C26
0002: jump Label0977C1

:Label095C26
0050: gosub Label098CD5
0002: jump Label095BC4

:Label095C34
0050: gosub Label099D89
0050: gosub Label098ADA

:Label095C42
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot -922.3! -348.3!  17.8! radius  3!  3!  3!
004D: jump_if_false Label095CB9
0001: wait  0? ms
0050: gosub Label0991B2
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label099674
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095CAB
0002: jump Label0977C1

:Label095CAB
0050: gosub Label098CD5
0002: jump Label095C42

:Label095CB9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
018D:  16468?? = create_sound  0? at -916! -340!  15!
03CF: load_wav "BK4_24B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_24B"  10000& ms  1? \\ I told you not to touch that alarm!
0050: gosub Label098A79
00BE: text_clear_all
009A:  16460?? = create_actor  4? #GDA at -920.6! -340!  13.4!
0223: set_actor  16460?? health_to  50?
0173: set_actor  16460?? z_angle_to  270!
0239: actor  16460?? run_to -902! -340!
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label095D59
01C9: actor  16512?? kill_actor  16460??
02E2: set_actor  16512?? weapon_accuracy_to  80?

:Label095D59
00D6: if  0?
8118:   NOT   actor  16460?? dead
004D: jump_if_false Label095DA9
0001: wait  0? ms
0050: gosub Label0991B2
0050: gosub Label09904D
0050: gosub Label0992C6
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095D9B
0002: jump Label0977C1

:Label095D9B
0050: gosub Label098CD5
0002: jump Label095D59

:Label095DA9
03CF: load_wav "BNK4_25" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_25"  10000& ms  1? \\ The SWAT team will be here any minute!
0050: gosub Label098A79
03CF: load_wav "BNK4_27" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_27"  10000& ms  1? \\ I could do with some help here, Tommy!
0050: gosub Label098A79
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -907.8! -345.87!  12.4!

:Label095E16
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -907.8! -345.87!  12.4! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label095F06
0001: wait  0? ms
0050: gosub Label09904D
0050: gosub Label0992C6
0050: gosub Label0991B2
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label095E78
0002: jump Label0977C1

:Label095E78
0050: gosub Label098CD5
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label095EFF
00D6: if  1?
82CB:   NOT   actor  16512?? bounding_sphere_visible
0038:    16852?? ==  0?  \\ integer values
004D: jump_if_false Label095EFF
00D6: if  0?
80C2:   NOT   sphere_onscreen -917.6! -337.57!  13.46!  2!
004D: jump_if_false Label095EFF
00A1: put_actor  16512?? at -917.6! -337.57!  13.46!
0173: set_actor  16512?? z_angle_to  272!
04EB: unknown_actor  16512?? bank  1? account_number  999999&&
0350: unknown_actor  16512?? not_scared_flag  1?
0004:  16852?? =  1?  \\ integer values

:Label095EFF
0002: jump Label095E16

:Label095F06
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label095F1B
01E0: clear_leader  16512??

:Label095F1B
0164: disable_marker  16764??
009A:  16460?? = create_actor  4? #GDA at -897! -341.1!  12.4!
0350: unknown_actor  16460?? not_scared_flag  1?
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label095F57
04C6: $PLAYER_ACTOR  16460??

:Label095F57
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -914.5! -347.25!  15!  0!  0!  0!
0160: point_camera -902.2! -341.9!  12.69!  2?
03CF: load_wav "BNK4_28" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_28"  10000& ms  1? \\ Vice City S.W.A.T! You are completely surrounded!
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label095FFF
015F: set_camera_position -915.8! -335!  13.8!  0!  0!  0!
0159: camera_on_ped  16512??  15?  2?

:Label095FFF
03CF: load_wav "BNK4_29" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_29"  10000& ms  1? \\ Surrounded? HA HA HA HAAAAAaaa!
0050: gosub Label098A79
03CF: load_wav "BNK4_30" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_30"  10000& ms  1? \\ They're crapping themselves, corrupt bastards!
00D6: if  1?
8118:   NOT   actor  16512?? dead
8118:   NOT   actor  16460?? dead
004D: jump_if_false Label096069
04C6:  16512??  16460??

:Label096069
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0960CE
00A1: put_actor  16520?? at -920! -347!  16.8!
0173: set_actor  16520?? z_angle_to  290!
015F: set_camera_position -914.3! -345.25!  15.8!  0!  0!  0!
0159: camera_on_ped  16520??  15?  2?
0004:  16652?? =  0?  \\ integer values

:Label0960CE
03CF: load_wav "BK4_31B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_31A"  10000& ms  1? \\ Tommy! The vault's open!
0050: gosub Label098A79
015F: set_camera_position -905.76! -345.84!  14!  0!  0!  0!
0159: camera_on_ped $PLAYER_ACTOR  15?  2?
03CF: load_wav "BK4_34A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_34A"  10000& ms  1? \\ Ok, we got the SWAT retirement fund. Let's get out of here!
0050: gosub Label098A79
015F: set_camera_position -914.5! -347.25!  15!  0!  0!  0!
0160: point_camera -902.2! -341.9!  12.69!  2?
03CF: load_wav "BK4_34B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_34B"  10000& ms  1? \\ Ok, you asked for it! You've had your last chance!
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0961E1
015F: set_camera_position -915.8! -335!  13.8!  0!  0!  0!
0159: camera_on_ped  16512??  15?  2?

:Label0961E1
03CF: load_wav "BK4_35A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_35A"  10000& ms  1? \\ They're storming the place!
0050: gosub Label098A79
03CF: load_wav "BK4_35B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_35B"  10000& ms  1? \\ Take cover!
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label09624C
011C: actor $PLAYER_ACTOR clear_objective
0373: set_camera_directly_behind_player

:Label09624C
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label09627C
011C: actor  16512?? clear_objective
011A: set_actor  16512?? flags  64?

:Label09627C
009B: destroy_actor_instantly  16460??
009B: destroy_actor_instantly  16488??
0004:  16852?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label0962BF
011C: actor  16512?? clear_objective
0350: unknown_actor  16512?? not_scared_flag  1?
0223: set_actor  16512?? health_to  200&
011A: set_actor  16512?? flags  64?
0291: unknown_actor  16512?? unknown_behavior_flag  1?

:Label0962BF
0247: request_model #SWAT
0247: request_model -140& (GASGRENADE)

:Label0962C8
00D6: if  21?
8248:   NOT   model #SWAT available
8248:   NOT   model -140& (GASGRENADE) available
004D: jump_if_false Label0962E7
0001: wait  0? ms
0002: jump Label0962C8

:Label0962E7
0004:  16832?? =  0?  \\ integer values
0004:  16836?? =  0?  \\ integer values
0004:  16840?? =  0?  \\ integer values
0004:  16844?? =  0?  \\ integer values
0050: gosub Label098ADA
0004:  16832?? =  15?  \\ integer values
0004:  16836?? =  15?  \\ integer values
0004:  16840?? =  15?  \\ integer values
0004:  16844?? =  0?  \\ integer values
0050: gosub Label098ADA
0392: object  7296?? toggle_in_moving_list  1?
0392: object  7300?? toggle_in_moving_list  1?
0392: object  7304?? toggle_in_moving_list  1?
0392: object  7308?? toggle_in_moving_list  1?
0392: object  7312?? toggle_in_moving_list  1?
0392: object  7316?? toggle_in_moving_list  1?
0382: unknown_set_object  7296?? collision_detection  1?
0382: unknown_set_object  7300?? collision_detection  1?
0382: unknown_set_object  7304?? collision_detection  1?
0382: unknown_set_object  7308?? collision_detection  1?
0382: unknown_set_object  7312?? collision_detection  1?
0382: unknown_set_object  7316?? collision_detection  1?
0004:  16396?? =  2?  \\ integer values
03CF: load_wav "BLOROOF" as  16396??
0050: gosub Label098A15
0050: gosub Label098A79
0004:  16396?? =  1?  \\ integer values
03AC: remove_route_point  1?
03AC: remove_route_point  2?
0006:  16@ =  0?  \\ integer values

:Label0963B9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label096B40
0001: wait  0? ms
0050: gosub Label0991B2
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label0963ED
0002: jump Label0977C1

:Label0963ED
0050: gosub Label0992C6
0050: gosub Label098CD5
00D6: if  1?
8118:   NOT   actor  16512?? dead
0018:    16728?? >  1?  \\ integer values
004D: jump_if_false Label0965B9
00D6: if  0?
0038:    16464?? ==  0?  \\ integer values
004D: jump_if_false Label0964BE
0469: unknown_create_actor  16472?? in area -919.5! -329.8! -901.5! -351.45! unknown  0?  1?  0?  0?  0?
0469: unknown_create_actor  16476?? in area -919.5! -329.8! -901.5! -351.45! unknown  0?  1?  0?  0?  0?
0469: unknown_create_actor  16480?? in area -919.5! -329.8! -901.5! -351.45! unknown  0?  1?  0?  0?  0?
0469: unknown_create_actor  16484?? in area -919.5! -329.8! -901.5! -351.45! unknown  0?  1?  0?  0?  0?
0004:  16464?? =  1?  \\ integer values
0002: jump Label0965B9

:Label0964BE
00D6: if  0?
8118:   NOT   actor  16472?? dead
004D: jump_if_false Label0964F6
00D6: if  0?
0038:    16464?? ==  1?  \\ integer values
004D: jump_if_false Label0964EF
01C9: actor  16512?? kill_actor  16472??
0004:  16464?? =  2?  \\ integer values

:Label0964EF
0002: jump Label0965B9

:Label0964F6
01C2: remove_references_to_actor  16472??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  16476?? dead
004D: jump_if_false Label096533
00D6: if  0?
0038:    16464?? ==  2?  \\ integer values
004D: jump_if_false Label09652C
01C9: actor  16512?? kill_actor  16476??
0004:  16464?? =  3?  \\ integer values

:Label09652C
0002: jump Label0965B9

:Label096533
01C2: remove_references_to_actor  16476??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  16480?? dead
004D: jump_if_false Label096570
00D6: if  0?
0038:    16464?? ==  3?  \\ integer values
004D: jump_if_false Label096569
01C9: actor  16512?? kill_actor  16480??
0004:  16464?? =  4?  \\ integer values

:Label096569
0002: jump Label0965B9

:Label096570
01C2: remove_references_to_actor  16480??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  16484?? dead
004D: jump_if_false Label0965AD
00D6: if  0?
0038:    16464?? ==  4?  \\ integer values
004D: jump_if_false Label0965A6
01C9: actor  16512?? kill_actor  16484??
0004:  16464?? =  5?  \\ integer values

:Label0965A6
0002: jump Label0965B9

:Label0965AD
01C2: remove_references_to_actor  16484??  \\ Like turning an actor into a random pedestrian
0004:  16464?? =  6?  \\ integer values

:Label0965B9
00D6: if  0?
001A:    2? >  16732??  \\ integer values
004D: jump_if_false Label096728
01BB:  16860?? = object  7304?? x_pos,  16864?? = object  7304?? y_pos,  16868?? = object  7304?? z_pos
00D6: if  1?
0038:    16732?? ==  0?  \\ integer values
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label096728
0108: destroy_object  7292??
029B:  7292?? = init_object -141& (ROCKETED_WIN1) at -899.851! -341.061!  14.318!
01C7: spawn_object  7292??
029B:  16656?? = init_object -140& (GASGRENADE) at -900.7! -333.88!  14.73!
0392: object  16656?? toggle_in_moving_list  1?
0382: unknown_set_object  16656?? collision_detection  1?
038C: object  16656?? scatter -.5!  0!  0!
029B:  16660?? = init_object -140& (GASGRENADE) at -900.7! -348.4!  14.73!
0392: object  16660?? toggle_in_moving_list  1?
0382: unknown_set_object  16660?? collision_detection  1?
038C: object  16660?? scatter -.5!  0!  0!
029B:  16664?? = init_object -140& (GASGRENADE) at -907.307! -336.618!  18!
0392: object  16664?? toggle_in_moving_list  1?
0382: unknown_set_object  16664?? collision_detection  1?
029B:  16668?? = init_object -140& (GASGRENADE) at -907.307! -345.504!  18!
0392: object  16668?? toggle_in_moving_list  1?
0382: unknown_set_object  16668?? collision_detection  1?
029B:  16672?? = init_object -140& (GASGRENADE) at -915.401! -336.6184!  18!
0392: object  16672?? toggle_in_moving_list  1?
0382: unknown_set_object  16672?? collision_detection  1?
029B:  16676?? = init_object -140& (GASGRENADE) at -915.401! -345.5!  18!
0392: object  16676?? toggle_in_moving_list  1?
0382: unknown_set_object  16676?? collision_detection  1?
0004:  16732?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label096728
00D6: if  0?
0038:    16732?? ==  1?  \\ integer values
004D: jump_if_false Label09675A
00D6: if  0?
0019:    17@ >  50?  \\ integer values
004D: jump_if_false Label09675A
0006:  17@ =  0?  \\ integer values
0050: gosub Label099CB5

:Label09675A
00D6: if  1?
0038:    16728?? ==  0?  \\ integer values
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0967BF
0503: create_gas_smoke -907.307! -336.618!  26!
0503: create_gas_smoke -907.307! -345.504!  26!
0503: create_gas_smoke -915.401! -336.6184!  26!
0503: create_gas_smoke -915.401! -345.5!  26!
0004:  16728?? =  1?  \\ integer values

:Label0967BF
00D6: if  1?
0019:    16@ >  4000&  \\ integer values
0038:    16728?? ==  1?  \\ integer values
004D: jump_if_false Label0967E0
0004:  16728?? =  2?  \\ integer values

:Label0967E0
00D6: if  1?
0019:    16@ >  5000&  \\ integer values
0038:    16728?? ==  2?  \\ integer values
004D: jump_if_false Label096928
009A:  16720?? = create_actor  6? #SWAT at -899.214! -333.656!  23!
0173: set_actor  16720?? z_angle_to  0!
01B2: give_actor  16720?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
009A:  16724?? = create_actor  6? #SWAT at -899.214! -348.466!  23!
0173: set_actor  16724?? z_angle_to  180!
01B2: give_actor  16724?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label096921
01C9: actor  16720?? kill_actor  16520??
01C9: actor  16724?? kill_actor  16520??
01E2: add_route_point  1? at -921.5! -347.1!  17!
01E2: add_route_point  1? at -923! -334.3!  17!
01E2: add_route_point  1? at -937.2! -333.8!  15!
01E2: add_route_point  1? at -935! -329.6!  15!
01E2: add_route_point  1? at -927.3! -328.5!  13!
01E2: add_route_point  1? at -921.1! -326.5!  13!
01E2: add_route_point  1? at -920.7! -339!  13!
01E2: add_route_point  1? at -910.6! -346.6!  13!
01E1: set_actor  16520?? objective_to 27  1?  1?
0411: (unknown)  16520??  0? 
011A: set_actor  16520?? flags  64?

:Label096921
0004:  16728?? =  3?  \\ integer values

:Label096928
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0969DE
00A0:  16872?? = actor  16520?? x_pos,  16876?? = actor  16520?? y_pos,  16880?? = actor  16520?? z_pos
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0038:    16856?? ==  0?  \\ integer values
004D: jump_if_false Label0969D7
00D6: if  21?
00FF:   actor  16520??  0? ()near_point_on_foot  380??  384??  388?? radius  5!  5!  2!
00FF:   actor  16520??  0? ()near_point_on_foot -910.6! -346.6!  13! radius  10!  10!  2!
004D: jump_if_false Label0969D7
011C: actor  16520?? clear_objective
011A: set_actor  16520?? flags  64?
0291: unknown_actor  16520?? unknown_behavior_flag  1?
01DF: tie_actor  16520?? to_player $PLAYER_CHAR
0004:  16856?? =  1?  \\ integer values

:Label0969D7
0002: jump Label096A31

:Label0969DE
00D6: if  0?
0038:    16800?? ==  0?  \\ integer values
004D: jump_if_false Label096A31
01C2: remove_references_to_actor  16520??  \\ Like turning an actor into a random pedestrian
00BC: text_highpriority "C_DEAD"  5000& ms  1? \\ ~r~Cam's dead!!
0213:  16808?? = create_pickup -120? (BRIEFCASE) type  3? at  16872??  16876??  16880??
0164: disable_marker  16764??
03DC:  16764?? = create_marker_above_pickup  16808??
0004:  16800?? =  1?  \\ integer values
0004:  16856?? =  0?  \\ integer values

:Label096A31
00D6: if  0?
0038:    16800?? ==  1?  \\ integer values
004D: jump_if_false Label096A61
00D6: if  1?
0214:   pickup  16808?? picked_up
001A:    2? >  16856??  \\ integer values
004D: jump_if_false Label096A61
0004:  16856?? =  1?  \\ integer values

:Label096A61
00D6: if  0?
0038:    16856?? ==  1?  \\ integer values
004D: jump_if_false Label096AF0
00D6: if  0?
0038:    16464?? ==  6?  \\ integer values
004D: jump_if_false Label096AF0
03CF: load_wav "BNK4_38" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_38"  10000& ms  1? \\ That's the last of them. GO! GO! GO!
0050: gosub Label098A79
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label096AD0
04EB: unknown_actor  16512?? bank  0? account_number  0?
01DF: tie_actor  16512?? to_player $PLAYER_CHAR

:Label096AD0
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -900! -341!  13.4!
0004:  16856?? =  2?  \\ integer values

:Label096AF0
00D6: if  0?
0038:    16856?? ==  2?  \\ integer values
004D: jump_if_false Label096B39
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -900! -341!  13.4! radius  1.4!  1.4!  3!
004D: jump_if_false Label096B39
0002: jump Label096B40

:Label096B39
0002: jump Label0963B9

:Label096B40
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
0050: gosub Label097FBF
022B: create_forbidden_for_peds_cube -956! -355!  5! -898! -328!  25!
022B: create_forbidden_for_peds_cube -877! -368!  5! -832! -317!  25!
0164: disable_marker  16764??
0395: clear_area  1? at -863! -340.9! range  12.19!  30!
0050: gosub Label098961
015F: set_camera_position -889.57! -341.42!  15!  0!  0!  0!
0160: point_camera -894.3! -346!  13.4!  2?
00A1: put_actor $PLAYER_ACTOR at -892.1! -349.47!  12!
0173: set_actor $PLAYER_ACTOR z_angle_to  12!
04EB: unknown_actor $PLAYER_ACTOR bank  1? account_number  999999&&
0004:  3940?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label096C60
011C: actor  16512?? clear_objective
00A1: put_actor  16512?? at -892.8! -349.37!  12.7!
0173: set_actor  16512?? z_angle_to  317!
04EB: unknown_actor  16512?? bank  1? account_number  999999&&

:Label096C60
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label096CA6
011C: actor  16520?? clear_objective
00A1: put_actor  16520?? at -894.3! -349.5!  12.5!
0173: set_actor  16520?? z_angle_to  330!
04EB: unknown_actor  16520?? bank  1? account_number  999999&&
0002: jump Label096CB2

:Label096CA6
01C2: remove_references_to_actor  16520??  \\ Like turning an actor into a random pedestrian
0004:  16800?? =  1?  \\ integer values

:Label096CB2
0247: request_model #ENFORCER

:Label096CB7
00D6: if  0?
8248:   NOT   model #ENFORCER available
004D: jump_if_false Label096CD2
0001: wait  0? ms
0002: jump Label096CB7

:Label096CD2
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label096CEB
0159: camera_on_ped  16512??  15?  2?

:Label096CEB
009A:  16428?? = create_actor  4? #SWAT at -875.9! -334!  10.3!
01ED: spawn_actor  16428??
0173: set_actor  16428?? z_angle_to  137!
01B2: give_actor  16428?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
04EB: unknown_actor  16428?? bank  1? account_number  9999&
01CC: actor  16428?? kill_player $PLAYER_CHAR
0350: unknown_actor  16428?? not_scared_flag  1?
009A:  16432?? = create_actor  4? #SWAT at -876.39! -347.45!  10.3!
01ED: spawn_actor  16432??
0173: set_actor  16432?? z_angle_to  130!
01B2: give_actor  16432?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
04EB: unknown_actor  16432?? bank  1? account_number  9999&
01CC: actor  16432?? kill_player $PLAYER_CHAR
0350: unknown_actor  16432?? not_scared_flag  1?
009A:  16436?? = create_actor  4? #SWAT at -864.6! -341!  9.9!
01ED: spawn_actor  16436??
0173: set_actor  16436?? z_angle_to  95!
01B2: give_actor  16436?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
01CC: actor  16436?? kill_player $PLAYER_CHAR
0350: unknown_actor  16436?? not_scared_flag  1?
009A:  16440?? = create_actor  4? #SWAT at -868.4! -339.98!  9.9!
01ED: spawn_actor  16440??
0173: set_actor  16440?? z_angle_to  90!
01B2: give_actor  16440?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
04EB: unknown_actor  16440?? bank  1? account_number  9999&
01CC: actor  16440?? kill_player $PLAYER_CHAR
0350: unknown_actor  16440?? not_scared_flag  1?
009A:  16444?? = create_actor  4? #SWAT at -856.3! -294.7!  10.1!
01ED: spawn_actor  16444??
0173: set_actor  16444?? z_angle_to  167!
01B2: give_actor  16444?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
04EB: unknown_actor  16444?? bank  1? account_number  9999&
011A: set_actor  16444?? flags  1?
0291: unknown_actor  16444?? unknown_behavior_flag  1?
009A:  16448?? = create_actor  4? #SWAT at -852.1! -304.3!  10.1!
01ED: spawn_actor  16448??
0173: set_actor  16448?? z_angle_to  140!
01B2: give_actor  16448?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
04EB: unknown_actor  16448?? bank  1? account_number  9999&
011A: set_actor  16448?? flags  1?
0291: unknown_actor  16448?? unknown_behavior_flag  1?
00A5:  16584?? = create_car #ENFORCER at -870! -344.5!  10.2!
0175: set_car  16584?? z_angle_to  124!
020A: set_car  16584?? door_status_to  1?
00A5:  16588?? = create_car #ENFORCER at -869.43! -336.3!  10.2!
0175: set_car  16588?? z_angle_to  43!
020A: set_car  16588?? door_status_to  1?
00A5:  16592?? = create_car #ENFORCER at -852.73! -298.3!  10.2!
0175: set_car  16592?? z_angle_to  30!
020A: set_car  16592?? door_status_to  1?
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms

:Label096F22
00D6: if  0?
016B:   fading
004D: jump_if_false Label096F3A
0001: wait  0? ms
0002: jump Label096F22

:Label096F3A
00D6: if  0?
0038:    16800?? ==  1?  \\ integer values
004D: jump_if_false Label096FA9
03CF: load_wav "BNK4_36" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_36"  10000& ms  1? \\ Where's Cam?
0050: gosub Label098A79
0159: camera_on_ped $PLAYER_ACTOR  15?  2?
03CF: load_wav "BNK4_37" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_37"  10000& ms  1? \\ History...
0050: gosub Label098A79

:Label096FA9
03CF: load_wav "BNK_39" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK_39"  10000& ms  1? \\ Shit! Where's Hilary?
0050: gosub Label098A79
015F: set_camera_position -888.25! -341.4!  13.9!  0!  0!  0!
0160: point_camera -863! -340.9!  12.19!  2?
03CF: load_wav "BK4_40A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BK4_40A"  10000& ms  1? \\ I'll give him abandonment issues!
0050: gosub Label098A79
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label09706D
00AB: put_car  16540?? at -884.1! -311.3!  10.8!
0175: set_car  16540?? z_angle_to  180!
0224: set_car  16540?? health_to  1000&
020A: set_car  16540?? door_status_to  1?

:Label09706D
009B: destroy_actor_instantly  16516??
0296: unload_special_actor  2?
023C: load_special_actor  2? "IGHLRY2"
038B: load_requested_models

:Label097084
00D6: if  0?
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label09709E
0001: wait  0? ms
0002: jump Label097084

:Label09709E
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0970FC
0129:  16516?? = create_actor  4? #SPECIAL02 in_car  16540?? driverseat
01ED: spawn_actor  16516??
04F5: unknown_actor  16516?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  16516??  0? 
0243: set_actor  16516?? ped_stats_to  30?
01B2: give_actor  16516?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
0519: unknown_car  16540?? flag  0?
0477: unknown_car  16540??  8?  3000&
04BA: unknown_car  16540??  30!

:Label0970FC
015F: set_camera_position -873.12! -348.1!  13.96!  0!  0!  0!
0160: point_camera -879.4! -341.7!  10.75!  2?

:Label09712F
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label097181
00D6: if  0?
01AF:   car  16540??  0? ()near_point -884.8! -334.2!  10! radius  3!  3!  3!
004D: jump_if_false Label097176
0002: jump Label097181

:Label097176
0001: wait  0? ms
0002: jump Label09712F

:Label097181
0477: unknown_car  16540??  0?  0?
0477: unknown_car  16540??  3?  3000&
0006:  16@ =  0?  \\ integer values

:Label09719B
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label0971B9
0001: wait  0? ms
0002: jump Label09719B

:Label0971B9
00D6: if  1?
8118:   NOT   actor  16516?? dead
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0971D6
01D3: actor  16516?? leave_car  16540??

:Label0971D6
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label097220
00D6: if  0?
044B: (unknown)  16516?? 
004D: jump_if_false Label097215
0173: set_actor  16516?? z_angle_to  280!
011A: set_actor  16516?? flags  64?
0291: unknown_actor  16516?? unknown_behavior_flag  1?
0002: jump Label097220

:Label097215
0001: wait  0? ms
0002: jump Label0971D6

:Label097220
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label09724D
0407: create_coordinate  16860??  16864??  16868?? from_car  16540?? offset -2!  3.5! -.2!

:Label09724D
015F: set_camera_position  16860??  16864??  16868??  0!  0!  0!
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label097280
0159: camera_on_ped  16516??  15?  2?

:Label097280
03CF: load_wav "BNK4_42" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_42"  10000& ms  1? \\ Hey guys! Get in! I got you covered!
0050: gosub Label098A79
00D6: if  1?
8118:   NOT   actor  16428?? dead
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label0972D6
0223: set_actor  16516?? health_to  100?
01CB: actor  16428?? kill_actor  16516??
01CB: actor  16516?? kill_actor  16428??

:Label0972D6
0006:  16@ =  0?  \\ integer values

:Label0972DD
00D6: if  0?
001B:    2000& >  16@  \\ integer values
004D: jump_if_false Label0972FB
0001: wait  0? ms
0002: jump Label0972DD

:Label0972FB
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label097310
0321: kill_actor  16516??

:Label097310
0006:  16@ =  0?  \\ integer values

:Label097317
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label097335
0001: wait  0? ms
0002: jump Label097317

:Label097335
04EB: unknown_actor $PLAYER_ACTOR bank  0? account_number  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
041E: set_radio_station  6? -1?
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label097390
04EB: unknown_actor  16512?? bank  0? account_number  0?
01DF: tie_actor  16512?? to_player $PLAYER_CHAR
011A: set_actor  16512?? flags  64?
0291: unknown_actor  16512?? unknown_behavior_flag  1?
0319: set_actor  16512?? wander_state_to  1? (off)

:Label097390
00D6: if  0?
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label0973BB
011C: actor  16516?? clear_objective
011A: set_actor  16516?? flags  64?
0291: unknown_actor  16516?? unknown_behavior_flag  1?
01DF: tie_actor  16516?? to_player $PLAYER_CHAR

:Label0973BB
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label0973ED
011C: actor  16520?? clear_objective
011A: set_actor  16520?? flags  64?
0291: unknown_actor  16520?? unknown_behavior_flag  1?
01DF: tie_actor  16520?? to_player $PLAYER_CHAR
0319: set_actor  16520?? wander_state_to  1? (off)

:Label0973ED
0004:  16496?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label097413
0350: unknown_actor  16428?? not_scared_flag  0?
01CC: actor  16428?? kill_player $PLAYER_CHAR

:Label097413
00D6: if  0?
8118:   NOT   actor  16432?? dead
004D: jump_if_false Label09742A
0350: unknown_actor  16432?? not_scared_flag  0?

:Label09742A
00D6: if  0?
8118:   NOT   actor  16436?? dead
004D: jump_if_false Label097441
0350: unknown_actor  16436?? not_scared_flag  0?

:Label097441
00D6: if  0?
8118:   NOT   actor  16440?? dead
004D: jump_if_false Label097458
0350: unknown_actor  16440?? not_scared_flag  0?

:Label097458
01C3: remove_references_to_car  16540??  \\ Like turning a car into any random car

:Label09745D
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label09749A
0001: wait  0? ms
0050: gosub Label0991DA
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label097493
0002: jump Label0977C1

:Label097493
0002: jump Label09745D

:Label09749A
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -871.57! -118.5!  10!

:Label0974B3
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label09758E
0001: wait  0? ms
0050: gosub Label0991DA
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label0974E9
0002: jump Label0977C1

:Label0974E9
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -879.57! -114.5!  10! radius  3!  3!  2!
004D: jump_if_false Label097519

:Label097519
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label097532
0002: jump Label09745D

:Label097532
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -844.95! -901!  10! radius  15!  15!  15!
004D: jump_if_false Label097587
034E: unknown_move_object  7172?? to -837.134! -901.672!  12.03! unknown_angle  0!  0!  .025!  0?

:Label097587
0002: jump Label0974B3

:Label09758E
0164: disable_marker  16764??
018A:  16764?? = create_checkpoint_at -832.2! -901!  10!

:Label0975A7
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label0976AE
0001: wait  0? ms
0050: gosub Label0991DA
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label0975DD
0002: jump Label0977C1

:Label0975DD
00D6: if  1?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -832.2! -901!  10! radius  3!  3!  2!
00FE:   actor  16512??  0? ()near_point -832.2! -901!  10! radius  3!  3!  2!
004D: jump_if_false Label097639
0002: jump Label0976B5

:Label097639
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label097652
0002: jump Label09745D

:Label097652
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -844.95! -901!  10! radius  15!  15!  15!
004D: jump_if_false Label0976A7
034E: unknown_move_object  7172?? to -837.134! -901.672!  12.03! unknown_angle  0!  0!  .025!  0?

:Label0976A7
0002: jump Label0975A7

:Label0976AE
0002: jump Label09749A

:Label0976B5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0977B5
0001: wait  0? ms
034E: unknown_move_object  7172?? to -837.134! -901.672!  15.03! unknown_angle  0!  0!  .025!  0?
0050: gosub Label0991DA
00D6: if  0?
0038:    16420?? ==  1?  \\ integer values
004D: jump_if_false Label09770E
0002: jump Label0977C1

:Label09770E
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label097727
0002: jump Label09745D

:Label097727
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label097740
0002: jump Label09749A

:Label097740
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -844.95! -901!  10! radius  3.5!  3.5!  3.5!
004D: jump_if_false Label097777
0002: jump Label0977B5

:Label097777
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point -844.95! -901!  10! radius  15!  15!  15!
004D: jump_if_false Label0977AE
0002: jump Label09758E

:Label0977AE
0002: jump Label0976B5

:Label0977B5
0164: disable_marker  16764??
0002: jump Label097872

:Label0977C1
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  1?
022B: create_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!

:Label0977F8
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -852.8! -915!  10! -837.5! -897.2!  13!
004D: jump_if_false Label097833
0001: wait  0? ms
0002: jump Label0977F8

:Label097833
00D6: if  1?
0256:   player $PLAYER_CHAR defined
0038:    3940?? ==  1?  \\ integer values
004D: jump_if_false Label097870
0050: gosub Label097FBF
016A: fade  1? (back)  1500& ms

:Label097858
00D6: if  0?
016B:   fading
004D: jump_if_false Label097870
0001: wait  0? ms
0002: jump Label097858

:Label097870
0051: return

:Label097872
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0978A1
01D3: actor $PLAYER_ACTOR leave_car  16540??

:Label0978A1
041E: set_radio_station  3? -1?
043C: unknown_set_game_sounds  0?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label0978BA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0978F7
0001: wait  0? ms
034E: unknown_move_object  7172?? to -837.134! -901.672!  12.03! unknown_angle  0!  0!  .025!  0?
0002: jump Label0978BA

:Label0978F7
015F: set_camera_position -827.5! -894.2!  22.5!  0!  0!  0!
0160: point_camera -833.15! -899.4!  17.6!  2?
016A: fade  1? (back)  500& ms

:Label097931
00D6: if  0?
016B:   fading
004D: jump_if_false Label097949
0001: wait  0? ms
0002: jump Label097931

:Label097949
009B: destroy_actor_instantly  16512??
009B: destroy_actor_instantly  16520??
01E3: text_1number_styled "M_PASS"  50000&&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  50000&&
0394: play_music  1?
03CF: load_wav "BNK4_44" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_44"  10000& ms  1? \\ We made it! We're rich! RICH!
0050: gosub Label098A79
00D6: if  0?
0038:    16800?? ==  1?  \\ integer values
004D: jump_if_false Label097A2F
03CF: load_wav "BNK4_45" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_45"  10000& ms  1? \\ Shame Cam didn't make it, he was a good guy!
0050: gosub Label098A79
03CF: load_wav "BNK4_46" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_46"  10000& ms  1? \\ Yeah. Still... more for us!
0050: gosub Label098A79
03CF: load_wav "BNK4_47" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_47"  10000& ms  1? \\ Damned straight! YEEEEHAAAH!
0050: gosub Label098A79

:Label097A2F
03CF: load_wav "BNK4_48" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_48"  10000& ms  1? \\ Tommy, would you like a massage?
0050: gosub Label098A79
03CF: load_wav "BNK4_49" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_49"  10000& ms  1? \\ Well, Hi there, Mercedes! Yeah, I'm a little tense...
0050: gosub Label098A79
03CF: load_wav "BNK450A" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK450A"  10000& ms  1? \\ What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town.
0050: gosub Label098A79
03CF: load_wav "BNK450B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK450B"  10000& ms  1? \\ Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads.
0050: gosub Label098A79
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
0247: request_model -142& (OD_CLUBOUT_DY)
0247: request_model -143& (OD_CLUBOUT_NT)
0247: request_model -144& (OD_CLUBNEON)
0247: request_model -145& (OD_CLUBDOORS)
0247: request_model -25? (OD_CLBDR_CLOSE)
0247: request_model -20? (OD_CLBDR_OPEN)
0247: request_model -146& (VEG_PALMKBB11)
0247: request_model -147& (ODNROAD01_NT)
0247: request_model -148& (ODNROAD01_DY)
0247: request_model -149& (OD_CLUBBACK)
0247: request_model -150& (MIAMIODNROADXA)
0247: request_model -151& (LODD_BUILD2)
0247: request_model -152& (SPAD_BUILDNEW)
0247: request_model -153& (VEG_PALMBIG14)

:Label097B2A
00D6: if  0?
016B:   fading
004D: jump_if_false Label097B42
0001: wait  0? ms
0002: jump Label097B2A

:Label097B42
00D6: if  0?
8248:   NOT   model -142& (OD_CLUBOUT_DY) available
004D: jump_if_false Label097B5D
0001: wait  0? ms
0002: jump Label097B42

:Label097B5D
00D6: if  0?
8248:   NOT   model -143& (OD_CLUBOUT_NT) available
004D: jump_if_false Label097B78
0001: wait  0? ms
0002: jump Label097B5D

:Label097B78
00D6: if  0?
8248:   NOT   model -144& (OD_CLUBNEON) available
004D: jump_if_false Label097B93
0001: wait  0? ms
0002: jump Label097B78

:Label097B93
00D6: if  0?
8248:   NOT   model -145& (OD_CLUBDOORS) available
004D: jump_if_false Label097BAE
0001: wait  0? ms
0002: jump Label097B93

:Label097BAE
00D6: if  0?
8248:   NOT   model -25? (OD_CLBDR_CLOSE) available
004D: jump_if_false Label097BC8
0001: wait  0? ms
0002: jump Label097BAE

:Label097BC8
00D6: if  0?
8248:   NOT   model -20? (OD_CLBDR_OPEN) available
004D: jump_if_false Label097BE2
0001: wait  0? ms
0002: jump Label097BC8

:Label097BE2
00D6: if  0?
8248:   NOT   model -146& (VEG_PALMKBB11) available
004D: jump_if_false Label097BFD
0001: wait  0? ms
0002: jump Label097BE2

:Label097BFD
00D6: if  0?
8248:   NOT   model -147& (ODNROAD01_NT) available
004D: jump_if_false Label097C18
0001: wait  0? ms
0002: jump Label097BFD

:Label097C18
00D6: if  0?
8248:   NOT   model -148& (ODNROAD01_DY) available
004D: jump_if_false Label097C33
0001: wait  0? ms
0002: jump Label097C18

:Label097C33
00D6: if  0?
8248:   NOT   model -149& (OD_CLUBBACK) available
004D: jump_if_false Label097C4E
0001: wait  0? ms
0002: jump Label097C33

:Label097C4E
00D6: if  0?
8248:   NOT   model -150& (MIAMIODNROADXA) available
004D: jump_if_false Label097C69
0001: wait  0? ms
0002: jump Label097C4E

:Label097C69
00D6: if  0?
8248:   NOT   model -151& (LODD_BUILD2) available
004D: jump_if_false Label097C84
0001: wait  0? ms
0002: jump Label097C69

:Label097C84
00D6: if  0?
8248:   NOT   model -152& (SPAD_BUILDNEW) available
004D: jump_if_false Label097C9F
0001: wait  0? ms
0002: jump Label097C84

:Label097C9F
00D6: if  0?
8248:   NOT   model -153& (VEG_PALMBIG14) available
004D: jump_if_false Label097CBA
0001: wait  0? ms
0002: jump Label097C9F

:Label097CBA
015F: set_camera_position  513.5! -44.5!  22!  0!  0!  0!
0160: point_camera  502! -60.5!  14!  2?
0164: disable_marker  988??
04CE:  988?? = unknown_create_marker  1688?? at  2256??  2260??  2264??
04A6:  2564?? = create_asset_money_pickup_at  2256??  2260??  2264?? money  2560??  2560??
00C0: set_current_time  21?  30?
016A: fade  1? (back)  1000& ms

:Label097D24
00D6: if  0?
016B:   fading
004D: jump_if_false Label097D3C
0001: wait  0? ms
0002: jump Label097D24

:Label097D3C
0006:  16@ =  0?  \\ integer values

:Label097D43
00D6: if  0?
001B:    2000& >  16@  \\ integer values
004D: jump_if_false Label097D61
0001: wait  0? ms
0002: jump Label097D43

:Label097D61
00BA: text_styled "ASSET_A"  10000& ms  6? \\ BANK HEIST ASSET COMPLETED!
01E5: text_1number_highpriority "ASSET_B"  2560??  10000& ms  1? \\ ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
015F: set_camera_position  493.6! -87!  10.8!  0!  0!  0!
0160: point_camera  492.6! -77.4!  13.2!  2?
0006:  16@ =  0?  \\ integer values

:Label097DBC
00D6: if  0?
001B:    1500& >  16@  \\ integer values
004D: jump_if_false Label097DDA
0001: wait  0? ms
0002: jump Label097DBC

:Label097DDA
0160: point_camera  2256??  2260??  2264??  1?
0006:  16@ =  0?  \\ integer values

:Label097DEE
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label097E0C
0001: wait  0? ms
0002: jump Label097DEE

:Label097E0C
0006:  16@ =  0?  \\ integer values

:Label097E13
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label097E31
0001: wait  0? ms
0002: jump Label097E13

:Label097E31
016A: fade  0? ()  500& ms

:Label097E38
00D6: if  0?
016B:   fading
004D: jump_if_false Label097E50
0001: wait  0? ms
0002: jump Label097E38

:Label097E50
03CB: set_camera -833.6! -908.5!  11.11!
0395: clear_area  1? at -833.6! -908.5! range  11.11!  2!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label097EA4
012A: put_player $PLAYER_CHAR at -833.6! -908.5!  11.11! and_remove_from_car
0002: jump Label097EB8

:Label097EA4
0055: put_player $PLAYER_CHAR at -833.6! -908.5!  11.11!

:Label097EB8
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label097EEC
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER2"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label097EEC
0353: refresh_actor $PLAYER_ACTOR

:Label097EEC
0171: set_player $PLAYER_CHAR z_angle_to  345!
01BC: put_object  7172?? at -837.134! -901.672!  12.03!
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
016A: fade  1? (back)  1500& ms

:Label097F15
00D6: if  0?
016B:   fading
004D: jump_if_false Label097F2D
0001: wait  0? ms
0002: jump Label097F15

:Label097F2D
043C: unknown_set_game_sounds  1?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
02A3: toggle_widescreen  0? (off)
0318: set_latest_mission_passed "BANK_4" \\ The Job
0004:  2568?? =  1?  \\ integer values
0008:  4700?? +=  1?  \\ integer values
0004:  1004?? =  1?  \\ integer values
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1?
055B:  5184?? = create_clothes_pickup  7? at  465.3! -57.4!  15.7!
0213:  5228?? = create_pickup #KNIFECUR type  2? at  468.5! -54.2!  15.7!
0004:  5104?? =  1?  \\ integer values
004F: create_thread Label02B5B5 
004F: create_thread Label00C11E 
0051: return

:Label097FBF
016A: fade  0? ()  1500& ms

:Label097FC6
00D6: if  0?
016B:   fading
004D: jump_if_false Label097FDE
0001: wait  0? ms
0002: jump Label097FC6

:Label097FDE
04FA: reset_interior_colors  0?
01EB: set_car_density_to  1!
03AD: set_rubbish  1? (visible)
04BB: select_interiour  0?  \\ select render area
022B: create_forbidden_for_peds_cube -956! -355!  5! -898! -328!  25!
0395: clear_area  0? at -893! -341! range  13.5!  1!
03CB: set_camera -893! -341!  13.5!
0055: put_player $PLAYER_CHAR at -893! -341!  12!
0004:  3940?? =  0?  \\ integer values
0171: set_player $PLAYER_CHAR z_angle_to  270!
03C8: rotate_player_180_degrees
0051: return

:Label098063
00D6: if  0?
0118:   actor  16516?? dead
004D: jump_if_false Label09808B
00BC: text_highpriority "H_DEAD"  5000& ms  1? \\ ~r~Hilary's dead!!
0004:  16420?? =  1?  \\ integer values
0051: return

:Label09808B
00D6: if  0?
0119:   car  16540?? wrecked
004D: jump_if_false Label0980B1
00BC: text_highpriority "TRASHED"  5000& ms  1? \\ ~r~YOU TRASHED THE GETAWAY CAR!!
0004:  16420?? =  1?  \\ integer values

:Label0980B1
0051: return

:Label0980B3
00D6: if  0?
0038:    16416?? ==  0?  \\ integer values
004D: jump_if_false Label0981A8
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label098192
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  16540??
004D: jump_if_false Label09814A
0004:  16404?? =  0?  \\ integer values
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  1?
0038:    16416?? ==  0?  \\ integer values
0038:    16548?? ==  0?  \\ integer values
004D: jump_if_false Label098125
0186:  16544?? = create_marker_above_car  16540??
0004:  16548?? =  1?  \\ integer values

:Label098125
00D6: if  0?
0038:    16536?? ==  1?  \\ integer values
004D: jump_if_false Label098143
0164: disable_marker  16764??
0004:  16536?? =  0?  \\ integer values

:Label098143
0002: jump Label09816F

:Label09814A
0004:  16404?? =  1?  \\ integer values
00D6: if  0?
0038:    16548?? ==  1?  \\ integer values
004D: jump_if_false Label09816F
0164: disable_marker  16544??
0004:  16548?? =  0?  \\ integer values

:Label09816F
00D6: if  1?
01F4:   car  16540?? flipped
01C1:   car  16540?? stopped
004D: jump_if_false Label09818B
0004:  16420?? =  1?  \\ integer values

:Label09818B
0002: jump Label0981A8

:Label098192
00BC: text_highpriority "TRASHED"  5000& ms  1? \\ ~r~YOU TRASHED THE GETAWAY CAR!!
0004:  16420?? =  1?  \\ integer values

:Label0981A8
0051: return

:Label0981AA
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label098337
00D6: if  0?
0118:   actor  16512?? dead
004D: jump_if_false Label0981E7
00BC: text_highpriority "P_DEAD"  5000& ms  1? \\ ~r~Phil's dead!!
0004:  16420?? =  1?  \\ integer values
0002: jump Label098337

:Label0981E7
00D6: if  0?
0038:    16404?? ==  1?  \\ integer values
004D: jump_if_false Label09825B
00D6: if  0?
80DB:   NOT   actor  16512?? in_car  16540??
004D: jump_if_false Label098254
01D4: actor  16512?? go_to_car  16540?? and_enter_it_as_a_passenger
00D6: if  1?
0205:   actor  16512?? near_car  16540?? radius  2.5!  2.5!  2.5! unknown  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label09824D
0319: set_actor  16512?? wander_state_to  0? (wander)
0002: jump Label098254

:Label09824D
0319: set_actor  16512?? wander_state_to  1? (off)

:Label098254
0002: jump Label0982BE

:Label09825B
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16512?? radius  4!  4!
004D: jump_if_false Label0982A7
00D6: if  0?
0038:    16736?? ==  0?  \\ integer values
004D: jump_if_false Label0982A0
011C: actor  16512?? clear_objective
01DF: tie_actor  16512?? to_player $PLAYER_CHAR
0004:  16736?? =  1?  \\ integer values

:Label0982A0
0002: jump Label0982BE

:Label0982A7
01E0: clear_leader  16512??
0239: actor  16512?? run_to  380??  384??
0004:  16736?? =  0?  \\ integer values

:Label0982BE
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16512?? radius  20!  20!
004D: jump_if_false Label098319
00D6: if  0?
0038:    16496?? ==  0?  \\ integer values
004D: jump_if_false Label098312
00BC: text_highpriority "P_HIND"  5000& ms  1? \\ ~r~You've lost Phil!
0164: disable_marker  16764??
0187:  16524?? = create_marker_above_actor  16512??
0004:  16496?? =  1?  \\ integer values

:Label098312
0002: jump Label098337

:Label098319
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label098337
0164: disable_marker  16524??
0004:  16496?? =  0?  \\ integer values

:Label098337
0051: return

:Label098339
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label0984C6
00D6: if  0?
0118:   actor  16520?? dead
004D: jump_if_false Label098376
00BC: text_highpriority "C_DEAD"  5000& ms  1? \\ ~r~Cam's dead!!
0004:  16420?? =  1?  \\ integer values
0002: jump Label0984C6

:Label098376
00D6: if  0?
0038:    16404?? ==  1?  \\ integer values
004D: jump_if_false Label0983EA
00D6: if  0?
80DB:   NOT   actor  16520?? in_car  16540??
004D: jump_if_false Label0983E3
01D4: actor  16520?? go_to_car  16540?? and_enter_it_as_a_passenger
00D6: if  1?
0205:   actor  16520?? near_car  16540?? radius  2.5!  2.5!  2.5! unknown  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label0983DC
0319: set_actor  16520?? wander_state_to  0? (wander)
0002: jump Label0983E3

:Label0983DC
0319: set_actor  16520?? wander_state_to  1? (off)

:Label0983E3
0002: jump Label09844D

:Label0983EA
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16520?? radius  4!  4!
004D: jump_if_false Label098436
00D6: if  0?
0038:    16744?? ==  0?  \\ integer values
004D: jump_if_false Label09842F
011C: actor  16520?? clear_objective
01DF: tie_actor  16520?? to_player $PLAYER_CHAR
0004:  16744?? =  1?  \\ integer values

:Label09842F
0002: jump Label09844D

:Label098436
01E0: clear_leader  16520??
0239: actor  16520?? run_to  380??  384??
0004:  16744?? =  0?  \\ integer values

:Label09844D
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16520?? radius  20!  20!
004D: jump_if_false Label0984A8
00D6: if  0?
0038:    16504?? ==  0?  \\ integer values
004D: jump_if_false Label0984A1
00BC: text_highpriority "C_HIND"  5000& ms  1? \\ ~r~Cam's been left behind!
0164: disable_marker  16764??
0187:  16532?? = create_marker_above_actor  16520??
0004:  16504?? =  1?  \\ integer values

:Label0984A1
0002: jump Label0984C6

:Label0984A8
00D6: if  0?
0038:    16504?? ==  1?  \\ integer values
004D: jump_if_false Label0984C6
0164: disable_marker  16532??
0004:  16504?? =  0?  \\ integer values

:Label0984C6
0051: return

:Label0984C8
00D6: if  1?
0038:    16416?? ==  0?  \\ integer values
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label09865C
00D6: if  0?
0118:   actor  16516?? dead
004D: jump_if_false Label09850C
00BC: text_highpriority "H_DEAD"  5000& ms  1? \\ ~r~Hilary's dead!!
0004:  16420?? =  1?  \\ integer values
0002: jump Label09865C

:Label09850C
00D6: if  0?
0038:    16404?? ==  1?  \\ integer values
004D: jump_if_false Label098580
00D6: if  0?
80DB:   NOT   actor  16516?? in_car  16540??
004D: jump_if_false Label098579
01D4: actor  16516?? go_to_car  16540?? and_enter_it_as_a_passenger
00D6: if  1?
0205:   actor  16516?? near_car  16540?? radius  2.5!  2.5!  2.5! unknown  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label098572
0319: set_actor  16516?? wander_state_to  0? (wander)
0002: jump Label098579

:Label098572
0319: set_actor  16516?? wander_state_to  1? (off)

:Label098579
0002: jump Label0985E3

:Label098580
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16516?? radius  4!  4!
004D: jump_if_false Label0985CC
00D6: if  0?
0038:    16740?? ==  0?  \\ integer values
004D: jump_if_false Label0985C5
011C: actor  16516?? clear_objective
01DF: tie_actor  16516?? to_player $PLAYER_CHAR
0004:  16740?? =  1?  \\ integer values

:Label0985C5
0002: jump Label0985E3

:Label0985CC
01E0: clear_leader  16516??
0239: actor  16516?? run_to  380??  384??
0004:  16740?? =  0?  \\ integer values

:Label0985E3
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16516?? radius  20!  20!
004D: jump_if_false Label09863E
00D6: if  0?
0038:    16500?? ==  0?  \\ integer values
004D: jump_if_false Label098637
00BC: text_highpriority "H_HIND"  5000& ms  1? \\ ~r~Hilary's been abandoned!
0164: disable_marker  16764??
0187:  16528?? = create_marker_above_actor  16516??
0004:  16500?? =  1?  \\ integer values

:Label098637
0002: jump Label09865C

:Label09863E
00D6: if  0?
0038:    16500?? ==  1?  \\ integer values
004D: jump_if_false Label09865C
0164: disable_marker  16528??
0004:  16500?? =  0?  \\ integer values

:Label09865C
0051: return
00D6: if  22?
0038:    16496?? ==  1?  \\ integer values
0038:    16500?? ==  1?  \\ integer values
0038:    16504?? ==  1?  \\ integer values
004D: jump_if_false Label09868C
0004:  16536?? =  0?  \\ integer values
0002: jump Label0986CB

:Label09868C
00D6: if  0?
0038:    16404?? ==  1?  \\ integer values
004D: jump_if_false Label0986CB
00D6: if  0?
0038:    16536?? ==  0?  \\ integer values
004D: jump_if_false Label0986CB
018A:  16764?? = create_checkpoint_at -896.5! -341!  13.4!
0004:  16536?? =  1?  \\ integer values

:Label0986CB
0051: return

:Label0986CD
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0001: wait  5? ms
0164: disable_marker  16764??
0164: disable_marker  16524??
0164: disable_marker  16532??
0164: disable_marker  16528??
0164: disable_marker  16544??
03AC: remove_route_point  1?
03AC: remove_route_point  2?
018E: stop_sound  16468??
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label098711
011C: actor $PLAYER_ACTOR clear_objective

:Label098711
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label09872F
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)

:Label09872F
02EB: restore_camera_with_jumpcut
01BC: put_object  7172?? at -837.134! -901.672!  12.03!
022A: remove_forbidden_for_peds_cube -877! -368!  5! -832! -317!  25!
043C: unknown_set_game_sounds  1?
04FA: reset_interior_colors  0?
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #SWAT
0249: release_model -140& (GASGRENADE)
0249: release_model #M4
0249: release_model #MP5LNG
0249: release_model #TAXI
0249: release_model #PYTHON
0249: release_model #ENFORCER
0249: release_model #WFYBU
0249: release_model #HFYBU
0249: release_model #WMORI
0249: release_model -142& (OD_CLUBOUT_DY)
0249: release_model -143& (OD_CLUBOUT_NT)
0249: release_model -144& (OD_CLUBNEON)
0249: release_model -145& (OD_CLUBDOORS)
0249: release_model -25? (OD_CLBDR_CLOSE)
0249: release_model -20? (OD_CLBDR_OPEN)
0249: release_model -146& (VEG_PALMKBB11)
0249: release_model -147& (ODNROAD01_NT)
0249: release_model -148& (ODNROAD01_DY)
0249: release_model -149& (OD_CLUBBACK)
0249: release_model -150& (MIAMIODNROADXA)
0249: release_model -151& (LODD_BUILD2)
0249: release_model -152& (SPAD_BUILDNEW)
0249: release_model -153& (VEG_PALMBIG14)
034F: destroy_actor_with_fade  16512??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  16520??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  16516??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  16488??  \\ The actor fades away like a ghost
0215: destroy_pickup  16808??
01C2: remove_references_to_actor  16428??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  16432??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  16436??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  16440??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  16444??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  16448??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  16584??  \\ Like turning a car into any random car
01C3: remove_references_to_car  16588??  \\ Like turning a car into any random car
01C3: remove_references_to_car  16592??  \\ Like turning a car into any random car
01C3: remove_references_to_car  16540??  \\ Like turning a car into any random car
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0050: gosub Label098961
029B:  7292?? = init_object -84? (UNROCKETED_WIN1) at -899.851! -341.061!  14.318!
01C7: spawn_object  7292??
029B:  7296?? = init_object -85? (BNK_GRILL01) at -899.214! -333.656!  21!
0392: object  7296?? toggle_in_moving_list  0?
01C7: spawn_object  7296??
0566:  7296??  3?
029B:  7300?? = init_object -85? (BNK_GRILL01) at -899.214! -348.466!  21.03!
0392: object  7300?? toggle_in_moving_list  0?
01C7: spawn_object  7300??
0566:  7300??  3?
029B:  7304?? = init_object -85? (BNK_GRILL01) at -907.307! -336.618!  23.7!
0392: object  7304?? toggle_in_moving_list  0?
01C7: spawn_object  7304??
0566:  7304??  3?
029B:  7308?? = init_object -85? (BNK_GRILL01) at -907.307! -345.504!  23.7!
0392: object  7308?? toggle_in_moving_list  0?
01C7: spawn_object  7308??
0566:  7308??  3?
029B:  7312?? = init_object -85? (BNK_GRILL01) at -915.401! -336.6184!  23.7!
0392: object  7312?? toggle_in_moving_list  0?
01C7: spawn_object  7312??
0566:  7312??  3?
029B:  7316?? = init_object -85? (BNK_GRILL01) at -915.401! -345.5!  23.7!
0392: object  7316?? toggle_in_moving_list  0?
01C7: spawn_object  7316??
0566:  7316??  3?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label098961
0108: destroy_object  7292??
0108: destroy_object  7296??
0108: destroy_object  7300??
0108: destroy_object  7304??
0108: destroy_object  7308??
0108: destroy_object  7312??
0108: destroy_object  7316??
009B: destroy_actor_instantly  16552??
009B: destroy_actor_instantly  16556??
009B: destroy_actor_instantly  16560??
009B: destroy_actor_instantly  16564??
009B: destroy_actor_instantly  16568??
009B: destroy_actor_instantly  16572??
009B: destroy_actor_instantly  16576??
009B: destroy_actor_instantly  16580??
009B: destroy_actor_instantly  16428??
009B: destroy_actor_instantly  16432??
009B: destroy_actor_instantly  16436??
009B: destroy_actor_instantly  16440??
009B: destroy_actor_instantly  16444??
009B: destroy_actor_instantly  16448??
009B: destroy_actor_instantly  16452??
009B: destroy_actor_instantly  16456??
009B: destroy_actor_instantly  16472??
009B: destroy_actor_instantly  16476??
009B: destroy_actor_instantly  16480??
009B: destroy_actor_instantly  16484??
0215: destroy_pickup  16600??
0215: destroy_pickup  16596??
0108: destroy_object  16604??
0108: destroy_object  16608??
0051: return

:Label0989FE
01BD:  1440?? = current_time_in_ms
0084:  1436?? =  1440??  \\ integer values and handles
0060:  1436?? -=  1432??  \\ integer values
0051: return

:Label098A15
00D6: if  0?
83D0:   NOT   wav  16396?? loaded
004D: jump_if_false Label098A72
0001: wait  0? ms
00D6: if  0?
0038:    16848?? ==  1?  \\ integer values
004D: jump_if_false Label098A6B
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -833! -348!  10! radius  4!  4!  4!
004D: jump_if_false Label098A6B

:Label098A6B
0002: jump Label098A15

:Label098A72
03D1: play_wav  16396??
0051: return

:Label098A79
00D6: if  0?
83D2:   NOT   wav  16396?? ended
004D: jump_if_false Label098AD6
0001: wait  0? ms
00D6: if  0?
0038:    16848?? ==  1?  \\ integer values
004D: jump_if_false Label098ACF
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -833! -348!  10! radius  4!  4!  4!
004D: jump_if_false Label098ACF

:Label098ACF
0002: jump Label098A79

:Label098AD6
00BE: text_clear_all
0051: return

:Label098ADA
00D6: if  0?
0038:    16844?? ==  0?  \\ integer values
004D: jump_if_false Label098CD3
00D6: if  0?
8118:   NOT   actor  16552?? dead
004D: jump_if_false Label098B12
0372: set_actor  16552?? anim  0? wait_state_time  0? ms
0372: set_actor  16552?? anim  16832?? wait_state_time  999999&& ms

:Label098B12
00D6: if  0?
8118:   NOT   actor  16556?? dead
004D: jump_if_false Label098B38
0372: set_actor  16556?? anim  0? wait_state_time  0? ms
0372: set_actor  16556?? anim  16836?? wait_state_time  999999&& ms

:Label098B38
00D6: if  0?
8118:   NOT   actor  16560?? dead
004D: jump_if_false Label098B5E
0372: set_actor  16560?? anim  0? wait_state_time  0? ms
0372: set_actor  16560?? anim  16832?? wait_state_time  999999&& ms

:Label098B5E
00D6: if  0?
8118:   NOT   actor  16564?? dead
004D: jump_if_false Label098B84
0372: set_actor  16564?? anim  0? wait_state_time  0? ms
0372: set_actor  16564?? anim  16836?? wait_state_time  999999&& ms

:Label098B84
00D6: if  0?
8118:   NOT   actor  16568?? dead
004D: jump_if_false Label098BAA
0372: set_actor  16568?? anim  0? wait_state_time  0? ms
0372: set_actor  16568?? anim  16836?? wait_state_time  999999&& ms

:Label098BAA
00D6: if  0?
8118:   NOT   actor  16572?? dead
004D: jump_if_false Label098BD0
0372: set_actor  16572?? anim  0? wait_state_time  0? ms
0372: set_actor  16572?? anim  16832?? wait_state_time  999999&& ms

:Label098BD0
00D6: if  0?
8118:   NOT   actor  16576?? dead
004D: jump_if_false Label098BF6
0372: set_actor  16576?? anim  0? wait_state_time  0? ms
0372: set_actor  16576?? anim  16836?? wait_state_time  999999&& ms

:Label098BF6
00D6: if  0?
8118:   NOT   actor  16580?? dead
004D: jump_if_false Label098C1C
0372: set_actor  16580?? anim  0? wait_state_time  0? ms
0372: set_actor  16580?? anim  16832?? wait_state_time  999999&& ms

:Label098C1C
00D6: if  0?
8118:   NOT   actor  16436?? dead
004D: jump_if_false Label098C42
0372: set_actor  16436?? anim  0? wait_state_time  0? ms
0372: set_actor  16436?? anim  16840?? wait_state_time  999999&& ms

:Label098C42
00D6: if  0?
8118:   NOT   actor  16432?? dead
004D: jump_if_false Label098C68
0372: set_actor  16432?? anim  0? wait_state_time  0? ms
0372: set_actor  16432?? anim  16840?? wait_state_time  999999&& ms

:Label098C68
00D6: if  0?
8118:   NOT   actor  16428?? dead
004D: jump_if_false Label098C8E
0372: set_actor  16428?? anim  0? wait_state_time  0? ms
0372: set_actor  16428?? anim  16840?? wait_state_time  999999&& ms

:Label098C8E
00D6: if  0?
8118:   NOT   actor  16488?? dead
004D: jump_if_false Label098CCC
00D6: if  0?
0038:    16824?? ==  1?  \\ integer values
004D: jump_if_false Label098CC3
04EB: unknown_actor  16488?? bank  1? account_number  999999&&
0002: jump Label098CCC

:Label098CC3
04EB: unknown_actor  16488?? bank  0? account_number  0?

:Label098CCC
0004:  16844?? =  1?  \\ integer values

:Label098CD3
0051: return

:Label098CD5
00D6: if  1?
0118:   actor  16552?? dead
0039:    1@ ==  0?  \\ integer values
004D: jump_if_false Label098CFA
000A:  0@ +=  1?  \\ integer values
0006:  1@ =  1?  \\ integer values

:Label098CFA
00D6: if  1?
0118:   actor  16556?? dead
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label098D1F
000A:  0@ +=  1?  \\ integer values
0006:  2@ =  1?  \\ integer values

:Label098D1F
00D6: if  1?
0118:   actor  16560?? dead
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label098D44
000A:  0@ +=  1?  \\ integer values
0006:  3@ =  1?  \\ integer values

:Label098D44
00D6: if  1?
0118:   actor  16564?? dead
0039:    4@ ==  0?  \\ integer values
004D: jump_if_false Label098D69
000A:  0@ +=  1?  \\ integer values
0006:  4@ =  1?  \\ integer values

:Label098D69
00D6: if  1?
0118:   actor  16568?? dead
0039:    5@ ==  0?  \\ integer values
004D: jump_if_false Label098D8E
000A:  0@ +=  1?  \\ integer values
0006:  5@ =  1?  \\ integer values

:Label098D8E
00D6: if  1?
0118:   actor  16572?? dead
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label098DB3
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  1?  \\ integer values

:Label098DB3
00D6: if  1?
0118:   actor  16576?? dead
0039:    7@ ==  0?  \\ integer values
004D: jump_if_false Label098DD8
000A:  0@ +=  1?  \\ integer values
0006:  7@ =  1?  \\ integer values

:Label098DD8
00D6: if  1?
0118:   actor  16580?? dead
0039:    8@ ==  0?  \\ integer values
004D: jump_if_false Label098DFD
000A:  0@ +=  1?  \\ integer values
0006:  8@ =  1?  \\ integer values

:Label098DFD
00D6: if  1?
0118:   actor  16436?? dead
0039:    9@ ==  0?  \\ integer values
004D: jump_if_false Label098E22
000A:  0@ +=  1?  \\ integer values
0006:  9@ =  1?  \\ integer values

:Label098E22
00D6: if  1?
0118:   actor  16432?? dead
0039:    10@ ==  0?  \\ integer values
004D: jump_if_false Label098E47
000A:  0@ +=  1?  \\ integer values
0006:  10@ =  1?  \\ integer values

:Label098E47
00D6: if  1?
0118:   actor  16428?? dead
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label098E6C
000A:  0@ +=  1?  \\ integer values
0006:  11@ =  1?  \\ integer values

:Label098E6C
00D6: if  1?
0019:    0@ >  2?  \\ integer values
0038:    16748?? ==  0?  \\ integer values
004D: jump_if_false Label098FBB
0084:  16752?? =  16552??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16556??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16560??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16564??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16568??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16572??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16576??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16580??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16428??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16432??  \\ integer values and handles
0050: gosub Label098FBD
0084:  16752?? =  16436??  \\ integer values and handles
0050: gosub Label098FBD
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label098F58
011A: set_actor  16512?? flags  2048&
011A: set_actor  16512?? flags  64?
0291: unknown_actor  16512?? unknown_behavior_flag  1?
01DF: tie_actor  16512?? to_player $PLAYER_CHAR

:Label098F58
00D6: if  1?
8118:   NOT   actor  16520?? dead
0038:    16652?? ==  0?  \\ integer values
004D: jump_if_false Label098F8D
011A: set_actor  16520?? flags  2048&
011A: set_actor  16520?? flags  64?
0291: unknown_actor  16520?? unknown_behavior_flag  1?
01DF: tie_actor  16520?? to_player $PLAYER_CHAR

:Label098F8D
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
022A: remove_forbidden_for_peds_cube -414! -597!  12! -332! -555!  30!
0004:  16748?? =  1?  \\ integer values

:Label098FBB
0051: return

:Label098FBD
00D6: if  0?
8118:   NOT   actor  16752?? dead
004D: jump_if_false Label09903F
0209:  16756?? = random_int  0?  2?
00D6: if  0?
0038:    16756?? ==  0?  \\ integer values
004D: jump_if_false Label099017
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label099010
0372: set_actor  16752?? anim  0? wait_state_time  0? ms
01CB: actor  16752?? kill_actor  16512??
0350: unknown_actor  16752?? not_scared_flag  0?

:Label099010
0002: jump Label09903F

:Label099017
00D6: if  0?
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label09903F
0372: set_actor  16752?? anim  0? wait_state_time  0? ms
01CB: actor  16752?? kill_actor  16520??
0350: unknown_actor  16752?? not_scared_flag  0?

:Label09903F
0051: return

:Label099041
0164: disable_marker  16524??
0164: disable_marker  16532??
0051: return

:Label09904D
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -926.3! -330!  12.4! -929! -327.67!  15!
004D: jump_if_false Label099188
00D6: if  0?
0038:    16824?? ==  0?  \\ integer values
004D: jump_if_false Label099181
009A:  16448?? = create_actor  4? #GDA at -918.7! -353.3!  16.8!
01ED: spawn_actor  16448??
011A: set_actor  16448?? flags  1?
0173: set_actor  16448?? z_angle_to  60!
04EB: unknown_actor  16448?? bank  1? account_number  300000&&
01B2: give_actor  16448?? weapon  25? ammo  9999&  \\ Load the weapon model before using this
01BD:  1432?? = current_time_in_ms
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label099139
01E2: add_route_point  2? at -921! -340!  13.4!
01E2: add_route_point  2? at -921! -333!  13.4!
00A1: put_actor  16512?? at -921! -340!  12.4!
01E1: set_actor  16512?? objective_to 27  2?  3?
0411: (unknown)  16512??  0? 
011A: set_actor  16512?? flags  64?

:Label099139
009A:  16488?? = create_actor  4? #WMORI at -963.8! -336.43!  14.6!
0489: unknown_actor  16488?? flag  1?
0173: set_actor  16488?? z_angle_to  205!
01ED: spawn_actor  16488??
04EB: unknown_actor  16488?? bank  1? account_number  300000&&
0243: set_actor  16488?? ped_stats_to  13?
0004:  16824?? =  1?  \\ integer values

:Label099181
0050: gosub Label098ADA

:Label099188
0051: return

:Label09918A
00D6: if  0?
0118:   actor  16520?? dead
004D: jump_if_false Label0991B0
0004:  16420?? =  1?  \\ integer values
00BC: text_highpriority "C_DEAD"  5000& ms  1? \\ ~r~Cam's dead!!

:Label0991B0
0051: return

:Label0991B2
00D6: if  0?
0118:   actor  16512?? dead
004D: jump_if_false Label0991D8
00BC: text_highpriority "P_DEAD"  5000& ms  1? \\ ~r~Phil's dead!!
0004:  16420?? =  1?  \\ integer values

:Label0991D8
0051: return

:Label0991DA
00D6: if  0?
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label09926F
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  16512?? radius  10!  10!  10!
004D: jump_if_false Label099233
00D6: if  0?
0038:    16496?? ==  1?  \\ integer values
004D: jump_if_false Label09922C
0164: disable_marker  16524??
0004:  16496?? =  0?  \\ integer values

:Label09922C
0002: jump Label099268

:Label099233
00D6: if  0?
0038:    16496?? ==  0?  \\ integer values
004D: jump_if_false Label099268
0164: disable_marker  16524??
0187:  16524?? = create_marker_above_actor  16512??
00BC: text_highpriority "P_HIND"  5000& ms  1? \\ ~r~You've lost Phil!
0004:  16496?? =  1?  \\ integer values

:Label099268
0002: jump Label099285

:Label09926F
00BC: text_highpriority "P_DEAD"  5000& ms  1? \\ ~r~Phil's dead!!
0004:  16420?? =  1?  \\ integer values

:Label099285
00D6: if  0?
0118:   actor  16520?? dead
004D: jump_if_false Label09929C
0004:  16800?? =  1?  \\ integer values

:Label09929C
0051: return

:Label09929E
00D6: if  0?
0118:   actor  16488?? dead
004D: jump_if_false Label0992C4
00BC: text_highpriority "BM_DEAD"  5000& ms  1? \\ ~r~You needed the bank manager alive!!
0004:  16420?? =  1?  \\ integer values

:Label0992C4
0051: return

:Label0992C6
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -954.5! -341.87!  14.6! radius  1.5!  1.5!  2!
004D: jump_if_false Label09966B
00D6: if  0?
0038:    16784?? ==  0?  \\ integer values
004D: jump_if_false Label099664
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  250& ms

:Label099329
00D6: if  0?
016B:   fading
004D: jump_if_false Label099341
0001: wait  0? ms
0002: jump Label099329

:Label099341
01BD:  1432?? = current_time_in_ms
015F: set_camera_position -916.4! -330.55!  15.86!  0!  0!  0!
0160: point_camera -922.5! -338.75!  13.44!  2?
04C7:  1?
016A: fade  1? (back)  250& ms

:Label099384
00D6: if  0?
016B:   fading
004D: jump_if_false Label09939C
0001: wait  0? ms
0002: jump Label099384

:Label09939C
00BC: text_highpriority "EXIT_1"  5000& ms  1? \\ Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.

:Label0993AB
00D6: if  0?
0038:    16776?? ==  0?  \\ integer values
004D: jump_if_false Label0995E4
0001: wait  0? ms
0050: gosub Label0989FE
00D6: if  1?
0018:    1436?? >  2000&  \\ integer values
0038:    16780?? ==  0?  \\ integer values
004D: jump_if_false Label09941C
015F: set_camera_position -910.7! -351.9!  16!  0!  0!  0!
0160: point_camera -901.5! -342.45!  13.7!  2?
0004:  16780?? =  1?  \\ integer values

:Label09941C
00D6: if  1?
0018:    1436?? >  4000&  \\ integer values
0038:    16780?? ==  1?  \\ integer values
004D: jump_if_false Label099470
015F: set_camera_position -926.3! -339.6!  20.5!  0!  0!  0!
0160: point_camera -931! -345.9!  17.47!  2?
0004:  16780?? =  2?  \\ integer values

:Label099470
00D6: if  1?
0018:    1436?? >  6000&  \\ integer values
0038:    16780?? ==  2?  \\ integer values
004D: jump_if_false Label0994C4
015F: set_camera_position -959! -328.4!  17.85!  0!  0!  0!
0160: point_camera -963.5! -334.6!  15.6!  2?
0004:  16780?? =  3?  \\ integer values

:Label0994C4
00D6: if  1?
0018:    1436?? >  8000&  \\ integer values
0038:    16780?? ==  3?  \\ integer values
004D: jump_if_false Label099518
015F: set_camera_position -933.4! -340.23!  9.5!  0!  0!  0!
0160: point_camera -936.67! -344.34!  7.8!  2?
0004:  16780?? =  4?  \\ integer values

:Label099518
00D6: if  1?
0018:    1436?? >  10000&  \\ integer values
0038:    16780?? ==  4?  \\ integer values
004D: jump_if_false Label09956C
015F: set_camera_position -936.8! -343.7!  9.1!  0!  0!  0!
0160: point_camera -942.15! -343.74!  7.4!  2?
0004:  16780?? =  5?  \\ integer values

:Label09956C
00D6: if  1?
0018:    1436?? >  12000&  \\ integer values
0038:    16780?? ==  5?  \\ integer values
004D: jump_if_false Label0995C5
015F: set_camera_position -916.4! -330.55!  15.86!  0!  0!  0!
0160: point_camera -922.5! -338.75!  13.44!  2?
01BD:  1432?? = current_time_in_ms
0004:  16780?? =  0?  \\ integer values

:Label0995C5
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0995DD
0004:  16776?? =  1?  \\ integer values

:Label0995DD
0002: jump Label0993AB

:Label0995E4
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label099600
0001: wait  0? ms
0002: jump Label0995E4

:Label099600
016A: fade  0? ()  250& ms

:Label099607
00D6: if  0?
016B:   fading
004D: jump_if_false Label09961F
0001: wait  0? ms
0002: jump Label099607

:Label09961F
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
04C7:  0?
0004:  16776?? =  0?  \\ integer values
0004:  16784?? =  1?  \\ integer values
016A: fade  1? (back)  250& ms

:Label09964C
00D6: if  0?
016B:   fading
004D: jump_if_false Label099664
0001: wait  0? ms
0002: jump Label09964C

:Label099664
0002: jump Label099672

:Label09966B
0004:  16784?? =  0?  \\ integer values

:Label099672
0051: return

:Label099674
00D6: if  0?
0038:    16748?? ==  0?  \\ integer values
004D: jump_if_false Label09968B
0110: clear_player $PLAYER_CHAR wanted_level

:Label09968B
0051: return

:Label09968D
0004:  16396?? =  1?  \\ integer values
00D6: if  0?
0038:    16612?? ==  0?  \\ integer values
004D: jump_if_false Label099703
03CF: load_wav "BNK4_1" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_1"  10000& ms  1? \\ I'll drive.
0050: gosub Label098A79
03CF: load_wav "BNK4_2" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_2"  10000& ms  1? \\ Great. A passenger. Wait 'til I tell the group about this.
0050: gosub Label098A79
00BE: text_clear_all
0004:  16612?? =  1?  \\ integer values

:Label099703
00D6: if  1?
8119:   NOT   car  16540?? wrecked
0018:    1436?? >  20000&  \\ integer values
004D: jump_if_false Label099943
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  16540??
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label099943
00D6: if  1?
00DB:   actor  16512?? in_car  16540??
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label099943
00D6: if  1?
00DB:   actor  16516?? in_car  16540??
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label099943
00D6: if  0?
00DB:   actor  16520?? in_car  16540??
004D: jump_if_false Label099905
00D6: if  0?
0038:    16612?? ==  6?  \\ integer values
004D: jump_if_false Label0997AD
00D6: if  0?
001A:    1? >  16616??  \\ integer values
004D: jump_if_false Label0997A1
0004:  16616?? =  1?  \\ integer values

:Label0997A1
0004:  16612?? =  7?  \\ integer values
01BD:  1432?? = current_time_in_ms

:Label0997AD
00D6: if  0?
0038:    16612?? ==  5?  \\ integer values
004D: jump_if_false Label0997F2
03CF: load_wav "BNK4_3F" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3F"  10000& ms  1? \\ Yeah - HILARY.
0050: gosub Label098A79
00BE: text_clear_all
0004:  16612?? =  6?  \\ integer values

:Label0997F2
00D6: if  0?
0038:    16612?? ==  4?  \\ integer values
004D: jump_if_false Label099835
03CF: load_wav "BNK4_3E" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3E"  10000& ms  1? \\ Hey, shut up you two, or you can get out and walk.
0050: gosub Label098A79
0004:  16612?? =  5?  \\ integer values

:Label099835
00D6: if  0?
0038:    16612?? ==  3?  \\ integer values
004D: jump_if_false Label099878
03CF: load_wav "BNK4_3D" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3D"  10000& ms  1? \\ Are too!
0050: gosub Label098A79
0004:  16612?? =  4?  \\ integer values

:Label099878
00D6: if  0?
0038:    16612?? ==  2?  \\ integer values
004D: jump_if_false Label0998BB
03CF: load_wav "BNK4_3C" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3C"  10000& ms  1? \\ I am not!
0050: gosub Label098A79
0004:  16612?? =  3?  \\ integer values

:Label0998BB
00D6: if  0?
0038:    16612?? ==  1?  \\ integer values
004D: jump_if_false Label0998FE
03CF: load_wav "BNK4_3B" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3B"  10000& ms  1? \\ Tommy, Hilary's taking up too much room!
0050: gosub Label098A79
0004:  16612?? =  2?  \\ integer values

:Label0998FE
0002: jump Label099943

:Label099905
00D6: if  1?
001A:    6? >  16612??  \\ integer values
0018:    16612?? >  1?  \\ integer values
004D: jump_if_false Label099943
0004:  16612?? =  7?  \\ integer values
00D6: if  0?
001A:    1? >  16616??  \\ integer values
004D: jump_if_false Label099943
0004:  16616?? =  1?  \\ integer values
01BD:  1432?? = current_time_in_ms

:Label099943
0051: return

:Label099945
0004:  16396?? =  1?  \\ integer values
00D6: if  1?
0018:    1436?? >  40000&&  \\ integer values
0018:    16616?? >  0?  \\ integer values
004D: jump_if_false Label099A5B
00D6: if  0?
8119:   NOT   car  16540?? wrecked
004D: jump_if_false Label099A5B
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  16540??
8118:   NOT   actor  16512?? dead
004D: jump_if_false Label099A5B
00D6: if  1?
00DB:   actor  16512?? in_car  16540??
8118:   NOT   actor  16516?? dead
004D: jump_if_false Label099A5B
00D6: if  1?
00DB:   actor  16516?? in_car  16540??
8118:   NOT   actor  16520?? dead
004D: jump_if_false Label099A5B
00D6: if  0?
00DB:   actor  16520?? in_car  16540??
004D: jump_if_false Label099A5B
00D6: if  0?
0038:    16616?? ==  2?  \\ integer values
004D: jump_if_false Label099A16
03CF: load_wav "BNK4_3J" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3J"  10000& ms  1? \\ Yeah, you'll have somebody's eye out!
0050: gosub Label098A79
0004:  16616?? =  3?  \\ integer values

:Label099A16
00D6: if  0?
0038:    16616?? ==  1?  \\ integer values
004D: jump_if_false Label099A5B
03CF: load_wav "BNK4_3I" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3I"  10000& ms  1? \\ For god's sake, Phil, stop waving that thing around!
0050: gosub Label098A79
00BE: text_clear_all
0004:  16616?? =  2?  \\ integer values

:Label099A5B
0051: return

:Label099A5D
0004:  16396?? =  1?  \\ integer values
0084:  16624?? =  16612??  \\ integer values and handles
0004:  16612?? =  10?  \\ integer values
0084:  16628?? =  16616??  \\ integer values and handles
0004:  16616?? =  10?  \\ integer values
00D6: if  0?
0038:    16620?? ==  7?  \\ integer values
004D: jump_if_false Label099ADC
03CF: load_wav "BNK4_3U" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3U"  10000& ms  1? \\ Don't mention it.
0050: gosub Label098A79
0004:  16640?? =  1?  \\ integer values
0084:  16612?? =  16624??  \\ integer values and handles
0084:  16616?? =  16628??  \\ integer values and handles
0004:  16620?? =  8?  \\ integer values

:Label099ADC
00D6: if  0?
0038:    16620?? ==  6?  \\ integer values
004D: jump_if_false Label099B1F
03CF: load_wav "BNK4_3T" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3T"  10000& ms  1? \\ You're right. Thanks, Cam.
0050: gosub Label098A79
0004:  16620?? =  7?  \\ integer values

:Label099B1F
00D6: if  0?
0038:    16620?? ==  5?  \\ integer values
004D: jump_if_false Label099B64
03CF: load_wav "BNK4_3S" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3S"  10000& ms  1? \\ All will pass or end and you must accept that.
0050: gosub Label098A79
00BE: text_clear_all
0004:  16620?? =  6?  \\ integer values

:Label099B64
00D6: if  0?
0038:    16620?? ==  4?  \\ integer values
004D: jump_if_false Label099BA7
03CF: load_wav "BNK4_3R" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3R"  10000& ms  1? \\ Youth, loved ones, pizza,
0050: gosub Label098A79
0004:  16620?? =  5?  \\ integer values

:Label099BA7
00D6: if  0?
0038:    16620?? ==  3?  \\ integer values
004D: jump_if_false Label099BEA
03CF: load_wav "BNK4_3Q" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3Q"  10000& ms  1? \\ You think all things will last.
0050: gosub Label098A79
0004:  16620?? =  4?  \\ integer values

:Label099BEA
00D6: if  0?
0038:    16620?? ==  2?  \\ integer values
004D: jump_if_false Label099C2D
03CF: load_wav "BNK4_3P" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3P"  10000& ms  1? \\ What?
0050: gosub Label098A79
0004:  16620?? =  3?  \\ integer values

:Label099C2D
00D6: if  0?
0038:    16620?? ==  1?  \\ integer values
004D: jump_if_false Label099C70
03CF: load_wav "BNK4_3O" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3O"  10000& ms  1? \\ You cling to an illusion of permanence.
0050: gosub Label098A79
0004:  16620?? =  2?  \\ integer values

:Label099C70
00D6: if  0?
0038:    16620?? ==  0?  \\ integer values
004D: jump_if_false Label099CB3
03CF: load_wav "BNK4_3M" as  16396??
0050: gosub Label098A15
00BC: text_highpriority "BNK4_3M"  10000& ms  1? \\ The car's ruined. RUINED!
0050: gosub Label098A79
0004:  16620?? =  1?  \\ integer values

:Label099CB3
0051: return

:Label099CB5
0084:  16680?? =  16656??  \\ integer values and handles
0050: gosub Label099D11
0084:  16680?? =  16660??  \\ integer values and handles
0050: gosub Label099D11
0084:  16680?? =  16664??  \\ integer values and handles
0050: gosub Label099D11
0084:  16680?? =  16668??  \\ integer values and handles
0050: gosub Label099D11
0084:  16680?? =  16672??  \\ integer values and handles
0050: gosub Label099D11
0084:  16680?? =  16676??  \\ integer values and handles
0050: gosub Label099D11
0051: return

:Label099D11
01BB:  16684?? = object  16680?? x_pos,  16688?? = object  16680?? y_pos,  16692?? = object  16680?? z_pos
0400: create_coordinate  16708??  16712??  16716?? from_object  16680?? offset  0!  0!  .2!
0086:  16696?? =  16708??  \\ floating-point values only
0061:  16696?? -=  16684??  \\ floating-point values
0086:  16700?? =  16712??  \\ floating-point values only
0061:  16700?? -=  16688??  \\ floating-point values
0086:  16704?? =  16716??  \\ floating-point values only
0061:  16704?? -=  16692??  \\ floating-point values
0437: scatter_particle  23?  .3! at  16684??  16688??  16692??  16696??  16700??  16704??
0051: return

:Label099D89
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label099DA6
00D6: if  0?
016B:   fading
004D: jump_if_false Label099E08
0001: wait  0? ms
034E: unknown_move_object  16604?? to -936.964! -350.688!  3.235! unknown_angle  0!  .025!  0!  0?
034E: unknown_move_object  16608?? to -936.964! -352.169!  3.235! unknown_angle  0!  .025!  0!  0?
0002: jump Label099DA6

:Label099E08
0055: put_player $PLAYER_CHAR at -938.56! -351.5!  16.8!
0171: set_player $PLAYER_CHAR z_angle_to  280!
03C8: rotate_player_180_degrees
016A: fade  1? (back)  1500& ms

:Label099E2F
00D6: if  0?
016B:   fading
004D: jump_if_false Label099E91
0001: wait  0? ms
034E: unknown_move_object  16604?? to -936.964! -349.488!  3.235! unknown_angle  0!  .025!  0!  0?
034E: unknown_move_object  16608?? to -936.964! -353.369!  3.235! unknown_angle  0!  .025!  0!  0?
0002: jump Label099E2F

:Label099E91
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0051: return

:Label099EA1
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label099EB0
00D6: if  0?
016B:   fading
004D: jump_if_false Label099F12
0001: wait  0? ms
034E: unknown_move_object  16604?? to -936.964! -350.688!  3.235! unknown_angle  0!  .025!  0!  0?
034E: unknown_move_object  16608?? to -936.964! -352.169!  3.235! unknown_angle  0!  .025!  0!  0?
0002: jump Label099EB0

:Label099F12
0055: put_player $PLAYER_CHAR at -937.84! -351.73!  6.23!
0171: set_player $PLAYER_CHAR z_angle_to  280!
03C8: rotate_player_180_degrees
0051: return

:Label099F34
016A: fade  1? (back)  1500& ms

:Label099F3B
00D6: if  0?
016B:   fading
004D: jump_if_false Label099F9D
0001: wait  0? ms
034E: unknown_move_object  16604?? to -936.964! -349.488!  3.235! unknown_angle  0!  .025!  0!  0?
034E: unknown_move_object  16608?? to -936.964! -353.369!  3.235! unknown_angle  0!  .025!  0!  0?
0002: jump Label099F3B

:Label099F9D
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0051: return

;-------------Mission 25---------------
; Originally: Gun Runner


:Label099FAD
03A4: name_thread "PHIL1"
0050: gosub Label099FDB
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label099FD2
0050: gosub Label09CFD3

:Label099FD2
0050: gosub Label09D025
004E: end_thread

:Label099FDB
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PHIL1"
058E: unknown_point_command -1004.5!  311.1!  9.9! angle  155.7!
0004:  17048?? =  0?  \\ integer values
0004:  17052?? =  0?  \\ integer values
0004:  17056?? =  0?  \\ integer values
0004:  17060?? =  0?  \\ integer values
0004:  17064?? =  0?  \\ integer values
0004:  17068?? =  0?  \\ integer values
0004:  17072?? =  0?  \\ integer values
0004:  17076?? =  0?  \\ integer values
0004:  17080?? =  0?  \\ integer values
0004:  17084?? =  2?  \\ integer values
0004:  17088?? =  2?  \\ integer values
0004:  17092?? =  2?  \\ integer values
0004:  17096?? =  2?  \\ integer values
0004:  17100?? =  0?  \\ integer values
0004:  17104?? =  0?  \\ integer values
0004:  17108?? =  1?  \\ integer values
0004:  17112?? =  1?  \\ integer values
0004:  17116?? =  1?  \\ integer values
0004:  17120?? =  1?  \\ integer values
0004:  17124?? =  0?  \\ integer values
0004:  17128?? =  0?  \\ integer values
0004:  17132?? =  0?  \\ integer values
0004:  17136?? =  0?  \\ integer values
0004:  17140?? =  0?  \\ integer values
0005:  17144?? =  0!  \\ floating-point values
0004:  17148?? =  0?  \\ integer values
0004:  17152?? =  0?  \\ integer values
0004:  17156?? =  0?  \\ integer values
0004:  17160?? =  0?  \\ integer values
0004:  17164?? =  0?  \\ integer values
0004:  17168?? =  0?  \\ integer values
0004:  17172?? =  0?  \\ integer values
0004:  17176?? =  0?  \\ integer values
0004:  17180?? =  0?  \\ integer values
0004:  17184?? =  0?  \\ integer values
0004:  17188?? =  0?  \\ integer values
0004:  17192?? =  0?  \\ integer values
0004:  17196?? =  0?  \\ integer values
0004:  17200?? =  0?  \\ integer values
0004:  17208?? =  0?  \\ integer values
0004:  17212?? =  0?  \\ integer values
0004:  17216?? =  0?  \\ integer values
0004:  17220?? =  0?  \\ integer values
0004:  17224?? =  0?  \\ integer values
0004:  17228?? =  0?  \\ integer values
0004:  17232?? =  0?  \\ integer values
0004:  17236?? =  0?  \\ integer values
0004:  17240?? =  0?  \\ integer values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0005:  17252?? =  0!  \\ floating-point values
0005:  17256?? =  0!  \\ floating-point values
0005:  17260?? =  0!  \\ floating-point values
0005:  17264?? =  0!  \\ floating-point values
0005:  17268?? =  0!  \\ floating-point values
0005:  17272?? =  0!  \\ floating-point values
0005:  17276?? =  0!  \\ floating-point values
0005:  17280?? =  0!  \\ floating-point values
0005:  17284?? =  0!  \\ floating-point values
0005:  17288?? =  0!  \\ floating-point values
0005:  17292?? =  0!  \\ floating-point values
0005:  17296?? =  0!  \\ floating-point values
0005:  17300?? =  0!  \\ floating-point values
0005:  17304?? =  0!  \\ floating-point values
0005:  17308?? =  0!  \\ floating-point values
0005:  17312?? =  0!  \\ floating-point values
0005:  17316?? =  0!  \\ floating-point values
0005:  17320?? =  0!  \\ floating-point values
0005:  17324?? =  0!  \\ floating-point values
0005:  17328?? =  0!  \\ floating-point values
0005:  17332?? =  0!  \\ floating-point values
0005:  17336?? =  0!  \\ floating-point values
0005:  17340?? =  0!  \\ floating-point values
0005:  17344?? =  0!  \\ floating-point values
0005:  17348?? =  0!  \\ floating-point values
0005:  17352?? =  0!  \\ floating-point values
0005:  17356?? =  0!  \\ floating-point values
0005:  17360?? =  0!  \\ floating-point values
0005:  17248?? =  0!  \\ floating-point values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPHIL"
02F3: load_object #CUTOBJ01 "EXPLTRK"
03CB: set_camera -1099.62!  327.21!  10.23!
038B: load_requested_models

:Label09A2DD
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label09A2FB
0001: wait  0? ms
0002: jump Label09A2DD

:Label09A2FB
00D6: if  0?
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label09A316
0001: wait  0? ms
0002: jump Label09A2FB

:Label09A316
0395: clear_area  1? at -1083.1!  321.1! range  11.2!  300!
02E4: load_cutscene_data "PHIL_1"
0244: set_cutscene_pos -1099.62!  327.21!  10.23!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  548?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  548?? "CSPHIL"
02E5:  17364?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  17364?? "EXPLTRK"
0395: clear_area  1? at -1098.8!  342.6! range  10.2!  1!
0055: put_player $PLAYER_CHAR at -1098.8!  342.6!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  265.8!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09A3D9
00D6: if  0?
001A:    2823& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A3FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A3D9

:Label09A3FC
00BC: text_highpriority "PHIL1_A"  10000& ms  1? \\ Phil?

:Label09A40B
00D6: if  0?
001A:    3522& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A42E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A40B

:Label09A42E
00BC: text_highpriority "PHIL1_B"  10000& ms  1? \\ RUN!

:Label09A43D
00D6: if  0?
001A:    5525& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A460
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A43D

:Label09A460
00BC: text_highpriority "PHIL1_C"  10000& ms  1? \\ Run

:Label09A46F
00D6: if  0?
001A:    8000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A492
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A46F

:Label09A492
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09A4EB
020C: create_explosion_with_radius  2? at -1091.6!  327.6!  10.5!
020C: create_explosion_with_radius  11? at -1091.6!  327.6!  10.5!
020C: create_explosion_with_radius  1? at -1091.6!  327.6!  10.5!
020C: create_explosion_with_radius  6? at -1091.6!  327.6!  10.5!

:Label09A4EB
00D6: if  0?
001A:    13868& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A50E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A4EB

:Label09A50E
00BC: text_highpriority "PHIL1_O"  10000& ms  1? \\ Hoooooweeeeee!

:Label09A51D
00D6: if  0?
001A:    17669& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A540
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A51D

:Label09A540
00BC: text_highpriority "PHIL1_D"  10000& ms  1? \\ Never get a naked flame too close to one of Phil Cassidy's Boomshine stills!

:Label09A54F
00D6: if  0?
001A:    23022& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A572
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A54F

:Label09A572
00BC: text_highpriority "PHIL1_E"  10000& ms  1? \\ Shit Phil, you drink that stuff?

:Label09A581
00D6: if  0?
001A:    25871& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A5A4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A581

:Label09A5A4
00BC: text_highpriority "PHIL1_F"  10000& ms  1? \\ Hell, you don't have to drink it

:Label09A5B3
00D6: if  0?
001A:    28447& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A5D6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A5B3

:Label09A5D6
00BC: text_highpriority "PHIL1_G"  10000& ms  1? \\ - just a good whiff will set you off. Hoowwee!

:Label09A5E5
00D6: if  0?
001A:    30702& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A608
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A5E5

:Label09A608
00BC: text_highpriority "PHIL1_H"  10000& ms  1? \\ Listen Phil, you said you could fix me up with some firepower...

:Label09A617
00D6: if  0?
001A:    34919&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A63C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A617

:Label09A63C
00BC: text_highpriority "PHIL1_I"  10000& ms  1? \\ Sure thing.

:Label09A64B
00D6: if  0?
001A:    36645&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A670
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A64B

:Label09A670
00BC: text_highpriority "PHIL1_J"  10000& ms  1? \\ There's some Mexican gun-runner been doing me for business of late.

:Label09A67F
00D6: if  0?
001A:    41023&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A6A4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A67F

:Label09A6A4
00BC: text_highpriority "PHIL1_K"  10000& ms  1? \\ He does his weekly run about now.

:Label09A6B3
00D6: if  0?
001A:    45336&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A6D8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A6B3

:Label09A6D8
00BC: text_highpriority "PHIL1_L"  10000& ms  1? \\ Ram his hardware off the back of his trucks before he goes to ground.

:Label09A6E7
00D6: if  0?
001A:    49603&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A70C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A6E7

:Label09A70C
00BC: text_highpriority "PHIL1_M"  10000& ms  1? \\ And you'd be doing me a favor while you're at it.

:Label09A71B
00D6: if  0?
001A:    52389&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A740
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A71B

:Label09A740
00BC: text_highpriority "PHIL1_N"  10000& ms  1? \\ Then finish him off.

:Label09A74F
00D6: if  0?
001A:    53589&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A774
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A74F

:Label09A774
00BE: text_clear_all

:Label09A776
00D6: if  0?
001A:    54400&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09A79B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09A776

:Label09A79B
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label09A7A4
00D6: if  0?
016B:   fading
004D: jump_if_false Label09A7BC
0001: wait  0? ms
0002: jump Label09A7A4

:Label09A7BC
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #WALTON
0247: request_model #WMYCR
0247: request_model #FAGGIO
0247: request_model -154& (GUNBOX)
0247: request_model #PATRIOT

:Label09A810
00D6: if  24?
8248:   NOT   model #WALTON available
8248:   NOT   model #WMYCR available
8248:   NOT   model #FAGGIO available
8248:   NOT   model -154& (GUNBOX) available
8248:   NOT   model #PATRIOT available
004D: jump_if_false Label09A83E
0001: wait  0? ms
0002: jump Label09A810

:Label09A83E
0247: request_model #PYTHON
0247: request_model #SHOTGSPA
0247: request_model #INGRAMSL
0247: request_model #M60
0247: request_model #UZI

:Label09A857
00D6: if  24?
8248:   NOT   model #PYTHON available
8248:   NOT   model #SHOTGSPA available
8248:   NOT   model #INGRAMSL available
8248:   NOT   model #M60 available
8248:   NOT   model #UZI available
004D: jump_if_false Label09A886
0001: wait  0? ms
0002: jump Label09A857

:Label09A886
03CF: load_wav "PHIL1_2" as  1?
03CF: load_wav "PHIL1_3" as  2?

:Label09A89E
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label09A8BC
0001: wait  0? ms
0002: jump Label09A89E

:Label09A8BC
00BC: text_highpriority "PHI1_01"  11000& ms  1? \\ ~g~Go and knock the arms off the back of the dealers' trucks.
0481:  3!
00A5:  17008?? = create_car #PATRIOT at -1073.4!  325.3!  10.2!
0175: set_car  17008?? z_angle_to  259.7!
032B:  17012?? = create_weapon_pickup #BOMB  3? ammo  15? at -1058.6!  325.9!  11.2!
016A: fade  1? (back)  1500& ms
00A5:  16904?? = create_car #WALTON at -757.6!  23.9!  9.9!
0229: set_car  16904?? color_to  1?  1?
0428: unknown_car  16904?? flag  1?
039C: (unknown)  16904??  1? 
0129:  16920?? = create_actor  4? #WMYCR in_car  16904?? driverseat
00AD: set_car  16904?? max_speed_to  15!
00AE: unknown_set_car  16904?? to_ignore_traffic_lights  2?
00A8: set_car  16904?? to_psycho_driver
0428: unknown_car  16904?? flag  1?
0186:  17016?? = create_marker_above_car  16904??
0107:  16992?? = create_object -154& (GUNBOX) at -757.6!  23.9!  10!
0382: unknown_set_object  16992?? collision_detection  0?
009A:  16984?? = create_actor  11? #WMYCR at -757.6!  23.9!  10!
011A: set_actor  16984?? flags  256&
011A: set_actor  16984?? flags  128&
011A: set_actor  16984?? flags  64?
0464: put_actor  16984?? into_turret_on_car  16904?? at_car_offset  0! -1!  .9! unknown  2? angle  45! with_weapon  23?
00A5:  16908?? = create_car #WALTON at -763.6!  12.9!  9.9!
0229: set_car  16908?? color_to  1?  1?
0428: unknown_car  16908?? flag  1?
039C: (unknown)  16908??  1? 
0129:  16924?? = create_actor  4? #WMYCR in_car  16908?? driverseat
00AD: set_car  16908?? max_speed_to  15!
00AE: unknown_set_car  16908?? to_ignore_traffic_lights  2?
00A8: set_car  16908?? to_psycho_driver
0428: unknown_car  16908?? flag  1?
0186:  17020?? = create_marker_above_car  16908??
0107:  16996?? = create_object -154& (GUNBOX) at -763.6!  12.9!  10!
0382: unknown_set_object  16996?? collision_detection  0?
00A5:  16912?? = create_car #WALTON at -674.9!  788.4!  10.3!
0229: set_car  16912?? color_to  1?  1?
0428: unknown_car  16912?? flag  1?
039C: (unknown)  16912??  1? 
0129:  16928?? = create_actor  4? #WMYCR in_car  16912?? driverseat
00AD: set_car  16912?? max_speed_to  15!
00AE: unknown_set_car  16912?? to_ignore_traffic_lights  2?
00A8: set_car  16912?? to_psycho_driver
0428: unknown_car  16912?? flag  1?
0186:  17024?? = create_marker_above_car  16912??
009A:  16988?? = create_actor  11? #WMYCR at -674.9!  788.4!  10.3!
011A: set_actor  16988?? flags  256&
011A: set_actor  16988?? flags  128&
011A: set_actor  16988?? flags  64?
0464: put_actor  16988?? into_turret_on_car  16912?? at_car_offset  0! -1!  .9! unknown  2? angle  45! with_weapon  23?
0107:  17000?? = create_object -154& (GUNBOX) at -674.9!  788.4!  10.3!
0382: unknown_set_object  17000?? collision_detection  0?
00A5:  16916?? = create_car #WALTON at -674.9!  777.1!  10.3!
0229: set_car  16916?? color_to  1?  1?
0428: unknown_car  16916?? flag  1?
039C: (unknown)  16916??  1? 
0129:  16932?? = create_actor  4? #WMYCR in_car  16916?? driverseat
00AD: set_car  16916?? max_speed_to  15!
00AE: unknown_set_car  16916?? to_ignore_traffic_lights  2?
00A8: set_car  16916?? to_psycho_driver
0428: unknown_car  16916?? flag  1?
0186:  17028?? = create_marker_above_car  16916??
0107:  17004?? = create_object -154& (GUNBOX) at -674.9!  777.1!  10.3!
0382: unknown_set_object  17004?? collision_detection  0?
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label09AC45
00A5:  16952?? = create_car #FAGGIO at -844! -325!  10!
0129:  16968?? = create_actor  4? #WMYCR in_car  16952?? driverseat
00A5:  16956?? = create_car #FAGGIO at -844! -325!  10!
0129:  16972?? = create_actor  4? #WMYCR in_car  16956?? driverseat
00A5:  16960?? = create_car #FAGGIO at -844! -325!  10!
0129:  16976?? = create_actor  4? #WMYCR in_car  16960?? driverseat
00A5:  16964?? = create_car #FAGGIO at -844! -325!  10!
0129:  16980?? = create_actor  4? #WMYCR in_car  16964?? driverseat

:Label09AC45
0001: wait  0? ms
00D6: if  0?
0214:   pickup  17012?? picked_up
004D: jump_if_false Label09AC7C
00D6: if  0?
0038:    17244?? ==  0?  \\ integer values
004D: jump_if_false Label09AC7C
03E5: text_box "PHI1_HP" \\ When using Detonator Grenades, throw a grenade then trigger the explosion at any time.
0004:  17244?? =  1?  \\ integer values

:Label09AC7C
00D6: if  0?
0038:    17048?? ==  0?  \\ integer values
004D: jump_if_false Label09BA2F
00D6: if  0?
0038:    17148?? ==  4?  \\ integer values
004D: jump_if_false Label09AD2A
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09ACBD
0164: disable_marker  17016??
0186:  17016?? = create_marker_above_car  16904??

:Label09ACBD
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09ACDA
0164: disable_marker  17020??
0186:  17020?? = create_marker_above_car  16908??

:Label09ACDA
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09ACF7
0164: disable_marker  17024??
0186:  17024?? = create_marker_above_car  16912??

:Label09ACF7
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09AD14
0164: disable_marker  17028??
0186:  17028?? = create_marker_above_car  16916??

:Label09AD14
00BC: text_highpriority "PHI1_04"  11000& ms  1? \\ ~g~Now go and finish off the remaining arms dealers.
0004:  17048?? =  1?  \\ integer values

:Label09AD2A
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09AEA1
00D6: if  0?
0038:    17084?? ==  2?  \\ integer values
004D: jump_if_false Label09AD63
035C: place_object  16992?? relative_to_car  16904?? offset  0! -2!  .3!

:Label09AD63
0227:  17052?? = car  16904?? health
00D6: if  0?
0038:    17084?? ==  2?  \\ integer values
004D: jump_if_false Label09AE26
00D6: if  22?
001A:    970& >  17052??  \\ integer values
00DC:   player $PLAYER_CHAR driving  16904??
0366: (unknown)  16992?? 
004D: jump_if_false Label09AE26
00D6: if  0?
0038:    17168?? ==  0?  \\ integer values
004D: jump_if_false Label09ADB6
0004:  17168?? =  1?  \\ integer values

:Label09ADB6
00D6: if  0?
0038:    17068?? ==  0?  \\ integer values
004D: jump_if_false Label09AE26
0050: gosub Label09E227
035C: place_object  16992?? relative_to_car  16904?? offset  0! -2!  .8!
0382: unknown_set_object  16992?? collision_detection  1?
0392: object  16992?? toggle_in_moving_list  1?
038C: object  16992?? scatter  0!  0!  3!
0188:  17032?? = create_marker_above_object  16992??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17084?? =  0?  \\ integer values

:Label09AE26
00D6: if  0?
001A:    300& >  17052??  \\ integer values
004D: jump_if_false Label09AE9A
00D6: if  0?
8118:   NOT   actor  16984?? dead
004D: jump_if_false Label09AE6F
0465: remove_actor  16984?? from_turret_mode
00D6: if  0?
0038:    17236?? ==  0?  \\ integer values
004D: jump_if_false Label09AE6F
01CC: actor  16984?? kill_player $PLAYER_CHAR
0004:  17236?? =  1?  \\ integer values

:Label09AE6F
00D6: if  0?
8118:   NOT   actor  16920?? dead
004D: jump_if_false Label09AE9A
00D6: if  0?
00DB:   actor  16920?? in_car  16904??
004D: jump_if_false Label09AE9A
01D3: actor  16920?? leave_car  16904??

:Label09AE9A
0002: jump Label09AF25

:Label09AEA1
00D6: if  0?
0038:    17084?? ==  2?  \\ integer values
004D: jump_if_false Label09AF25
00D6: if  0?
0038:    17168?? ==  0?  \\ integer values
004D: jump_if_false Label09AECC
0004:  17168?? =  1?  \\ integer values

:Label09AECC
00D6: if  0?
0038:    17068?? ==  0?  \\ integer values
004D: jump_if_false Label09AF25
0050: gosub Label09E227
0382: unknown_set_object  16992?? collision_detection  1?
0392: object  16992?? toggle_in_moving_list  1?
038C: object  16992?? scatter  0!  0!  3!
0188:  17032?? = create_marker_above_object  16992??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17084?? =  0?  \\ integer values

:Label09AF25
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09B066
00D6: if  0?
0038:    17088?? ==  2?  \\ integer values
004D: jump_if_false Label09AF5E
035C: place_object  16996?? relative_to_car  16908?? offset  0! -2!  .3!

:Label09AF5E
0227:  17056?? = car  16908?? health
00D6: if  0?
0038:    17088?? ==  2?  \\ integer values
004D: jump_if_false Label09B021
00D6: if  22?
001A:    970& >  17056??  \\ integer values
00DC:   player $PLAYER_CHAR driving  16908??
0366: (unknown)  16996?? 
004D: jump_if_false Label09B021
00D6: if  0?
0038:    17172?? ==  0?  \\ integer values
004D: jump_if_false Label09AFB1
0004:  17172?? =  1?  \\ integer values

:Label09AFB1
00D6: if  0?
0038:    17072?? ==  0?  \\ integer values
004D: jump_if_false Label09B021
0050: gosub Label09E227
035C: place_object  16996?? relative_to_car  16908?? offset  0! -2!  .8!
0382: unknown_set_object  16996?? collision_detection  1?
0392: object  16996?? toggle_in_moving_list  1?
038C: object  16996?? scatter  0!  0!  3!
0188:  17036?? = create_marker_above_object  16996??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17088?? =  0?  \\ integer values

:Label09B021
00D6: if  0?
001A:    300& >  17056??  \\ integer values
004D: jump_if_false Label09B05F
00D6: if  0?
8118:   NOT   actor  16924?? dead
004D: jump_if_false Label09B05F
00D6: if  0?
00DB:   actor  16924?? in_car  16908??
004D: jump_if_false Label09B05F
01D3: actor  16924?? leave_car  16908??

:Label09B05F
0002: jump Label09B0EA

:Label09B066
00D6: if  0?
0038:    17088?? ==  2?  \\ integer values
004D: jump_if_false Label09B0EA
00D6: if  0?
0038:    17172?? ==  0?  \\ integer values
004D: jump_if_false Label09B091
0004:  17172?? =  1?  \\ integer values

:Label09B091
00D6: if  0?
0038:    17072?? ==  0?  \\ integer values
004D: jump_if_false Label09B0EA
0050: gosub Label09E227
0382: unknown_set_object  16996?? collision_detection  1?
0392: object  16996?? toggle_in_moving_list  1?
038C: object  16996?? scatter  0!  0!  3!
0188:  17036?? = create_marker_above_object  16996??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17088?? =  0?  \\ integer values

:Label09B0EA
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09B261
00D6: if  0?
0038:    17092?? ==  2?  \\ integer values
004D: jump_if_false Label09B123
035C: place_object  17000?? relative_to_car  16912?? offset  0! -2!  .3!

:Label09B123
0227:  17060?? = car  16912?? health
00D6: if  0?
0038:    17092?? ==  2?  \\ integer values
004D: jump_if_false Label09B1E6
00D6: if  22?
001A:    970& >  17060??  \\ integer values
00DC:   player $PLAYER_CHAR driving  16912??
0366: (unknown)  17000?? 
004D: jump_if_false Label09B1E6
00D6: if  0?
0038:    17176?? ==  0?  \\ integer values
004D: jump_if_false Label09B176
0004:  17176?? =  1?  \\ integer values

:Label09B176
00D6: if  0?
0038:    17076?? ==  0?  \\ integer values
004D: jump_if_false Label09B1E6
0050: gosub Label09E227
035C: place_object  17000?? relative_to_car  16912?? offset  0! -2!  .8!
0382: unknown_set_object  17000?? collision_detection  1?
0392: object  17000?? toggle_in_moving_list  1?
038C: object  17000?? scatter  0!  0!  3!
0188:  17040?? = create_marker_above_object  17000??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17092?? =  0?  \\ integer values

:Label09B1E6
00D6: if  0?
001A:    300& >  17060??  \\ integer values
004D: jump_if_false Label09B25A
00D6: if  0?
8118:   NOT   actor  16988?? dead
004D: jump_if_false Label09B22F
0465: remove_actor  16988?? from_turret_mode
00D6: if  0?
0038:    17240?? ==  0?  \\ integer values
004D: jump_if_false Label09B22F
01CC: actor  16988?? kill_player $PLAYER_CHAR
0004:  17240?? =  1?  \\ integer values

:Label09B22F
00D6: if  0?
8118:   NOT   actor  16928?? dead
004D: jump_if_false Label09B25A
00D6: if  0?
00DB:   actor  16928?? in_car  16912??
004D: jump_if_false Label09B25A
01D3: actor  16928?? leave_car  16912??

:Label09B25A
0002: jump Label09B2E5

:Label09B261
00D6: if  0?
0038:    17092?? ==  2?  \\ integer values
004D: jump_if_false Label09B2E5
00D6: if  0?
0038:    17176?? ==  0?  \\ integer values
004D: jump_if_false Label09B28C
0004:  17176?? =  1?  \\ integer values

:Label09B28C
00D6: if  0?
0038:    17076?? ==  0?  \\ integer values
004D: jump_if_false Label09B2E5
0050: gosub Label09E227
0382: unknown_set_object  17000?? collision_detection  1?
0392: object  17000?? toggle_in_moving_list  1?
038C: object  17000?? scatter  0!  0!  3!
0188:  17040?? = create_marker_above_object  17000??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17092?? =  0?  \\ integer values

:Label09B2E5
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09B426
00D6: if  0?
0038:    17096?? ==  2?  \\ integer values
004D: jump_if_false Label09B31E
035C: place_object  17004?? relative_to_car  16916?? offset  0! -2!  .3!

:Label09B31E
0227:  17064?? = car  16916?? health
00D6: if  0?
0038:    17096?? ==  2?  \\ integer values
004D: jump_if_false Label09B3E1
00D6: if  22?
001A:    970& >  17064??  \\ integer values
00DC:   player $PLAYER_CHAR driving  16916??
0366: (unknown)  17004?? 
004D: jump_if_false Label09B3E1
00D6: if  0?
0038:    17180?? ==  0?  \\ integer values
004D: jump_if_false Label09B371
0004:  17180?? =  1?  \\ integer values

:Label09B371
00D6: if  0?
0038:    17080?? ==  0?  \\ integer values
004D: jump_if_false Label09B3E1
0050: gosub Label09E227
035C: place_object  17004?? relative_to_car  16916?? offset  0! -2!  .8!
0382: unknown_set_object  17004?? collision_detection  1?
0392: object  17004?? toggle_in_moving_list  1?
038C: object  17004?? scatter  0!  0!  3!
0188:  17044?? = create_marker_above_object  17004??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17096?? =  0?  \\ integer values

:Label09B3E1
00D6: if  0?
001A:    300& >  17064??  \\ integer values
004D: jump_if_false Label09B41F
00D6: if  0?
8118:   NOT   actor  16932?? dead
004D: jump_if_false Label09B41F
00D6: if  0?
00DB:   actor  16932?? in_car  16916??
004D: jump_if_false Label09B41F
01D3: actor  16932?? leave_car  16916??

:Label09B41F
0002: jump Label09B4AA

:Label09B426
00D6: if  0?
0038:    17096?? ==  2?  \\ integer values
004D: jump_if_false Label09B4AA
00D6: if  0?
0038:    17180?? ==  0?  \\ integer values
004D: jump_if_false Label09B451
0004:  17180?? =  1?  \\ integer values

:Label09B451
00D6: if  0?
0038:    17080?? ==  0?  \\ integer values
004D: jump_if_false Label09B4AA
0050: gosub Label09E227
0382: unknown_set_object  17004?? collision_detection  1?
0392: object  17004?? toggle_in_moving_list  1?
038C: object  17004?? scatter  0!  0!  3!
0188:  17044?? = create_marker_above_object  17004??
00BC: text_highpriority "PHI1_02"  7000& ms  1? \\ ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon.
0004:  17096?? =  0?  \\ integer values

:Label09B4AA
00D6: if  23?
0038:    17168?? ==  1?  \\ integer values
0038:    17172?? ==  1?  \\ integer values
0038:    17176?? ==  1?  \\ integer values
0038:    17180?? ==  1?  \\ integer values
004D: jump_if_false Label09B51F
01C3: remove_references_to_car  17008??  \\ Like turning a car into any random car
00D6: if  0?
8118:   NOT   actor  16984?? dead
004D: jump_if_false Label09B4EE
01CC: actor  16984?? kill_player $PLAYER_CHAR

:Label09B4EE
00D6: if  0?
8118:   NOT   actor  16988?? dead
004D: jump_if_false Label09B506
01CC: actor  16988?? kill_player $PLAYER_CHAR

:Label09B506
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09B51F
0004:  17160?? =  1?  \\ integer values

:Label09B51F
00D6: if  0?
0038:    17068?? ==  0?  \\ integer values
004D: jump_if_false Label09B5D0
00D6: if  0?
0038:    17084?? ==  0?  \\ integer values
004D: jump_if_false Label09B5D0
00D6: if  0?
8366:   NOT (unknown)  16992?? 
004D: jump_if_false Label09B59D
01BB:  17316?? = object  16992?? x_pos,  17320?? = object  16992?? y_pos,  17324?? = object  16992?? z_pos
02CE:  17248?? = ground_z  17316??  17320??  17324??
00D6: if  0?
0020:    17248?? >  9!  \\ floating-point values
004D: jump_if_false Label09B596
0009:  17248?? +=  1!  \\ floating-point values
0086:  17324?? =  17248??  \\ floating-point values only

:Label09B596
0002: jump Label09B5D0

:Label09B59D
0213:  16936?? = create_pickup #PYTHON type  3? at  17316??  17320??  17324??
0164: disable_marker  17032??
03DC:  17032?? = create_marker_above_pickup  16936??
01C4: remove_references_to_object  16992??  \\ This object will now disappear when the player looks away
0004:  17084?? =  1?  \\ integer values
0008:  17100?? +=  1?  \\ integer values

:Label09B5D0
00D6: if  0?
0038:    17072?? ==  0?  \\ integer values
004D: jump_if_false Label09B681
00D6: if  0?
0038:    17088?? ==  0?  \\ integer values
004D: jump_if_false Label09B681
00D6: if  0?
8366:   NOT (unknown)  16996?? 
004D: jump_if_false Label09B64E
01BB:  17328?? = object  16996?? x_pos,  17332?? = object  16996?? y_pos,  17336?? = object  16996?? z_pos
02CE:  17248?? = ground_z  17328??  17332??  17336??
00D6: if  0?
0020:    17248?? >  9!  \\ floating-point values
004D: jump_if_false Label09B647
0009:  17248?? +=  1!  \\ floating-point values
0086:  17336?? =  17248??  \\ floating-point values only

:Label09B647
0002: jump Label09B681

:Label09B64E
0213:  16940?? = create_pickup #SHOTGSPA type  3? at  17328??  17332??  17336??
0164: disable_marker  17036??
03DC:  17036?? = create_marker_above_pickup  16940??
01C4: remove_references_to_object  16996??  \\ This object will now disappear when the player looks away
0004:  17088?? =  1?  \\ integer values
0008:  17100?? +=  1?  \\ integer values

:Label09B681
00D6: if  0?
0038:    17076?? ==  0?  \\ integer values
004D: jump_if_false Label09B732
00D6: if  0?
0038:    17092?? ==  0?  \\ integer values
004D: jump_if_false Label09B732
00D6: if  0?
8366:   NOT (unknown)  17000?? 
004D: jump_if_false Label09B6FF
01BB:  17340?? = object  17000?? x_pos,  17344?? = object  17000?? y_pos,  17348?? = object  17000?? z_pos
02CE:  17248?? = ground_z  17340??  17344??  17348??
00D6: if  0?
0020:    17248?? >  9!  \\ floating-point values
004D: jump_if_false Label09B6F8
0009:  17248?? +=  1!  \\ floating-point values
0086:  17348?? =  17248??  \\ floating-point values only

:Label09B6F8
0002: jump Label09B732

:Label09B6FF
0213:  16944?? = create_pickup #M60 type  3? at  17340??  17344??  17348??
0164: disable_marker  17040??
03DC:  17040?? = create_marker_above_pickup  16944??
01C4: remove_references_to_object  17000??  \\ This object will now disappear when the player looks away
0004:  17092?? =  1?  \\ integer values
0008:  17100?? +=  1?  \\ integer values

:Label09B732
00D6: if  0?
0038:    17080?? ==  0?  \\ integer values
004D: jump_if_false Label09B7E3
00D6: if  0?
0038:    17096?? ==  0?  \\ integer values
004D: jump_if_false Label09B7E3
00D6: if  0?
8366:   NOT (unknown)  17004?? 
004D: jump_if_false Label09B7B0
01BB:  17352?? = object  17004?? x_pos,  17356?? = object  17004?? y_pos,  17360?? = object  17004?? z_pos
02CE:  17248?? = ground_z  17352??  17356??  17360??
00D6: if  0?
0020:    17248?? >  9!  \\ floating-point values
004D: jump_if_false Label09B7A9
0009:  17248?? +=  1!  \\ floating-point values
0086:  17360?? =  17248??  \\ floating-point values only

:Label09B7A9
0002: jump Label09B7E3

:Label09B7B0
0213:  16948?? = create_pickup #INGRAMSL type  3? at  17352??  17356??  17360??
0164: disable_marker  17044??
03DC:  17044?? = create_marker_above_pickup  16948??
01C4: remove_references_to_object  17004??  \\ This object will now disappear when the player looks away
0004:  17096?? =  1?  \\ integer values
0008:  17100?? +=  1?  \\ integer values

:Label09B7E3
00D6: if  0?
0018:    17100?? >  0?  \\ integer values
004D: jump_if_false Label09B823
00D6: if  23?
0038:    17084?? ==  1?  \\ integer values
0038:    17088?? ==  1?  \\ integer values
0038:    17092?? ==  1?  \\ integer values
0038:    17096?? ==  1?  \\ integer values
004D: jump_if_false Label09B823
0050: gosub Label09D0CB

:Label09B823
00D6: if  0?
8038:   NOT    17084?? ==  2?  \\ integer values
004D: jump_if_false Label09B852
00D6: if  0?
0038:    17208?? ==  0?  \\ integer values
004D: jump_if_false Label09B852
03D1: play_wav  1?
0004:  17208?? =  1?  \\ integer values

:Label09B852
00D6: if  0?
8038:   NOT    17092?? ==  2?  \\ integer values
004D: jump_if_false Label09B881
00D6: if  0?
0038:    17212?? ==  0?  \\ integer values
004D: jump_if_false Label09B881
03D1: play_wav  2?
0004:  17212?? =  1?  \\ integer values

:Label09B881
00D6: if  0?
0038:    17100?? ==  0?  \\ integer values
004D: jump_if_false Label09BA2F
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09B8FA
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16904??
004D: jump_if_false Label09B8C2
0164: disable_marker  17016??
0002: jump Label09B8FA

:Label09B8C2
00D6: if  0?
0038:    17068?? ==  0?  \\ integer values
004D: jump_if_false Label09B8FA
00D6: if  0?
0038:    17184?? ==  0?  \\ integer values
004D: jump_if_false Label09B8FA
0164: disable_marker  17016??
0186:  17016?? = create_marker_above_car  16904??
0004:  17184?? =  1?  \\ integer values

:Label09B8FA
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09B961
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16908??
004D: jump_if_false Label09B929
0164: disable_marker  17020??
0002: jump Label09B961

:Label09B929
00D6: if  0?
0038:    17072?? ==  0?  \\ integer values
004D: jump_if_false Label09B961
00D6: if  0?
0038:    17188?? ==  0?  \\ integer values
004D: jump_if_false Label09B961
0164: disable_marker  17020??
0186:  17020?? = create_marker_above_car  16908??
0004:  17188?? =  1?  \\ integer values

:Label09B961
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09B9C8
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16912??
004D: jump_if_false Label09B990
0164: disable_marker  17024??
0002: jump Label09B9C8

:Label09B990
00D6: if  0?
0038:    17076?? ==  0?  \\ integer values
004D: jump_if_false Label09B9C8
00D6: if  0?
0038:    17192?? ==  0?  \\ integer values
004D: jump_if_false Label09B9C8
0164: disable_marker  17024??
0186:  17024?? = create_marker_above_car  16912??
0004:  17192?? =  1?  \\ integer values

:Label09B9C8
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09BA2F
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16916??
004D: jump_if_false Label09B9F7
0164: disable_marker  17028??
0002: jump Label09BA2F

:Label09B9F7
00D6: if  0?
0038:    17080?? ==  0?  \\ integer values
004D: jump_if_false Label09BA2F
00D6: if  0?
0038:    17196?? ==  0?  \\ integer values
004D: jump_if_false Label09BA2F
0164: disable_marker  17028??
0186:  17028?? = create_marker_above_car  16916??
0004:  17196?? =  1?  \\ integer values

:Label09BA2F
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09BAA0
00D6: if  0?
8118:   NOT   actor  16920?? dead
004D: jump_if_false Label09BAA0
00D6: if  0?
00DB:   actor  16920?? in_car  16904??
004D: jump_if_false Label09BA98
0084:  17164?? =  17168??  \\ integer values and handles
0084:  17232?? =  17216??  \\ integer values and handles
0084:  17152?? =  16904??  \\ integer values and handles
0084:  17156?? =  16920??  \\ integer values and handles
0050: gosub Label09D32D
0084:  17216?? =  17232??  \\ integer values and handles
0002: jump Label09BAA0

:Label09BA98
01CC: actor  16920?? kill_player $PLAYER_CHAR

:Label09BAA0
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09BB11
00D6: if  0?
8118:   NOT   actor  16924?? dead
004D: jump_if_false Label09BB11
00D6: if  0?
00DB:   actor  16924?? in_car  16908??
004D: jump_if_false Label09BB09
0084:  17164?? =  17172??  \\ integer values and handles
0084:  17232?? =  17220??  \\ integer values and handles
0084:  17152?? =  16908??  \\ integer values and handles
0084:  17156?? =  16924??  \\ integer values and handles
0050: gosub Label09D32D
0084:  17220?? =  17232??  \\ integer values and handles
0002: jump Label09BB11

:Label09BB09
01CC: actor  16924?? kill_player $PLAYER_CHAR

:Label09BB11
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09BB82
00D6: if  0?
8118:   NOT   actor  16928?? dead
004D: jump_if_false Label09BB82
00D6: if  0?
00DB:   actor  16928?? in_car  16912??
004D: jump_if_false Label09BB7A
0084:  17164?? =  17176??  \\ integer values and handles
0084:  17232?? =  17224??  \\ integer values and handles
0084:  17152?? =  16912??  \\ integer values and handles
0084:  17156?? =  16928??  \\ integer values and handles
0050: gosub Label09D32D
0084:  17224?? =  17232??  \\ integer values and handles
0002: jump Label09BB82

:Label09BB7A
01CC: actor  16928?? kill_player $PLAYER_CHAR

:Label09BB82
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09BBF3
00D6: if  0?
8118:   NOT   actor  16932?? dead
004D: jump_if_false Label09BBF3
00D6: if  0?
00DB:   actor  16932?? in_car  16916??
004D: jump_if_false Label09BBEB
0084:  17164?? =  17180??  \\ integer values and handles
0084:  17232?? =  17228??  \\ integer values and handles
0084:  17152?? =  16916??  \\ integer values and handles
0084:  17156?? =  16932??  \\ integer values and handles
0050: gosub Label09D32D
0084:  17228?? =  17232??  \\ integer values and handles
0002: jump Label09BBF3

:Label09BBEB
01CC: actor  16932?? kill_player $PLAYER_CHAR

:Label09BBF3
00D6: if  0?
0038:    17148?? ==  2?  \\ integer values
004D: jump_if_false Label09BC2D
00D6: if  0?
0038:    17104?? ==  0?  \\ integer values
004D: jump_if_false Label09BC2D
00BB: text_lowpriority "PHI1_03"  7000& ms  1? \\ ~g~Looks like they have called for back up.
0004:  17104?? =  1?  \\ integer values

:Label09BC2D
00D6: if  0?
0038:    17104?? ==  1?  \\ integer values
004D: jump_if_false Label09CC03
00D6: if  0?
0038:    17124?? ==  4?  \\ integer values
004D: jump_if_false Label09CBFC
00D6: if  0?
8118:   NOT   actor  16968?? dead
004D: jump_if_false Label09BFBF
00D6: if  0?
8119:   NOT   car  16952?? wrecked
004D: jump_if_false Label09BF86
00D6: if  0?
00DB:   actor  16968?? in_car  16952??
004D: jump_if_false Label09BF3E
00D6: if  0?
0038:    17128?? ==  1?  \\ integer values
004D: jump_if_false Label09BCAB
00AF: set_car  16952?? driver_behaviour_to  5?
00AE: unknown_set_car  16952?? to_ignore_traffic_lights  2?
0004:  17128?? =  0?  \\ integer values

:Label09BCAB
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label09BDE1
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
01AD:   car  16952??  0? ()near_point  380??  384??  12!  12!
004D: jump_if_false Label09BD04
00AD: set_car  16952?? max_speed_to  0!
01D3: actor  16968?? leave_car  16952??
0002: jump Label09BDDA

:Label09BD04
00D6: if  0?
01AD:   car  16952??  0? ()near_point  380??  384??  14!  14!
004D: jump_if_false Label09BD37
00AD: set_car  16952?? max_speed_to  1!
0002: jump Label09BDDA

:Label09BD37
00D6: if  0?
01AD:   car  16952??  0? ()near_point  380??  384??  15!  15!
004D: jump_if_false Label09BD6A
00AD: set_car  16952?? max_speed_to  2!
0002: jump Label09BDDA

:Label09BD6A
00D6: if  0?
01AD:   car  16952??  0? ()near_point  380??  384??  18!  18!
004D: jump_if_false Label09BD9D
00AD: set_car  16952?? max_speed_to  3!
0002: jump Label09BDDA

:Label09BD9D
00D6: if  0?
01AD:   car  16952??  0? ()near_point  380??  384??  20!  20!
004D: jump_if_false Label09BDD0
00AD: set_car  16952?? max_speed_to  4!
0002: jump Label09BDDA

:Label09BDD0
00AD: set_car  16952?? max_speed_to  40!

:Label09BDDA
0002: jump Label09BE19

:Label09BDE1
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16968?? radius  13!  13!
004D: jump_if_false Label09BE0F
01CA: actor  16968?? kill_player $PLAYER_CHAR
0002: jump Label09BE19

:Label09BE0F
00AD: set_car  16952?? max_speed_to  40!

:Label09BE19
00D6: if  0?
8119:   NOT   car  16952?? wrecked
004D: jump_if_false Label09BF37
00D6: if  0?
01AF:   car  16952??  0? ()near_point  17264??  17268??  17272?? radius  5!  5!  5!
004D: jump_if_false Label09BEF8
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label09BEF8
00D6: if  0?
82CA:   NOT   car  16952?? bounding_sphere_visible
004D: jump_if_false Label09BEF8
00AA:  17292?? = car  16952?? x_pos,  17296?? = car  16952?? y_pos,  17300?? = car  16952?? z_pos
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09BEF8
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09BEF8
00AB: put_car  16952?? at  17292??  17296??  17300??
0175: set_car  16952?? z_angle_to  17312??
0006:  16@ =  0?  \\ integer values

:Label09BEF8
00D6: if  0?
81AF:   NOT   car  16952??  0? ()near_point  17264??  17268??  17272?? radius  4!  4!  4!
004D: jump_if_false Label09BF37
00AA:  17264?? = car  16952?? x_pos,  17268?? = car  16952?? y_pos,  17272?? = car  16952?? z_pos
0006:  16@ =  0?  \\ integer values

:Label09BF37
0002: jump Label09BF7F

:Label09BF3E
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16968?? radius  13!  13!
004D: jump_if_false Label09BF71
01CA: actor  16968?? kill_player $PLAYER_CHAR
0002: jump Label09BF7F

:Label09BF71
0004:  17128?? =  1?  \\ integer values
0050: gosub Label09DAEF

:Label09BF7F
0002: jump Label09BFB8

:Label09BF86
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16968?? radius  13!  13!
004D: jump_if_false Label09BFB8
0004:  17128?? =  1?  \\ integer values
0050: gosub Label09DAEF

:Label09BFB8
0002: jump Label09C03A

:Label09BFBF
000C:  17124?? -=  1?  \\ integer values
00D6: if  0?
840C:   NOT   is_german_game
004D: jump_if_false Label09C029
00D6: if  0?
001A:    13? >  17204??  \\ integer values
004D: jump_if_false Label09C029
00D6: if  0?
0038:    17200?? ==  1?  \\ integer values
004D: jump_if_false Label09C029
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?
0008:  17204?? +=  1?  \\ integer values

:Label09C029
01C2: remove_references_to_actor  16968??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
0004:  17108?? =  1?  \\ integer values

:Label09C03A
00D6: if  0?
8118:   NOT   actor  16972?? dead
004D: jump_if_false Label09C3A8
00D6: if  0?
8119:   NOT   car  16956?? wrecked
004D: jump_if_false Label09C36F
00D6: if  0?
00DB:   actor  16972?? in_car  16956??
004D: jump_if_false Label09C327
00D6: if  0?
0038:    17132?? ==  1?  \\ integer values
004D: jump_if_false Label09C094
00AF: set_car  16956?? driver_behaviour_to  5?
00AE: unknown_set_car  16956?? to_ignore_traffic_lights  2?
0004:  17132?? =  0?  \\ integer values

:Label09C094
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label09C1CA
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
01AD:   car  16956??  0? ()near_point  380??  384??  12!  12!
004D: jump_if_false Label09C0ED
00AD: set_car  16956?? max_speed_to  0!
01D3: actor  16972?? leave_car  16956??
0002: jump Label09C1C3

:Label09C0ED
00D6: if  0?
01AD:   car  16956??  0? ()near_point  380??  384??  14!  14!
004D: jump_if_false Label09C120
00AD: set_car  16956?? max_speed_to  1!
0002: jump Label09C1C3

:Label09C120
00D6: if  0?
01AD:   car  16956??  0? ()near_point  380??  384??  15!  15!
004D: jump_if_false Label09C153
00AD: set_car  16956?? max_speed_to  2!
0002: jump Label09C1C3

:Label09C153
00D6: if  0?
01AD:   car  16956??  0? ()near_point  380??  384??  18!  18!
004D: jump_if_false Label09C186
00AD: set_car  16956?? max_speed_to  3!
0002: jump Label09C1C3

:Label09C186
00D6: if  0?
01AD:   car  16956??  0? ()near_point  380??  384??  20!  20!
004D: jump_if_false Label09C1B9
00AD: set_car  16956?? max_speed_to  4!
0002: jump Label09C1C3

:Label09C1B9
00AD: set_car  16956?? max_speed_to  40!

:Label09C1C3
0002: jump Label09C202

:Label09C1CA
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16972?? radius  13!  13!
004D: jump_if_false Label09C1F8
01CA: actor  16972?? kill_player $PLAYER_CHAR
0002: jump Label09C202

:Label09C1F8
00AD: set_car  16956?? max_speed_to  40!

:Label09C202
00D6: if  0?
8119:   NOT   car  16956?? wrecked
004D: jump_if_false Label09C320
00D6: if  0?
01AF:   car  16956??  0? ()near_point  17264??  17268??  17272?? radius  5!  5!  5!
004D: jump_if_false Label09C2E1
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label09C2E1
00D6: if  0?
82CA:   NOT   car  16956?? bounding_sphere_visible
004D: jump_if_false Label09C2E1
00AA:  17292?? = car  16956?? x_pos,  17296?? = car  16956?? y_pos,  17300?? = car  16956?? z_pos
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09C2E1
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09C2E1
00AB: put_car  16956?? at  17292??  17296??  17300??
0175: set_car  16956?? z_angle_to  17312??
0006:  16@ =  0?  \\ integer values

:Label09C2E1
00D6: if  0?
81AF:   NOT   car  16956??  0? ()near_point  17264??  17268??  17272?? radius  4!  4!  4!
004D: jump_if_false Label09C320
00AA:  17264?? = car  16956?? x_pos,  17268?? = car  16956?? y_pos,  17272?? = car  16956?? z_pos
0006:  16@ =  0?  \\ integer values

:Label09C320
0002: jump Label09C368

:Label09C327
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16972?? radius  13!  13!
004D: jump_if_false Label09C35A
01CA: actor  16972?? kill_player $PLAYER_CHAR
0002: jump Label09C368

:Label09C35A
0004:  17132?? =  1?  \\ integer values
0050: gosub Label09DCBD

:Label09C368
0002: jump Label09C3A1

:Label09C36F
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16972?? radius  13!  13!
004D: jump_if_false Label09C3A1
0004:  17132?? =  1?  \\ integer values
0050: gosub Label09DCBD

:Label09C3A1
0002: jump Label09C423

:Label09C3A8
000C:  17124?? -=  1?  \\ integer values
00D6: if  0?
840C:   NOT   is_german_game
004D: jump_if_false Label09C412
00D6: if  0?
001A:    13? >  17204??  \\ integer values
004D: jump_if_false Label09C412
00D6: if  0?
0038:    17200?? ==  1?  \\ integer values
004D: jump_if_false Label09C412
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?
0008:  17204?? +=  1?  \\ integer values

:Label09C412
01C2: remove_references_to_actor  16972??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
0004:  17112?? =  1?  \\ integer values

:Label09C423
00D6: if  0?
8118:   NOT   actor  16976?? dead
004D: jump_if_false Label09C791
00D6: if  0?
8119:   NOT   car  16960?? wrecked
004D: jump_if_false Label09C758
00D6: if  0?
00DB:   actor  16976?? in_car  16960??
004D: jump_if_false Label09C710
00D6: if  0?
0038:    17136?? ==  1?  \\ integer values
004D: jump_if_false Label09C47D
00AF: set_car  16960?? driver_behaviour_to  5?
00AE: unknown_set_car  16960?? to_ignore_traffic_lights  2?
0004:  17136?? =  0?  \\ integer values

:Label09C47D
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label09C5B3
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
01AD:   car  16960??  0? ()near_point  380??  384??  12!  12!
004D: jump_if_false Label09C4D6
00AD: set_car  16960?? max_speed_to  0!
01D3: actor  16976?? leave_car  16960??
0002: jump Label09C5AC

:Label09C4D6
00D6: if  0?
01AD:   car  16960??  0? ()near_point  380??  384??  14!  14!
004D: jump_if_false Label09C509
00AD: set_car  16960?? max_speed_to  1!
0002: jump Label09C5AC

:Label09C509
00D6: if  0?
01AD:   car  16960??  0? ()near_point  380??  384??  15!  15!
004D: jump_if_false Label09C53C
00AD: set_car  16960?? max_speed_to  2!
0002: jump Label09C5AC

:Label09C53C
00D6: if  0?
01AD:   car  16960??  0? ()near_point  380??  384??  18!  18!
004D: jump_if_false Label09C56F
00AD: set_car  16960?? max_speed_to  3!
0002: jump Label09C5AC

:Label09C56F
00D6: if  0?
01AD:   car  16960??  0? ()near_point  380??  384??  20!  20!
004D: jump_if_false Label09C5A2
00AD: set_car  16960?? max_speed_to  4!
0002: jump Label09C5AC

:Label09C5A2
00AD: set_car  16960?? max_speed_to  40!

:Label09C5AC
0002: jump Label09C5EB

:Label09C5B3
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16976?? radius  13!  13!
004D: jump_if_false Label09C5E1
01CA: actor  16976?? kill_player $PLAYER_CHAR
0002: jump Label09C5EB

:Label09C5E1
00AD: set_car  16960?? max_speed_to  40!

:Label09C5EB
00D6: if  0?
8119:   NOT   car  16960?? wrecked
004D: jump_if_false Label09C709
00D6: if  0?
01AF:   car  16960??  0? ()near_point  17264??  17268??  17272?? radius  5!  5!  5!
004D: jump_if_false Label09C6CA
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label09C6CA
00D6: if  0?
82CA:   NOT   car  16960?? bounding_sphere_visible
004D: jump_if_false Label09C6CA
00AA:  17292?? = car  16960?? x_pos,  17296?? = car  16960?? y_pos,  17300?? = car  16960?? z_pos
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09C6CA
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09C6CA
00AB: put_car  16960?? at  17292??  17296??  17300??
0175: set_car  16960?? z_angle_to  17312??
0006:  16@ =  0?  \\ integer values

:Label09C6CA
00D6: if  0?
81AF:   NOT   car  16960??  0? ()near_point  17264??  17268??  17272?? radius  4!  4!  4!
004D: jump_if_false Label09C709
00AA:  17264?? = car  16960?? x_pos,  17268?? = car  16960?? y_pos,  17272?? = car  16960?? z_pos
0006:  16@ =  0?  \\ integer values

:Label09C709
0002: jump Label09C751

:Label09C710
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16976?? radius  13!  13!
004D: jump_if_false Label09C743
01CA: actor  16976?? kill_player $PLAYER_CHAR
0002: jump Label09C751

:Label09C743
0004:  17136?? =  1?  \\ integer values
0050: gosub Label09DE8B

:Label09C751
0002: jump Label09C78A

:Label09C758
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16976?? radius  13!  13!
004D: jump_if_false Label09C78A
0004:  17136?? =  1?  \\ integer values
0050: gosub Label09DE8B

:Label09C78A
0002: jump Label09C80C

:Label09C791
000C:  17124?? -=  1?  \\ integer values
00D6: if  0?
840C:   NOT   is_german_game
004D: jump_if_false Label09C7FB
00D6: if  0?
001A:    13? >  17204??  \\ integer values
004D: jump_if_false Label09C7FB
00D6: if  0?
0038:    17200?? ==  1?  \\ integer values
004D: jump_if_false Label09C7FB
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?
0008:  17204?? +=  1?  \\ integer values

:Label09C7FB
01C2: remove_references_to_actor  16976??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
0004:  17116?? =  1?  \\ integer values

:Label09C80C
00D6: if  0?
8118:   NOT   actor  16980?? dead
004D: jump_if_false Label09CB7A
00D6: if  0?
8119:   NOT   car  16964?? wrecked
004D: jump_if_false Label09CB41
00D6: if  0?
00DB:   actor  16980?? in_car  16964??
004D: jump_if_false Label09CAF9
00D6: if  0?
0038:    17140?? ==  1?  \\ integer values
004D: jump_if_false Label09C866
00AF: set_car  16964?? driver_behaviour_to  5?
00AE: unknown_set_car  16964?? to_ignore_traffic_lights  2?
0004:  17140?? =  0?  \\ integer values

:Label09C866
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label09C99C
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
01AD:   car  16964??  0? ()near_point  380??  384??  12!  12!
004D: jump_if_false Label09C8BF
00AD: set_car  16964?? max_speed_to  0!
01D3: actor  16980?? leave_car  16964??
0002: jump Label09C995

:Label09C8BF
00D6: if  0?
01AD:   car  16964??  0? ()near_point  380??  384??  14!  14!
004D: jump_if_false Label09C8F2
00AD: set_car  16964?? max_speed_to  1!
0002: jump Label09C995

:Label09C8F2
00D6: if  0?
01AD:   car  16964??  0? ()near_point  380??  384??  15!  15!
004D: jump_if_false Label09C925
00AD: set_car  16964?? max_speed_to  2!
0002: jump Label09C995

:Label09C925
00D6: if  0?
01AD:   car  16964??  0? ()near_point  380??  384??  18!  18!
004D: jump_if_false Label09C958
00AD: set_car  16964?? max_speed_to  3!
0002: jump Label09C995

:Label09C958
00D6: if  0?
01AD:   car  16964??  0? ()near_point  380??  384??  20!  20!
004D: jump_if_false Label09C98B
00AD: set_car  16964?? max_speed_to  4!
0002: jump Label09C995

:Label09C98B
00AD: set_car  16964?? max_speed_to  40!

:Label09C995
0002: jump Label09C9D4

:Label09C99C
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16980?? radius  13!  13!
004D: jump_if_false Label09C9CA
01CA: actor  16980?? kill_player $PLAYER_CHAR
0002: jump Label09C9D4

:Label09C9CA
00AD: set_car  16964?? max_speed_to  40!

:Label09C9D4
00D6: if  0?
8119:   NOT   car  16964?? wrecked
004D: jump_if_false Label09CAF2
00D6: if  0?
01AF:   car  16964??  0? ()near_point  17264??  17268??  17272?? radius  5!  5!  5!
004D: jump_if_false Label09CAB3
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label09CAB3
00D6: if  0?
82CA:   NOT   car  16964?? bounding_sphere_visible
004D: jump_if_false Label09CAB3
00AA:  17292?? = car  16964?? x_pos,  17296?? = car  16964?? y_pos,  17300?? = car  16964?? z_pos
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09CAB3
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09CAB3
00AB: put_car  16964?? at  17292??  17296??  17300??
0175: set_car  16964?? z_angle_to  17312??
0006:  16@ =  0?  \\ integer values

:Label09CAB3
00D6: if  0?
81AF:   NOT   car  16964??  0? ()near_point  17264??  17268??  17272?? radius  4!  4!  4!
004D: jump_if_false Label09CAF2
00AA:  17264?? = car  16964?? x_pos,  17268?? = car  16964?? y_pos,  17272?? = car  16964?? z_pos
0006:  16@ =  0?  \\ integer values

:Label09CAF2
0002: jump Label09CB3A

:Label09CAF9
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16980?? radius  13!  13!
004D: jump_if_false Label09CB2C
01CA: actor  16980?? kill_player $PLAYER_CHAR
0002: jump Label09CB3A

:Label09CB2C
0004:  17140?? =  1?  \\ integer values
0050: gosub Label09E059

:Label09CB3A
0002: jump Label09CB73

:Label09CB41
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16980?? radius  13!  13!
004D: jump_if_false Label09CB73
0004:  17140?? =  1?  \\ integer values
0050: gosub Label09E059

:Label09CB73
0002: jump Label09CBF5

:Label09CB7A
000C:  17124?? -=  1?  \\ integer values
00D6: if  0?
840C:   NOT   is_german_game
004D: jump_if_false Label09CBE4
00D6: if  0?
001A:    10? >  17204??  \\ integer values
004D: jump_if_false Label09CBE4
00D6: if  0?
0038:    17200?? ==  1?  \\ integer values
004D: jump_if_false Label09CBE4
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?
0008:  17204?? +=  1?  \\ integer values

:Label09CBE4
01C2: remove_references_to_actor  16980??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
0004:  17120?? =  1?  \\ integer values

:Label09CBF5
0002: jump Label09CC03

:Label09CBFC
0050: gosub Label09D824

:Label09CC03
00D6: if  0?
0119:   car  16904?? wrecked
004D: jump_if_false Label09CC37
00D6: if  0?
8118:   NOT   actor  16984?? dead
004D: jump_if_false Label09CC2D
0465: remove_actor  16984?? from_turret_mode
0321: kill_actor  16984??

:Label09CC2D
0164: disable_marker  17016??
01C3: remove_references_to_car  16904??  \\ Like turning a car into any random car

:Label09CC37
00D6: if  0?
0119:   car  16908?? wrecked
004D: jump_if_false Label09CC51
0164: disable_marker  17020??
01C3: remove_references_to_car  16908??  \\ Like turning a car into any random car

:Label09CC51
00D6: if  0?
0119:   car  16912?? wrecked
004D: jump_if_false Label09CC85
00D6: if  0?
8118:   NOT   actor  16988?? dead
004D: jump_if_false Label09CC7B
0465: remove_actor  16988?? from_turret_mode
0321: kill_actor  16988??

:Label09CC7B
0164: disable_marker  17024??
01C3: remove_references_to_car  16912??  \\ Like turning a car into any random car

:Label09CC85
00D6: if  0?
0119:   car  16916?? wrecked
004D: jump_if_false Label09CC9F
0164: disable_marker  17028??
01C3: remove_references_to_car  16916??  \\ Like turning a car into any random car

:Label09CC9F
00D6: if  0?
8118:   NOT   actor  16984?? dead
004D: jump_if_false Label09CCE8
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16904??
004D: jump_if_false Label09CCE8
0465: remove_actor  16984?? from_turret_mode
00D6: if  0?
0038:    17236?? ==  0?  \\ integer values
004D: jump_if_false Label09CCE8
01CC: actor  16984?? kill_player $PLAYER_CHAR
0004:  17236?? =  1?  \\ integer values

:Label09CCE8
00D6: if  0?
8118:   NOT   actor  16988?? dead
004D: jump_if_false Label09CD31
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  16912??
004D: jump_if_false Label09CD31
0465: remove_actor  16988?? from_turret_mode
00D6: if  0?
0038:    17240?? ==  0?  \\ integer values
004D: jump_if_false Label09CD31
01CC: actor  16988?? kill_player $PLAYER_CHAR
0004:  17240?? =  1?  \\ integer values

:Label09CD31
00D6: if  0?
0118:   actor  16984?? dead
004D: jump_if_false Label09CD4B
0465: remove_actor  16984?? from_turret_mode
01C2: remove_references_to_actor  16984??  \\ Like turning an actor into a random pedestrian

:Label09CD4B
00D6: if  0?
0118:   actor  16988?? dead
004D: jump_if_false Label09CD65
0465: remove_actor  16988?? from_turret_mode
01C2: remove_references_to_actor  16988??  \\ Like turning an actor into a random pedestrian

:Label09CD65
00D6: if  0?
0118:   actor  16920?? dead
004D: jump_if_false Label09CD7A
01C2: remove_references_to_actor  16920??  \\ Like turning an actor into a random pedestrian

:Label09CD7A
00D6: if  0?
0118:   actor  16924?? dead
004D: jump_if_false Label09CD8F
01C2: remove_references_to_actor  16924??  \\ Like turning an actor into a random pedestrian

:Label09CD8F
00D6: if  0?
0118:   actor  16928?? dead
004D: jump_if_false Label09CDA4
01C2: remove_references_to_actor  16928??  \\ Like turning an actor into a random pedestrian

:Label09CDA4
00D6: if  0?
0118:   actor  16932?? dead
004D: jump_if_false Label09CDB9
01C2: remove_references_to_actor  16932??  \\ Like turning an actor into a random pedestrian

:Label09CDB9
00D6: if  0?
0118:   actor  16984?? dead
004D: jump_if_false Label09CDCE
01C2: remove_references_to_actor  16984??  \\ Like turning an actor into a random pedestrian

:Label09CDCE
00D6: if  0?
0118:   actor  16988?? dead
004D: jump_if_false Label09CDE3
01C2: remove_references_to_actor  16988??  \\ Like turning an actor into a random pedestrian

:Label09CDE3
00D6: if  0?
0038:    17048?? ==  1?  \\ integer values
004D: jump_if_false Label09CE3C
00D6: if  0?
0119:   car  16904?? wrecked
004D: jump_if_false Label09CE3C
00D6: if  0?
0119:   car  16908?? wrecked
004D: jump_if_false Label09CE3C
00D6: if  0?
0119:   car  16912?? wrecked
004D: jump_if_false Label09CE3C
00D6: if  0?
0119:   car  16916?? wrecked
004D: jump_if_false Label09CE3C
0002: jump Label09CFE4

:Label09CE3C
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09CE87
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  16904?? radius  200!  200!  0?
004D: jump_if_false Label09CE79
0574:  16904??  1?
0002: jump Label09CE80

:Label09CE79
0574:  16904??  0?

:Label09CE80
0002: jump Label09CEA0

:Label09CE87
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09CEA0
0004:  17160?? =  1?  \\ integer values

:Label09CEA0
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09CEEB
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  16908?? radius  200!  200!  0?
004D: jump_if_false Label09CEDD
0574:  16908??  1?
0002: jump Label09CEE4

:Label09CEDD
0574:  16908??  0?

:Label09CEE4
0002: jump Label09CF04

:Label09CEEB
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09CF04
0004:  17160?? =  1?  \\ integer values

:Label09CF04
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09CF4F
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  16912?? radius  200!  200!  0?
004D: jump_if_false Label09CF41
0574:  16912??  1?
0002: jump Label09CF48

:Label09CF41
0574:  16912??  0?

:Label09CF48
0002: jump Label09CF68

:Label09CF4F
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09CF68
0004:  17160?? =  1?  \\ integer values

:Label09CF68
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09CFB3
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  16916?? radius  200!  200!  0?
004D: jump_if_false Label09CFA5
0574:  16916??  1?
0002: jump Label09CFAC

:Label09CFA5
0574:  16916??  0?

:Label09CFAC
0002: jump Label09CFCC

:Label09CFB3
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09CFCC
0004:  17160?? =  1?  \\ integer values

:Label09CFCC
0002: jump Label09AC45

:Label09CFD3
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label09CFE4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000&
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PHIL_1" \\ Gun Runner
0164: disable_marker  1012??
0004:  1016?? =  1?  \\ integer values
0051: return

:Label09D025
00D6: if  0?
8214:   NOT   pickup  17012?? picked_up
004D: jump_if_false Label09D03A
0215: destroy_pickup  17012??

:Label09D03A
0164: disable_marker  17016??
0164: disable_marker  17020??
0164: disable_marker  17024??
0164: disable_marker  17028??
0164: disable_marker  17032??
0164: disable_marker  17036??
0164: disable_marker  17040??
0164: disable_marker  17044??
0108: destroy_object  16992??
0108: destroy_object  16996??
0108: destroy_object  17000??
0108: destroy_object  17004??
0249: release_model #WALTON
0249: release_model #WMYCR
0249: release_model #FAGGIO
0249: release_model #PYTHON
0249: release_model #SHOTGSPA
0249: release_model #INGRAMSL
0249: release_model #M60
0249: release_model -154& (GUNBOX)
0249: release_model #PATRIOT
0249: release_model #UZI
0215: destroy_pickup  16936??
0215: destroy_pickup  16940??
0215: destroy_pickup  16944??
0215: destroy_pickup  16948??
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09D0CB
00D6: if  0?
0038:    17068?? ==  0?  \\ integer values
004D: jump_if_false Label09D163
00D6: if  0?
0038:    17084?? ==  1?  \\ integer values
004D: jump_if_false Label09D163
00D6: if  0?
0214:   pickup  16936?? picked_up
004D: jump_if_false Label09D163
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17032??
0008:  17148?? +=  1?  \\ integer values
000C:  17100?? -=  1?  \\ integer values
0004:  17068?? =  1?  \\ integer values
0004:  17084?? =  0?  \\ integer values
00D6: if  0?
0038:    17100?? ==  0?  \\ integer values
004D: jump_if_false Label09D161
0004:  17184?? =  0?  \\ integer values
0004:  17188?? =  0?  \\ integer values
0004:  17192?? =  0?  \\ integer values
0004:  17196?? =  0?  \\ integer values

:Label09D161
0051: return

:Label09D163
00D6: if  0?
0038:    17072?? ==  0?  \\ integer values
004D: jump_if_false Label09D1FB
00D6: if  0?
0038:    17088?? ==  1?  \\ integer values
004D: jump_if_false Label09D1FB
00D6: if  0?
0214:   pickup  16940?? picked_up
004D: jump_if_false Label09D1FB
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17036??
0008:  17148?? +=  1?  \\ integer values
000C:  17100?? -=  1?  \\ integer values
0004:  17072?? =  1?  \\ integer values
0004:  17088?? =  0?  \\ integer values
00D6: if  0?
0038:    17100?? ==  0?  \\ integer values
004D: jump_if_false Label09D1F9
0004:  17184?? =  0?  \\ integer values
0004:  17188?? =  0?  \\ integer values
0004:  17192?? =  0?  \\ integer values
0004:  17196?? =  0?  \\ integer values

:Label09D1F9
0051: return

:Label09D1FB
00D6: if  0?
0038:    17076?? ==  0?  \\ integer values
004D: jump_if_false Label09D293
00D6: if  0?
0038:    17092?? ==  1?  \\ integer values
004D: jump_if_false Label09D293
00D6: if  0?
0214:   pickup  16944?? picked_up
004D: jump_if_false Label09D293
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17040??
0008:  17148?? +=  1?  \\ integer values
000C:  17100?? -=  1?  \\ integer values
0004:  17076?? =  1?  \\ integer values
0004:  17092?? =  0?  \\ integer values
00D6: if  0?
0038:    17100?? ==  0?  \\ integer values
004D: jump_if_false Label09D291
0004:  17184?? =  0?  \\ integer values
0004:  17188?? =  0?  \\ integer values
0004:  17192?? =  0?  \\ integer values
0004:  17196?? =  0?  \\ integer values

:Label09D291
0051: return

:Label09D293
00D6: if  0?
0038:    17080?? ==  0?  \\ integer values
004D: jump_if_false Label09D32B
00D6: if  0?
0038:    17096?? ==  1?  \\ integer values
004D: jump_if_false Label09D32B
00D6: if  0?
0214:   pickup  16948?? picked_up
004D: jump_if_false Label09D32B
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17044??
0008:  17148?? +=  1?  \\ integer values
000C:  17100?? -=  1?  \\ integer values
0004:  17080?? =  1?  \\ integer values
0004:  17096?? =  0?  \\ integer values
00D6: if  0?
0038:    17100?? ==  0?  \\ integer values
004D: jump_if_false Label09D329
0004:  17184?? =  0?  \\ integer values
0004:  17188?? =  0?  \\ integer values
0004:  17192?? =  0?  \\ integer values
0004:  17196?? =  0?  \\ integer values

:Label09D329
0051: return

:Label09D32B
0051: return

:Label09D32D
00D6: if  0?
0038:    17160?? ==  1?  \\ integer values
004D: jump_if_false Label09D433
00AA:  17252?? = car  17152?? x_pos,  17256?? = car  17152?? y_pos,  17260?? = car  17152?? z_pos
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0086:  17280?? =  380??  \\ floating-point values only
0061:  17280?? -=  17252??  \\ floating-point values
0086:  17284?? =  384??  \\ floating-point values only
0061:  17284?? -=  17256??  \\ floating-point values
0069:  17280?? *=  17280??  \\ floating-point values
0069:  17284?? *=  17284??  \\ floating-point values
0086:  17288?? =  17280??  \\ floating-point values only
0059:  17288?? +=  17284??  \\ floating-point values
01FB:  17288?? = square_root  17288??
0005:  17144?? =  640!  \\ floating-point values
0071:  17144?? /=  17288??  \\ floating-point values
00D6: if  0?
0020:    17144?? >  20!  \\ floating-point values
004D: jump_if_false Label09D3D4
0005:  17144?? =  20!  \\ floating-point values

:Label09D3D4
00D6: if  0?
0038:    17104?? ==  1?  \\ integer values
004D: jump_if_false Label09D40C
00D6: if  0?
0022:    20! >  17144??  \\ floating-point values
004D: jump_if_false Label09D405
0005:  17144?? =  20!  \\ floating-point values

:Label09D405
0002: jump Label09D42B

:Label09D40C
00D6: if  0?
0022:    10! >  17144??  \\ floating-point values
004D: jump_if_false Label09D42B
0005:  17144?? =  10!  \\ floating-point values

:Label09D42B
00AD: set_car  17152?? max_speed_to  17144??

:Label09D433
00D6: if  0?
0038:    17164?? ==  1?  \\ integer values
004D: jump_if_false Label09D50C
00D6: if  0?
8118:   NOT   actor  17156?? dead
004D: jump_if_false Label09D50C
00D6: if  0?
00DB:   actor  17156?? in_car  17152??
004D: jump_if_false Label09D504
00D6: if  0?
0038:    17232?? ==  0?  \\ integer values
004D: jump_if_false Label09D488
00AF: set_car  17152?? driver_behaviour_to  3?
0004:  17232?? =  1?  \\ integer values

:Label09D488
00D6: if  0?
0038:    17160?? ==  0?  \\ integer values
004D: jump_if_false Label09D4FD
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09D4B1
00AE: unknown_set_car  16904?? to_ignore_traffic_lights  2?

:Label09D4B1
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09D4C8
00AE: unknown_set_car  16908?? to_ignore_traffic_lights  2?

:Label09D4C8
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09D4DF
00AE: unknown_set_car  16912?? to_ignore_traffic_lights  2?

:Label09D4DF
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09D4F6
00AE: unknown_set_car  16916?? to_ignore_traffic_lights  2?

:Label09D4F6
0004:  17160?? =  1?  \\ integer values

:Label09D4FD
0002: jump Label09D50C

:Label09D504
01CC: actor  17156?? kill_player $PLAYER_CHAR

:Label09D50C
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  17152?? radius  80!  80!  0?
004D: jump_if_false Label09D539
02AA: set_car  17152?? immune_to_nonplayer  1?
0002: jump Label09D540

:Label09D539
02AA: set_car  17152?? immune_to_nonplayer  0?

:Label09D540
00D6: if  0?
8118:   NOT   actor  17156?? dead
004D: jump_if_false Label09D690
00D6: if  0?
00DB:   actor  17156?? in_car  17152??
004D: jump_if_false Label09D688
00D6: if  0?
8119:   NOT   car  17152?? wrecked
004D: jump_if_false Label09D681
00D6: if  0?
01AF:   car  17152??  0? ()near_point  17264??  17268??  17272?? radius  5!  5!  5!
004D: jump_if_false Label09D642
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label09D642
00D6: if  0?
82CA:   NOT   car  17152?? bounding_sphere_visible
004D: jump_if_false Label09D642
00AA:  17252?? = car  17152?? x_pos,  17256?? = car  17152?? y_pos,  17260?? = car  17152?? z_pos
03D3: point  17252??  17256??  17260?? get_nearby_vector  17252??  17256??  17260??  17276??
00D6: if  0?
838A:   NOT   car_in_cube  17252??  17256??  17260??  5!  5!  5!
004D: jump_if_false Label09D642
00D6: if  0?
80C2:   NOT   sphere_onscreen  17252??  17256??  17260??  4!
004D: jump_if_false Label09D642
00AB: put_car  17152?? at  17252??  17256??  17260??
0175: set_car  17152?? z_angle_to  17276??
0006:  16@ =  0?  \\ integer values

:Label09D642
00D6: if  0?
81AF:   NOT   car  17152??  0? ()near_point  17264??  17268??  17272?? radius  4!  4!  4!
004D: jump_if_false Label09D681
00AA:  17264?? = car  17152?? x_pos,  17268?? = car  17152?? y_pos,  17272?? = car  17152?? z_pos
0006:  16@ =  0?  \\ integer values

:Label09D681
0002: jump Label09D690

:Label09D688
01CC: actor  17156?? kill_player $PLAYER_CHAR

:Label09D690
00D6: if  0?
8118:   NOT   actor  17156?? dead
004D: jump_if_false Label09D767
00D6: if  0?
00DB:   actor  17156?? in_car  17152??
004D: jump_if_false Label09D75F
00D6: if  0?
0119:   car  17152?? wrecked
004D: jump_if_false Label09D758
00D6: if  0?
02BF:   car  17152?? sunk
004D: jump_if_false Label09D758
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  17152?? radius  50!  50!  0?
004D: jump_if_false Label09D758
00D6: if  0?
82CA:   NOT   car  17152?? bounding_sphere_visible
004D: jump_if_false Label09D758
00AA:  17252?? = car  17152?? x_pos,  17256?? = car  17152?? y_pos,  17260?? = car  17152?? z_pos
03D3: point  17252??  17256??  17260?? get_nearby_vector  17252??  17256??  17260??  17276??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17252??  17256??  17260??  3!
004D: jump_if_false Label09D758
00AB: put_car  17152?? at  17252??  17256??  17260??
0175: set_car  17152?? z_angle_to  17276??

:Label09D758
0002: jump Label09D767

:Label09D75F
01CC: actor  17156?? kill_player $PLAYER_CHAR

:Label09D767
00D6: if  0?
8118:   NOT   actor  17156?? dead
004D: jump_if_false Label09D822
00D6: if  0?
00DB:   actor  17156?? in_car  17152??
004D: jump_if_false Label09D81A
00D6: if  1?
01F4:   car  17152?? flipped
01C1:   car  17152?? stopped
004D: jump_if_false Label09D813
00D6: if  0?
82CA:   NOT   car  17152?? bounding_sphere_visible
004D: jump_if_false Label09D813
03ED: (unknown)  17152??  1? 
00AA:  17252?? = car  17152?? x_pos,  17256?? = car  17152?? y_pos,  17260?? = car  17152?? z_pos
03D3: point  17252??  17256??  17260?? get_nearby_vector  17252??  17256??  17260??  17276??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17252??  17256??  17260??  3!
004D: jump_if_false Label09D813
00AB: put_car  17152?? at  17252??  17256??  17260??
0175: set_car  17152?? z_angle_to  17276??
03ED: (unknown)  17152??  0? 

:Label09D813
0002: jump Label09D822

:Label09D81A
01CC: actor  17156?? kill_player $PLAYER_CHAR

:Label09D822
0051: return

:Label09D824
00D6: if  0?
0038:    17108?? ==  1?  \\ integer values
004D: jump_if_false Label09D8D0
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  16968??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D876
00A5:  16952?? = create_car #FAGGIO at -984.7! -73.1!  9.9!
0002: jump Label09D897

:Label09D876
00A5:  16952?? = create_car #FAGGIO at -679.5!  652.6!  9.9!
0175: set_car  16952?? z_angle_to  173.4!

:Label09D897
0129:  16968?? = create_actor  4? #WMYCR in_car  16952?? driverseat
01B2: give_actor  16968?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
02AA: set_car  16952?? immune_to_nonplayer  1?
00AF: set_car  16952?? driver_behaviour_to  5?
00AE: unknown_set_car  16952?? to_ignore_traffic_lights  2?
0008:  17124?? +=  1?  \\ integer values
0004:  17108?? =  0?  \\ integer values

:Label09D8D0
00D6: if  0?
0038:    17112?? ==  1?  \\ integer values
004D: jump_if_false Label09D97C
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  16972??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D922
00A5:  16956?? = create_car #FAGGIO at -984.7! -78.1!  9.9!
0002: jump Label09D943

:Label09D922
00A5:  16956?? = create_car #FAGGIO at -679.5!  657.6!  9.9!
0175: set_car  16956?? z_angle_to  173.4!

:Label09D943
0129:  16972?? = create_actor  4? #WMYCR in_car  16956?? driverseat
01B2: give_actor  16972?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
02AA: set_car  16956?? immune_to_nonplayer  1?
00AF: set_car  16956?? driver_behaviour_to  5?
00AE: unknown_set_car  16956?? to_ignore_traffic_lights  2?
0008:  17124?? +=  1?  \\ integer values
0004:  17112?? =  0?  \\ integer values

:Label09D97C
00D6: if  0?
0038:    17116?? ==  1?  \\ integer values
004D: jump_if_false Label09DA28
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  16976??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09D9CE
00A5:  16960?? = create_car #FAGGIO at -984.7! -83.1!  9.9!
0002: jump Label09D9EF

:Label09D9CE
00A5:  16960?? = create_car #FAGGIO at -679.5!  662.6!  9.9!
0175: set_car  16960?? z_angle_to  173.4!

:Label09D9EF
0129:  16976?? = create_actor  4? #WMYCR in_car  16960?? driverseat
01B2: give_actor  16976?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
02AA: set_car  16960?? immune_to_nonplayer  1?
00AF: set_car  16960?? driver_behaviour_to  5?
00AE: unknown_set_car  16960?? to_ignore_traffic_lights  2?
0008:  17124?? +=  1?  \\ integer values
0004:  17116?? =  0?  \\ integer values

:Label09DA28
00D6: if  0?
0038:    17120?? ==  1?  \\ integer values
004D: jump_if_false Label09DAD4
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  16980??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8121:   NOT   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label09DA7A
00A5:  16964?? = create_car #FAGGIO at -984.7! -88.1!  9.9!
0002: jump Label09DA9B

:Label09DA7A
00A5:  16964?? = create_car #FAGGIO at -679.5!  667.6!  9.9!
0175: set_car  16964?? z_angle_to  173.4!

:Label09DA9B
0129:  16980?? = create_actor  4? #WMYCR in_car  16964?? driverseat
01B2: give_actor  16980?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
02AA: set_car  16964?? immune_to_nonplayer  1?
00AF: set_car  16964?? driver_behaviour_to  5?
00AE: unknown_set_car  16964?? to_ignore_traffic_lights  2?
0008:  17124?? +=  1?  \\ integer values
0004:  17120?? =  0?  \\ integer values

:Label09DAD4
00D6: if  0?
0038:    17200?? ==  0?  \\ integer values
004D: jump_if_false Label09DAED
0004:  17200?? =  1?  \\ integer values

:Label09DAED
0051: return

:Label09DAEF
00D6: if  0?
0038:    17128?? ==  1?  \\ integer values
004D: jump_if_false Label09DCBB
00D6: if  0?
8118:   NOT   actor  16968?? dead
004D: jump_if_false Label09DCBB
00A0:  17292?? = actor  16968?? x_pos,  17296?? = actor  16968?? y_pos,  17300?? = actor  16968?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16968?? radius  50!  50!
004D: jump_if_false Label09DBE6
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16968?? radius  13!  13!
004D: jump_if_false Label09DBDF
0086:  17304?? =  17292??  \\ floating-point values only
0009:  17304?? +=  20!  \\ floating-point values
0086:  17308?? =  17296??  \\ floating-point values only
0009:  17308?? +=  20!  \\ floating-point values
000D:  17292?? -=  20!  \\ floating-point values
000D:  17296?? -=  20!  \\ floating-point values
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
0327:  16952?? = create_car -1? in_area  17292??  17296??  17304??  17308??
00D6: if  0?
8038:   NOT    16952?? == -1?  \\ integer values
004D: jump_if_false Label09DBDF
020A: set_car  16952?? door_status_to  1?
00AD: set_car  16952?? max_speed_to  0!
01D5: actor  16968?? go_to_and_drive_car  16952??
0319: set_actor  16968?? wander_state_to  1? (off)

:Label09DBDF
0002: jump Label09DC73

:Label09DBE6
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09DC73
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09DC73
01C3: remove_references_to_car  16952??  \\ Like turning a car into any random car
00A5:  16952?? = create_car #FAGGIO at  17292??  17296??  17300??
0175: set_car  16952?? z_angle_to  17312??
00D6: if  0?
80DF:   NOT   actor  16968?? driving
004D: jump_if_false Label09DC73
036A: put_actor  16968?? in_car  16952??

:Label09DC73
00D6: if  0?
8119:   NOT   car  16952?? wrecked
004D: jump_if_false Label09DCBB
00D6: if  0?
8118:   NOT   actor  16968?? dead
004D: jump_if_false Label09DCBB
00D6: if  0?
00DB:   actor  16968?? in_car  16952??
004D: jump_if_false Label09DCBB
00AF: set_car  16952?? driver_behaviour_to  5?
00AE: unknown_set_car  16952?? to_ignore_traffic_lights  2?
0004:  17128?? =  0?  \\ integer values

:Label09DCBB
0051: return

:Label09DCBD
00D6: if  0?
0038:    17132?? ==  1?  \\ integer values
004D: jump_if_false Label09DE89
00D6: if  0?
8118:   NOT   actor  16972?? dead
004D: jump_if_false Label09DE89
00A0:  17292?? = actor  16972?? x_pos,  17296?? = actor  16972?? y_pos,  17300?? = actor  16972?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16972?? radius  50!  50!
004D: jump_if_false Label09DDB4
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16972?? radius  13!  13!
004D: jump_if_false Label09DDAD
0086:  17304?? =  17292??  \\ floating-point values only
0009:  17304?? +=  20!  \\ floating-point values
0086:  17308?? =  17296??  \\ floating-point values only
0009:  17308?? +=  20!  \\ floating-point values
000D:  17292?? -=  20!  \\ floating-point values
000D:  17296?? -=  20!  \\ floating-point values
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
0327:  16956?? = create_car -1? in_area  17292??  17296??  17304??  17308??
00D6: if  0?
8038:   NOT    16956?? == -1?  \\ integer values
004D: jump_if_false Label09DDAD
020A: set_car  16956?? door_status_to  1?
00AD: set_car  16956?? max_speed_to  0!
01D5: actor  16972?? go_to_and_drive_car  16956??
0319: set_actor  16972?? wander_state_to  1? (off)

:Label09DDAD
0002: jump Label09DE41

:Label09DDB4
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09DE41
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09DE41
01C3: remove_references_to_car  16956??  \\ Like turning a car into any random car
00A5:  16956?? = create_car #FAGGIO at  17292??  17296??  17300??
0175: set_car  16956?? z_angle_to  17312??
00D6: if  0?
80DF:   NOT   actor  16972?? driving
004D: jump_if_false Label09DE41
036A: put_actor  16972?? in_car  16956??

:Label09DE41
00D6: if  0?
8119:   NOT   car  16956?? wrecked
004D: jump_if_false Label09DE89
00D6: if  0?
8118:   NOT   actor  16972?? dead
004D: jump_if_false Label09DE89
00D6: if  0?
00DB:   actor  16972?? in_car  16956??
004D: jump_if_false Label09DE89
00AF: set_car  16956?? driver_behaviour_to  5?
00AE: unknown_set_car  16956?? to_ignore_traffic_lights  2?
0004:  17132?? =  0?  \\ integer values

:Label09DE89
0051: return

:Label09DE8B
00D6: if  0?
0038:    17136?? ==  1?  \\ integer values
004D: jump_if_false Label09E057
00D6: if  0?
8118:   NOT   actor  16976?? dead
004D: jump_if_false Label09E057
00A0:  17292?? = actor  16976?? x_pos,  17296?? = actor  16976?? y_pos,  17300?? = actor  16976?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16976?? radius  50!  50!
004D: jump_if_false Label09DF82
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16976?? radius  13!  13!
004D: jump_if_false Label09DF7B
0086:  17304?? =  17292??  \\ floating-point values only
0009:  17304?? +=  20!  \\ floating-point values
0086:  17308?? =  17296??  \\ floating-point values only
0009:  17308?? +=  20!  \\ floating-point values
000D:  17292?? -=  20!  \\ floating-point values
000D:  17296?? -=  20!  \\ floating-point values
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
0327:  16960?? = create_car -1? in_area  17292??  17296??  17304??  17308??
00D6: if  0?
8038:   NOT    16960?? == -1?  \\ integer values
004D: jump_if_false Label09DF7B
020A: set_car  16960?? door_status_to  1?
00AD: set_car  16960?? max_speed_to  0!
01D5: actor  16976?? go_to_and_drive_car  16960??
0319: set_actor  16976?? wander_state_to  1? (off)

:Label09DF7B
0002: jump Label09E00F

:Label09DF82
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09E00F
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09E00F
01C3: remove_references_to_car  16960??  \\ Like turning a car into any random car
00A5:  16960?? = create_car #FAGGIO at  17292??  17296??  17300??
0175: set_car  16960?? z_angle_to  17312??
00D6: if  0?
80DF:   NOT   actor  16976?? driving
004D: jump_if_false Label09E00F
036A: put_actor  16976?? in_car  16960??

:Label09E00F
00D6: if  0?
8119:   NOT   car  16960?? wrecked
004D: jump_if_false Label09E057
00D6: if  0?
8118:   NOT   actor  16976?? dead
004D: jump_if_false Label09E057
00D6: if  0?
00DB:   actor  16976?? in_car  16960??
004D: jump_if_false Label09E057
00AF: set_car  16960?? driver_behaviour_to  5?
00AE: unknown_set_car  16960?? to_ignore_traffic_lights  2?
0004:  17136?? =  0?  \\ integer values

:Label09E057
0051: return

:Label09E059
00D6: if  0?
0038:    17140?? ==  1?  \\ integer values
004D: jump_if_false Label09E225
00D6: if  0?
8118:   NOT   actor  16980?? dead
004D: jump_if_false Label09E225
00A0:  17292?? = actor  16980?? x_pos,  17296?? = actor  16980?? y_pos,  17300?? = actor  16980?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  16980?? radius  50!  50!
004D: jump_if_false Label09E150
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  16980?? radius  13!  13!
004D: jump_if_false Label09E149
0086:  17304?? =  17292??  \\ floating-point values only
0009:  17304?? +=  20!  \\ floating-point values
0086:  17308?? =  17296??  \\ floating-point values only
0009:  17308?? +=  20!  \\ floating-point values
000D:  17292?? -=  20!  \\ floating-point values
000D:  17296?? -=  20!  \\ floating-point values
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
0327:  16964?? = create_car -1? in_area  17292??  17296??  17304??  17308??
00D6: if  0?
8038:   NOT    16964?? == -1?  \\ integer values
004D: jump_if_false Label09E149
020A: set_car  16964?? door_status_to  1?
00AD: set_car  16964?? max_speed_to  0!
01D5: actor  16980?? go_to_and_drive_car  16964??
0319: set_actor  16980?? wander_state_to  1? (off)

:Label09E149
0002: jump Label09E1DD

:Label09E150
03D3: point  17292??  17296??  17300?? get_nearby_vector  17292??  17296??  17300??  17312??
00D6: if  0?
80C2:   NOT   sphere_onscreen  17292??  17296??  17300??  3!
004D: jump_if_false Label09E1DD
00D6: if  0?
838A:   NOT   car_in_cube  17292??  17296??  17300??  3!  3!  2!
004D: jump_if_false Label09E1DD
01C3: remove_references_to_car  16964??  \\ Like turning a car into any random car
00A5:  16964?? = create_car #FAGGIO at  17292??  17296??  17300??
0175: set_car  16964?? z_angle_to  17312??
00D6: if  0?
80DF:   NOT   actor  16980?? driving
004D: jump_if_false Label09E1DD
036A: put_actor  16980?? in_car  16964??

:Label09E1DD
00D6: if  0?
8119:   NOT   car  16964?? wrecked
004D: jump_if_false Label09E225
00D6: if  0?
8118:   NOT   actor  16980?? dead
004D: jump_if_false Label09E225
00D6: if  0?
00DB:   actor  16980?? in_car  16964??
004D: jump_if_false Label09E225
00AF: set_car  16964?? driver_behaviour_to  5?
00AE: unknown_set_car  16964?? to_ignore_traffic_lights  2?
0004:  17140?? =  0?  \\ integer values

:Label09E225
0051: return

:Label09E227
00D6: if  0?
8119:   NOT   car  16904?? wrecked
004D: jump_if_false Label09E243
0164: disable_marker  17016??
0004:  17184?? =  1?  \\ integer values

:Label09E243
00D6: if  0?
8119:   NOT   car  16908?? wrecked
004D: jump_if_false Label09E25F
0164: disable_marker  17020??
0004:  17188?? =  1?  \\ integer values

:Label09E25F
00D6: if  0?
8119:   NOT   car  16912?? wrecked
004D: jump_if_false Label09E27B
0164: disable_marker  17024??
0004:  17192?? =  1?  \\ integer values

:Label09E27B
00D6: if  0?
8119:   NOT   car  16916?? wrecked
004D: jump_if_false Label09E297
0164: disable_marker  17028??
0004:  17196?? =  1?  \\ integer values

:Label09E297
0051: return

;-------------Mission 26---------------
; Originally: Boomshine Saigon


:Label09E299
03A4: name_thread "PHIL2"
0050: gosub Label09E2C7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label09E2BE
0050: gosub Label09FDEB

:Label09E2BE
0050: gosub Label09FE4A
004E: end_thread

:Label09E2C7
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PHIL2"
058E: unknown_point_command -1004.5!  311.1!  9.9! angle  155.7!
0004:  17408?? =  0?  \\ integer values
0004:  17412?? =  0?  \\ integer values
0004:  17416?? =  0?  \\ integer values
0004:  17420?? =  0?  \\ integer values
0004:  17424?? =  0?  \\ integer values
0004:  17428?? =  100?  \\ integer values
0004:  17432?? =  0?  \\ integer values
0004:  17436?? =  0?  \\ integer values
0004:  17440?? =  8?  \\ integer values
0004:  17444?? =  255&  \\ integer values
0004:  17448?? =  0?  \\ integer values
0004:  17452?? =  0?  \\ integer values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0005:  17456?? =  0!  \\ floating-point values
0005:  17460?? =  0!  \\ floating-point values
0005:  17464?? =  0!  \\ floating-point values
0005:  17468?? =  0!  \\ floating-point values
0005:  17472?? =  0!  \\ floating-point values
0005:  17476?? =  0!  \\ floating-point values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPHIL"
02F3: load_object #CUTOBJ01 "PHILBMB"
03CB: set_camera -1099.62!  327.21!  10.23!
038B: load_requested_models

:Label09E3E5
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label09E403
0001: wait  0? ms
0002: jump Label09E3E5

:Label09E403
00D6: if  0?
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label09E41E
0001: wait  0? ms
0002: jump Label09E403

:Label09E41E
0395: clear_area  1? at -1083.1!  321.1! range  11.2!  300!
02E4: load_cutscene_data "PHIL_2"
0244: set_cutscene_pos -1099.62!  327.21!  10.23!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  548?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  548?? "CSPHIL"
02E5:  17480?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  17480?? "PHILBMB"
0395: clear_area  1? at -1105!  334! range  10.8!  1!
0055: put_player $PLAYER_CHAR at -1105!  334!  10.8!
0171: set_player $PLAYER_CHAR z_angle_to  265.8!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label09E4E1
00D6: if  0?
001A:    1073& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E504
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E4E1

:Label09E504
00BC: text_highpriority "PHIL2_A"  10000& ms  1? \\ Hey Phil, how's it goin?

:Label09E513
00D6: if  0?
001A:    2713& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E536
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E513

:Label09E536
00BC: text_highpriority "PHIL2_B"  10000& ms  1? \\ Heeyyyy, Tommy. Howyadoin'? Ish been too long...

:Label09E545
00D6: if  0?
001A:    8842& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E568
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E545

:Label09E568
00BC: text_highpriority "PHIL2_C"  10000& ms  1? \\ I swear you should lay off that boomshine, man -

:Label09E577
00D6: if  0?
001A:    10547& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E59A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E577

:Label09E59A
00BC: text_highpriority "PHIL2_D"  10000& ms  1? \\ smells like paint stripper. Making my eyes burn...

:Label09E5A9
00D6: if  0?
001A:    13397& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E5CC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E5A9

:Label09E5CC
00BC: text_highpriority "PHIL2_E"  10000& ms  1? \\ Shshs shhh youshelf Tommy,

:Label09E5DB
00D6: if  0?
001A:    16619& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E5FE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E5DB

:Label09E5FE
00BC: text_highpriority "PHIL2_F"  10000& ms  1? \\ and come over here because there's someshin' I wanna show you.. someshin.

:Label09E60D
00D6: if  0?
001A:    20734& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E630
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E60D

:Label09E630
00BC: text_highpriority "PHIL2_G"  10000& ms  1? \\ Woof! God! Should I be able to smell that from way over here? I'm feeling woozy.

:Label09E63F
00D6: if  0?
001A:    24299& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E662
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E63F

:Label09E662
00BC: text_highpriority "PHIL2_H"  10000& ms  1? \\ Don'tchaworry about the shmell Tommy, you jush wash thish.

:Label09E671
00D6: if  0?
001A:    32636& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E694
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E671

:Label09E694
00BC: text_highpriority "PHIL2_I"  10000& ms  1? \\ Shittycheapbatteriesh or shumin'. There'sh shum more on the bench.

:Label09E6A3
00D6: if  0?
001A:    44824&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E6C8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E6A3

:Label09E6C8
00BC: text_highpriority "PHIL2_J"  10000& ms  1? \\ TA-DAAA!

:Label09E6D7
00D6: if  0?
001A:    46000&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E6FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E6D7

:Label09E6FC
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E742
020C: create_explosion_with_radius  2? at -1083.8!  352.7!  11.3!
020C: create_explosion_with_radius  11? at -1083.8!  352.7!  11.3!
020C: create_explosion_with_radius  6? at -1083.8!  352.7!  11.3!

:Label09E742
00D6: if  0?
001A:    48307&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E767
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E742

:Label09E767
00BC: text_highpriority "PHIL2_K"  10000& ms  1? \\ Aww Damn!
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E7A7
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E7A7
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E7A7
00D6: if  0?
001A:    48807&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E7CC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E7A7

:Label09E7CC
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E7FD
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E7FD
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E7FD
00D6: if  0?
001A:    49307&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E822
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E7FD

:Label09E822
00BE: text_clear_all

:Label09E824
00D6: if  0?
001A:    49907&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E849
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E824

:Label09E849
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E87A
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E87A
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E87A
00D6: if  0?
001A:    50007&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E89F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E87A

:Label09E89F
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E8D0
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E8D0
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E8D0
00D6: if  0?
001A:    51007&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E8F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E8D0

:Label09E8F5
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E926
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E926
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E926
00D6: if  0?
001A:    52207&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E94B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E926

:Label09E94B
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label09E97C
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09E97C
0050: gosub Label09FE8C
0050: gosub Label09FE8C
0050: gosub Label09FE8C

:Label09E97C
00BE: text_clear_all

:Label09E97E
00D6: if  0?
001A:    53376&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label09E9A3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label09E97E

:Label09E9A3
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label09E9AC
00D6: if  0?
016B:   fading
004D: jump_if_false Label09E9C4
0001: wait  0? ms
0002: jump Label09E9AC

:Label09E9C4
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #PATRIOT

:Label09EA05
00D6: if  0?
8248:   NOT   model #PATRIOT available
004D: jump_if_false Label09EA20
0001: wait  0? ms
0002: jump Label09EA05

:Label09EA20
03CF: load_wav "PHIL2_1" as  2?

:Label09EA2C
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label09EA46
0001: wait  0? ms
0002: jump Label09EA2C

:Label09EA46
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label09EA6C
018A:  17404?? = create_checkpoint_at -1183! -664.2!  10.5!

:Label09EA6C
023C: load_special_actor  1? "IGPHIL2"

:Label09EA78
00D6: if  0?
823D:   NOT   special_actor  1? loaded
004D: jump_if_false Label09EA92
0001: wait  0? ms
0002: jump Label09EA78

:Label09EA92
00A5:  17368?? = create_car #PATRIOT at -1097!  334!  10.8!
0175: set_car  17368?? z_angle_to  269.2!
0369: put_player $PLAYER_CHAR in_car  17368??
0373: set_camera_directly_behind_player
01C8:  17372?? = create_actor  4? #SPECIAL01 in_car  17368?? passenger_seat  0?
04F5: unknown_actor  17372?? kiss_player $PLAYER_CHAR on  1?
03FD: set_player $PLAYER_CHAR handling_responsiveness  17440??
052C: set_player $PLAYER_CHAR drunk_visuals  255&
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09EAFB
0332: set_actor  17372?? bleeding_to  1? (true)

:Label09EAFB
039E: (unknown)  17372??  1? 
0526: unknown_actor  17372??  1?
015D: set_gamespeed  1!
018A:  17400?? = create_checkpoint_at -871.6! -469.5!  9.9!
03C4: set_status_text_to  17428??  1? (bar) "PHI2_04" \\ PHIL'S HEALTH:
0227:  17432?? = car  17368?? health
0014:  17432?? /=  10?  \\ integer values
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "PHI2_01"  5000& ms  1? \\ ~g~Quick, get Phil to the hospital.

:Label09EB66
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17368?? wrecked
004D: jump_if_false Label09F367
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17368??
004D: jump_if_false Label09F367
00D6: if  0?
0038:    17452?? ==  0?  \\ integer values
004D: jump_if_false Label09F363
00D6: if  0?
0038:    17448?? ==  0?  \\ integer values
004D: jump_if_false Label09ECBA
00D6: if  0?
001A:    85? >  17428??  \\ integer values
004D: jump_if_false Label09ECBA
03CF: load_wav "PHIL2_4" as  1?

:Label09EBCF
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09EC2E
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EC11
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EC27

:Label09EC11
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EC27
0002: jump Label09EBCF

:Label09EC2E
00BC: text_highpriority "PHI2_08"  5000& ms  1? \\ Watch out! Charlie in the tree line!
03D1: play_wav  1?

:Label09EC41
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09ECA5
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EC88
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EC9E

:Label09EC88
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EC9E
0002: jump Label09EC41

:Label09ECA5
040D: unload_wav  1?
03D5: remove_text "PHI2_08" \\ Watch out! Charlie in the tree line!
0004:  17448?? =  1?  \\ integer values

:Label09ECBA
00D6: if  0?
0038:    17448?? ==  1?  \\ integer values
004D: jump_if_false Label09EDD5
00D6: if  0?
001A:    75? >  17428??  \\ integer values
004D: jump_if_false Label09EDD5
03CF: load_wav "PHIL2_5" as  1?

:Label09ECEA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09ED49
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09ED2C
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09ED42

:Label09ED2C
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09ED42
0002: jump Label09ECEA

:Label09ED49
00BC: text_highpriority "PHI2_09"  5000& ms  1? \\ Is it me or are the roads made of jelly?
03D1: play_wav  1?

:Label09ED5C
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09EDC0
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EDA3
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EDB9

:Label09EDA3
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EDB9
0002: jump Label09ED5C

:Label09EDC0
040D: unload_wav  1?
03D5: remove_text "PHI2_09" \\ Is it me or are the roads made of jelly?
0004:  17448?? =  2?  \\ integer values

:Label09EDD5
00D6: if  0?
0038:    17448?? ==  2?  \\ integer values
004D: jump_if_false Label09EEF0
00D6: if  0?
001A:    65? >  17428??  \\ integer values
004D: jump_if_false Label09EEF0
03CF: load_wav "PHIL2_6" as  1?

:Label09EE05
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09EE64
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EE47
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EE5D

:Label09EE47
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EE5D
0002: jump Label09EE05

:Label09EE64
00BC: text_highpriority "PHI2_10"  5000& ms  1? \\ Broken Spoon to Mother Hen, you copy?
03D1: play_wav  1?

:Label09EE77
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09EEDB
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EEBE
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EED4

:Label09EEBE
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EED4
0002: jump Label09EE77

:Label09EEDB
040D: unload_wav  1?
03D5: remove_text "PHI2_10" \\ Broken Spoon to Mother Hen, you copy?
0004:  17448?? =  3?  \\ integer values

:Label09EEF0
00D6: if  0?
0038:    17448?? ==  3?  \\ integer values
004D: jump_if_false Label09F00B
00D6: if  0?
001A:    55? >  17428??  \\ integer values
004D: jump_if_false Label09F00B
03CF: load_wav "PHIL2_7" as  1?

:Label09EF20
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09EF7F
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EF62
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EF78

:Label09EF62
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EF78
0002: jump Label09EF20

:Label09EF7F
00BC: text_highpriority "PHI2_11"  5000& ms  1? \\ Spooney Wooney Woo Woo Woooo!
03D1: play_wav  1?

:Label09EF92
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09EFF6
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09EFD9
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09EFEF

:Label09EFD9
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09EFEF
0002: jump Label09EF92

:Label09EFF6
040D: unload_wav  1?
03D5: remove_text "PHI2_11" \\ Spooney Wooney Woo Woo Woooo!
0004:  17448?? =  4?  \\ integer values

:Label09F00B
00D6: if  0?
0038:    17448?? ==  4?  \\ integer values
004D: jump_if_false Label09F126
00D6: if  0?
001A:    45? >  17428??  \\ integer values
004D: jump_if_false Label09F126
03CF: load_wav "PHIL2_8" as  1?

:Label09F03B
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09F09A
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F07D
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F093

:Label09F07D
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F093
0002: jump Label09F03B

:Label09F09A
00BC: text_highpriority "PHI2_12"  5000& ms  1? \\ He's come for me boy!
03D1: play_wav  1?

:Label09F0AD
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F111
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F0F4
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F10A

:Label09F0F4
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F10A
0002: jump Label09F0AD

:Label09F111
040D: unload_wav  1?
03D5: remove_text "PHI2_12" \\ He's come for me boy!
0004:  17448?? =  5?  \\ integer values

:Label09F126
00D6: if  0?
0038:    17448?? ==  5?  \\ integer values
004D: jump_if_false Label09F241
00D6: if  0?
001A:    35? >  17428??  \\ integer values
004D: jump_if_false Label09F241
03CF: load_wav "PHIL2_9" as  1?

:Label09F156
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09F1B5
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F198
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F1AE

:Label09F198
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F1AE
0002: jump Label09F156

:Label09F1B5
00BC: text_highpriority "PHI2_13"  5000& ms  1? \\ Black feathered wings beating all around...
03D1: play_wav  1?

:Label09F1C8
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F22C
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F20F
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F225

:Label09F20F
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F225
0002: jump Label09F1C8

:Label09F22C
040D: unload_wav  1?
03D5: remove_text "PHI2_13" \\ Black feathered wings beating all around...
0004:  17448?? =  6?  \\ integer values

:Label09F241
00D6: if  0?
0038:    17448?? ==  6?  \\ integer values
004D: jump_if_false Label09F35C
00D6: if  0?
001A:    25? >  17428??  \\ integer values
004D: jump_if_false Label09F35C
03CF: load_wav "PHIL210" as  1?

:Label09F271
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09F2D0
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F2B3
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F2C9

:Label09F2B3
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F2C9
0002: jump Label09F271

:Label09F2D0
00BC: text_highpriority "PHI2_14"  5000& ms  1? \\ It's beautiful, man ... it's beautiful ... but so cold ...
03D1: play_wav  1?

:Label09F2E3
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F347
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F32A
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F340

:Label09F32A
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F340
0002: jump Label09F2E3

:Label09F347
040D: unload_wav  1?
03D5: remove_text "PHI2_14" \\ It's beautiful, man ... it's beautiful ... but so cold ...
0004:  17448?? =  7?  \\ integer values

:Label09F35C
0002: jump Label09F367

:Label09F363
040D: unload_wav  1?

:Label09F367
00D6: if  0?
8119:   NOT   car  17368?? wrecked
004D: jump_if_false Label09FDA8
00D6: if  1?
01F4:   car  17368?? flipped
01C1:   car  17368?? stopped
004D: jump_if_false Label09F393
0004:  17416?? =  1?  \\ integer values

:Label09F393
00D6: if  2?
80DC:   NOT   player $PLAYER_CHAR driving  17368??
0038:    17412?? ==  0?  \\ integer values
0038:    17416?? ==  0?  \\ integer values
004D: jump_if_false Label09F3DC
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0186:  17396?? = create_marker_above_car  17368??
0164: disable_marker  17400??
0164: disable_marker  17404??
0004:  17412?? =  1?  \\ integer values

:Label09F3DC
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  17368??
0038:    17412?? ==  1?  \\ integer values
004D: jump_if_false Label09F45A
0164: disable_marker  17396??
0164: disable_marker  17400??
0164: disable_marker  17404??
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F42B
018A:  17400?? = create_checkpoint_at -871.6! -469.5!  9.9!

:Label09F42B
00D6: if  0?
0038:    17408?? ==  1?  \\ integer values
004D: jump_if_false Label09F451
018A:  17404?? = create_checkpoint_at -1183! -664.2!  10.5!

:Label09F451
00BE: text_clear_all
0004:  17412?? =  0?  \\ integer values

:Label09F45A
0227:  17424?? = car  17368?? health
0014:  17424?? /=  10?  \\ integer values
00D6: if  0?
001C:    17432?? >  17424??  \\ integer values
004D: jump_if_false Label09F494
0084:  17436?? =  17432??  \\ integer values and handles
0060:  17436?? -=  17424??  \\ integer values
0060:  17428?? -=  17436??  \\ integer values

:Label09F494
0084:  17432?? =  17424??  \\ integer values and handles
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label09F4BD
000C:  17428?? -=  1?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label09F4BD
00D6: if  0?
001A:    1? >  17428??  \\ integer values
004D: jump_if_false Label09F4FA
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F4E4
0321: kill_actor  17372??

:Label09F4E4
00BC: text_highpriority "PHI2_03"  5000& ms  1? \\ ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09F4FA
00D6: if  0?
0019:    17@ >  20000&  \\ integer values
004D: jump_if_false Label09F532
000C:  17440?? -=  1?  \\ integer values
000C:  17444?? -=  30?  \\ integer values
03FD: set_player $PLAYER_CHAR handling_responsiveness  17440??
052C: set_player $PLAYER_CHAR drunk_visuals  17444??
0006:  17@ =  0?  \\ integer values

:Label09F532
02E3:  17472?? = car  17368?? speed
00D6: if  0?
0020:    17472?? >  5!  \\ floating-point values
004D: jump_if_false Label09F6E0
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label09F6E0
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0086:  17456?? =  380??  \\ floating-point values only
0009:  17456?? +=  10!  \\ floating-point values
0086:  17460?? =  384??  \\ floating-point values only
0009:  17460?? +=  10!  \\ floating-point values
0086:  17464?? =  380??  \\ floating-point values only
000D:  17464?? -=  10!  \\ floating-point values
0086:  17468?? =  384??  \\ floating-point values only
000D:  17468?? -=  10!  \\ floating-point values
0469: unknown_create_actor  17376?? in area  17456??  17460??  17464??  17468?? unknown  1?  0?  0?  0?  0?
00D6: if  0?
8038:   NOT    17376?? == -1?  \\ integer values
004D: jump_if_false Label09F6DB
010D: set_player $PLAYER_CHAR wanted_level_to  1?
03CF: load_wav "PHIL211" as  1?

:Label09F5F7
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label09F656
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F639
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F64F

:Label09F639
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F64F
0002: jump Label09F5F7

:Label09F656
00BC: text_highpriority "PHI2_15"  5000& ms  1? \\ 10-4 we've got a drunk driver.
03D1: play_wav  1?

:Label09F669
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F6CD
0001: wait  0? ms
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F6B0
03A1: unknown_clear_point -871.6! -469.5!  9.9! radius  7!
0002: jump Label09F6C6

:Label09F6B0
03A1: unknown_clear_point -1183! -664.2!  10.5! radius  7!

:Label09F6C6
0002: jump Label09F669

:Label09F6CD
040D: unload_wav  1?
03D5: remove_text "PHI2_15" \\ 10-4 we've got a drunk driver.

:Label09F6DB
01C2: remove_references_to_actor  17376??  \\ Like turning an actor into a random pedestrian

:Label09F6E0
00D6: if  0?
0038:    17408?? ==  0?  \\ integer values
004D: jump_if_false Label09F87F
00D6: if  0?
8119:   NOT   car  17368?? wrecked
004D: jump_if_false Label09F87F
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17368??
004D: jump_if_false Label09F87F
00D6: if  0?
01B0:   car  17368?? stopped  1? (in-sphere)near_point -871.6! -469.5!  9.9! radius  7!  7!  7!
004D: jump_if_false Label09F87F
0164: disable_marker  17400??
018A:  17404?? = create_checkpoint_at -1183! -664.2!  10.5!
0004:  17452?? =  1?  \\ integer values
00BC: text_highpriority "PHI2_05"  5000& ms  1? \\ Not the hospital, man! Too many cops and Viet Cong!
03D1: play_wav  2?

:Label09F778
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F797
0001: wait  0? ms
0002: jump Label09F778

:Label09F797
040D: unload_wav  2?
03D5: remove_text "PHI2_05" \\ Not the hospital, man! Too many cops and Viet Cong!
03CF: load_wav "PHIL2_2" as  2?

:Label09F7B1
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label09F7CB
0001: wait  0? ms
0002: jump Label09F7B1

:Label09F7CB
00BC: text_highpriority "PHI2_06"  5000& ms  1? \\ There's an ex-army surgeon owes me a few favors and a lawnmower.
03D1: play_wav  2?

:Label09F7DE
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F7FD
0001: wait  0? ms
0002: jump Label09F7DE

:Label09F7FD
040D: unload_wav  2?
03D5: remove_text "PHI2_06" \\ There's an ex-army surgeon owes me a few favors and a lawnmower.
03CF: load_wav "PHIL2_3" as  2?

:Label09F817
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label09F831
0001: wait  0? ms
0002: jump Label09F817

:Label09F831
00BC: text_highpriority "PHI2_07"  5000& ms  1? \\ He's got a place down Little Havana - ooo look, a giant fish.
03D1: play_wav  2?

:Label09F844
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F863
0001: wait  0? ms
0002: jump Label09F844

:Label09F863
040D: unload_wav  2?
03D5: remove_text "PHI2_07" \\ He's got a place down Little Havana - ooo look, a giant fish.
0004:  17452?? =  0?  \\ integer values
0004:  17408?? =  1?  \\ integer values

:Label09F87F
00D6: if  0?
0038:    17408?? ==  1?  \\ integer values
004D: jump_if_false Label09FDA1
00D6: if  0?
8119:   NOT   car  17368?? wrecked
004D: jump_if_false Label09FD8B
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17368??
004D: jump_if_false Label09FD84
00D6: if  0?
01B0:   car  17368?? stopped  1? (in-sphere)near_point -1183! -664.2!  10.5! radius  7!  7!  7!
004D: jump_if_false Label09FD84
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
052C: set_player $PLAYER_CHAR drunk_visuals  0?
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F936
0174:  17476?? = car  17368?? z_angle
00AB: put_car  17368?? at -1183! -664.2!  10.5!
0175: set_car  17368?? z_angle_to  17476??
03E2: actor  17372?? exit_car
0245: set_actor  17372?? walk_style_to  48?

:Label09F936
015F: set_camera_position -1178.1! -676.3!  15.5!  0!  0!  0!
0160: point_camera -1183.7! -656.7!  11.1!  2?
03BA: clear_cars_from_cube -1190! -671.2!  17.5! -1174! -657.2!  3.5!
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F9AD
011C: actor  17372?? clear_objective
0211: actor  17372?? walk_to -1218.9! -665.1!

:Label09F9AD
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label09F9BB
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label09F9FF
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09F9F8
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09F9F8
0050: gosub Label0A0258

:Label09F9F8
0006:  17@ =  0?  \\ integer values

:Label09F9FF
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label09FA27
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0002: jump Label09FA2E

:Label09FA27
0002: jump Label09F9BB

:Label09FA2E
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09FAB7
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label09FA82
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09FA7B
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09FA7B
0050: gosub Label0A0258

:Label09FA7B
0006:  17@ =  0?  \\ integer values

:Label09FA82
00D6: if  21?
00ED:   actor  17372??  0? ()near_point_on_foot -1218.9! -665.1! radius  3!  3!
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label09FAB7
0002: jump Label09FABE

:Label09FAB7
0002: jump Label09FA2E

:Label09FABE
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09FAF6
011C: actor  17372?? clear_objective
00A1: put_actor  17372?? at -1191.7! -664.3!  10.5!
0211: actor  17372?? walk_to -1218.9! -665.1!

:Label09FAF6
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
015F: set_camera_position -1174.3! -664.2!  15.9!  0!  0!  0!
0160: point_camera -1184.5! -664.1!  11.64!  2?

:Label09FB37
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09FBC0
00D6: if  0?
0019:    17@ >  500&  \\ integer values
004D: jump_if_false Label09FB8B
00D6: if  0?
8118:   NOT   actor  17372?? dead
004D: jump_if_false Label09FB84
00D6: if  1?
840C:   NOT   is_german_game
840B:   NOT   is_french_game
004D: jump_if_false Label09FB84
0050: gosub Label0A0258

:Label09FB84
0006:  17@ =  0?  \\ integer values

:Label09FB8B
00D6: if  21?
00ED:   actor  17372??  0? ()near_point_on_foot -1218.9! -665.1! radius  3!  3!
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label09FBC0
0002: jump Label09FBC7

:Label09FBC0
0002: jump Label09FB37

:Label09FBC7
015D: set_gamespeed  1!
016A: fade  0? ()  500& ms

:Label09FBD5
00D6: if  0?
016B:   fading
004D: jump_if_false Label09FBED
0001: wait  0? ms
0002: jump Label09FBD5

:Label09FBED
009B: destroy_actor_instantly  17372??
0213:  17380?? = create_pickup #M60 type  1? at -1105.9!  335.3!  11.1!
0213:  17384?? = create_pickup #ROCKETLA type  1? at -1105.9!  330.3!  11.1!
0213:  17388?? = create_pickup #MINIGUN type  1? at -1105.9!  325.3!  11.1!
0213:  17392?? = create_pickup #BOMB type  1? at -1105.9!  320.3!  11.1!
03CB: set_camera -1038.4!  309.7!  20.9!
015F: set_camera_position -1038.4!  309.7!  20.9!  0!  0!  0!
0160: point_camera -1065.6!  322.1!  21.7!  2?
016A: fade  1? (back)  500& ms

:Label09FCA1
00D6: if  0?
016B:   fading
004D: jump_if_false Label09FCB9
0001: wait  0? ms
0002: jump Label09FCA1

:Label09FCB9
0394: play_music  1?
00BA: text_styled "PHI_AS1"  5000& ms  6? \\ PHILS PLACE ASSET COMPLETED
0001: wait  5000& ms
03CB: set_camera -1093.2!  345!  14.3!
015F: set_camera_position -1093.2!  345!  14.3!  0!  0!  0!
0160: point_camera -1110.1!  331.3!  11!  2?
00BC: text_highpriority "PHI_AS2"  6000& ms  1? \\ ~g~New Weapons available to purchase from Phils Place.
0001: wait  6000& ms
016A: fade  0? ()  500& ms

:Label09FD30
00D6: if  0?
016B:   fading
004D: jump_if_false Label09FD48
0001: wait  0? ms
0002: jump Label09FD30

:Label09FD48
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
016A: fade  1? (back)  500& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
052C: set_player $PLAYER_CHAR drunk_visuals  17444??
0002: jump Label09FDFC

:Label09FD84
0002: jump Label09FDA1

:Label09FD8B
00BC: text_highpriority "PHI2_03"  5000& ms  1? \\ ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDA1
0002: jump Label09FDBE

:Label09FDA8
00BC: text_highpriority "PHI2_03"  5000& ms  1? \\ ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDBE
00D6: if  0?
0118:   actor  17372?? dead
004D: jump_if_false Label09FDE4
00BC: text_highpriority "PHI2_03"  5000& ms  1? \\ ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City?
0002: jump Label09FDEB

:Label09FDE4
0002: jump Label09EB66

:Label09FDEB
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label09FDFC
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PHIL_2" \\ Boomshine Saigon
0164: disable_marker  1012??
04CE:  1012?? = unknown_create_marker  1692?? at  1968??  1972??  1976??
0004:  1020?? =  1?  \\ integer values
0051: return

:Label09FE4A
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0249: release_model #PATRIOT
01C2: remove_references_to_actor  17376??  \\ Like turning an actor into a random pedestrian
0003: shake_camera  0?
034F: destroy_actor_with_fade  17372??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0164: disable_marker  17396??
0164: disable_marker  17400??
0164: disable_marker  17404??
0151: remove_status_text  17428??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label09FE8C
00D6: if  0?
80E1:   NOT   key_pressed  0?  16?
004D: jump_if_false Label0A0256
0400: create_coordinate  380??  384??  388?? from_object  548?? offset  .3!  .3!  .3!
0437: scatter_particle  76?  .1! at  380??  384??  388??  0!  0!  0!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  1!  .03!
0437: scatter_particle  41?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  41?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  41?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  41?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  41?  0! at  380??  384??  388??  0!  0!  .03!

:Label0A0256
0051: return

:Label0A0258
04C4: create_coordinate  380??  384??  388?? from_actor  17372?? offset -.3!  .3!  .3!
0437: scatter_particle  76?  .1! at  380??  384??  388??  0!  0!  0!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  7?  0! at  380??  384??  388??  0!  0!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0437: scatter_particle  8?  0! at  380??  384??  388??  0!  .1!  .03!
0051: return

;-------------Mission 27---------------
; Originally: Recruitment Drive


:Label0A056E
03A4: name_thread "PORNO1"
0050: gosub Label0A059C
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0A0593
0050: gosub Label0A310A

:Label0A0593
0050: gosub Label0A315F
004E: end_thread

:Label0A059C
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PORN1"
058E: unknown_point_command  21.489!  966.28!  9.5! angle  172.7!
0004:  17548?? =  0?  \\ integer values
0004:  17552?? =  0?  \\ integer values
0004:  17544?? =  0?  \\ integer values
0005:  17600?? =  0!  \\ floating-point values
0004:  17556?? =  0?  \\ integer values
0004:  17560?? =  0?  \\ integer values
0004:  17564?? =  0?  \\ integer values
0004:  17568?? =  0?  \\ integer values
0004:  17572?? =  0?  \\ integer values
0004:  17576?? =  0?  \\ integer values
0004:  17580?? =  0?  \\ integer values
0005:  17604?? =  0!  \\ floating-point values
0005:  17608?? =  0!  \\ floating-point values
0005:  17612?? =  0!  \\ floating-point values
0005:  17616?? =  0!  \\ floating-point values
0004:  17584?? =  0?  \\ integer values
0004:  17588?? =  0?  \\ integer values
0004:  17592?? =  0?  \\ integer values
0005:  17596?? =  0!  \\ floating-point values
03CF: load_wav "MONO_3" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIREC"
023C: load_special_actor  3? "CSJUGGZ"
023C: load_special_actor  4? "CMRAMAN"
023C: load_special_actor  5? "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86!  929!  9.764!
038B: load_requested_models

:Label0A06DF
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0A0709
0001: wait  0? ms
0002: jump Label0A06DF

:Label0A0709
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0A0729
0001: wait  0? ms
0002: jump Label0A0709

:Label0A0729
02E4: load_cutscene_data "PORN_1"
0244: set_cutscene_pos -69.128!  920.965!  9.764!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  652?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  652?? "CSDIREC"
02E5:  17620?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  17620?? "CSJUGGZ"
02E5:  788?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  788?? "CMRAMAN"
02E5:  656?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  656?? "MPORNA"
02E5:  836?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  836?? "CS_CAM"
02E5:  860?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  860?? "DRCHAIR"
0395: clear_area  1? at -66!  933.04! range  10.2!  1!
0055: put_player $PLAYER_CHAR at -66!  933.04!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  275.6!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A0825
00D6: if  0?
001A:    2533& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0848
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0825

:Label0A0848
00BC: text_highpriority "POR1_A"  10000& ms  1? \\ Action.

:Label0A0857
00D6: if  0?
001A:    3343& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A087A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0857

:Label0A087A
00BC: text_highpriority "POR1_B"  10000& ms  1? \\ Whoa! Now that's big.

:Label0A0889
00D6: if  0?
001A:    6008& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A08AC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0889

:Label0A08AC
00BC: text_highpriority "POR1_C"  10000& ms  1? \\ 12 inches. That is regulation baby.

:Label0A08BB
00D6: if  0?
001A:    11226& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A08DE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A08BB

:Label0A08DE
00BC: text_highpriority "POR1_D"  10000& ms  1? \\ CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY?

:Label0A08ED
00D6: if  0?
001A:    16462& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0910
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A08ED

:Label0A0910
00BC: text_highpriority "POR1_E"  10000& ms  1? \\ What is all this crap?

:Label0A091F
00D6: if  0?
001A:    18076& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0942
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A091F

:Label0A0942
00BC: text_highpriority "POR1_F"  10000& ms  1? \\ Aliens? Fishing poles?

:Label0A0951
00D6: if  0?
001A:    20247& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0974
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0951

:Label0A0974
00BC: text_highpriority "POR1_G"  10000& ms  1? \\ Who's ever seen a shark that big?

:Label0A0983
00D6: if  0?
001A:    22282& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A09A6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0983

:Label0A09A6
00BC: text_highpriority "POR1_H"  10000& ms  1? \\ All this stuff's gotta go.

:Label0A09B5
00D6: if  0?
001A:    24320& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A09D8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A09B5

:Label0A09D8
00BC: text_highpriority "POR1_I"  10000& ms  1? \\ Why'd you get in this business, ya prick?

:Label0A09E7
00D6: if  0?
001A:    26352& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0A0A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A09E7

:Label0A0A0A
00BC: text_highpriority "POR1_J"  10000& ms  1? \\ Huh?

:Label0A0A19
00D6: if  0?
001A:    27126& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0A3C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A19

:Label0A0A3C
00BC: text_highpriority "POR1_K"  10000& ms  1? \\ For the pussy, that's why! What is this??

:Label0A0A4B
00D6: if  0?
001A:    30127& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0A6E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A4B

:Label0A0A6E
00BC: text_highpriority "POR1_L"  10000& ms  1? \\ This is my art - SECURITY!

:Label0A0A7D
00D6: if  0?
001A:    34028&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0AA2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0A7D

:Label0A0AA2
00BC: text_highpriority "POR1_M"  10000& ms  1? \\ Look, you pompous asshole, I own you now. I own all of this.

:Label0A0AB1
00D6: if  0?
001A:    38273&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0AD6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0AB1

:Label0A0AD6
00BC: text_highpriority "POR1_N"  10000& ms  1? \\ We're gonna turn this place around...

:Label0A0AE5
00D6: if  0?
001A:    40013&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0B0A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0AE5

:Label0A0B0A
00BC: text_highpriority "POR1_O"  10000& ms  1? \\ I'm gonna make you rich.

:Label0A0B19
00D6: if  0?
001A:    42086&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0B3E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B19

:Label0A0B3E
00BC: text_highpriority "POR1_P"  10000& ms  1? \\ Uh. You're - You - you're Tommy Vercetti? But I thought that you were...

:Label0A0B4D
00D6: if  0?
001A:    46091&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0B72
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B4D

:Label0A0B72
00BC: text_highpriority "POR1_Q"  10000& ms  1? \\ That's right.

:Label0A0B81
00D6: if  0?
001A:    47169&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0BA6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0B81

:Label0A0BA6
00BC: text_highpriority "POR1_R"  10000& ms  1? \\ We're gonna be making some changes around here and start making some real money.

:Label0A0BB5
00D6: if  0?
001A:    50143&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0BDA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0BB5

:Label0A0BDA
00BC: text_highpriority "POR1_S"  10000& ms  1? \\ Actually, have you ever thought about, umm...

:Label0A0BE9
00D6: if  0?
001A:    52720&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0C0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0BE9

:Label0A0C0E
00BC: text_highpriority "POR1_T"  10000& ms  1? \\ But first we're going to need some good-looking broads.

:Label0A0C1D
00D6: if  0?
001A:    54090&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0C42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0C1D

:Label0A0C42
00BC: text_highpriority "POR1_U"  10000& ms  1? \\ Yeh, girls are fine but you... whew!

:Label0A0C51
00D6: if  0?
001A:    56976&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A0C76
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A0C51

:Label0A0C76
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label0A0CA4
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0A0CA4
03D1: play_wav  1?

:Label0A0CA4
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A0CBC
0001: wait  0? ms
0002: jump Label0A0CA4

:Label0A0CBC
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
03CB: set_camera -67!  939.297!  10.94!
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #WMYPI
0247: request_model #BMYCR
0247: request_model #HMYRI
0247: request_model #SENTINEL
0247: request_model #BAT
0247: request_model #TEC9
0247: request_model #STRETCH

:Label0A0D3A
00D6: if  22?
8248:   NOT   model #WMYPI available
8248:   NOT   model #BMYCR available
8248:   NOT   model #HMYRI available
004D: jump_if_false Label0A0D5C
0001: wait  0? ms
0002: jump Label0A0D3A

:Label0A0D5C
00D6: if  23?
8248:   NOT   model #SENTINEL available
8248:   NOT   model #BAT available
8248:   NOT   model #TEC9 available
8248:   NOT   model #STRETCH available
004D: jump_if_false Label0A0D86
0001: wait  0? ms
0002: jump Label0A0D5C

:Label0A0D86
023C: load_special_actor  1? "IGCANDY"
023C: load_special_actor  2? "IGMERC"

:Label0A0D9E
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0A0DBC
0001: wait  0? ms
0002: jump Label0A0D9E

:Label0A0DBC
038B: load_requested_models
018A:  17528?? = create_checkpoint_at -448.3!  1324.6!  10.7!
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "POR1_01"  5000& ms  1? \\ ~g~Candy Suxxx would be perfect for a starring role!
00BB: text_lowpriority "POR1_23"  5000& ms  1? \\ ~g~Candy will be taking care of business ~h~Downtown~g~.
0481:  3!

:Label0A0DFE
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -448.3!  1324.6!  10.7! radius  1!  1!  2!
004D: jump_if_false Label0A0E71
0001: wait  0? ms
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -448.3!  1324.6!  10.7! radius  20!  20!  20!
004D: jump_if_false Label0A0E6A
00DA:  17512?? = player $PLAYER_CHAR car

:Label0A0E6A
0002: jump Label0A0DFE

:Label0A0E71
03CF: load_wav "PORN1_1" as  1?
03CF: load_wav "PORN1_2" as  2?

:Label0A0E89
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A0EA7
0001: wait  0? ms
0002: jump Label0A0E89

:Label0A0EA7
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  17512?? wrecked
004D: jump_if_false Label0A0F06
00D6: if  0?
01AD:   car  17512??  0? ()near_point -448.3!  1324.6!  30!  30!
004D: jump_if_false Label0A0F06
00AB: put_car  17512?? at -441.9!  1337!  10.7!
0175: set_car  17512?? z_angle_to  289.8!

:Label0A0F06
03BA: clear_cars_from_cube -584.8!  1320.7!  5.5! -309.7!  1360.2!  15.5!
01EB: set_car_density_to  0!
0055: put_player $PLAYER_CHAR at -448.3!  1324.6!  10.7!
0171: set_player $PLAYER_CHAR z_angle_to  19.7!
015F: set_camera_position -445.3!  1321.8!  13!  0!  0!  0!
0160: point_camera -450.3!  1327.7!  12!  2?
00BC: text_highpriority "POR1_26"  5000& ms  1? \\ ~g~Here's Candy, looks like she has been with Congressman Shrub again.
00A5:  17516?? = create_car #STRETCH at -492.4!  1335.8!  10.4!
00AE: unknown_set_car  17516?? to_ignore_traffic_lights  2?
0175: set_car  17516?? z_angle_to  276.1!
0129:  17520?? = create_actor  4? #HMYRI in_car  17516?? driverseat
0229: set_car  17516?? color_to  34?  34?
01C8:  17488?? = create_actor  5? #SPECIAL01 in_car  17516?? passenger_seat  2?
04F5: unknown_actor  17488?? kiss_player $PLAYER_CHAR on  1?
01ED: spawn_actor  17488??
02A9: set_actor  17488?? immune_to_nonplayer  1?
0245: set_actor  17488?? walk_style_to  46?
0319: set_actor  17488?? wander_state_to  1? (off)
0568:  17488??  1?
053C:  17488??  0?
04BA: unknown_car  17516??  15!
00AD: set_car  17516?? max_speed_to  15!
00A7: unknown_car  17516?? drive_to -448.4!  1340.6!  10.4!
0006:  17@ =  0?  \\ integer values

:Label0A1039
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17516?? wrecked
004D: jump_if_false Label0A10C3
00D6: if  0?
0019:    17@ >  7000&  \\ integer values
004D: jump_if_false Label0A1067
0002: jump Label0A10CA

:Label0A1067
00D6: if  0?
81AF:   NOT   car  17516??  0? ()near_point -448.4!  1340.6!  10.4! radius  4!  4!  4!
004D: jump_if_false Label0A10B2
00A7: unknown_car  17516?? drive_to -448.4!  1340.6!  10.4!
0002: jump Label0A10C3

:Label0A10B2
00AD: set_car  17516?? max_speed_to  0!
0002: jump Label0A10CA

:Label0A10C3
0002: jump Label0A1039

:Label0A10CA
00D6: if  0?
8119:   NOT   car  17516?? wrecked
004D: jump_if_false Label0A10FC
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A10FC
00AD: set_car  17516?? max_speed_to  0!
01D3: actor  17488?? leave_car  17516??

:Label0A10FC
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17516?? wrecked
004D: jump_if_false Label0A1267
01E9:  17580?? = car  17516?? num_passengers
00D6: if  0?
0038:    17580?? ==  0?  \\ integer values
004D: jump_if_false Label0A1260
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A124B
02EB: restore_camera_with_jumpcut
01D1: actor  17488?? follow_actor $PLAYER_ACTOR
01D1: actor $PLAYER_ACTOR follow_actor  17488??
00D6: if  0?
8119:   NOT   car  17516?? wrecked
004D: jump_if_false Label0A117A
00AD: set_car  17516?? max_speed_to  15!
00A7: unknown_car  17516?? drive_to -338.6!  1133.1!  8.5!

:Label0A117A
00A5:  17484?? = create_car #SENTINEL at -492.4!  1335.8!  10.4!
0175: set_car  17484?? z_angle_to  276.1!
00AE: unknown_set_car  17484?? to_ignore_traffic_lights  2?
02AA: set_car  17484?? immune_to_nonplayer  1?
0129:  17492?? = create_actor  4? #WMYPI in_car  17484?? driverseat
01B2: give_actor  17492?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
02A9: set_actor  17492?? immune_to_nonplayer  1?
01C8:  17496?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  0?
01B2: give_actor  17496?? weapon  6? ammo  1?  \\ Load the weapon model before using this
01ED: spawn_actor  17496??
01C8:  17500?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  1?
01B2: give_actor  17500?? weapon  6? ammo  1?  \\ Load the weapon model before using this
01ED: spawn_actor  17500??
01C8:  17504?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  2?
01B2: give_actor  17504?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17504??
0187:  17532?? = create_marker_above_actor  17492??
04BA: unknown_car  17516??  15!
00AD: set_car  17484?? max_speed_to  15!
00A7: unknown_car  17484?? drive_to -448.4!  1340.6!  10.4!

:Label0A124B
0006:  17@ =  0?  \\ integer values
0002: jump Label0A126E
0002: jump Label0A1267

:Label0A1260
0002: jump Label0A10FC

:Label0A1267
0002: jump Label0A10FC

:Label0A126E
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  7000&  \\ integer values
004D: jump_if_false Label0A128C
0002: jump Label0A12E3

:Label0A128C
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A12DC
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  17488?? radius  2!  2!
004D: jump_if_false Label0A12DC
011C: actor  17488?? clear_objective
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor  17488??
020F: actor  17488?? look_at_player $PLAYER_CHAR
0002: jump Label0A12E3

:Label0A12DC
0002: jump Label0A126E

:Label0A12E3
015F: set_camera_position -450.2!  1328.1!  12.8!  0!  0!  0!
0160: point_camera -449.9!  1330.8!  12.2!  2?
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "POR1_04"  4000& ms  1? \\ Yo, Candy. I'm looking for movie talent - you interested?
03D1: play_wav  1?

:Label0A1333
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A134D
0001: wait  0? ms
0002: jump Label0A1333

:Label0A134D
040D: unload_wav  1?
03D5: remove_text "POR1_04" \\ Yo, Candy. I'm looking for movie talent - you interested?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A137E
0372: set_actor  17488?? anim  19? wait_state_time  10000& ms

:Label0A137E
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A13A6
00D6: if  0?
8119:   NOT   car  17484?? wrecked
004D: jump_if_false Label0A13A6
01D3: actor  17492?? leave_car  17484??

:Label0A13A6
00BC: text_highpriority "POR1_05"  4000& ms  1? \\ Sure! But, you'd have to talk to my agent...
03D1: play_wav  2?

:Label0A13B9
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A13F0
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A13E5
020E: actor  17492?? look_at_actor $PLAYER_ACTOR

:Label0A13E5
0001: wait  0? ms
0002: jump Label0A13B9

:Label0A13F0
040D: unload_wav  2?
03D5: remove_text "POR1_05" \\ Sure! But, you'd have to talk to my agent...
03CF: load_wav "PRN1_3A" as  1?
03CF: load_wav "PORN1_3" as  2?

:Label0A1416
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A1434
0001: wait  0? ms
0002: jump Label0A1416

:Label0A1434
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A1465
0372: set_actor  17488?? anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1465
020E: actor  17488?? look_at_actor  17492??

:Label0A1465
00BC: text_highpriority "POR1_06"  4000& ms  1? \\ The HELL are you doin'?
03D1: play_wav  2?

:Label0A1478
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1497
0001: wait  0? ms
0002: jump Label0A1478

:Label0A1497
040D: unload_wav  2?
03D5: remove_text "POR1_06" \\ The HELL are you doin'?
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4!  1340.6!  10.4!
0211: actor $PLAYER_ACTOR walk_to -448.4!  1333.6!
00BC: text_highpriority "POR1_07"  4000& ms  1? \\ You should have stayed at home today!
03D1: play_wav  1?

:Label0A14DB
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A14F5
0001: wait  0? ms
0002: jump Label0A14DB

:Label0A14F5
040D: unload_wav  1?
03D5: remove_text "POR1_07" \\ You should have stayed at home today!
03CF: load_wav "PRN1_21" as  2?

:Label0A150F
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A1529
0001: wait  0? ms
0002: jump Label0A150F

:Label0A1529
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1551
00D6: if  0?
8119:   NOT   car  17484?? wrecked
004D: jump_if_false Label0A1551
01D5: actor  17492?? go_to_and_drive_car  17484??

:Label0A1551
00BC: text_highpriority "POR1_7B"  4000& ms  1? \\ Can you believe this asshole?
03D1: play_wav  2?

:Label0A1564
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1583
0001: wait  0? ms
0002: jump Label0A1564

:Label0A1583
040D: unload_wav  2?
03D5: remove_text "POR1_7B" \\ Can you believe this asshole?
00D6: if  0?
8118:   NOT   actor  17496?? dead
004D: jump_if_false Label0A15D9
00D6: if  0?
8118:   NOT   actor  17500?? dead
004D: jump_if_false Label0A15D9
00D6: if  0?
8118:   NOT   actor  17504?? dead
004D: jump_if_false Label0A15D9
01CA: actor  17496?? kill_player $PLAYER_CHAR
01CA: actor  17500?? kill_player $PLAYER_CHAR
01CA: actor  17504?? kill_player $PLAYER_CHAR

:Label0A15D9
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A15FE
0350: unknown_actor  17488?? not_scared_flag  1?
0004:  17568?? =  1?  \\ integer values
0002: jump Label0A1614

:Label0A15FE
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A310A

:Label0A1614
0001: wait  1000& ms
00D6: if  0?
8119:   NOT   car  17516?? wrecked
004D: jump_if_false Label0A1653
00D6: if  0?
82CA:   NOT   car  17516?? bounding_sphere_visible
004D: jump_if_false Label0A1653
00D6: if  0?
8118:   NOT   actor  17520?? dead
004D: jump_if_false Label0A164E
009B: destroy_actor_instantly  17520??

:Label0A164E
00A6: destroy_car  17516??

:Label0A1653
011C: actor $PLAYER_ACTOR clear_objective
01EB: set_car_density_to  1!
01C3: remove_references_to_car  17512??  \\ Like turning a car into any random car
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0164: disable_marker  17528??
00BC: text_highpriority "POR1_02"  7000& ms  1? \\ ~g~ Go and take out Candy's pimp, then return and pick up Candy.
00D6: if  0?
8119:   NOT   car  17484?? wrecked
004D: jump_if_false Label0A16A4
03CC: car  17484?? add_to_stuck_car_check  1.5! =  4000&

:Label0A16A4
0001: wait  0? ms
00D6: if  0?
0038:    17544?? ==  0?  \\ integer values
004D: jump_if_false Label0A1B16
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1B0F
00D6: if  0?
8119:   NOT   car  17484?? wrecked
004D: jump_if_false Label0A1B08
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  17484?? radius  80!  80!  0?
004D: jump_if_false Label0A1707
02AA: set_car  17484?? immune_to_nonplayer  1?
0002: jump Label0A170E

:Label0A1707
02AA: set_car  17484?? immune_to_nonplayer  0?

:Label0A170E
0227:  17556?? = car  17484?? health
00D6: if  0?
0018:    17556?? >  300&  \\ integer values
004D: jump_if_false Label0A1AF4
00D6: if  0?
00DB:   actor  17492?? in_car  17484??
004D: jump_if_false Label0A1AE1
01E9:  17548?? = car  17484?? num_passengers
00D6: if  0?
0038:    17548?? ==  3?  \\ integer values
004D: jump_if_false Label0A189B
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  17484?? radius  50!  50!  0?
004D: jump_if_false Label0A188A
00D6: if  0?
0038:    17564?? ==  0?  \\ integer values
004D: jump_if_false Label0A1795
0006:  16@ =  0?  \\ integer values
0004:  17564?? =  1?  \\ integer values

:Label0A1795
00AD: set_car  17484?? max_speed_to  0!
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0A1813
00D6: if  0?
8118:   NOT   actor  17496?? dead
004D: jump_if_false Label0A180C
00D6: if  0?
8118:   NOT   actor  17500?? dead
004D: jump_if_false Label0A180C
00D6: if  0?
8118:   NOT   actor  17504?? dead
004D: jump_if_false Label0A180C
01CA: actor  17496?? kill_player $PLAYER_CHAR
01CA: actor  17500?? kill_player $PLAYER_CHAR
01CA: actor  17504?? kill_player $PLAYER_CHAR
0004:  17548?? =  0?  \\ integer values
0004:  17560?? =  0?  \\ integer values
0004:  17564?? =  0?  \\ integer values

:Label0A180C
0002: jump Label0A1883

:Label0A1813
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label0A1883
00D6: if  0?
8118:   NOT   actor  17496?? dead
004D: jump_if_false Label0A1883
00D6: if  0?
8118:   NOT   actor  17500?? dead
004D: jump_if_false Label0A1883
00D6: if  0?
8118:   NOT   actor  17504?? dead
004D: jump_if_false Label0A1883
01CA: actor  17496?? kill_player $PLAYER_CHAR
01CA: actor  17500?? kill_player $PLAYER_CHAR
01CA: actor  17504?? kill_player $PLAYER_CHAR
0004:  17548?? =  0?  \\ integer values
0004:  17560?? =  0?  \\ integer values
0004:  17564?? =  0?  \\ integer values

:Label0A1883
0002: jump Label0A1894

:Label0A188A
00AD: set_car  17484?? max_speed_to  20!

:Label0A1894
0002: jump Label0A1A8A

:Label0A189B
00D6: if  0?
0038:    17560?? ==  0?  \\ integer values
004D: jump_if_false Label0A18B9
00A8: set_car  17484?? to_psycho_driver
0004:  17560?? =  1?  \\ integer values

:Label0A18B9
00AD: set_car  17484?? max_speed_to  40!
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  17484?? radius  100!  100!  0?
004D: jump_if_false Label0A1A8A
00D6: if  0?
82CA:   NOT   car  17484?? bounding_sphere_visible
004D: jump_if_false Label0A1A8A
00D6: if  0?
8118:   NOT   actor  17496?? dead
004D: jump_if_false Label0A195D
00D6: if  0?
80DB:   NOT   actor  17496?? in_car  17484??
004D: jump_if_false Label0A1956
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  17496?? radius  60!  60!
004D: jump_if_false Label0A1956
0321: kill_actor  17496??
01C2: remove_references_to_actor  17496??  \\ Like turning an actor into a random pedestrian
01C8:  17496?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  0?
01B2: give_actor  17496?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A1956
0002: jump Label0A197A

:Label0A195D
01C2: remove_references_to_actor  17496??  \\ Like turning an actor into a random pedestrian
01C8:  17496?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  0?
01B2: give_actor  17496?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A197A
00D6: if  0?
8118:   NOT   actor  17500?? dead
004D: jump_if_false Label0A19E5
00D6: if  0?
80DB:   NOT   actor  17500?? in_car  17484??
004D: jump_if_false Label0A19DE
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  17500?? radius  60!  60!
004D: jump_if_false Label0A19DE
0321: kill_actor  17500??
01C2: remove_references_to_actor  17500??  \\ Like turning an actor into a random pedestrian
01C8:  17500?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  1?
01B2: give_actor  17500?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A19DE
0002: jump Label0A1A02

:Label0A19E5
01C2: remove_references_to_actor  17500??  \\ Like turning an actor into a random pedestrian
01C8:  17500?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  1?
01B2: give_actor  17500?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A1A02
00D6: if  0?
8118:   NOT   actor  17504?? dead
004D: jump_if_false Label0A1A6D
00D6: if  0?
80DB:   NOT   actor  17504?? in_car  17484??
004D: jump_if_false Label0A1A66
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  17504?? radius  60!  60!
004D: jump_if_false Label0A1A66
0321: kill_actor  17504??
01C2: remove_references_to_actor  17504??  \\ Like turning an actor into a random pedestrian
01C8:  17504?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  2?
01B2: give_actor  17504?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A1A66
0002: jump Label0A1A8A

:Label0A1A6D
01C2: remove_references_to_actor  17504??  \\ Like turning an actor into a random pedestrian
01C8:  17504?? = create_actor  4? #BMYCR in_car  17484?? passenger_seat  2?
01B2: give_actor  17504?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0A1A8A
00D6: if  0?
0038:    17544?? ==  0?  \\ integer values
004D: jump_if_false Label0A1AB6
00D6: if  0?
03CE:   car  17484?? stuck
004D: jump_if_false Label0A1AB6
0477: unknown_car  17484??  2?  1000&

:Label0A1AB6
00D6: if  0?
01F4:   car  17484?? flipped
004D: jump_if_false Label0A1ADA
01D3: actor  17492?? leave_car  17484??
03CD: car  17484?? remove_from_stuck_car_check
0004:  17544?? =  1?  \\ integer values

:Label0A1ADA
0002: jump Label0A1AED

:Label0A1AE1
03CD: car  17484?? remove_from_stuck_car_check
0004:  17544?? =  1?  \\ integer values

:Label0A1AED
0002: jump Label0A1B08

:Label0A1AF4
01D3: actor  17492?? leave_car  17484??
03CD: car  17484?? remove_from_stuck_car_check
0004:  17544?? =  1?  \\ integer values

:Label0A1B08
0002: jump Label0A1B16

:Label0A1B0F
0002: jump Label0A1DAB

:Label0A1B16
00D6: if  0?
0038:    17544?? ==  1?  \\ integer values
004D: jump_if_false Label0A1CF9
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1CF2
00D6: if  0?
0038:    17552?? ==  0?  \\ integer values
004D: jump_if_false Label0A1B63
0164: disable_marker  17532??
0187:  17532?? = create_marker_above_actor  17492??
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car
0004:  17552?? =  1?  \\ integer values

:Label0A1B63
00D6: if  0?
8449:   NOT   actor  17492?? in_a_car
004D: jump_if_false Label0A1CA5
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car

:Label0A1B78
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17492?? dead
004D: jump_if_false Label0A1C9E
00A0:  17600?? = actor  17492?? x_pos,  17604?? = actor  17492?? y_pos,  17616?? = actor  17492?? z_pos
0086:  17608?? =  17600??  \\ floating-point values only
0009:  17608?? +=  20!  \\ floating-point values
0086:  17612?? =  17604??  \\ floating-point values only
0009:  17612?? +=  20!  \\ floating-point values
000D:  17600?? -=  20!  \\ floating-point values
000D:  17604?? -=  20!  \\ floating-point values
0327:  17484?? = create_car -1? in_area  17600??  17604??  17608??  17612??
00D6: if  0?
0038:    17484?? == -1?  \\ integer values
004D: jump_if_false Label0A1C0F
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car
0193: set_actor  17492?? objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E

:Label0A1C0F
01EA:  17548?? = car  17484?? max_passengers
00D6: if  0?
001A:    3? >  17548??  \\ integer values
004D: jump_if_false Label0A1C46
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car
011C: actor  17492?? clear_objective
0193: set_actor  17492?? objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E

:Label0A1C46
0227:  17556?? = car  17484?? health
00D6: if  0?
001A:    300& >  17556??  \\ integer values
004D: jump_if_false Label0A1C79
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car
0193: set_actor  17492?? objective_to_act_like_ped
0002: jump Label0A1B78
0002: jump Label0A1C9E

:Label0A1C79
020A: set_car  17484?? door_status_to  1?
00AD: set_car  17484?? max_speed_to  0!
011C: actor  17492?? clear_objective
01D5: actor  17492?? go_to_and_drive_car  17484??
0319: set_actor  17492?? wander_state_to  1? (off)

:Label0A1C9E
0002: jump Label0A1CEB

:Label0A1CA5
0164: disable_marker  17532??
00D6: if  0?
8119:   NOT   car  17484?? wrecked
004D: jump_if_false Label0A1CD6
0187:  17532?? = create_marker_above_actor  17492??
00AE: unknown_set_car  17484?? to_ignore_traffic_lights  2?
03CC: car  17484?? add_to_stuck_car_check  1.5! =  4000&

:Label0A1CD6
0004:  17552?? =  0?  \\ integer values
0004:  17544?? =  0?  \\ integer values
0004:  17560?? =  0?  \\ integer values

:Label0A1CEB
0002: jump Label0A1CF9

:Label0A1CF2
0002: jump Label0A1DAB

:Label0A1CF9
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A1D8E
00D6: if  0?
00F0:   actor  17488?? stopped  0? ()near_point_on_foot -448.3!  1324.6! radius  3!  3!
004D: jump_if_false Label0A1D6A
00D6: if  0?
0038:    17568?? ==  0?  \\ integer values
004D: jump_if_false Label0A1D63
01BE: set_actor  17488?? to_look_at_spot -448.4!  1340.6!  10.7!
0350: unknown_actor  17488?? not_scared_flag  1?
0004:  17568?? =  1?  \\ integer values

:Label0A1D63
0002: jump Label0A1D87

:Label0A1D6A
0350: unknown_actor  17488?? not_scared_flag  0?
0239: actor  17488?? run_to -448.3!  1324.6!
0004:  17568?? =  0?  \\ integer values

:Label0A1D87
0002: jump Label0A1DA4

:Label0A1D8E
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A310A

:Label0A1DA4
0002: jump Label0A16A4

:Label0A1DAB
00BC: text_highpriority "POR1_24"  7000& ms  1? \\ ~g~Go back and collect Candy.
0164: disable_marker  17532??
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A1DFD
0372: set_actor  17488?? anim  0? wait_state_time  1? ms
0173: set_actor  17488?? z_angle_to  14.9!
0350: unknown_actor  17488?? not_scared_flag  0?
018A:  17528?? = create_checkpoint_at -448.3!  1324.6!  10.7!

:Label0A1DFD
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -448.3!  1326.6!  10.7! radius  1!  1!  2!
004D: jump_if_false Label0A1EE3
0001: wait  0? ms
00D6: if  0?
0118:   actor  17488?? dead
004D: jump_if_false Label0A1E5E
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A310A
0002: jump Label0A1EDC

:Label0A1E5E
00D6: if  0?
00F0:   actor  17488?? stopped  0? ()near_point_on_foot -448.3!  1324.6! radius  3!  3!
004D: jump_if_false Label0A1EBF
00D6: if  0?
0038:    17568?? ==  0?  \\ integer values
004D: jump_if_false Label0A1EB8
01BE: set_actor  17488?? to_look_at_spot -448.4!  1340.6!  10.7!
0350: unknown_actor  17488?? not_scared_flag  1?
0004:  17568?? =  1?  \\ integer values

:Label0A1EB8
0002: jump Label0A1EDC

:Label0A1EBF
0350: unknown_actor  17488?? not_scared_flag  0?
0239: actor  17488?? run_to -448.3!  1324.6!
0004:  17568?? =  0?  \\ integer values

:Label0A1EDC
0002: jump Label0A1DFD

:Label0A1EE3
01DF: tie_actor  17488?? to_player $PLAYER_CHAR
0004:  17572?? =  1?  \\ integer values
0164: disable_marker  17528??
03CF: load_wav "PRN1_16" as  1?

:Label0A1F03
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A1F1D
0001: wait  0? ms
0002: jump Label0A1F03

:Label0A1F1D
00BC: text_highpriority "POR1_27"  4000& ms  1? \\ Come on, let's go.
03D1: play_wav  1?

:Label0A1F30
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A1F4F
0001: wait  0? ms
0002: jump Label0A1F30

:Label0A1F4F
040D: unload_wav  1?
03D5: remove_text "POR1_19" \\ Hey!
00BB: text_lowpriority "POR1_12"  5000& ms  1? \\ ~g~Take Candy with you to meet up with Mercedes.
01C2: remove_references_to_actor  17496??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17500??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17504??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  17484??  \\ Like turning a car into any random car
009A:  17508?? = create_actor  5? #SPECIAL02 at -902.3!  800.2!  10.4!
0173: set_actor  17508?? z_angle_to  95.9!
04F5: unknown_actor  17508?? kiss_player $PLAYER_CHAR on  1?
0245: set_actor  17508?? walk_style_to  46?
0319: set_actor  17508?? wander_state_to  1? (off)
053C:  17508??  0?
0372: set_actor  17508?? anim  19? wait_state_time  86400000&& ms
0568:  17508??  1?
00A5:  17484?? = create_car #SENTINEL at -858!  796.5!  10.9!
0175: set_car  17484?? z_angle_to  187.1!
0376:  17496?? = create_random_actor -887.5!  800.5!  10.3!
0376:  17500?? = create_random_actor -888.5!  800.5!  10.3!
0376:  17504?? = create_random_actor -888.6!  801.2!  10.3!
03F9: make_actors  17496??  17500?? converse_in  86400000&& ms
03F9: make_actors  17504??  17500?? converse_in  86400000&& ms
018A:  17536?? = create_checkpoint_at -900.8!  796!  10.3!

:Label0A205F
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  17572?? (in-sphere)near_point_on_foot -900.8!  796!  10.3! radius  1!  1!  2!
004D: jump_if_false Label0A242A
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A23D4
00D6: if  0?
0038:    17572?? ==  1?  \\ integer values
004D: jump_if_false Label0A2167
00D6: if  0?
8320:   NOT   actor  17488?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A2167
03CF: load_wav "PRN1_13" as  1?

:Label0A20D5
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A20EF
0001: wait  0? ms
0002: jump Label0A20D5

:Label0A20EF
00BC: text_highpriority "POR1_20"  4000& ms  1? \\ Tommy where are you going? Get back here!
03D1: play_wav  1?

:Label0A2102
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2121
0001: wait  0? ms
0002: jump Label0A2102

:Label0A2121
040D: unload_wav  1?
03D5: remove_text "POR1_20" \\ Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25"  4000& ms  1? \\ ~g~You have left Candy behind, go and get her.
0164: disable_marker  17536??
0164: disable_marker  17528??
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2160
0187:  17528?? = create_marker_above_actor  17488??

:Label0A2160
0004:  17572?? =  0?  \\ integer values

:Label0A2167
00D6: if  0?
0038:    17572?? ==  0?  \\ integer values
004D: jump_if_false Label0A2234
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  17488?? radius  8!  8!  8!
004D: jump_if_false Label0A2234
01DF: tie_actor  17488?? to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as  2?

:Label0A21B1
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A21CB
0001: wait  0? ms
0002: jump Label0A21B1

:Label0A21CB
00BC: text_highpriority "POR1_19"  4000& ms  1? \\ Hey!
03D1: play_wav  2?

:Label0A21DE
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A21FD
0001: wait  0? ms
0002: jump Label0A21DE

:Label0A21FD
040D: unload_wav  2?
03D5: remove_text "POR1_19" \\ Hey!
0164: disable_marker  17536??
0164: disable_marker  17528??
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A222D
0187:  17536?? = create_marker_above_actor  17508??

:Label0A222D
0004:  17572?? =  1?  \\ integer values

:Label0A2234
00D6: if  0?
001A:    2? >  17584??  \\ integer values
004D: jump_if_false Label0A23CD
00D6: if  0?
0320:   actor  17488?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A23CD
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0A23CD
03C1:  17524?? = player $PLAYER_CHAR car
00D6: if  0?
00DB:   actor  17488?? in_car  17524??
004D: jump_if_false Label0A23CD
0227:  17592?? = car  17524?? health
02E3:  17596?? = car  17524?? speed
00D6: if  0?
0020:    17596?? >  15!  \\ floating-point values
004D: jump_if_false Label0A23CD
00D6: if  0?
0038:    17584?? ==  0?  \\ integer values
004D: jump_if_false Label0A233B
00D6: if  0?
001A:    700& >  17592??  \\ integer values
004D: jump_if_false Label0A233B
03CF: load_wav "PRN1_17" as  1?

:Label0A22DA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A22F4
0001: wait  0? ms
0002: jump Label0A22DA

:Label0A22F4
00BC: text_highpriority "POR1_28"  4000& ms  1? \\ Tommy be careful! My implants aren't insured yet!
03D1: play_wav  1?

:Label0A2307
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2326
0001: wait  0? ms
0002: jump Label0A2307

:Label0A2326
040D: unload_wav  1?
03D5: remove_text "POR1_28" \\ Tommy be careful! My implants aren't insured yet!
0004:  17584?? =  1?  \\ integer values

:Label0A233B
00D6: if  0?
0038:    17584?? ==  1?  \\ integer values
004D: jump_if_false Label0A23CD
00D6: if  0?
001A:    400& >  17592??  \\ integer values
004D: jump_if_false Label0A23CD
03CF: load_wav "PRN1_19" as  1?

:Label0A236C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A2386
0001: wait  0? ms
0002: jump Label0A236C

:Label0A2386
00BC: text_highpriority "POR1_30"  4000& ms  1? \\ I can't do porno after this!
03D1: play_wav  1?

:Label0A2399
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A23B8
0001: wait  0? ms
0002: jump Label0A2399

:Label0A23B8
040D: unload_wav  1?
03D5: remove_text "POR1_30" \\ I can't do porno after this!
0004:  17584?? =  2?  \\ integer values

:Label0A23CD
0002: jump Label0A23EA

:Label0A23D4
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A310A

:Label0A23EA
00D6: if  0?
0118:   actor  17508?? dead
004D: jump_if_false Label0A2417
00BC: text_highpriority "POR1_18"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0A310A
0002: jump Label0A2423

:Label0A2417
0372: set_actor  17508?? anim  25? wait_state_time  86400000&& ms

:Label0A2423
0002: jump Label0A205F

:Label0A242A
0164: disable_marker  17536??
0055: put_player $PLAYER_CHAR at -900.8!  796!  10.3!
03DE: set_pedestrians_density_multiplier_to  0!
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A246E
00A1: put_actor  17508?? at -902.3!  800.2!  10.4!

:Label0A246E
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -897.3!  799.7!  12.5!  0!  0!  0!
0160: point_camera -902.4!  798!  11.4!  2?
03CF: load_wav "PORN1_4" as  1?
03CF: load_wav "PORN1_5" as  2?

:Label0A24C4
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A24E2
0001: wait  0? ms
0002: jump Label0A24C4

:Label0A24E2
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A24FA
020E: actor $PLAYER_ACTOR look_at_actor  17508??

:Label0A24FA
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "POR1_08"  4000& ms  1? \\ Hey Mercedes!
03D1: play_wav  1?

:Label0A2517
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A2531
0001: wait  0? ms
0002: jump Label0A2517

:Label0A2531
040D: unload_wav  1?
03D5: remove_text "POR1_08" \\ Hey Mercedes!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A255D
053D:  17508??

:Label0A255D
0001: wait  100? ms
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2579
01D1: actor  17508?? follow_actor $PLAYER_ACTOR

:Label0A2579
00BC: text_highpriority "POR1_09"  4000& ms  1? \\ Hey Tommy! You wanna party?
03D1: play_wav  2?

:Label0A258C
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A25AB
0001: wait  0? ms
0002: jump Label0A258C

:Label0A25AB
040D: unload_wav  2?
03D5: remove_text "POR1_09" \\ Hey Tommy! You wanna party?
03CF: load_wav "PORN1_6" as  1?
03CF: load_wav "PORN1_7" as  2?

:Label0A25D1
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A25EF
0001: wait  0? ms
0002: jump Label0A25D1

:Label0A25EF
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "POR1_10"  4000& ms  1? \\ Not now sweets. You interested in doing some movies?
03D1: play_wav  1?

:Label0A260C
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A2626
0001: wait  0? ms
0002: jump Label0A260C

:Label0A2626
040D: unload_wav  1?
03D5: remove_text "POR1_10" \\ Not now sweets. You interested in doing some movies?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00BC: text_highpriority "POR1_11"  4000& ms  1? \\ Of course. As long as it's cheap and sleazy.
03D1: play_wav  2?

:Label0A2650
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A266F
0001: wait  0? ms
0002: jump Label0A2650

:Label0A266F
040D: unload_wav  2?
03D5: remove_text "POR1_11" \\ Of course. As long as it's cheap and sleazy.
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
03CF: load_wav "PORN1_8" as  1?

:Label0A2693
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A26AD
0001: wait  0? ms
0002: jump Label0A2693

:Label0A26AD
00BC: text_highpriority "POR1_14"  4000& ms  1? \\ Heh heh - you're hired!
03D1: play_wav  1?

:Label0A26C0
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A26DA
0001: wait  0? ms
0002: jump Label0A26C0

:Label0A26DA
040D: unload_wav  1?
03D5: remove_text "POR1_14" \\ Heh heh - you're hired!
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
03DE: set_pedestrians_density_multiplier_to  1!
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2710
01DF: tie_actor  17508?? to_player $PLAYER_CHAR

:Label0A2710
0004:  17576?? =  1?  \\ integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BB: text_lowpriority "POR1_13"  5000& ms  1? \\ ~g~Take the girls back to the Studio to meet Steve.
018A:  17540?? = create_checkpoint_at -60.2!  934.5!  10.6!

:Label0A2747
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A28F4
00D6: if  0?
001A:    2? >  17588??  \\ integer values
004D: jump_if_false Label0A28F4
00D6: if  0?
0320:   actor  17488?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A28F4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0A28F4
03C1:  17524?? = player $PLAYER_CHAR car
00D6: if  0?
00DB:   actor  17488?? in_car  17524??
004D: jump_if_false Label0A28F4
0227:  17592?? = car  17524?? health
02E3:  17596?? = car  17524?? speed
00D6: if  0?
0020:    17596?? >  15!  \\ floating-point values
004D: jump_if_false Label0A28F4
00D6: if  0?
0038:    17588?? ==  0?  \\ integer values
004D: jump_if_false Label0A2862
00D6: if  0?
001A:    700& >  17592??  \\ integer values
004D: jump_if_false Label0A2862
03CF: load_wav "PRN1_18" as  1?

:Label0A2801
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A281B
0001: wait  0? ms
0002: jump Label0A2801

:Label0A281B
00BC: text_highpriority "POR1_29"  4000& ms  1? \\ You call that driving?
03D1: play_wav  1?

:Label0A282E
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A284D
0001: wait  0? ms
0002: jump Label0A282E

:Label0A284D
040D: unload_wav  1?
03D5: remove_text "POR1_29" \\ You call that driving?
0004:  17588?? =  1?  \\ integer values

:Label0A2862
00D6: if  0?
0038:    17588?? ==  1?  \\ integer values
004D: jump_if_false Label0A28F4
00D6: if  0?
001A:    400& >  17592??  \\ integer values
004D: jump_if_false Label0A28F4
03CF: load_wav "PRN1_20" as  1?

:Label0A2893
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A28AD
0001: wait  0? ms
0002: jump Label0A2893

:Label0A28AD
00BC: text_highpriority "POR1_31"  4000& ms  1? \\ What? Are you trying to kill me? I thought I was the star!
03D1: play_wav  1?

:Label0A28C0
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A28DF
0001: wait  0? ms
0002: jump Label0A28C0

:Label0A28DF
040D: unload_wav  1?
03D5: remove_text "POR1_31" \\ What? Are you trying to kill me? I thought I was the star!
0004:  17588?? =  2?  \\ integer values

:Label0A28F4
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2AA9
00D6: if  0?
0038:    17572?? ==  1?  \\ integer values
004D: jump_if_false Label0A29C7
00D6: if  0?
8320:   NOT   actor  17488?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A29C7
03CF: load_wav "PRN1_13" as  1?

:Label0A2935
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A294F
0001: wait  0? ms
0002: jump Label0A2935

:Label0A294F
00BC: text_highpriority "POR1_20"  4000& ms  1? \\ Tommy where are you going? Get back here!
03D1: play_wav  1?

:Label0A2962
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2981
0001: wait  0? ms
0002: jump Label0A2962

:Label0A2981
040D: unload_wav  1?
03D5: remove_text "POR1_20" \\ Tommy where are you going? Get back here!
00BB: text_lowpriority "POR1_25"  4000& ms  1? \\ ~g~You have left Candy behind, go and get her.
0164: disable_marker  17528??
0164: disable_marker  17540??
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A29C0
0187:  17528?? = create_marker_above_actor  17488??

:Label0A29C0
0004:  17572?? =  0?  \\ integer values

:Label0A29C7
00D6: if  0?
0038:    17572?? ==  0?  \\ integer values
004D: jump_if_false Label0A2AA2
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  17488?? radius  8!  8!  8!
004D: jump_if_false Label0A2AA2
01DF: tie_actor  17488?? to_player $PLAYER_CHAR
03CF: load_wav "PRN1_12" as  2?

:Label0A2A11
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A2A2B
0001: wait  0? ms
0002: jump Label0A2A11

:Label0A2A2B
00BC: text_highpriority "POR1_19"  4000& ms  1? \\ Hey!
03D1: play_wav  2?

:Label0A2A3E
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2A5D
0001: wait  0? ms
0002: jump Label0A2A3E

:Label0A2A5D
040D: unload_wav  2?
03D5: remove_text "POR1_19" \\ Hey!
0164: disable_marker  17528??
0164: disable_marker  17540??
00D6: if  0?
0038:    17576?? ==  1?  \\ integer values
004D: jump_if_false Label0A2A9B
018A:  17540?? = create_checkpoint_at -60.2!  934.5!  10.6!

:Label0A2A9B
0004:  17572?? =  1?  \\ integer values

:Label0A2AA2
0002: jump Label0A2ABF

:Label0A2AA9
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A310A

:Label0A2ABF
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2C74
00D6: if  0?
0038:    17576?? ==  1?  \\ integer values
004D: jump_if_false Label0A2B92
00D6: if  0?
8320:   NOT   actor  17508?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0A2B92
03CF: load_wav "PRN1_14" as  1?

:Label0A2B00
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A2B1A
0001: wait  0? ms
0002: jump Label0A2B00

:Label0A2B1A
00BC: text_highpriority "POR1_21"  4000& ms  1? \\ Where are you going?
03D1: play_wav  1?

:Label0A2B2D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2B4C
0001: wait  0? ms
0002: jump Label0A2B2D

:Label0A2B4C
040D: unload_wav  1?
03D5: remove_text "POR1_21" \\ Where are you going?
00BC: text_highpriority "TAXW3_1"  4000& ms  1? \\ ~g~Go and pick up Mercedes.
0164: disable_marker  17536??
0164: disable_marker  17540??
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2B8B
0187:  17536?? = create_marker_above_actor  17508??

:Label0A2B8B
0004:  17576?? =  0?  \\ integer values

:Label0A2B92
00D6: if  0?
0038:    17576?? ==  0?  \\ integer values
004D: jump_if_false Label0A2C6D
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  17508?? radius  8!  8!  8!
004D: jump_if_false Label0A2C6D
01DF: tie_actor  17508?? to_player $PLAYER_CHAR
03CF: load_wav "PRN1_15" as  2?

:Label0A2BDC
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A2BF6
0001: wait  0? ms
0002: jump Label0A2BDC

:Label0A2BF6
00BC: text_highpriority "POR1_22"  4000& ms  1? \\ Tommy, when are we going to spend some time alone together?
03D1: play_wav  2?

:Label0A2C09
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2C28
0001: wait  0? ms
0002: jump Label0A2C09

:Label0A2C28
040D: unload_wav  2?
03D5: remove_text "POR1_22" \\ Tommy, when are we going to spend some time alone together?
0164: disable_marker  17536??
0164: disable_marker  17540??
00D6: if  0?
0038:    17572?? ==  1?  \\ integer values
004D: jump_if_false Label0A2C66
018A:  17540?? = create_checkpoint_at -60.2!  934.5!  10.6!

:Label0A2C66
0004:  17576?? =  1?  \\ integer values

:Label0A2C6D
0002: jump Label0A2C8A

:Label0A2C74
00BC: text_highpriority "POR1_18"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0A310A

:Label0A2C8A
00D6: if  0?
0038:    17576?? ==  1?  \\ integer values
004D: jump_if_false Label0A2D85
00D6: if  0?
0038:    17572?? ==  1?  \\ integer values
004D: jump_if_false Label0A2D85
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2D85
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2D85
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -65!  934.1!  9.8! radius  5!  5!  5!
004D: jump_if_false Label0A2D85
00D6: if  0?
00FE:   actor  17488??  0? ()near_point -65!  934.1!  9.8! radius  5!  5!  5!
004D: jump_if_false Label0A2D85
00D6: if  0?
00FE:   actor  17508??  0? ()near_point -65!  934.1!  9.8! radius  5!  5!  5!
004D: jump_if_false Label0A2D85
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0A2D7E
00DA:  17512?? = player $PLAYER_CHAR car
0174:  388?? = car  17512?? z_angle

:Label0A2D7E
0002: jump Label0A2D8C

:Label0A2D85
0002: jump Label0A2747

:Label0A2D8C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
8119:   NOT   car  17512?? wrecked
004D: jump_if_false Label0A2DC3
00AB: put_car  17512?? at -54!  942.1!  9.8!
0175: set_car  17512?? z_angle_to  388??

:Label0A2DC3
015F: set_camera_position -50.7!  927.4!  10.1!  0!  0!  0!
0160: point_camera -85.3!  960.7!  22.7!  2?
03CF: load_wav "PRN1_10" as  1?
03CF: load_wav "PORN1_9" as  2?

:Label0A2E0E
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A2E2C
0001: wait  0? ms
0002: jump Label0A2E0E

:Label0A2E2C
00BC: text_highpriority "POR1_15"  4000& ms  1? \\ Tommy, you coming in for a warm-up?
03D1: play_wav  2?

:Label0A2E3F
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2E5E
0001: wait  0? ms
0002: jump Label0A2E3F

:Label0A2E5E
040D: unload_wav  2?
03D5: remove_text "POR1_15" \\ Tommy, you coming in for a warm-up?
00BC: text_highpriority "POR1_16"  4000& ms  1? \\ Maybe later, babe...
03D1: play_wav  1?

:Label0A2E7F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A2E99
0001: wait  0? ms
0002: jump Label0A2E7F

:Label0A2E99
040D: unload_wav  1?
03D5: remove_text "POR1_16" \\ Maybe later, babe...
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2ED1
01E0: clear_leader  17488??
00D6: if  0?
00DF:   actor  17488?? driving
004D: jump_if_false Label0A2ED1
03E2: actor  17488?? exit_car

:Label0A2ED1
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2EFB
01E0: clear_leader  17508??
00D6: if  0?
00DF:   actor  17508?? driving
004D: jump_if_false Label0A2EFB
03E2: actor  17508?? exit_car

:Label0A2EFB
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2F0B

:Label0A2F0B
00D6: if  0?
00DF:   actor  17488?? driving
004D: jump_if_false Label0A2F36
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2F2F

:Label0A2F2F
0002: jump Label0A2F0B

:Label0A2F36
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2F46

:Label0A2F46
00D6: if  0?
00DF:   actor  17508?? driving
004D: jump_if_false Label0A2F71
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2F6A

:Label0A2F6A
0002: jump Label0A2F46

:Label0A2F71
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A2F95
011C: actor  17488?? clear_objective
0211: actor  17488?? walk_to -75.25!  930.9!

:Label0A2F95
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A2FB9
011C: actor  17508?? clear_objective
0211: actor  17508?? walk_to -75.25!  930.9!

:Label0A2FB9
015F: set_camera_position -63.3!  933.9!  12.9!  0!  0!  0!
0160: point_camera -78.1!  930.8!  10.5!  2?
00D6: if  0?
8118:   NOT   actor  17508?? dead
004D: jump_if_false Label0A3010
00A1: put_actor  17508?? at -62.3!  933.6!  9.9!

:Label0A3010
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A3034
00A1: put_actor  17488?? at -62.3!  935.6!  9.9!

:Label0A3034
0006:  17@ =  0?  \\ integer values

:Label0A303B
00D6: if  1?
80EC:   NOT   actor  17488??  0? ()near_point -75.25!  930.9! radius  1!  1!
001B:    8000& >  17@  \\ integer values
004D: jump_if_false Label0A3084
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A307D

:Label0A307D
0002: jump Label0A303B

:Label0A3084
03CF: load_wav "PRN1_11" as  1?

:Label0A3090
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A30AA
0001: wait  0? ms
0002: jump Label0A3090

:Label0A30AA
00BC: text_highpriority "POR1_17"  4000& ms  1? \\ Whoa, cool shark!
03D1: play_wav  1?

:Label0A30BD
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17488?? dead
004D: jump_if_false Label0A30DC
0001: wait  0? ms
0002: jump Label0A30BD

:Label0A30DC
040D: unload_wav  1?
03D5: remove_text "POR1_17" \\ Whoa, cool shark!
009B: destroy_actor_instantly  17488??
009B: destroy_actor_instantly  17508??
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label0A311B

:Label0A310A
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0A311B
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PORN_1" \\ Recruitment Drive
004F: create_thread Label00C47E 
0004:  1028?? =  1?  \\ integer values
0051: return

:Label0A315F
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0249: release_model #WMYPI
0249: release_model #BMYCR
0249: release_model #HMYRI
0249: release_model #SENTINEL
0249: release_model #BAT
0249: release_model #TEC9
0249: release_model #STRETCH
034F: destroy_actor_with_fade  17488??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  17508??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0164: disable_marker  17528??
0164: disable_marker  17536??
0164: disable_marker  17532??
0164: disable_marker  17540??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 28---------------
; Originally: Dildo Dodo


:Label0A31BC
03A4: name_thread "PORNO2"
0050: gosub Label0A31EA
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0A31E1
0050: gosub Label0A4EC6

:Label0A31E1
0050: gosub Label0A4F26
004E: end_thread

:Label0A31EA
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PORN2"
058E: unknown_point_command  21.489!  966.28!  9.5! angle  172.7!
0004:  17656?? =  6?  \\ integer values
0004:  17660?? =  0?  \\ integer values
0004:  17664?? =  0?  \\ integer values
0004:  17668?? =  0?  \\ integer values
0004:  17672?? =  0?  \\ integer values
0004:  17676?? =  0?  \\ integer values
0004:  17680?? =  0?  \\ integer values
0004:  17684?? =  0?  \\ integer values
0004:  17688?? =  100?  \\ integer values
0004:  17692?? =  0?  \\ integer values
0004:  17696?? =  0?  \\ integer values
0004:  17700?? =  0?  \\ integer values
0005:  17744?? = -703!  \\ floating-point values
0005:  17748?? = -1496!  \\ floating-point values
0005:  17752?? =  45!  \\ floating-point values
0005:  17756?? = -601!  \\ floating-point values
0005:  17760?? =  660!  \\ floating-point values
0005:  17764?? =  44!  \\ floating-point values
0005:  17768?? = -464.2!  \\ floating-point values
0005:  17772?? =  1459.3!  \\ floating-point values
0005:  17776?? =  40!  \\ floating-point values
0005:  17780?? = -872.8!  \\ floating-point values
0005:  17784?? =  805.8!  \\ floating-point values
0005:  17788?? =  35!  \\ floating-point values
0005:  17792?? = -1130.2!  \\ floating-point values
0005:  17796?? = -182.7!  \\ floating-point values
0005:  17800?? =  36!  \\ floating-point values
0005:  17804?? = -867.4!  \\ floating-point values
0005:  17808?? = -343.2!  \\ floating-point values
0005:  17812?? =  40!  \\ floating-point values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0004:  17708?? =  0?  \\ integer values
0004:  17712?? =  0?  \\ integer values
0004:  17716?? =  0?  \\ integer values
0004:  17720?? =  0?  \\ integer values
0004:  17724?? =  0?  \\ integer values
0004:  17728?? =  0?  \\ integer values
0004:  17732?? =  0?  \\ integer values
0004:  17736?? =  0?  \\ integer values
0004:  17740?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIREC"
023C: load_special_actor  3? "CSMERC"
023C: load_special_actor  4? "CREWA"
023C: load_special_actor  5? "CREWB"
02F3: load_object #CUTOBJ01 "SCENERY"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86!  929!  9.764!
038B: load_requested_models

:Label0A33EF
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0A3419
0001: wait  0? ms
0002: jump Label0A33EF

:Label0A3419
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0A3439
0001: wait  0? ms
0002: jump Label0A3419

:Label0A3439
02E4: load_cutscene_data "PORN_2"
0244: set_cutscene_pos -69.128!  920.965!  9.764!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  652?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  652?? "CSDIREC"
02E5:  648?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  648?? "CSMERC"
02E5:  780?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  780?? "CREWA"
02E5:  784?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  784?? "CREWB"
02E5:  17816?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  17816?? "SCENERY"
02E5:  860?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  860?? "DRCHAIR"
0395: clear_area  1? at -66!  933.04! range  10.2!  1!
0055: put_player $PLAYER_CHAR at -66!  933.04!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  275.6!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A3535
00D6: if  0?
001A:    6922& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3558
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3535

:Label0A3558
00BC: text_highpriority "POR2_A"  10000& ms  1? \\ How's filming going, Steve?

:Label0A3567
00D6: if  0?
001A:    8243& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A358A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3567

:Label0A358A
00BC: text_highpriority "POR2_B"  10000& ms  1? \\ Well, Candy is a natural and that new girl - she's insatiable!

:Label0A3599
00D6: if  0?
001A:    13374& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A35BC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3599

:Label0A35BC
00BC: text_highpriority "POR2_C"  10000& ms  1? \\ She went through half the cast and crew before I even took a light reading.

:Label0A35CB
00D6: if  0?
001A:    17692& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A35EE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A35CB

:Label0A35EE
00BC: text_highpriority "POR2_D"  10000& ms  1? \\ Anyway, hey, tomorrow we're going on location to shoot the boat scenes -

:Label0A35FD
00D6: if  0?
001A:    21037& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3620
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A35FD

:Label0A3620
00BC: text_highpriority "POR2_E"  10000& ms  1? \\ Boat scenes?! What boat scenes?

:Label0A362F
00D6: if  0?
001A:    23916& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3652
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A362F

:Label0A3652
00BC: text_highpriority "POR2_F"  10000& ms  1? \\ The fishermen are in the throes of passion when this giant shark comes in -

:Label0A3661
00D6: if  0?
001A:    26964& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3684
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3661

:Label0A3684
00BC: text_highpriority "POR2_G"  10000& ms  1? \\ What'd I say about the giant shark?

:Label0A3693
00D6: if  0?
001A:    28660& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A36B6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3693

:Label0A36B6
00BC: text_highpriority "POR2_Q"  10000& ms  1? \\ Oh, boy.

:Label0A36C5
00D6: if  0?
001A:    30017& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A36E8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A36C5

:Label0A36E8
00BC: text_highpriority "POR2_H"  10000& ms  1? \\ I said, 'NO GIANT SHARK', alright?

:Label0A36F7
00D6: if  0?
001A:    33395&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A371C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A36F7

:Label0A371C
00BC: text_highpriority "POR2_I"  10000& ms  1? \\ Just keep the cameras pointed at the poontang!

:Label0A372B
00D6: if  0?
001A:    35819&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3750
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A372B

:Label0A3750
00BC: text_highpriority "POR2_J"  10000& ms  1? \\ Ok ok, hey Tommy, a guy's gotta try, right?

:Label0A375F
00D6: if  0?
001A:    38651&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3784
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A375F

:Label0A3784
00BC: text_highpriority "POR2_K"  10000& ms  1? \\ Get those flyers printed up?

:Label0A3793
00D6: if  0?
001A:    40472&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A37B8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3793

:Label0A37B8
00BC: text_highpriority "POR2_L"  10000& ms  1? \\ Yeah, but nobody's gonna let us distribute those things, I mean

:Label0A37C7
00D6: if  0?
001A:    43374&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A37EC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A37C7

:Label0A37EC
00BC: text_highpriority "POR2_M"  10000& ms  1? \\ They're just too, uh, they're unimaginative.

:Label0A37FB
00D6: if  0?
001A:    46300&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3820
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A37FB

:Label0A3820
00BC: text_highpriority "POR2_N"  10000& ms  1? \\ You don't worry about that.

:Label0A382F
00D6: if  0?
001A:    47862&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3854
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A382F

:Label0A3854
00BC: text_highpriority "POR2_O"  10000& ms  1? \\ I've got my own ideas for distribution.

:Label0A3863
00D6: if  0?
001A:    49597&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A3888
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3863

:Label0A3888
00D6: if  0?
059A: (unknown)
004D: jump_if_false Label0A38C1

:Label0A3895
00D6: if  0?
001A:    49697&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A38BA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A3895

:Label0A38BA
0002: jump Label0A3932

:Label0A38C1
00BC: text_highpriority "POR2_P"  10000& ms  1? \\ O.K. Hey, Candy, uh - in my trailer.

:Label0A38D0
00D6: if  0?
001A:    50597&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A38F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A38D0

:Label0A38F5
00D6: if  0?
001A:    53376&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A391A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A38F5

:Label0A391A
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0A3932
0001: wait  0? ms
0002: jump Label0A391A

:Label0A3932
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0A393B
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A3953
0001: wait  0? ms
0002: jump Label0A393B

:Label0A3953
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
03CB: set_camera -67!  939.297!  10.94!
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #SKIMMER

:Label0A39B6
00D6: if  0?
8248:   NOT   model #SKIMMER available
004D: jump_if_false Label0A39D1
0001: wait  0? ms
0002: jump Label0A39B6

:Label0A39D1
01B6: set_weather  4?
00A5:  17624?? = create_car #SKIMMER at -141.1!  1030.4!  7.5!
0175: set_car  17624?? z_angle_to  180!
0186:  17628?? = create_marker_above_car  17624??
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "POR2_01"  7000& ms  1? \\ ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios.
00BB: text_lowpriority "POR2_05"  5000& ms  1? \\ ~g~Use it to distribute the flyers around town.

:Label0A3A23
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17624?? wrecked
004D: jump_if_false Label0A3A58
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17624??
004D: jump_if_false Label0A3A51
0002: jump Label0A3A66

:Label0A3A51
0002: jump Label0A3A5F

:Label0A3A58
0002: jump Label0A4EC6

:Label0A3A5F
0002: jump Label0A3A23

:Label0A3A66
0164: disable_marker  17628??
00BC: text_highpriority "POR2_02"  5000& ms  1? \\ ~g~Pick one of the checkpoints to start dropping the flyers from.
00BB: text_lowpriority "POR2_03"  5000& ms  1? \\ ~g~Drop the flyers all the way to the end checkpoint.
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?
0006:  16@ =  0?  \\ integer values
03C4: set_status_text_to  17688??  1? (bar) "DILDO" \\ Skimmer Fuel:
0006:  17@ =  0?  \\ integer values

:Label0A3B24
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17624?? wrecked
004D: jump_if_false Label0A4D04
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17624??
004D: jump_if_false Label0A3B96
00D6: if  0?
0038:    17704?? ==  0?  \\ integer values
004D: jump_if_false Label0A3B96
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0A3B85
03E5: text_box "PLANE_4" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump Label0A3B8F

:Label0A3B85
03E5: text_box "PLANE_H" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label0A3B8F
0004:  17704?? =  1?  \\ integer values

:Label0A3B96
00D6: if  0?
0038:    17684?? ==  0?  \\ integer values
004D: jump_if_false Label0A408F
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A3C78
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17744??  17748??  17752?? radius  10!  10!  10!
004D: jump_if_false Label0A3C06
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17744??  17748??  17752??
0002: jump Label0A3C78

:Label0A3C06
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0005:  17744?? = -872!  \\ floating-point values
0005:  17748?? = -574!  \\ floating-point values
0005:  17752?? =  55!  \\ floating-point values
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  0?
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
0004:  17684?? =  1?  \\ integer values
0004:  17660?? =  1?  \\ integer values

:Label0A3C78
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A3D48
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17756??  17760??  17764?? radius  10!  10!  10!
004D: jump_if_false Label0A3CD6
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17756??  17760??  17764??
0002: jump Label0A3D48

:Label0A3CD6
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0164: disable_marker  17636??
0005:  17756?? = -354.2!  \\ floating-point values
0005:  17760?? =  1088!  \\ floating-point values
0005:  17764?? =  47!  \\ floating-point values
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  0?
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
0004:  17684?? =  1?  \\ integer values
0004:  17664?? =  1?  \\ integer values

:Label0A3D48
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A3E18
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17768??  17772??  17776?? radius  10!  10!  10!
004D: jump_if_false Label0A3DA6
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17768??  17772??  17776??
0002: jump Label0A3E18

:Label0A3DA6
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0005:  17768?? = -861.4!  \\ floating-point values
0005:  17772?? =  1084.8!  \\ floating-point values
0005:  17776?? =  54.5!  \\ floating-point values
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  0?
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
0004:  17684?? =  1?  \\ integer values
0004:  17668?? =  1?  \\ integer values

:Label0A3E18
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A3EE8
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17780??  17784??  17788?? radius  10!  10!  10!
004D: jump_if_false Label0A3E76
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17780??  17784??  17788??
0002: jump Label0A3EE8

:Label0A3E76
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0005:  17780?? = -1070.8!  \\ floating-point values
0005:  17784?? =  88!  \\ floating-point values
0005:  17788?? =  35!  \\ floating-point values
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  0?
0164: disable_marker  17648??
0164: disable_marker  17652??
0004:  17684?? =  1?  \\ integer values
0004:  17672?? =  1?  \\ integer values

:Label0A3EE8
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A3FB8
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17792??  17796??  17800?? radius  10!  10!  10!
004D: jump_if_false Label0A3F46
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17792??  17796??  17800??
0002: jump Label0A3FB8

:Label0A3F46
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0005:  17792?? = -1433.8!  \\ floating-point values
0005:  17796?? = -807.1!  \\ floating-point values
0005:  17800?? =  45.5!  \\ floating-point values
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  0?
0164: disable_marker  17652??
0004:  17684?? =  1?  \\ integer values
0004:  17676?? =  1?  \\ integer values

:Label0A3FB8
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A4088
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17804??  17808??  17812?? radius  10!  10!  10!
004D: jump_if_false Label0A4016
024F: create_corona  5.5!  6?  0? with_color  0?  0?  255& at_point  17804??  17808??  17812??
0002: jump Label0A4088

:Label0A4016
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
0005:  17804?? = -771.9!  \\ floating-point values
0005:  17808?? =  304.6!  \\ floating-point values
0005:  17812?? =  50.1!  \\ floating-point values
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  0?
0004:  17684?? =  1?  \\ integer values
0004:  17680?? =  1?  \\ integer values

:Label0A4088
0002: jump Label0A48CC

:Label0A408F
0209:  17700?? = random_int  1?  7?
00D6: if  0?
0038:    17700?? ==  1?  \\ integer values
004D: jump_if_false Label0A40B1
0050: gosub Label0A4F71

:Label0A40B1
00D6: if  0?
0038:    17700?? ==  2?  \\ integer values
004D: jump_if_false Label0A40D1
0050: gosub Label0A4F71
0050: gosub Label0A4F71

:Label0A40D1
00D6: if  0?
0038:    17700?? ==  3?  \\ integer values
004D: jump_if_false Label0A40F8
0050: gosub Label0A4F71
0050: gosub Label0A4F71
0050: gosub Label0A4F71

:Label0A40F8
00D6: if  0?
0038:    17660?? ==  1?  \\ integer values
004D: jump_if_false Label0A4246
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17744??  17748??  17752?? radius  10!  10!  10!
004D: jump_if_false Label0A4156
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17744??  17748??  17752??
0002: jump Label0A4246

:Label0A4156
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A4184
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A4184
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A41AB
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A41AB
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A41D2
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A41D2
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A41F9
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A41F9
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A4220
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A4220
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17632??
0004:  17684?? =  0?  \\ integer values
0004:  17660?? =  2?  \\ integer values

:Label0A4246
00D6: if  0?
0038:    17664?? ==  1?  \\ integer values
004D: jump_if_false Label0A4394
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17756??  17760??  17764?? radius  10!  10!  10!
004D: jump_if_false Label0A42A4
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17756??  17760??  17764??
0002: jump Label0A4394

:Label0A42A4
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A42D2
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A42D2
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A42F9
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A42F9
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A4320
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A4320
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A4347
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A4347
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A436E
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A436E
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17636??
0004:  17684?? =  0?  \\ integer values
0004:  17664?? =  2?  \\ integer values

:Label0A4394
00D6: if  0?
0038:    17668?? ==  1?  \\ integer values
004D: jump_if_false Label0A44E2
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17768??  17772??  17776?? radius  10!  10!  10!
004D: jump_if_false Label0A43F2
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17768??  17772??  17776??
0002: jump Label0A44E2

:Label0A43F2
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A4420
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A4420
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A4447
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A4447
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A446E
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A446E
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A4495
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A4495
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A44BC
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A44BC
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17640??
0004:  17684?? =  0?  \\ integer values
0004:  17668?? =  2?  \\ integer values

:Label0A44E2
00D6: if  0?
0038:    17672?? ==  1?  \\ integer values
004D: jump_if_false Label0A4630
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17780??  17784??  17788?? radius  10!  10!  10!
004D: jump_if_false Label0A4540
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17780??  17784??  17788??
0002: jump Label0A4630

:Label0A4540
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A456E
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A456E
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A4595
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A4595
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A45BC
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A45BC
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A45E3
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A45E3
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A460A
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A460A
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17644??
0004:  17684?? =  0?  \\ integer values
0004:  17672?? =  2?  \\ integer values

:Label0A4630
00D6: if  0?
0038:    17676?? ==  1?  \\ integer values
004D: jump_if_false Label0A477E
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17792??  17796??  17800?? radius  10!  10!  10!
004D: jump_if_false Label0A468E
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17792??  17796??  17800??
0002: jump Label0A477E

:Label0A468E
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A46BC
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A46BC
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A46E3
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A46E3
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A470A
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A470A
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A4731
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A4731
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A4758
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A4758
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17648??
0004:  17684?? =  0?  \\ integer values
0004:  17676?? =  2?  \\ integer values

:Label0A477E
00D6: if  0?
0038:    17680?? ==  1?  \\ integer values
004D: jump_if_false Label0A48CC
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  0? ()near_point  17804??  17808??  17812?? radius  10!  10!  10!
004D: jump_if_false Label0A47DC
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  17804??  17808??  17812??
0002: jump Label0A48CC

:Label0A47DC
000C:  17656?? -=  1?  \\ integer values
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A480A
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A480A
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A4831
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A4831
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A4858
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A4858
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A487F
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A487F
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A48A6
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A48A6
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  17652??
0004:  17684?? =  0?  \\ integer values
0004:  17680?? =  2?  \\ integer values

:Label0A48CC
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  17624??
004D: jump_if_false Label0A49DC
01BD:  17740?? = current_time_in_ms
0084:  17716?? =  17688??  \\ integer values and handles
0010:  17716?? *=  5000&  \\ integer values
00D6: if  0?
0038:    17708?? ==  0?  \\ integer values
004D: jump_if_false Label0A493C
01BD:  17712?? = current_time_in_ms
00D6: if  0?
0018:    17716?? >  30000&  \\ integer values
004D: jump_if_false Label0A492D
0004:  17720?? =  30000&  \\ integer values
0002: jump Label0A4935

:Label0A492D
0084:  17720?? =  17716??  \\ integer values and handles

:Label0A4935
0004:  17708?? =  1?  \\ integer values

:Label0A493C
01BD:  17724?? = current_time_in_ms
0084:  17728?? =  17724??  \\ integer values and handles
0060:  17728?? -=  17712??  \\ integer values
0060:  17720?? -=  17728??  \\ integer values
0084:  17712?? =  17724??  \\ integer values and handles
0084:  17732?? =  17720??  \\ integer values and handles
0014:  17732?? /=  1000&  \\ integer values
01E5: text_1number_highpriority "PORN2_9"  17732??  200& ms  1? \\ ~g~You have ~1~ seconds to return to a Skimmer before the mission ends.
00D6: if  0?
001A:    1? >  17732??  \\ integer values
004D: jump_if_false Label0A49C5
00D6: if  0?
001C:    17740?? >  17736??  \\ integer values
004D: jump_if_false Label0A49BE
00BC: text_highpriority "TAXI2"  3000& ms  1? \\ ~r~You're out of time!
0002: jump Label0A4EC6

:Label0A49BE
0002: jump Label0A49D5

:Label0A49C5
0084:  17736?? =  17740??  \\ integer values and handles
0008:  17736?? +=  1000&  \\ integer values

:Label0A49D5
0002: jump Label0A49E3

:Label0A49DC
0004:  17708?? =  0?  \\ integer values

:Label0A49E3
00D6: if  1?
01F4:   car  17624?? flipped
01C1:   car  17624?? stopped
004D: jump_if_false Label0A49FF
0004:  17696?? =  1?  \\ integer values

:Label0A49FF
00D6: if  2?
80DC:   NOT   player $PLAYER_CHAR driving  17624??
0038:    17692?? ==  0?  \\ integer values
0038:    17696?? ==  0?  \\ integer values
004D: jump_if_false Label0A4A4D
0186:  17628?? = create_marker_above_car  17624??
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
0004:  17692?? =  1?  \\ integer values

:Label0A4A4D
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  17624??
0038:    17692?? ==  1?  \\ integer values
004D: jump_if_false Label0A4CFD
0164: disable_marker  17628??
00D6: if  0?
0038:    17660?? ==  0?  \\ integer values
004D: jump_if_false Label0A4A93
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  2?

:Label0A4A93
00D6: if  0?
0038:    17664?? ==  0?  \\ integer values
004D: jump_if_false Label0A4ABA
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  2?

:Label0A4ABA
00D6: if  0?
0038:    17668?? ==  0?  \\ integer values
004D: jump_if_false Label0A4AE1
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  2?

:Label0A4AE1
00D6: if  0?
0038:    17672?? ==  0?  \\ integer values
004D: jump_if_false Label0A4B08
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  2?

:Label0A4B08
00D6: if  0?
0038:    17676?? ==  0?  \\ integer values
004D: jump_if_false Label0A4B2F
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  2?

:Label0A4B2F
00D6: if  0?
0038:    17680?? ==  0?  \\ integer values
004D: jump_if_false Label0A4B56
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  2?

:Label0A4B56
00D6: if  0?
0038:    17660?? ==  1?  \\ integer values
004D: jump_if_false Label0A4B9B
0164: disable_marker  17632??
018A:  17632?? = create_checkpoint_at  17744??  17748??  17752??
0165: set_marker  17632?? color_to  0?
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??

:Label0A4B9B
00D6: if  0?
0038:    17664?? ==  1?  \\ integer values
004D: jump_if_false Label0A4BE0
0164: disable_marker  17632??
0164: disable_marker  17636??
018A:  17636?? = create_checkpoint_at  17756??  17760??  17764??
0165: set_marker  17636?? color_to  0?
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??

:Label0A4BE0
00D6: if  0?
0038:    17668?? ==  1?  \\ integer values
004D: jump_if_false Label0A4C25
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
018A:  17640?? = create_checkpoint_at  17768??  17772??  17776??
0165: set_marker  17640?? color_to  0?
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??

:Label0A4C25
00D6: if  0?
0038:    17672?? ==  1?  \\ integer values
004D: jump_if_false Label0A4C6A
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
018A:  17644?? = create_checkpoint_at  17780??  17784??  17788??
0165: set_marker  17644?? color_to  0?
0164: disable_marker  17648??
0164: disable_marker  17652??

:Label0A4C6A
00D6: if  0?
0038:    17676?? ==  1?  \\ integer values
004D: jump_if_false Label0A4CAF
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
018A:  17648?? = create_checkpoint_at  17792??  17796??  17800??
0165: set_marker  17648?? color_to  0?
0164: disable_marker  17652??

:Label0A4CAF
00D6: if  0?
0038:    17680?? ==  1?  \\ integer values
004D: jump_if_false Label0A4CF4
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
018A:  17652?? = create_checkpoint_at  17804??  17808??  17812??
0165: set_marker  17652?? color_to  0?

:Label0A4CF4
00BE: text_clear_all
0004:  17692?? =  0?  \\ integer values

:Label0A4CFD
0002: jump Label0A4D0B

:Label0A4D04
0002: jump Label0A4EC6

:Label0A4D0B
00D6: if  0?
0038:    17688?? ==  0?  \\ integer values
004D: jump_if_false Label0A4DC9
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17624??
004D: jump_if_false Label0A4D37
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label0A4D37
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label0A4DC9
03F5: unknown_prepare_car  17624?? for_explosion flag  1?
020B: explode_car  17624??
00AA:  380?? = car  17624?? x_pos,  384?? = car  17624?? y_pos,  388?? = car  17624?? z_pos
020C: create_explosion_with_radius  2? at  380??  384??  388??
020C: create_explosion_with_radius  11? at  380??  384??  388??
020C: create_explosion_with_radius  1? at  380??  384??  388??
020C: create_explosion_with_radius  6? at  380??  384??  388??
039D: scatter_particles  17?  .8!  0?  0?  0?  11000& at  380??  384??  388??  .1!  0!  .2!
0002: jump Label0A4EC6

:Label0A4DC9
00D6: if  0?
0018:    17688?? >  0?  \\ integer values
004D: jump_if_false Label0A4E03
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label0A4DFC
000C:  17688?? -=  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label0A4DFC
0002: jump Label0A4E0A

:Label0A4E03
0004:  17688?? =  0?  \\ integer values

:Label0A4E0A
00D6: if  0?
0018:    17688?? >  0?  \\ integer values
004D: jump_if_false Label0A4EA6
00D6: if  0?
001A:    10? >  17688??  \\ integer values
004D: jump_if_false Label0A4EA6
00D6: if  0?
8119:   NOT   car  17624?? wrecked
004D: jump_if_false Label0A4E71
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17624??
004D: jump_if_false Label0A4E67
00BC: text_highpriority "POR2_04"  5000& ms  1? \\ ~r~LOW FUEL!!!
0002: jump Label0A4E71

:Label0A4E67
03D5: remove_text "POR2_04" \\ ~r~LOW FUEL!!!

:Label0A4E71
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0A4EA6
00AA:  380?? = car  17624?? x_pos,  384?? = car  17624?? y_pos,  388?? = car  17624?? z_pos
018C: play_sound  35? at  380??  384??  388??
0006:  16@ =  0?  \\ integer values

:Label0A4EA6
00D6: if  0?
0038:    17656?? ==  0?  \\ integer values
004D: jump_if_false Label0A4EBF
0002: jump Label0A4ED7

:Label0A4EBF
0002: jump Label0A3B24

:Label0A4EC6
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0A4ED7
00BE: text_clear_all
055A:  1?
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
014C: set_parked_car_generator  7716?? cars_to_generate_to  101?
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PORN_2" \\ Dildo Dodo
004F: create_thread Label00C52C 
0004:  1032?? =  1?  \\ integer values
0051: return

:Label0A4F26
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0249: release_model #SKIMMER
0151: remove_status_text  17656??
0151: remove_status_text  17688??
0164: disable_marker  17628??
0164: disable_marker  17632??
0164: disable_marker  17636??
0164: disable_marker  17640??
0164: disable_marker  17644??
0164: disable_marker  17648??
0164: disable_marker  17652??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

:Label0A4F71
0407: create_coordinate  380??  384??  388?? from_car  17624?? offset  0! -2! -2!
0437: scatter_particle  11?  .8! at  380??  384??  388??  0!  0!  0!
0051: return

;-------------Mission 29---------------
; Originally: Martha's Mug Shot


:Label0A4FB1
03A4: name_thread "PORNO3"
0050: gosub Label0A5029
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0A5020
00D6: if  0?
0038:    17948?? ==  1?  \\ integer values
004D: jump_if_false Label0A5019
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -155& (OD_WTSIGN) to -156& (OD_CHARIOT)
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -157& (LODD_BUILDNEW) to -158& (LODCHARIOT)

:Label0A5019
0050: gosub Label0A73A8

:Label0A5020
0050: gosub Label0A7416
004E: end_thread

:Label0A5029
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PORN3"
058E: unknown_point_command  21.489!  966.28!  9.5! angle  172.7!
0004:  17916?? =  0?  \\ integer values
0004:  17920?? =  0?  \\ integer values
0004:  17924?? =  0?  \\ integer values
0004:  17928?? =  0?  \\ integer values
0004:  17932?? =  0?  \\ integer values
0004:  17936?? =  0?  \\ integer values
0004:  17940?? =  0?  \\ integer values
0004:  17944?? =  0?  \\ integer values
0004:  17948?? =  0?  \\ integer values
0004:  17960?? =  0?  \\ integer values
0004:  17968?? =  0?  \\ integer values
0004:  17972?? =  0?  \\ integer values
0004:  17976?? =  0?  \\ integer values
0004:  17980?? =  0?  \\ integer values
0004:  17984?? =  0?  \\ integer values
0004:  17988?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIREC"
023C: load_special_actor  3? "CSCANDY"
023C: load_special_actor  4? "MPORNA"
023C: load_special_actor  5? "CMRAMAN"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86!  929!  9.764!
038B: load_requested_models

:Label0A5139
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0A5163
0001: wait  0? ms
0002: jump Label0A5139

:Label0A5163
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0A5183
0001: wait  0? ms
0002: jump Label0A5163

:Label0A5183
02E4: load_cutscene_data "PORN_3"
0244: set_cutscene_pos -69.128!  920.965!  9.764!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  652?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  652?? "CSDIREC"
02E5:  660?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  660?? "CSCANDY"
02E5:  656?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  656?? "MPORNA"
02E5:  788?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  788?? "CMRAMAN"
02E5:  836?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  836?? "CS_CAM"
02E5:  860?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  860?? "DRCHAIR"
0395: clear_area  1? at -66!  933.04! range  10.2!  1!
0055: put_player $PLAYER_CHAR at -66!  933.04!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  275.6!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0A527F
00D6: if  0?
001A:    5363& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A52A2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A527F

:Label0A52A2
00BC: text_highpriority "POR3_A"  10000& ms  1? \\ Ok, what's the problem now?

:Label0A52B1
00D6: if  0?
001A:    7267& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A52D4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A52B1

:Label0A52D4
00BC: text_highpriority "POR3_B"  10000& ms  1? \\ SSShhhh!

:Label0A52E3
00D6: if  0?
001A:    8405& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5306
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A52E3

:Label0A5306
00BC: text_highpriority "POR3_C"  10000& ms  1? \\ Well, after his close encounter with the nympho-invaders,

:Label0A5315
00D6: if  0?
001A:    11940& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5338
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5315

:Label0A5338
00BC: text_highpriority "POR3_D"  10000& ms  1? \\ our hero finds himself unable to think of anything but this huge phallic mountain -

:Label0A5347
00D6: if  0?
001A:    17623& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A536A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5347

:Label0A536A
00BC: text_highpriority "POR3_E"  10000& ms  1? \\ and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh -

:Label0A5379
00D6: if  0?
001A:    20572& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A539C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5379

:Label0A539C
00BC: text_highpriority "POR3_F"  10000& ms  1? \\ I don't give a crap about that!

:Label0A53AB
00D6: if  0?
001A:    23405& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A53CE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A53AB

:Label0A53CE
00BC: text_highpriority "POR3_G"  10000& ms  1? \\ J - Just keep going, keep going!

:Label0A53DD
00D6: if  0?
001A:    24264& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5400
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A53DD

:Label0A5400
00D6: if  0?
001A:    25472& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5423
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5400

:Label0A5423
00BC: text_highpriority "POR3_I"  10000& ms  1? \\ You mentioned something about some legal problem on the phone?

:Label0A5432
00D6: if  0?
001A:    29817& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5455
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5432

:Label0A5455
00BC: text_highpriority "POR3_J"  10000& ms  1? \\ Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote.

:Label0A5464
00D6: if  0?
001A:    35410&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5489
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5464

:Label0A5489
00BC: text_highpriority "POR3_K"  10000& ms  1? \\ Rumors are he's gonna support measures to restrict, shall we say,

:Label0A5498
00D6: if  0?
001A:    38788&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A54BD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5498

:Label0A54BD
00BC: text_highpriority "POR3_L"  10000& ms  1? \\ the more fleshy aspects of this nation's great entertainment industry.

:Label0A54CC
00D6: if  0?
001A:    44773&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A54F1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A54CC

:Label0A54F1
00BC: text_highpriority "POR3_M"  10000& ms  1? \\ Great.

:Label0A5500
00D6: if  0?
001A:    47875&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5525
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5500

:Label0A5525
00BC: text_highpriority "POR3_N"  10000& ms  1? \\ Candy! You know Shrub,

:Label0A5534
00D6: if  0?
001A:    50039&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5559
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5534

:Label0A5559
00BC: text_highpriority "POR3_O"  10000& ms  1? \\ you guys get up to anything kinky?

:Label0A5568
00D6: if  0?
001A:    53487&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A558D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5568

:Label0A558D
00BC: text_highpriority "POR3_P"  10000& ms  1? \\ Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh!

:Label0A559C
00D6: if  0?
001A:    62879&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A55C1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A559C

:Label0A55C1
00BC: text_highpriority "POR3_Q"  10000& ms  1? \\ Please - tell me you got that.

:Label0A55D0
00D6: if  0?
001A:    64505&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A55F5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A55D0

:Label0A55F5
00BC: text_highpriority "POR3_R"  10000& ms  1? \\ Was that part of the, uh... or was she talking to..?

:Label0A5604
00D6: if  0?
001A:    66734&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5629
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5604

:Label0A5629
00BC: text_highpriority "POR3_S"  10000& ms  1? \\ Hey, I can never tell. Anyway...

:Label0A5638
00D6: if  0?
001A:    69061&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A565D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5638

:Label0A565D
00BC: text_highpriority "POR3_T"  10000& ms  1? \\ You're probably best following her after the shoot,

:Label0A566C
00D6: if  0?
001A:    72018&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5691
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A566C

:Label0A5691
00BC: text_highpriority "POR3_U"  10000& ms  1? \\ see if she'll lead you to their new love nest.

:Label0A56A0
00D6: if  0?
001A:    74686&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A56C5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A56A0

:Label0A56C5
00BC: text_highpriority "POR3_V"  10000& ms  1? \\ You got a camera?

:Label0A56D4
00D6: if  0?
001A:    76802&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A56F9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A56D4

:Label0A56F9
00BC: text_highpriority "POR3_X"  10000& ms  1? \\ Yeah. Get him a camera.

:Label0A5708
00D6: if  0?
001A:    77802&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A572D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A5708

:Label0A572D
00BE: text_clear_all

:Label0A572F
00D6: if  0?
001A:    78976&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A5754
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A572F

:Label0A5754
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0A575D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A5775
0001: wait  0? ms
0002: jump Label0A575D

:Label0A5775
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  .75!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
03CB: set_camera -67!  939.297!  10.94!
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
023C: load_special_actor  1? "IGCANDY"
023C: load_special_actor  2? "IGALSCB"

:Label0A57EB
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0A5809
0001: wait  0? ms
0002: jump Label0A57EB

:Label0A5809
038B: load_requested_models
0247: request_model #HMYRI
0247: request_model #CAMERA
0247: request_model #FBI
0247: request_model #GDA
0247: request_model #UZI
0247: request_model #SPARROW
0247: request_model #STRETCH
0247: request_model #RANCHER
0247: request_model #M4

:Label0A5835
00D6: if  24?
8248:   NOT   model #HMYRI available
8248:   NOT   model #CAMERA available
8248:   NOT   model #FBI available
8248:   NOT   model #GDA available
8248:   NOT   model #UZI available
004D: jump_if_false Label0A5861
0001: wait  0? ms
0002: jump Label0A5835

:Label0A5861
00D6: if  23?
8248:   NOT   model #SPARROW available
8248:   NOT   model #STRETCH available
8248:   NOT   model #RANCHER available
8248:   NOT   model #M4 available
004D: jump_if_false Label0A588B
0001: wait  0? ms
0002: jump Label0A5861

:Label0A588B
0108: destroy_object  7260??
029B:  17864?? = init_object -117? (SPAD_DR_OPEN2) at  461.961!  31.436!  31.24!
01C7: spawn_object  17864??
0108: destroy_object  7268??
029B:  17992?? = init_object -159& (PH_BUILD_DR_OPEN) at  569.33!  52.737!  14.616!
01C7: spawn_object  17992??
034D: unknown_rotate_object  17992?? unknown_angle  350!  350!  0?
022B: create_forbidden_for_peds_cube  479.9! -1.4!  11!  450.3!  59.5!  40!
01B1: give_player $PLAYER_CHAR weapon  36? ammo  12?  \\ Load the weapon model before using this
0004:  17964?? =  12?  \\ integer values
009A:  17824?? = create_actor  5? #SPECIAL01 at -40.4!  945!  9.9!
04F5: unknown_actor  17824?? kiss_player $PLAYER_CHAR on  1?
0245: set_actor  17824?? walk_style_to  46?
01ED: spawn_actor  17824??
0173: set_actor  17824?? z_angle_to  296.8!
02A9: set_actor  17824?? immune_to_nonplayer  1?
0211: actor  17824?? walk_to  9.2!  964.4!
0187:  17900?? = create_marker_above_actor  17824??
0568:  17824??  1?
00A5:  17828?? = create_car #STRETCH at  18.8!  961.6!  10.6!
0175: set_car  17828?? z_angle_to  360.1!
0229: set_car  17828?? color_to  34?  34?
00AE: unknown_set_car  17828?? to_ignore_traffic_lights  2?
0129:  17832?? = create_actor  4? #HMYRI in_car  17828?? driverseat
020A: set_car  17828?? door_status_to  3?
00A9: set_car  17828?? to_normal_driver
02AA: set_car  17828?? immune_to_nonplayer  1?
00A5:  17860?? = create_car #SPARROW at -61.7!  1019!  9.9!
0175: set_car  17860?? z_angle_to  356.2!
0186:  17912?? = create_marker_above_car  17860??
016A: fade  1? (back)  1500& ms
009A:  17820?? = create_actor  4? #SPECIAL02 at  471.3!  27!  29.6!
01ED: spawn_actor  17820??
0350: unknown_actor  17820?? not_scared_flag  1?
0173: set_actor  17820?? z_angle_to  90.5!
009A:  17844?? = create_actor  4? #FBI at  477.6!  30.1!  29.9!
0173: set_actor  17844?? z_angle_to  286.6!
01B2: give_actor  17844?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17844??
0243: set_actor  17844?? ped_stats_to  16?
0291: unknown_actor  17844?? unknown_behavior_flag  1?
0350: unknown_actor  17844?? not_scared_flag  1?
02A9: set_actor  17844?? immune_to_nonplayer  1?
009A:  17848?? = create_actor  4? #FBI at  458.8!  18.1!  32!
01B2: give_actor  17848?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17848??
0243: set_actor  17848?? ped_stats_to  16?
0291: unknown_actor  17848?? unknown_behavior_flag  1?
01E2: add_route_point  1? at  458.8!  18.1!  32!
01E2: add_route_point  1? at  472!  18.1!  32!
01E2: add_route_point  1? at  458.8!  18.1!  32!
01E1: set_actor  17848?? objective_to 27  1?  3?
02A9: set_actor  17848?? immune_to_nonplayer  1?
009A:  17852?? = create_actor  4? #FBI at  458.4!  42.9!  32!
01B2: give_actor  17852?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17852??
0243: set_actor  17852?? ped_stats_to  16?
0291: unknown_actor  17852?? unknown_behavior_flag  1?
01E2: add_route_point  2? at  458.4!  42.9!  32!
01E2: add_route_point  2? at  472!  42.9!  32!
01E2: add_route_point  2? at  458.4!  42.9!  32!
01E1: set_actor  17852?? objective_to 27  2?  3?
02A9: set_actor  17852?? immune_to_nonplayer  1?
009A:  17856?? = create_actor  4? #FBI at  455!  37.6!  33.8!
01B2: give_actor  17856?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17856??
0243: set_actor  17856?? ped_stats_to  16?
0291: unknown_actor  17856?? unknown_behavior_flag  1?
01E2: add_route_point  3? at  455!  37.6!  33.8!
01E2: add_route_point  3? at  455!  23.8!  33.8!
01E2: add_route_point  3? at  455!  37.6!  33.8!
01E1: set_actor  17856?? objective_to 27  3?  3?
02A9: set_actor  17856?? immune_to_nonplayer  1?
009A:  17836?? = create_actor  4? #GDA at  474.9!  31.9!  11!
0173: set_actor  17836?? z_angle_to  269.6!
01B2: give_actor  17836?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17836??
0243: set_actor  17836?? ped_stats_to  16?
0291: unknown_actor  17836?? unknown_behavior_flag  1?
0350: unknown_actor  17836?? not_scared_flag  1?
02A9: set_actor  17836?? immune_to_nonplayer  1?
009A:  17840?? = create_actor  4? #GDA at  474.9!  28.9!  11!
0173: set_actor  17840?? z_angle_to  269.6!
01B2: give_actor  17840?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17840??
0243: set_actor  17840?? ped_stats_to  16?
0291: unknown_actor  17840?? unknown_behavior_flag  1?
0350: unknown_actor  17840?? not_scared_flag  1?
02A9: set_actor  17840?? immune_to_nonplayer  1?
0006:  16@ =  0?  \\ integer values
0293:  72?? = current_controls

:Label0A5C85
0001: wait  0? ms
00D6: if  0?
0038:    17952?? ==  0?  \\ integer values
004D: jump_if_false Label0A5D6D
00D6: if  0?
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label0A5D53
00D6: if  0?
0038:    17956?? ==  0?  \\ integer values
004D: jump_if_false Label0A5D4C
00D6: if  0?
0038:    72?? ==  0?  \\ integer values
004D: jump_if_false Label0A5CE3
03E5: text_box "POR3_08" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004:  17956?? =  1?  \\ integer values

:Label0A5CE3
00D6: if  0?
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label0A5D06
03E5: text_box "POR3_08" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004:  17956?? =  1?  \\ integer values

:Label0A5D06
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label0A5D29
03E5: text_box "POR3_08" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera.
0004:  17956?? =  1?  \\ integer values

:Label0A5D29
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0A5D4C
03E5: text_box "POR3_09" \\ Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target ~w~with the camera.
0004:  17956?? =  1?  \\ integer values

:Label0A5D4C
0002: jump Label0A5D6D

:Label0A5D53
0293:  72?? = current_controls
0004:  17952?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values
0004:  17956?? =  0?  \\ integer values

:Label0A5D6D
00D6: if  0?
0038:    17952?? ==  1?  \\ integer values
004D: jump_if_false Label0A5E51
00D6: if  0?
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label0A5E37
00D6: if  0?
0038:    17956?? ==  0?  \\ integer values
004D: jump_if_false Label0A5E30
00D6: if  0?
0038:    72?? ==  0?  \\ integer values
004D: jump_if_false Label0A5DC7
03E5: text_box "POR3_10" \\ Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004:  17956?? =  1?  \\ integer values

:Label0A5DC7
00D6: if  0?
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label0A5DEA
03E5: text_box "POR3_10" \\ Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004:  17956?? =  1?  \\ integer values

:Label0A5DEA
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label0A5E0D
03E5: text_box "POR3_11" \\ Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004:  17956?? =  1?  \\ integer values

:Label0A5E0D
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0A5E30
03E5: text_box "POR3_10" \\ Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again.
0004:  17956?? =  1?  \\ integer values

:Label0A5E30
0002: jump Label0A5E51

:Label0A5E37
0293:  72?? = current_controls
0004:  17952?? =  2?  \\ integer values
0006:  16@ =  0?  \\ integer values
0004:  17956?? =  0?  \\ integer values

:Label0A5E51
00D6: if  0?
0038:    17952?? ==  2?  \\ integer values
004D: jump_if_false Label0A5F30
00D6: if  0?
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label0A5F1B
00D6: if  0?
0038:    17956?? ==  0?  \\ integer values
004D: jump_if_false Label0A5F14
00D6: if  0?
0038:    72?? ==  0?  \\ integer values
004D: jump_if_false Label0A5EAB
03E5: text_box "POR3_12" \\ Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004:  17956?? =  1?  \\ integer values

:Label0A5EAB
00D6: if  0?
0038:    72?? ==  1?  \\ integer values
004D: jump_if_false Label0A5ECE
03E5: text_box "POR3_12" \\ Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004:  17956?? =  1?  \\ integer values

:Label0A5ECE
00D6: if  0?
0038:    72?? ==  2?  \\ integer values
004D: jump_if_false Label0A5EF1
03E5: text_box "POR3_13" \\ Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004:  17956?? =  1?  \\ integer values

:Label0A5EF1
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0A5F14
03E5: text_box "POR3_14" \\ Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture.
0004:  17956?? =  1?  \\ integer values

:Label0A5F14
0002: jump Label0A5F30

:Label0A5F1B
0004:  17952?? =  3?  \\ integer values
0006:  16@ =  0?  \\ integer values
0004:  17956?? =  0?  \\ integer values

:Label0A5F30
00D6: if  0?
0038:    17952?? ==  3?  \\ integer values
004D: jump_if_false Label0A5F7A
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0A5F7A
00BC: text_highpriority "POR3_01"  7000& ms  1? \\ ~g~Follow Candy's ~h~Stretch~g~.
00BB: text_lowpriority "POR3_20"  5000& ms  1? \\ ~g~If you need transport, use the ~h~Sparrow~g~ round the back.
0004:  17952?? =  4?  \\ integer values

:Label0A5F7A
00D6: if  0?
8119:   NOT   car  17860?? wrecked
004D: jump_if_false Label0A5FB0
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0A5FA9
0164: disable_marker  17912??
03D5: remove_text "POR3_20" \\ ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:Label0A5FA9
0002: jump Label0A5FBF

:Label0A5FB0
0164: disable_marker  17912??
03D5: remove_text "POR3_20" \\ ~g~If you need transport, use the ~h~Sparrow~g~ round the back.

:Label0A5FBF
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A617C
00D6: if  0?
8119:   NOT   car  17828?? wrecked
004D: jump_if_false Label0A615F
00D6: if  0?
8118:   NOT   actor  17832?? dead
004D: jump_if_false Label0A6142
00D6: if  0?
0038:    17920?? ==  0?  \\ integer values
004D: jump_if_false Label0A60D4
00D6: if  0?
00DB:   actor  17824?? in_car  17828??
004D: jump_if_false Label0A6098
0362: remove_actor  17824?? from_car_and_place_at -862! -607.4!  11.1!
009B: destroy_actor_instantly  17824??
01C8:  17824?? = create_actor  5? #SPECIAL01 in_car  17828?? passenger_seat  2?
04F5: unknown_actor  17824?? kiss_player $PLAYER_CHAR on  1?
0245: set_actor  17824?? walk_style_to  46?
01ED: spawn_actor  17824??
02A9: set_actor  17824?? immune_to_nonplayer  1?
00A7: unknown_car  17828?? drive_to  485.9!  31.3!  10.7!
00AD: set_car  17828?? max_speed_to  20!
0164: disable_marker  17900??
0187:  17900?? = create_marker_above_actor  17824??
0006:  16@ =  0?  \\ integer values
0004:  17920?? =  1?  \\ integer values
0002: jump Label0A60CD

:Label0A6098
00D6: if  0?
00ED:   actor  17824??  0? ()near_point_on_foot  9.2!  964.4! radius  1!  1!
004D: jump_if_false Label0A60CD
01D4: actor  17824?? go_to_car  17828?? and_enter_it_as_a_passenger
0319: set_actor  17824?? wander_state_to  1? (off)

:Label0A60CD
0002: jump Label0A613B

:Label0A60D4
00D6: if  1?
82CA:   NOT   car  17828?? bounding_sphere_visible
81FC:   NOT   player $PLAYER_CHAR near_car  17828?? radius  170!  170!  0?
004D: jump_if_false Label0A610E
00BC: text_highpriority "POR3_21"  5000& ms  1? \\ ~g~You lost Candy's Stretch!
0002: jump Label0A73A8

:Label0A610E
00D6: if  0?
01AD:   car  17828??  0? ()near_point  485.9!  31.3!  15!  15!
004D: jump_if_false Label0A613B
0002: jump Label0A624E

:Label0A613B
0002: jump Label0A6158

:Label0A6142
00BC: text_highpriority "POR3_15"  5000& ms  1? \\ ~r~You trashed Candy's Stretch!
0002: jump Label0A73A8

:Label0A6158
0002: jump Label0A6175

:Label0A615F
00BC: text_highpriority "POR3_15"  5000& ms  1? \\ ~r~You trashed Candy's Stretch!
0002: jump Label0A73A8

:Label0A6175
0002: jump Label0A6192

:Label0A617C
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A6192
0050: gosub Label0A76A7
00D6: if  0?
0038:    17924?? ==  1?  \\ integer values
004D: jump_if_false Label0A61C1
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A61C1
00D6: if  0?
0038:    17924?? ==  2?  \\ integer values
004D: jump_if_false Label0A61E9
00BC: text_highpriority "POR3_02"  5000& ms  1? \\ ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump Label0A73A8

:Label0A61E9
00D6: if  0?
0038:    17924?? ==  3?  \\ integer values
004D: jump_if_false Label0A6211
00BC: text_highpriority "POR3_03"  5000& ms  1? \\ ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump Label0A73A8

:Label0A6211
0050: gosub Label0A7828
0050: gosub Label0A794C
00D6: if  0?
0038:    17924?? ==  4?  \\ integer values
004D: jump_if_false Label0A6247
00BC: text_highpriority "POR3_19"  5000& ms  1? \\ ~r~You ran out of film!
0002: jump Label0A73A8

:Label0A6247
0002: jump Label0A5C85

:Label0A624E
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0A625D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A6275
0001: wait  0? ms
0002: jump Label0A625D

:Label0A6275
00D6: if  0?
8119:   NOT   car  17828?? wrecked
004D: jump_if_false Label0A62A3
00AB: put_car  17828?? at  485.9!  31.3!  9.8!
0175: set_car  17828?? z_angle_to  196.8!

:Label0A62A3
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0004:  17976?? =  0?  \\ integer values
0004:  17980?? =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  17860?? wrecked
004D: jump_if_false Label0A62E6
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17860??
004D: jump_if_false Label0A62E6
0519: unknown_car  17860?? flag  1?

:Label0A62E6
03CB: set_camera  478.4!  30.4!  11!
03BA: clear_cars_from_cube  487.5!  24.2!  0!  479.3!  36.11!  15!
016A: fade  1? (back)  500& ms
015F: set_camera_position  473.99!  27.96!  13.03!  0!  0!  0!
0160: point_camera  484!  31.4!  10.1!  2?
0001: wait  500& ms
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A637E
00D6: if  0?
8119:   NOT   car  17828?? wrecked
004D: jump_if_false Label0A637E
01D3: actor  17824?? leave_car  17828??

:Label0A637E
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  17828?? wrecked
004D: jump_if_false Label0A641C
01E9:  17944?? = car  17828?? num_passengers
00D6: if  0?
0038:    17944?? ==  0?  \\ integer values
004D: jump_if_false Label0A6415
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A640E
00D6: if  0?
8119:   NOT   car  17828?? wrecked
004D: jump_if_false Label0A63EA
00A7: unknown_car  17828?? drive_to  479! -174.4!  9!
00AD: set_car  17828?? max_speed_to  20!

:Label0A63EA
0319: set_actor  17824?? wander_state_to  0? (wander)
0211: actor  17824?? walk_to  475.9!  30.2!
0006:  16@ =  0?  \\ integer values
0002: jump Label0A6423

:Label0A640E
0002: jump Label0A641C

:Label0A6415
0002: jump Label0A637E

:Label0A641C
0002: jump Label0A637E

:Label0A6423
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A6471
00D6: if  21?
00EC:   actor  17824??  0? ()near_point  475.9!  30.2! radius  1!  1!
0019:    16@ >  7000&  \\ integer values
004D: jump_if_false Label0A6471
0192: set_actor  17824?? objective_to_stand_still
0002: jump Label0A6478

:Label0A6471
0002: jump Label0A6423

:Label0A6478
00A1: put_actor  17824?? at  457.6!  30.6!  30.1!
0173: set_actor  17824?? z_angle_to  270!
015F: set_camera_position  471.75!  25.95!  30.53!  0!  0!  0!
0160: point_camera  429.69!  57.3!  24.51!  2?
0006:  16@ =  0?  \\ integer values

:Label0A64D0
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  12000&  \\ integer values
004D: jump_if_false Label0A64EE
0002: jump Label0A6644

:Label0A64EE
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A663D
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A663D
00D6: if  0?
0038:    17968?? ==  0?  \\ integer values
004D: jump_if_false Label0A65D1
00D6: if  0?
00EC:   actor  17824??  0? ()near_point  463.8!  31.4! radius  1!  1!
004D: jump_if_false Label0A65C2
04C2:  17824??  17820??
03CF: load_wav "PRN1_12" as  1?

:Label0A655A
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A6574
0001: wait  0? ms
0002: jump Label0A655A

:Label0A6574
00BC: text_highpriority "POR1_19"  4000& ms  1? \\ Hey!
03D1: play_wav  1?

:Label0A6587
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A65A6
0001: wait  0? ms
0002: jump Label0A6587

:Label0A65A6
040D: unload_wav  1?
03D5: remove_text "POR1_19" \\ Hey!
0004:  17968?? =  1?  \\ integer values
0002: jump Label0A65D1

:Label0A65C2
0211: actor  17824?? walk_to  463.8!  31.4!

:Label0A65D1
00D6: if  0?
0038:    17968?? ==  1?  \\ integer values
004D: jump_if_false Label0A663D
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A663D
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A663D
00D6: if  0?
00F2:   actor  17824?? near_actor  17820?? radius  2!  2!  0?
004D: jump_if_false Label0A6635
0192: set_actor  17824?? objective_to_stand_still
0002: jump Label0A6644
0002: jump Label0A663D

:Label0A6635
04C2:  17824??  17820??

:Label0A663D
0002: jump Label0A64D0

:Label0A6644
03CF: load_wav "PORN3_1" as  1?
03CF: load_wav "PORN3_2" as  2?

:Label0A665C
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A667A
0001: wait  0? ms
0002: jump Label0A665C

:Label0A667A
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A6694
0372: set_actor  17820?? anim  19? wait_state_time  10000& ms

:Label0A6694
00BC: text_highpriority "POR3_04"  4000& ms  1? \\ Uh, Candy, could you call me Martha?
03D1: play_wav  1?

:Label0A66A7
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A66C6
0001: wait  0? ms
0002: jump Label0A66A7

:Label0A66C6
040D: unload_wav  1?
03D5: remove_text "POR3_04" \\ Uh, Candy, could you call me Martha?
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A66ED
0372: set_actor  17820?? anim  0? wait_state_time  10? ms

:Label0A66ED
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A6707
0372: set_actor  17824?? anim  19? wait_state_time  10000& ms

:Label0A6707
00BC: text_highpriority "POR3_05"  4000& ms  1? \\ Oh Alex - I mean Martha. Whatever you say...
03D1: play_wav  2?

:Label0A671A
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A6739
0001: wait  0? ms
0002: jump Label0A671A

:Label0A6739
040D: unload_wav  2?
03D5: remove_text "POR3_05" \\ Oh Alex - I mean Martha. Whatever you say...
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A6760
0372: set_actor  17824?? anim  0? wait_state_time  10? ms

:Label0A6760
0001: wait  1000& ms
00D6: if  0?
0038:    17976?? ==  0?  \\ integer values
004D: jump_if_false Label0A67A4
03CF: load_wav "CAML" as  1?

:Label0A6783
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A679D
0001: wait  0? ms
0002: jump Label0A6783

:Label0A679D
0004:  17976?? =  1?  \\ integer values

:Label0A67A4
00D6: if  0?
0038:    17980?? ==  0?  \\ integer values
004D: jump_if_false Label0A67E3
03CF: load_wav "CAMR" as  2?

:Label0A67C2
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A67DC
0001: wait  0? ms
0002: jump Label0A67C2

:Label0A67DC
0004:  17980?? =  1?  \\ integer values

:Label0A67E3
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0A680B
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A6823
0001: wait  0? ms
0002: jump Label0A680B

:Label0A6823
00D6: if  0?
8119:   NOT   car  17860?? wrecked
004D: jump_if_false Label0A684D
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  17860??
004D: jump_if_false Label0A684D
0519: unknown_car  17860?? flag  0?

:Label0A684D
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
016A: fade  1? (back)  500& ms
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A68BD
00A1: put_actor  17820?? at  463.3!  31.7!  29.9!
0173: set_actor  17820?? z_angle_to  245.8!
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A68BD
00A1: put_actor  17824?? at  463.9!  30.3!  29.9!
0173: set_actor  17824?? z_angle_to  44.8!

:Label0A68BD
011C: actor  17820?? clear_objective
011C: actor  17824?? clear_objective
03F9: make_actors  17820??  17824?? converse_in  86400000&& ms
018A:  17908?? = create_checkpoint_at  559!  17.6!  51.7!
00BC: text_highpriority "POR3_16"  7000& ms  1? \\ ~g~You need three good blackmail photographs of Alex Shrub with Candy.
00BB: text_lowpriority "POR3_22"  7000& ms  1? \\ ~g~The WK Chariot Hotel across from his balcony should provide an ideal photo-grabbing location.
00BB: text_lowpriority "POR3_23"  7000& ms  1? \\ ~g~There is a side door that will allow you access to the hotel.
03C4: set_status_text_to  17988??  0? (number) "POR3_24" \\ PHOTOS TAKEN:
01EB: set_car_density_to  1!

:Label0A692B
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A6B1F
00D6: if  0?
04C5:  17820??
004D: jump_if_false Label0A6969
018C: play_sound  1? at  0!  0!  0!
0008:  17988?? +=  1?  \\ integer values

:Label0A6969
00D6: if  0?
0018:    17988?? >  2?  \\ integer values
004D: jump_if_false Label0A6B1F
0151: remove_status_text  17988??
00D6: if  0?
8118:   NOT   actor  17836?? dead
004D: jump_if_false Label0A69CC
00A1: put_actor  17836?? at  571.4!  49.3!  13.3!
0173: set_actor  17836?? z_angle_to  185.6!
011A: set_actor  17836?? flags  1?
01CA: actor  17836?? kill_player $PLAYER_CHAR
02E2: set_actor  17836?? weapon_accuracy_to  90?
0223: set_actor  17836?? health_to  150&

:Label0A69CC
00D6: if  0?
8118:   NOT   actor  17840?? dead
004D: jump_if_false Label0A6A18
00A1: put_actor  17840?? at  569.9!  49!  13.3!
0173: set_actor  17840?? z_angle_to  185.6!
011A: set_actor  17840?? flags  1?
01CA: actor  17840?? kill_player $PLAYER_CHAR
02E2: set_actor  17840?? weapon_accuracy_to  90?
0223: set_actor  17840?? health_to  150&

:Label0A6A18
00D6: if  0?
0038:    17960?? ==  0?  \\ integer values
004D: jump_if_false Label0A6AE2
0004:  17976?? =  0?  \\ integer values
03CF: load_wav "PORN3_3" as  1?

:Label0A6A3D
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A6A57
0001: wait  0? ms
0002: jump Label0A6A3D

:Label0A6A57
00BC: text_highpriority "POR3_06"  4000& ms  1? \\ Martha, someone's watching.. how kinky.
03D1: play_wav  1?

:Label0A6A6A
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A6A89
0001: wait  0? ms
0002: jump Label0A6A6A

:Label0A6A89
040D: unload_wav  1?
03D5: remove_text "POR3_06" \\ Martha, someone's watching.. how kinky.
00D6: if  0?
0038:    17976?? ==  0?  \\ integer values
004D: jump_if_false Label0A6AD6
03CF: load_wav "CAML" as  1?

:Label0A6AB5
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A6ACF
0001: wait  0? ms
0002: jump Label0A6AB5

:Label0A6ACF
0004:  17976?? =  1?  \\ integer values

:Label0A6AD6
0164: disable_marker  17908??
0004:  17960?? =  1?  \\ integer values

:Label0A6AE2
0164: disable_marker  17900??
018A:  17904?? = create_checkpoint_at -52.5!  941.9!  9.9!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
00BC: text_highpriority "POR3_17"  7000& ms  1? \\ ~g~Get back to the Porn Studios with the film.
0004:  17968?? =  0?  \\ integer values
0002: jump Label0A6BDB

:Label0A6B1F
0050: gosub Label0A76A7
00D6: if  0?
0038:    17924?? ==  1?  \\ integer values
004D: jump_if_false Label0A6B4E
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A6B4E
00D6: if  0?
0038:    17924?? ==  2?  \\ integer values
004D: jump_if_false Label0A6B76
00BC: text_highpriority "POR3_02"  5000& ms  1? \\ ~r~You've killed the Congressman! There's no way you can blackmail him now.
0002: jump Label0A73A8

:Label0A6B76
00D6: if  0?
0038:    17924?? ==  3?  \\ integer values
004D: jump_if_false Label0A6B9E
00BC: text_highpriority "POR3_03"  5000& ms  1? \\ ~r~You've alerted the Congressman's protection, they will get him out of there immediately.
0002: jump Label0A73A8

:Label0A6B9E
0050: gosub Label0A794C
00D6: if  0?
0038:    17924?? ==  4?  \\ integer values
004D: jump_if_false Label0A6BCD
00BC: text_highpriority "POR3_19"  5000& ms  1? \\ ~r~You ran out of film!
0002: jump Label0A73A8

:Label0A6BCD
0050: gosub Label0A7828
0002: jump Label0A692B

:Label0A6BDB
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -52.5!  941.9!  9.9! radius  5!  5!  5!
004D: jump_if_false Label0A6C16
0002: jump Label0A73D2

:Label0A6C16
00D6: if  0?
0038:    17984?? ==  0?  \\ integer values
004D: jump_if_false Label0A6EBC
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label0A6EBC
01C2: remove_references_to_actor  17844??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17848??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17852??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17856??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17836??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  17840??  \\ Like turning an actor into a random pedestrian
009A:  17868?? = create_actor  4? #FBI at  14.3!  966!  9.9!
0173: set_actor  17868?? z_angle_to  327.1!
01B2: give_actor  17868?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17868??
0243: set_actor  17868?? ped_stats_to  16?
0291: unknown_actor  17868?? unknown_behavior_flag  1?
0350: unknown_actor  17868?? not_scared_flag  1?
011A: set_actor  17868?? flags  1?
01CA: actor  17868?? kill_player $PLAYER_CHAR
02E2: set_actor  17868?? weapon_accuracy_to  90?
0223: set_actor  17868?? health_to  150&
009A:  17872?? = create_actor  4? #FBI at  13.2!  960.4!  9.9!
0173: set_actor  17872?? z_angle_to  191.9!
01B2: give_actor  17872?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17872??
0243: set_actor  17872?? ped_stats_to  16?
0291: unknown_actor  17872?? unknown_behavior_flag  1?
0350: unknown_actor  17872?? not_scared_flag  1?
011A: set_actor  17872?? flags  1?
01CA: actor  17872?? kill_player $PLAYER_CHAR
02E2: set_actor  17872?? weapon_accuracy_to  90?
0223: set_actor  17872?? health_to  150&
009A:  17884?? = create_actor  4? #FBI at  10.1!  965.7!  9.9!
0173: set_actor  17884?? z_angle_to  121.8!
01B2: give_actor  17884?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17884??
0243: set_actor  17884?? ped_stats_to  16?
0291: unknown_actor  17884?? unknown_behavior_flag  1?
0350: unknown_actor  17884?? not_scared_flag  1?
011A: set_actor  17884?? flags  1?
01CA: actor  17884?? kill_player $PLAYER_CHAR
02E2: set_actor  17884?? weapon_accuracy_to  90?
0223: set_actor  17884?? health_to  150&
00A5:  17888?? = create_car #RANCHER at  15.5!  962.7!  10!
0175: set_car  17888?? z_angle_to  352.8!
009A:  17876?? = create_actor  4? #FBI at -6.9!  883.8!  9.7!
0173: set_actor  17876?? z_angle_to  254.8!
01B2: give_actor  17876?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17876??
0243: set_actor  17876?? ped_stats_to  16?
0291: unknown_actor  17876?? unknown_behavior_flag  1?
0350: unknown_actor  17876?? not_scared_flag  1?
011A: set_actor  17876?? flags  1?
01CA: actor  17876?? kill_player $PLAYER_CHAR
02E2: set_actor  17876?? weapon_accuracy_to  90?
0223: set_actor  17876?? health_to  150&
009A:  17880?? = create_actor  4? #FBI at -12.6!  877.7!  9.8!
0173: set_actor  17880?? z_angle_to  222.4!
01B2: give_actor  17880?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  17880??
0243: set_actor  17880?? ped_stats_to  16?
0291: unknown_actor  17880?? unknown_behavior_flag  1?
0350: unknown_actor  17880?? not_scared_flag  1?
011A: set_actor  17880?? flags  1?
01CA: actor  17880?? kill_player $PLAYER_CHAR
02E2: set_actor  17880?? weapon_accuracy_to  90?
0223: set_actor  17880?? health_to  150&
00A5:  17892?? = create_car #RANCHER at -5.8!  887.2!  9.8!
0175: set_car  17892?? z_angle_to  187!
00A5:  17896?? = create_car #RANCHER at -8.5!  880.2!  9.8!
0175: set_car  17896?? z_angle_to  311.2!
0004:  17984?? =  1?  \\ integer values

:Label0A6EBC
00D6: if  0?
8118:   NOT   actor  17844?? dead
004D: jump_if_false Label0A7018
00D6: if  0?
0038:    17928?? ==  0?  \\ integer values
004D: jump_if_false Label0A6F31
00D6: if  0?
82CB:   NOT   actor  17844?? bounding_sphere_visible
004D: jump_if_false Label0A6F31
00A1: put_actor  17844?? at  562.4!  29.6!  16.7!
0173: set_actor  17844?? z_angle_to  271.4!
011A: set_actor  17844?? flags  1?
01CA: actor  17844?? kill_player $PLAYER_CHAR
02E2: set_actor  17844?? weapon_accuracy_to  90?
0223: set_actor  17844?? health_to  150&
0004:  17928?? =  1?  \\ integer values

:Label0A6F31
00D6: if  0?
0038:    17928?? ==  1?  \\ integer values
004D: jump_if_false Label0A7018
00D6: if  0?
02CB:   actor  17844?? bounding_sphere_visible
004D: jump_if_false Label0A7018
00D6: if  0?
0038:    17960?? ==  1?  \\ integer values
004D: jump_if_false Label0A7018
0004:  17976?? =  0?  \\ integer values
03CF: load_wav "PORN3_4" as  1?

:Label0A6F78
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A6F92
0001: wait  0? ms
0002: jump Label0A6F78

:Label0A6F92
00BC: text_highpriority "POR3_07"  4000& ms  1? \\ You! Give me that camera!
03D1: play_wav  1?

:Label0A6FA5
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  17844?? dead
004D: jump_if_false Label0A6FC4
0001: wait  0? ms
0002: jump Label0A6FA5

:Label0A6FC4
040D: unload_wav  1?
03D5: remove_text "POR3_07" \\ You! Give me that camera!
00D6: if  0?
0038:    17976?? ==  0?  \\ integer values
004D: jump_if_false Label0A7011
03CF: load_wav "CAML" as  1?

:Label0A6FF0
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A700A
0001: wait  0? ms
0002: jump Label0A6FF0

:Label0A700A
0004:  17976?? =  1?  \\ integer values

:Label0A7011
0004:  17960?? =  2?  \\ integer values

:Label0A7018
00D6: if  0?
8118:   NOT   actor  17848?? dead
004D: jump_if_false Label0A7094
00D6: if  0?
0038:    17932?? ==  0?  \\ integer values
004D: jump_if_false Label0A7094
00D6: if  0?
82CB:   NOT   actor  17848?? bounding_sphere_visible
004D: jump_if_false Label0A7094
0350: unknown_actor  17848?? not_scared_flag  1?
00A1: put_actor  17848?? at  561.7!  27.4!  16.7!
0173: set_actor  17848?? z_angle_to  302.4!
011A: set_actor  17848?? flags  1?
01CA: actor  17848?? kill_player $PLAYER_CHAR
02E2: set_actor  17848?? weapon_accuracy_to  90?
0223: set_actor  17848?? health_to  150&
0004:  17932?? =  1?  \\ integer values

:Label0A7094
00D6: if  0?
8118:   NOT   actor  17852?? dead
004D: jump_if_false Label0A7110
00D6: if  0?
0038:    17936?? ==  0?  \\ integer values
004D: jump_if_false Label0A7110
00D6: if  0?
82CB:   NOT   actor  17852?? bounding_sphere_visible
004D: jump_if_false Label0A7110
0350: unknown_actor  17852?? not_scared_flag  1?
00A1: put_actor  17852?? at  574.2!  24.2!  11.7!
0173: set_actor  17852?? z_angle_to  89!
011A: set_actor  17852?? flags  1?
01CA: actor  17852?? kill_player $PLAYER_CHAR
02E2: set_actor  17852?? weapon_accuracy_to  90?
0223: set_actor  17852?? health_to  150&
0004:  17936?? =  1?  \\ integer values

:Label0A7110
00D6: if  0?
8118:   NOT   actor  17856?? dead
004D: jump_if_false Label0A718C
00D6: if  0?
0038:    17940?? ==  0?  \\ integer values
004D: jump_if_false Label0A718C
00D6: if  0?
82CB:   NOT   actor  17856?? bounding_sphere_visible
004D: jump_if_false Label0A718C
0350: unknown_actor  17856?? not_scared_flag  1?
00A1: put_actor  17856?? at  574.8!  26.3!  11.7!
0173: set_actor  17856?? z_angle_to  107!
011A: set_actor  17856?? flags  1?
01CA: actor  17856?? kill_player $PLAYER_CHAR
02E2: set_actor  17856?? weapon_accuracy_to  90?
0223: set_actor  17856?? health_to  150&
0004:  17940?? =  1?  \\ integer values

:Label0A718C
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A7254
00D6: if  0?
0038:    17968?? ==  0?  \\ integer values
004D: jump_if_false Label0A7200
00D6: if  0?
00EC:   actor  17824??  0? ()near_point  463.8!  31.4! radius  1!  1!
004D: jump_if_false Label0A71F1
0211: actor  17824?? walk_to  457.6!  30.6!
0004:  17968?? =  1?  \\ integer values
0002: jump Label0A7200

:Label0A71F1
0211: actor  17824?? walk_to  463.8!  31.4!

:Label0A7200
00D6: if  0?
0038:    17968?? ==  1?  \\ integer values
004D: jump_if_false Label0A7254
00D6: if  0?
8118:   NOT   actor  17824?? dead
004D: jump_if_false Label0A7254
00D6: if  0?
00EC:   actor  17824??  0? ()near_point  457.6!  30.6! radius  1!  1!
004D: jump_if_false Label0A7254
009B: destroy_actor_instantly  17824??
0004:  17968?? =  2?  \\ integer values

:Label0A7254
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A731C
00D6: if  0?
0038:    17972?? ==  0?  \\ integer values
004D: jump_if_false Label0A72C8
00D6: if  0?
00EC:   actor  17820??  0? ()near_point  463.8!  31.4! radius  1!  1!
004D: jump_if_false Label0A72B9
0211: actor  17820?? walk_to  457.6!  30.6!
0004:  17972?? =  1?  \\ integer values
0002: jump Label0A72C8

:Label0A72B9
0211: actor  17820?? walk_to  463.8!  31.4!

:Label0A72C8
00D6: if  0?
0038:    17972?? ==  1?  \\ integer values
004D: jump_if_false Label0A731C
00D6: if  0?
8118:   NOT   actor  17820?? dead
004D: jump_if_false Label0A731C
00D6: if  0?
00EC:   actor  17820??  0? ()near_point  457.6!  30.6! radius  1!  1!
004D: jump_if_false Label0A731C
009B: destroy_actor_instantly  17820??
0004:  17972?? =  2?  \\ integer values

:Label0A731C
0050: gosub Label0A7828
0050: gosub Label0A794C
00D6: if  0?
8038:   NOT    17968?? ==  2?  \\ integer values
004D: jump_if_false Label0A7362
00D6: if  0?
0118:   actor  17824?? dead
004D: jump_if_false Label0A7362
00BC: text_highpriority "POR1_03"  5000& ms  1? \\ ~r~Candy is dead!
0002: jump Label0A73A8

:Label0A7362
00D6: if  0?
8038:   NOT    17972?? ==  2?  \\ integer values
004D: jump_if_false Label0A73A1
00D6: if  0?
0118:   actor  17820?? dead
004D: jump_if_false Label0A73A1
00BC: text_highpriority "POR3_02"  5000& ms  1? \\ ~r~You've killed the Congressman! There's no way you can blackmail him now.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
0002: jump Label0A73A8

:Label0A73A1
0002: jump Label0A6BDB

:Label0A73A8
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00D6: if  0?
0038:    17924?? ==  2?  \\ integer values
004D: jump_if_false Label0A73D0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?

:Label0A73D0
0051: return

:Label0A73D2
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PORN_3" \\ Martha's Mug Shot
004F: create_thread Label00C5DA 
0004:  1036?? =  1?  \\ integer values
0051: return

:Label0A7416
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004:  17952?? =  3?  \\ integer values
034F: destroy_actor_with_fade  17824??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  17820??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #HMYRI
0249: release_model #STRETCH
0249: release_model #CAMERA
0249: release_model #FBI
0249: release_model #GDA
0249: release_model #UZI
0249: release_model #SPARROW
0249: release_model #RANCHER
0249: release_model #M4
0151: remove_status_text  17988??
03AC: remove_route_point  1?
03AC: remove_route_point  2?
03AC: remove_route_point  3?
022A: remove_forbidden_for_peds_cube  479.9! -1.4!  11!  450.3!  59.5!  40!
017A: set_player $PLAYER_CHAR weapon  36? ammo_to  0?
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle  585.7!  52.8!  555.9!  8.1!
004D: jump_if_false Label0A756B
016A: fade  0? ()  400& ms
0055: put_player $PLAYER_CHAR at  568.7!  55.2!  13.3!
00D6: if  0?
0038:    17948?? ==  1?  \\ integer values
004D: jump_if_false Label0A752C
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -155& (OD_WTSIGN) to -156& (OD_CHARIOT)
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -157& (LODD_BUILDNEW) to -158& (LODCHARIOT)

:Label0A752C
0108: destroy_object  17992??
029B:  7268?? = init_object -79? (PH_BUILD_DR_CLOSED) at  569.925!  52!  14.616!
01C7: spawn_object  7268??
034D: unknown_rotate_object  7268?? unknown_angle  270!  270!  0?
016A: fade  1? (back)  400& ms
0002: jump Label0A75E7

:Label0A756B
00D6: if  0?
8038:   NOT    1036?? ==  1?  \\ integer values
004D: jump_if_false Label0A75B5
0108: destroy_object  17992??
029B:  7268?? = init_object -79? (PH_BUILD_DR_CLOSED) at  569.925!  52!  14.616!
01C7: spawn_object  7268??
034D: unknown_rotate_object  7268?? unknown_angle  270!  270!  0?
0002: jump Label0A75E7

:Label0A75B5
0108: destroy_object  7268??
029B:  17992?? = init_object -159& (PH_BUILD_DR_OPEN) at  569.33!  52.737!  14.616!
01C7: spawn_object  17992??
034D: unknown_rotate_object  17992?? unknown_angle  350!  350!  0?

:Label0A75E7
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  465.1!  32.8!  29.9!  454.5!  27.2!  32.6!
004D: jump_if_false Label0A7665
016A: fade  0? ()  400& ms
0055: put_player $PLAYER_CHAR at  463.4!  29.5!  30.1!
0108: destroy_object  17864??
0108: destroy_object  7260??
029B:  7260?? = init_object -77? (SPAD_DR_CLOSED2) at  465.375!  30.336!  33.181!
01C7: spawn_object  7260??
016A: fade  1? (back)  400& ms
0002: jump Label0A768A

:Label0A7665
0108: destroy_object  17864??
0108: destroy_object  7260??
029B:  7260?? = init_object -77? (SPAD_DR_CLOSED2) at  465.375!  30.336!  33.181!
01C7: spawn_object  7260??

:Label0A768A
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  17900??
0164: disable_marker  17904??
0164: disable_marker  17908??
0164: disable_marker  17912??
00D8: mission_cleanup
0051: return

:Label0A76A7
00D6: if  0?
0118:   actor  17824?? dead
004D: jump_if_false Label0A76BE
0004:  17924?? =  1?  \\ integer values

:Label0A76BE
00D6: if  0?
0118:   actor  17820?? dead
004D: jump_if_false Label0A76D5
0004:  17924?? =  2?  \\ integer values

:Label0A76D5
00D6: if  0?
0118:   actor  17836?? dead
004D: jump_if_false Label0A76EC
0004:  17924?? =  3?  \\ integer values

:Label0A76EC
00D6: if  0?
0118:   actor  17840?? dead
004D: jump_if_false Label0A7703
0004:  17924?? =  3?  \\ integer values

:Label0A7703
00D6: if  0?
0118:   actor  17844?? dead
004D: jump_if_false Label0A771A
0004:  17924?? =  3?  \\ integer values

:Label0A771A
00D6: if  0?
0118:   actor  17848?? dead
004D: jump_if_false Label0A7731
0004:  17924?? =  3?  \\ integer values

:Label0A7731
00D6: if  0?
0118:   actor  17852?? dead
004D: jump_if_false Label0A7748
0004:  17924?? =  3?  \\ integer values

:Label0A7748
00D6: if  0?
0118:   actor  17856?? dead
004D: jump_if_false Label0A775F
0004:  17924?? =  3?  \\ integer values

:Label0A775F
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube  477.3!  14.8!  29.4!  448.6!  45.5!  38.2!
004D: jump_if_false Label0A7826
00D6: if  0?
8118:   NOT   actor  17836?? dead
004D: jump_if_false Label0A77A7
01CC: actor  17836?? kill_player $PLAYER_CHAR

:Label0A77A7
00D6: if  0?
8118:   NOT   actor  17840?? dead
004D: jump_if_false Label0A77BF
01CC: actor  17840?? kill_player $PLAYER_CHAR

:Label0A77BF
00D6: if  0?
8118:   NOT   actor  17844?? dead
004D: jump_if_false Label0A77D7
01CC: actor  17844?? kill_player $PLAYER_CHAR

:Label0A77D7
00D6: if  0?
8118:   NOT   actor  17848?? dead
004D: jump_if_false Label0A77EF
01CC: actor  17848?? kill_player $PLAYER_CHAR

:Label0A77EF
00D6: if  0?
8118:   NOT   actor  17852?? dead
004D: jump_if_false Label0A7807
01CC: actor  17852?? kill_player $PLAYER_CHAR

:Label0A7807
00D6: if  0?
8118:   NOT   actor  17856?? dead
004D: jump_if_false Label0A781F
01CC: actor  17856?? kill_player $PLAYER_CHAR

:Label0A781F
0004:  17924?? =  3?  \\ integer values

:Label0A7826
0051: return

:Label0A7828
00D6: if  0?
0038:    17948?? ==  0?  \\ integer values
004D: jump_if_false Label0A78B9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  563.4!  26.8!  47.6! radius  7!  7!  7!
004D: jump_if_false Label0A78B9
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0A78B2
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -156& (OD_CHARIOT) to -155& (OD_WTSIGN)
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -158& (LODCHARIOT) to -157& (LODD_BUILDNEW)

:Label0A78B2
0004:  17948?? =  1?  \\ integer values

:Label0A78B9
00D6: if  0?
0038:    17948?? ==  1?  \\ integer values
004D: jump_if_false Label0A794A
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  561.9!  26.4!  18.1! radius  7!  7!  7!
004D: jump_if_false Label0A794A
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0A7943
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -155& (OD_WTSIGN) to -156& (OD_CHARIOT)
03B6: replace_model_at  568.54! -4.801!  13.264! radius  80! from -157& (LODD_BUILDNEW) to -158& (LODCHARIOT)

:Label0A7943
0004:  17948?? =  0?  \\ integer values

:Label0A794A
0051: return

:Label0A794C
0419:  17964?? = player $PLAYER_CHAR weapon  36? ammo
00D6: if  0?
0038:    17964?? ==  0?  \\ integer values
004D: jump_if_false Label0A796F
0004:  17924?? =  4?  \\ integer values

:Label0A796F
00D6: if  0?
0019:    17@ >  280&  \\ integer values
004D: jump_if_false Label0A7A3D
00D6: if  0?
0038:    17976?? ==  1?  \\ integer values
004D: jump_if_false Label0A7A3D
00D6: if  0?
0038:    17980?? ==  1?  \\ integer values
004D: jump_if_false Label0A7A3D
00D6: if  0?
02D7:   player $PLAYER_CHAR currentweapon ==  36?
004D: jump_if_false Label0A7A3D
00D6: if  0?
00E1:   key_pressed  0?  6?
004D: jump_if_false Label0A7A3D
00D6: if  0?
00E1:   key_pressed  0?  17?
004D: jump_if_false Label0A7A3D
03D1: play_wav  1?
0004:  17976?? =  0?  \\ integer values
03D1: play_wav  2?
0004:  17980?? =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
00D6: if  0?
0038:    17924?? ==  4?  \\ integer values
004D: jump_if_false Label0A7A3D

:Label0A7A09
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0A7A23
0001: wait  0? ms
0002: jump Label0A7A09

:Label0A7A23
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0A7A3D
0001: wait  0? ms
0002: jump Label0A7A23

:Label0A7A3D
00D6: if  0?
0038:    17976?? ==  0?  \\ integer values
004D: jump_if_false Label0A7A7C
03CF: load_wav "CAML" as  1?

:Label0A7A5B
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A7A75
0001: wait  0? ms
0002: jump Label0A7A5B

:Label0A7A75
0004:  17976?? =  1?  \\ integer values

:Label0A7A7C
00D6: if  0?
0038:    17980?? ==  0?  \\ integer values
004D: jump_if_false Label0A7ABB
03CF: load_wav "CAMR" as  2?

:Label0A7A9A
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A7AB4
0001: wait  0? ms
0002: jump Label0A7A9A

:Label0A7AB4
0004:  17980?? =  1?  \\ integer values

:Label0A7ABB
0051: return

;-------------Mission 30---------------
; Originally: G-spotlight


:Label0A7ABD
03A4: name_thread "PORNO4"
0050: gosub Label0A7AEB
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0A7AE2
0050: gosub Label0AA703

:Label0A7AE2
0050: gosub Label0AA80B
004E: end_thread

:Label0A7AEB
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PORN4"
058E: unknown_point_command  21.489!  966.28!  9.5! angle  172.7!
0004:  18100?? =  0?  \\ integer values
0004:  18104?? =  0?  \\ integer values
0004:  18108?? =  0?  \\ integer values
0004:  18112?? =  0?  \\ integer values
0004:  18116?? =  0?  \\ integer values
0004:  18120?? =  1?  \\ integer values
0004:  18124?? =  0?  \\ integer values
0004:  244?? =  0?  \\ integer values
0004:  18128?? =  0?  \\ integer values
0004:  3172?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDIREC"
023C: load_special_actor  3? "CSCANDY"
023C: load_special_actor  4? "CMRAMAN"
023C: load_special_actor  5? "MPORNA"
02F3: load_object #CUTOBJ01 "CS_CAM"
02F3: load_object #CUTOBJ02 "DRCHAIR"
03CB: set_camera -86!  929!  9.764!
038B: load_requested_models

:Label0A7BD1
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0A7BFB
0001: wait  0? ms
0002: jump Label0A7BD1

:Label0A7BFB
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0A7C1B
0001: wait  0? ms
0002: jump Label0A7BFB

:Label0A7C1B
02E4: load_cutscene_data "PORN_4"
0244: set_cutscene_pos -69.128!  920.965!  9.764!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  652?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  652?? "CSDIREC"
02E5:  660?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  660?? "CSCANDY"
02E5:  788?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  788?? "CMRAMAN"
02E5:  656?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  656?? "MPORNA"
02E5:  836?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  836?? "CS_CAM"
02E5:  860?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  860?? "DRCHAIR"
0395: clear_area  1? at -66!  933.04! range  10.2!  1!
0055: put_player $PLAYER_CHAR at -66!  933.04!  10.2!
0171: set_player $PLAYER_CHAR z_angle_to  275.6!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
859A:   NOT (unknown)
004D: jump_if_false Label0A8171

:Label0A7D24
00D6: if  0?
001A:    47? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7D46
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D24

:Label0A7D46
00BC: text_highpriority "POR4_A"  10000& ms  1? \\ I'm sorry, but I just can't swallow this right now.

:Label0A7D55
00D6: if  0?
001A:    1741& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7D78
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D55

:Label0A7D78
00BC: text_highpriority "POR4_B"  10000& ms  1? \\ Oh COME ON darling!

:Label0A7D87
00D6: if  0?
001A:    3291& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7DAA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7D87

:Label0A7DAA
00BC: text_highpriority "POR4_C"  10000& ms  1? \\ He's hung like a sperm whale for pity's sake,

:Label0A7DB9
00D6: if  0?
001A:    5700& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7DDC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7DB9

:Label0A7DDC
00BC: text_highpriority "POR4_D"  10000& ms  1? \\ how can you not feel the part?!

:Label0A7DEB
00D6: if  0?
001A:    7244& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7E0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7DEB

:Label0A7E0E
00BC: text_highpriority "POR4_E"  10000& ms  1? \\ But Stevie...

:Label0A7E1D
00D6: if  0?
001A:    9917& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7E40
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E1D

:Label0A7E40
00BC: text_highpriority "POR4_F"  10000& ms  1? \\ How's my star director?

:Label0A7E4F
00D6: if  0?
001A:    10414& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7E72
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E4F

:Label0A7E72
00BC: text_highpriority "POR4_G"  10000& ms  1? \\ Oh, man. The struggle between the artistic integrity and

:Label0A7E81
00D6: if  0?
001A:    13409& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7EA4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7E81

:Label0A7EA4
00BC: text_highpriority "POR4_H"  10000& ms  1? \\ the humping, pumping action continues unabated.

:Label0A7EB3
00D6: if  0?
001A:    16161& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7ED6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7EB3

:Label0A7ED6
00BC: text_highpriority "POR4_I"  10000& ms  1? \\ And before you ask, yes, all four videos will be released by their...

:Label0A7EE5
00D6: if  0?
001A:    19667& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7F08
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7EE5

:Label0A7F08
00BC: text_highpriority "POR4_J"  10000& ms  1? \\ Honey, can you PLEASE keep the anaconda in the shot,

:Label0A7F17
00D6: if  0?
001A:    22706& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7F3A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F17

:Label0A7F3A
00BC: text_highpriority "POR4_K"  10000& ms  1? \\ he costs more per hour than you do!

:Label0A7F49
00D6: if  0?
001A:    24572& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7F6C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F49

:Label0A7F6C
00BC: text_highpriority "POR4_L"  10000& ms  1? \\ Oh, sorry Steve.

:Label0A7F7B
00D6: if  0?
001A:    25843& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7F9E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7F7B

:Label0A7F9E
00BC: text_highpriority "POR4_M"  10000& ms  1? \\ I was thinking, we need some kind of big stunt to really promote the launch.

:Label0A7FAD
00D6: if  0?
001A:    29291& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A7FD0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7FAD

:Label0A7FD0
00BC: text_highpriority "POR4_N"  10000& ms  1? \\ Something that will make a real impact on the City - you got any ideas?

:Label0A7FDF
00D6: if  0?
001A:    34272&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8004
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A7FDF

:Label0A8004
00BC: text_highpriority "POR4_O"  10000& ms  1? \\ Well, in the old days they used to have gala events,

:Label0A8013
00D6: if  0?
001A:    37360&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8038
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8013

:Label0A8038
00BC: text_highpriority "POR4_P"  10000& ms  1? \\ stars, limos, the night sky crisscrossed with searchlights...

:Label0A8047
00D6: if  0?
001A:    42492&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A806C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8047

:Label0A806C
00BC: text_highpriority "POR4_Q"  10000& ms  1? \\ Searchlights! I've got an idea...

:Label0A807B
00D6: if  0?
001A:    45162&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A80A0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A807B

:Label0A80A0
00BC: text_highpriority "POR4_R"  10000& ms  1? \\ ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres

:Label0A80AF
00D6: if  0?
001A:    50224&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A80D4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A80AF

:Label0A80D4
00BC: text_highpriority "POR4_S"  10000& ms  1? \\ Oh, yes ma'am, of course ma'am,

:Label0A80E3
00D6: if  0?
001A:    53220&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8108
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A80E3

:Label0A8108
016A: fade  0? ()  3000& ms
00BC: text_highpriority "POR4_T"  10000& ms  1? \\ and the press, and the barrage of lights...

:Label0A811E
00D6: if  0?
001A:    54220&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8143
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A811E

:Label0A8143
00BE: text_clear_all

:Label0A8145
00D6: if  0?
001A:    56064&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A816A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8145

:Label0A816A
0002: jump Label0A83F7

:Label0A8171
00D6: if  0?
001A:    194& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8194
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8171

:Label0A8194
00BC: text_highpriority "POR4_F"  10000& ms  1? \\ How's my star director?

:Label0A81A3
00D6: if  0?
001A:    1394& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A81C6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A81A3

:Label0A81C6
00BC: text_highpriority "POR4_G"  10000& ms  1? \\ Oh, man. The struggle between the artistic integrity and

:Label0A81D5
00D6: if  0?
001A:    4344& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A81F8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A81D5

:Label0A81F8
00BC: text_highpriority "POR4_H"  10000& ms  1? \\ the humping, pumping action continues unabated.

:Label0A8207
00D6: if  0?
001A:    7178& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A822A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8207

:Label0A822A
00BC: text_highpriority "POR4_I"  10000& ms  1? \\ And before you ask, yes, all four videos will be released by their...

:Label0A8239
00D6: if  0?
001A:    10656& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A825C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8239

:Label0A825C
00BC: text_highpriority "POR4_J"  10000& ms  1? \\ Honey, can you PLEASE keep the anaconda in the shot,

:Label0A826B
00D6: if  0?
001A:    13704& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A828E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A826B

:Label0A828E
00BC: text_highpriority "POR4_K"  10000& ms  1? \\ he costs more per hour than you do!

:Label0A829D
00D6: if  0?
001A:    15550& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A82C0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A829D

:Label0A82C0
00BC: text_highpriority "POR4_L"  10000& ms  1? \\ Oh, sorry Steve.

:Label0A82CF
00D6: if  0?
001A:    16828& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A82F2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A82CF

:Label0A82F2
00BC: text_highpriority "POR4_M"  10000& ms  1? \\ I was thinking, we need some kind of big stunt to really promote the launch.

:Label0A8301
00D6: if  0?
001A:    20256& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8324
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8301

:Label0A8324
00BC: text_highpriority "POR4_N"  10000& ms  1? \\ Something that will make a real impact on the City - you got any ideas?

:Label0A8333
00D6: if  0?
001A:    25295& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8356
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8333

:Label0A8356
00BC: text_highpriority "POR4_O"  10000& ms  1? \\ Well, in the old days they used to have gala events,

:Label0A8365
00D6: if  0?
001A:    28750& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A8388
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8365

:Label0A8388
00BC: text_highpriority "POR4_P"  10000& ms  1? \\ stars, limos, the night sky crisscrossed with searchlights...

:Label0A8397
00D6: if  0?
001A:    33584&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A83BC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A8397

:Label0A83BC
00BC: text_highpriority "POR4_Q"  10000& ms  1? \\ Searchlights! I've got an idea...

:Label0A83CB
00D6: if  0?
001A:    36184&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0A83F0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0A83CB

:Label0A83F0
016A: fade  0? ()  3000& ms

:Label0A83F7
00BE: text_clear_all

:Label0A83F9
00D6: if  0?
016B:   fading
004D: jump_if_false Label0A8411
0001: wait  0? ms
0002: jump Label0A83F9

:Label0A8411
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
03CB: set_camera -67!  939.297!  10.94!
00C0: set_current_time  17?  0?
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0247: request_model #HFYBU
0247: request_model #WFYBU
0247: request_model #WMYBU
0247: request_model #WMOBU
0247: request_model #PCJ600
0247: request_model #GDA

:Label0A848E
00D6: if  23?
8248:   NOT   model #HFYBU available
8248:   NOT   model #WFYBU available
8248:   NOT   model #WMYBU available
8248:   NOT   model #WMOBU available
004D: jump_if_false Label0A84B4
0001: wait  0? ms
0002: jump Label0A848E

:Label0A84B4
00D6: if  21?
8248:   NOT   model #PCJ600 available
8248:   NOT   model #GDA available
004D: jump_if_false Label0A84D3
0001: wait  0? ms
0002: jump Label0A84B4

:Label0A84D3
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0A850D
018A:  18088?? = create_checkpoint_at -483.5!  853!  9.9!
018A:  18096?? = create_checkpoint_at -526.2!  886.2!  70!

:Label0A850D
00A5:  18068?? = create_car #PCJ600 at -6.4!  957.1!  9.4!
009A:  18072?? = create_actor  4? #GDA at  .3!  958.3!  9.9!
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "POR4_01"  5000& ms  1? \\ ~g~Go ~y~Downtown~g~ and adjust the spotlight on top of the building.
00BB: text_lowpriority "POR4_02"  5000& ms  1? \\ ~g~A fast bike will be needed to jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to work...
018A:  18084?? = create_checkpoint_at  6.8!  953.5!  9.4!

:Label0A8575
0001: wait  0? ms
00D6: if  21?
0038:    18100?? ==  0?  \\ integer values
0038:    18100?? ==  2?  \\ integer values
004D: jump_if_false Label0A8721
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -487.9!  837.7!  10! radius  5!  5!  5!
004D: jump_if_false Label0A8721
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0253: (unknown)
015F: set_camera_position -456.4!  851.2!  25.9!  0!  0!  0!
0160: point_camera -499.2!  837.7!  11.1!  2?
00BE: text_clear_all
0006:  16@ =  0?  \\ integer values

:Label0A860B
00D6: if  0?
001B:    1000& >  16@  \\ integer values
004D: jump_if_false Label0A867A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0A865A
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0A8653
0004:  244?? =  0?  \\ integer values
0002: jump Label0A86FF

:Label0A8653
0002: jump Label0A8673

:Label0A865A
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0A8673
0004:  244?? =  1?  \\ integer values

:Label0A8673
0002: jump Label0A860B

:Label0A867A
00BC: text_highpriority "POR4_05"  5000& ms  1? \\ ~g~These stairs will lead round to a lower office.
0006:  16@ =  0?  \\ integer values

:Label0A8690
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0A86FF
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0A86DF
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0A86D8
0004:  244?? =  0?  \\ integer values
0002: jump Label0A86FF

:Label0A86D8
0002: jump Label0A86F8

:Label0A86DF
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0A86F8
0004:  244?? =  1?  \\ integer values

:Label0A86F8
0002: jump Label0A8690

:Label0A86FF
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0254: (unknown)
02A3: toggle_widescreen  0? (off)
0164: disable_marker  18084??
0164: disable_marker  18088??
0004:  18100?? =  3?  \\ integer values

:Label0A8721
00D6: if  0?
0038:    18100?? ==  1?  \\ integer values
004D: jump_if_false Label0A8753
0164: disable_marker  18084??
018A:  18088?? = create_checkpoint_at -487.9!  837.7!  10!
0004:  18100?? =  2?  \\ integer values

:Label0A8753
00D6: if  0?
0038:    18100?? ==  3?  \\ integer values
004D: jump_if_false Label0A8780
018A:  18076?? = create_checkpoint_at -562.7!  782.7!  22.4!
0004:  18100?? =  4?  \\ integer values

:Label0A8780
00D6: if  0?
0038:    18100?? ==  5?  \\ integer values
004D: jump_if_false Label0A87AD
018A:  18092?? = create_checkpoint_at -528.2!  774.5!  98!
0004:  18100?? =  6?  \\ integer values

:Label0A87AD
00D6: if  0?
0038:    18100?? ==  6?  \\ integer values
004D: jump_if_false Label0A8A35
00D6: if  0?
0038:    18124?? ==  0?  \\ integer values
004D: jump_if_false Label0A8A17
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -528.2!  774.5!  98! radius  5!  5!  5!
004D: jump_if_false Label0A8A17
0164: disable_marker  18092??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0253: (unknown)
015F: set_camera_position -531.8!  817.6!  99.1!  0!  0!  0!
0160: point_camera -532.3!  825.6!  98.7!  2?
0055: put_player $PLAYER_CHAR at -537.3!  897.3!  67.4!
0171: set_player $PLAYER_CHAR z_angle_to  4.5!
00BE: text_clear_all
0001: wait  500& ms
00BC: text_highpriority "POR4_08"  5000& ms  1? \\ ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen.
0006:  16@ =  0?  \\ integer values

:Label0A8881
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0A88F0
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0A88D0
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0A88C9
0004:  244?? =  0?  \\ integer values
0002: jump Label0A89D8

:Label0A88C9
0002: jump Label0A88E9

:Label0A88D0
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0A88E9
0004:  244?? =  1?  \\ integer values

:Label0A88E9
0002: jump Label0A8881

:Label0A88F0
015F: set_camera_position -530.2!  825.27!  98.4!  0!  0!  0!
0160: point_camera -529.6!  901.06!  72.1!  2?
00BC: text_highpriority "POR4_09"  5000& ms  1? \\ ~g~The pickups will show you which building to jump to next.
0006:  16@ =  0?  \\ integer values

:Label0A8939
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0A89D8
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -526.2!  886.2!  70! radius  10!  10!  10!
004D: jump_if_false Label0A8980

:Label0A8980
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0A89B8
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0A89B1
0004:  244?? =  0?  \\ integer values
0002: jump Label0A89D8

:Label0A89B1
0002: jump Label0A89D1

:Label0A89B8
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0A89D1
0004:  244?? =  1?  \\ integer values

:Label0A89D1
0002: jump Label0A8939

:Label0A89D8
00BE: text_clear_all
0055: put_player $PLAYER_CHAR at -528.2!  774.5!  96.5!
0171: set_player $PLAYER_CHAR z_angle_to  4.5!
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0004:  18100?? =  7?  \\ integer values
0004:  18124?? =  1?  \\ integer values

:Label0A8A17
0164: disable_marker  18092??
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -526.2!  886.2!  70!

:Label0A8A35
00D6: if  0?
0038:    18100?? ==  7?  \\ integer values
004D: jump_if_false Label0A8A97
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -526.2!  886.2!  70! radius  10!  10!  10!
004D: jump_if_false Label0A8A97
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -552.6!  1074.7!  52.4!
0004:  18100?? =  8?  \\ integer values

:Label0A8A97
00D6: if  0?
0038:    18100?? ==  8?  \\ integer values
004D: jump_if_false Label0A8B0C
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -552.6!  1074.7!  52.4! radius  15!  15!  15!
004D: jump_if_false Label0A8B0C
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -645.7!  1129.7!  29.1!
0004:  18100?? =  9?  \\ integer values

:Label0A8B0C
00D6: if  0?
0038:    18100?? ==  9?  \\ integer values
004D: jump_if_false Label0A8B81
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -645.7!  1129.7!  29.1! radius  10!  10!  10!
004D: jump_if_false Label0A8B81
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -695.5!  1130.3!  32.6!
0004:  18100?? =  10?  \\ integer values

:Label0A8B81
00D6: if  0?
0038:    18100?? ==  10?  \\ integer values
004D: jump_if_false Label0A8BF6
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -695.5!  1130.3!  32.6! radius  10!  10!  10!
004D: jump_if_false Label0A8BF6
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -800.6!  1141.7!  25.6!
0004:  18100?? =  11?  \\ integer values

:Label0A8BF6
00D6: if  0?
0038:    18100?? ==  11?  \\ integer values
004D: jump_if_false Label0A8C6B
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -800.6!  1141.7!  25.6! radius  20!  20!  20!
004D: jump_if_false Label0A8C6B
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -840.1!  1194.3!  16.7!
0004:  18100?? =  12?  \\ integer values

:Label0A8C6B
00D6: if  0?
0038:    18100?? ==  12?  \\ integer values
004D: jump_if_false Label0A8CCD
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -840.1!  1194.3!  16.7! radius  10!  10!  10!
004D: jump_if_false Label0A8CCD
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -792.4!  1299.2!  27.9!
0004:  18100?? =  13?  \\ integer values

:Label0A8CCD
00D6: if  0?
0038:    18100?? ==  13?  \\ integer values
004D: jump_if_false Label0A8D42
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -792.4!  1299.2!  27.9! radius  10!  10!  10!
004D: jump_if_false Label0A8D42
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -710.1!  1302.5!  20.6!
0004:  18100?? =  14?  \\ integer values

:Label0A8D42
00D6: if  0?
0038:    18100?? ==  14?  \\ integer values
004D: jump_if_false Label0A8DB7
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -710.1!  1302.5!  20.6! radius  10!  10!  10!
004D: jump_if_false Label0A8DB7
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -681.8!  1338.8!  24.3!
0004:  18100?? =  15?  \\ integer values

:Label0A8DB7
00D6: if  0?
0038:    18100?? ==  15?  \\ integer values
004D: jump_if_false Label0A8E2C
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -681.8!  1338.8!  24.3! radius  10!  10!  10!
004D: jump_if_false Label0A8E2C
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -573.5!  1365.4!  16.6!
0004:  18100?? =  16?  \\ integer values

:Label0A8E2C
00D6: if  0?
0038:    18100?? ==  16?  \\ integer values
004D: jump_if_false Label0A8EA1
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -573.5!  1365.4!  16.6! radius  10!  10!  10!
004D: jump_if_false Label0A8EA1
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -482!  1355.7!  24.7!
0004:  18100?? =  17?  \\ integer values

:Label0A8EA1
00D6: if  0?
0018:    18100?? >  16?  \\ integer values
004D: jump_if_false Label0A8FA9
00D6: if  0?
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false Label0A8FA9
00D6: if  0?
0038:    18140?? ==  0?  \\ integer values
004D: jump_if_false Label0A8FA9
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0253: (unknown)
015F: set_camera_position -605.6!  1371.6!  23.1!  0!  0!  0!
0160: point_camera -562.94!  1373.14!  14.81!  2?
0001: wait  1000& ms

:Label0A8F1A
00D6: if  0?
0030:    18148?? >= -140!  \\ floating-point values
004D: jump_if_false Label0A8F56
0001: wait  0? ms
0453: object  7228?? set_rotation  18148??  0!  0!
007E:  18148?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0A8F1A

:Label0A8F56
0001: wait  1000& ms
0164: disable_marker  18076??
00BC: text_highpriority "POR4_11"  7000& ms  1? \\ ~g~Return to the ladder if you need access to the rooftops again.
0164: disable_marker  18076??
0167:  18076?? = create_marker_at -574.2!  1373.35!  16.1!  5?  2?
0166: set_marker  18076?? brightness_to  1?
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0004:  18140?? =  1?  \\ integer values

:Label0A8FA9
00D6: if  0?
0038:    18100?? ==  17?  \\ integer values
004D: jump_if_false Label0A901E
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -482!  1355.7!  24.7! radius  10!  10!  10!
004D: jump_if_false Label0A901E
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -410.6!  1364.8!  29.7!
0004:  18100?? =  18?  \\ integer values

:Label0A901E
00D6: if  0?
0038:    18100?? ==  18?  \\ integer values
004D: jump_if_false Label0A9093
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -410.6!  1364.8!  29.7! radius  10!  10!  10!
004D: jump_if_false Label0A9093
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -354.3!  1385!  27!
0004:  18100?? =  19?  \\ integer values

:Label0A9093
00D6: if  0?
0038:    18100?? ==  19?  \\ integer values
004D: jump_if_false Label0A9108
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -354.3!  1385!  27! radius  10!  10!  10!
004D: jump_if_false Label0A9108
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -283.3!  1401.7!  27.3!
0004:  18100?? =  20?  \\ integer values

:Label0A9108
00D6: if  0?
0038:    18100?? ==  20?  \\ integer values
004D: jump_if_false Label0A917D
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -283.3!  1401.7!  27.3! radius  10!  10!  10!
004D: jump_if_false Label0A917D
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -280.5!  1335!  27.1!
0004:  18100?? =  21?  \\ integer values

:Label0A917D
00D6: if  0?
0038:    18100?? ==  21?  \\ integer values
004D: jump_if_false Label0A91F2
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -280.5!  1335!  27.1! radius  10!  10!  10!
004D: jump_if_false Label0A91F2
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -277.1!  1274!  27.9!
0004:  18100?? =  22?  \\ integer values

:Label0A91F2
00D6: if  0?
0038:    18100?? ==  22?  \\ integer values
004D: jump_if_false Label0A9267
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -277.1!  1274!  27.9! radius  10!  10!  10!
004D: jump_if_false Label0A9267
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -277.3!  1216.3!  42.6!
0004:  18100?? =  23?  \\ integer values

:Label0A9267
00D6: if  0?
0038:    18100?? ==  23?  \\ integer values
004D: jump_if_false Label0A92DC
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -277.3!  1216.3!  42.6! radius  10!  10!  10!
004D: jump_if_false Label0A92DC
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18096??
018A:  18096?? = create_checkpoint_at -336.5!  1047.8!  38.7!
0004:  18100?? =  24?  \\ integer values

:Label0A92DC
00D6: if  0?
0038:    18100?? ==  24?  \\ integer values
004D: jump_if_false Label0A932A
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -336.5!  1047.8!  38.7! radius  10!  10!  10!
004D: jump_if_false Label0A932A
0164: disable_marker  18096??
0004:  18100?? =  25?  \\ integer values

:Label0A932A
00D6: if  0?
0018:    18100?? >  24?  \\ integer values
004D: jump_if_false Label0A943C
00D6: if  0?
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false Label0A943C
00D6: if  0?
0038:    18144?? ==  0?  \\ integer values
004D: jump_if_false Label0A943C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0253: (unknown)
0005:  18148?? =  0!  \\ floating-point values
015F: set_camera_position -303.3!  858.4!  21!  0!  0!  0!
0160: point_camera -356.3!  919!  23!  2?
0001: wait  3000& ms
015F: set_camera_position -345.3!  914.7!  17.6!  0!  0!  0!
0160: point_camera -368.9!  909.8!  16.8!  2?
0001: wait  1000& ms

:Label0A93E5
00D6: if  0?
0030:    18148?? >= -150!  \\ floating-point values
004D: jump_if_false Label0A9421
0001: wait  0? ms
0453: object  7232?? set_rotation  18148??  0!  157!
007E:  18148?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0A93E5

:Label0A9421
0001: wait  1000& ms
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0004:  18144?? =  1?  \\ integer values

:Label0A943C
00D6: if  0?
0038:    18100?? ==  25?  \\ integer values
004D: jump_if_false Label0A9469
018A:  18080?? = create_checkpoint_at -358!  992.2!  46.3!
0004:  18100?? =  26?  \\ integer values

:Label0A9469
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label0A94A6
00D6: if  0?
0038:    18100?? ==  0?  \\ integer values
004D: jump_if_false Label0A94A6
00BE: text_clear_all
00BC: text_highpriority "POR4_03"  5000& ms  1? \\ ~g~You will need to get onto the roofs of the buildings. There should be a lift into one of the upper offices...
0004:  18100?? =  1?  \\ integer values

:Label0A94A6
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  6.8!  953.5!  10! radius  80!  80!  80!
004D: jump_if_false Label0A9525
00D6: if  0?
0038:    18120?? ==  0?  \\ integer values
004D: jump_if_false Label0A951E
00A5:  18068?? = create_car #PCJ600 at -6.4!  957.1!  9.4!
009A:  18072?? = create_actor  4? #GDA at  .3!  958.3!  9.9!
0004:  18120?? =  1?  \\ integer values

:Label0A951E
0002: jump Label0A9548

:Label0A9525
00D6: if  0?
0038:    18120?? ==  1?  \\ integer values
004D: jump_if_false Label0A9548
01C2: remove_references_to_actor  18072??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  18068??  \\ Like turning a car into any random car
0004:  18120?? =  0?  \\ integer values

:Label0A9548
00D6: if  0?
0038:    18100?? ==  0?  \\ integer values
004D: jump_if_false Label0A9583
00D6: if  0?
0038:    18120?? ==  1?  \\ integer values
004D: jump_if_false Label0A9583
00D6: if  0?
0119:   car  18068?? wrecked
004D: jump_if_false Label0A9583
0004:  18100?? =  1?  \\ integer values

:Label0A9583
00D6: if  0?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -562.5!  782.3!  21.8! radius  2!  2!  2!
004D: jump_if_false Label0A9F3F
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0A95D2
00BC: text_highpriority "POR4_07"  5000& ms  1? \\ ~g~You will need a bike so you can jump from building to building.

:Label0A95D2
00D6: if  0?
047E:   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0A9F3F
00D6: if  0?
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0A9F3F
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0253: (unknown)
015F: set_camera_position -565.4!  782.6!  23.7!  0!  0!  0!
0160: point_camera -556.8!  782!  22.8!  2?
00DA:  18060?? = player $PLAYER_CHAR car
00AB: put_car  18060?? at -562.5!  782.3!  21.8!
0175: set_car  18060?? z_angle_to  264.8!
009A:  18052?? = create_actor  5? #WMOBU at -556.2!  783!  21.8!
0173: set_actor  18052?? z_angle_to  204.7!
009A:  18056?? = create_actor  5? #WFYBU at -555.8!  781.3!  21.8!
0173: set_actor  18056?? z_angle_to  12.4!
03F9: make_actors  18052??  18056?? converse_in  86400000&& ms
0001: wait  1000& ms
03CF: load_wav "LIFTOP" as  1?

:Label0A96BA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A96D4
0001: wait  0? ms
0002: jump Label0A96BA

:Label0A96D4
03CF: load_wav "LIFTBEL" as  2?

:Label0A96E0
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A96FA
0001: wait  0? ms
0002: jump Label0A96E0

:Label0A96FA
03D1: play_wav  2?

:Label0A96FE
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0A9718
0001: wait  0? ms
0002: jump Label0A96FE

:Label0A9718
040D: unload_wav  2?
03CF: load_wav "LIFTRUN" as  2?

:Label0A9728
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A9742
0001: wait  0? ms
0002: jump Label0A9728

:Label0A9742
0006:  16@ =  0?  \\ integer values

:Label0A9749
0001: wait  0? ms
03D1: play_wav  1?
034E: unknown_move_object  7204?? to -559.476!  784.807!  23.279! unknown_angle  0!  .1!  0!  0?
034E: unknown_move_object  7208?? to -559.476!  779.64!  23.279! unknown_angle  0!  .1!  0!  0?
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0A97B5
0002: jump Label0A97BC

:Label0A97B5
0002: jump Label0A9749

:Label0A97BC
00D6: if  0?
8118:   NOT   actor  18052?? dead
004D: jump_if_false Label0A97EE
00D6: if  0?
8118:   NOT   actor  18056?? dead
004D: jump_if_false Label0A97EE
03F9: make_actors  18052??  18056?? converse_in  10? ms
022D: set_actor  18052?? to_look_at_player $PLAYER_CHAR

:Label0A97EE
0001: wait  80? ms
00D6: if  0?
8118:   NOT   actor  18056?? dead
004D: jump_if_false Label0A980A
022D: set_actor  18056?? to_look_at_player $PLAYER_CHAR

:Label0A980A
0001: wait  100? ms
03CF: load_wav "INLIFT" as  1?

:Label0A981A
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A9834
0001: wait  0? ms
0002: jump Label0A981A

:Label0A9834
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A9860
03A2: (unknown)  18060??  3? 
00AE: unknown_set_car  18060?? to_ignore_traffic_lights  3?
0477: unknown_car  18060??  8?  1100&
03D1: play_wav  1?

:Label0A9860
0006:  16@ =  0?  \\ integer values

:Label0A9867
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A98A8
00D6: if  0?
01AD:   car  18060??  0? ()near_point -557.9!  782.3!  1.3!  1.3!
004D: jump_if_false Label0A98A8
0002: jump Label0A98C9

:Label0A98A8
00D6: if  0?
0019:    16@ >  900&  \\ integer values
004D: jump_if_false Label0A98C2
0002: jump Label0A98C9

:Label0A98C2
0002: jump Label0A9867

:Label0A98C9
0477: unknown_car  18060??  5?  1?
00D6: if  0?
8118:   NOT   actor  18052?? dead
004D: jump_if_false Label0A98FB
022F: set_actor  18052?? stop_looking
01BE: set_actor  18052?? to_look_at_spot -562.5!  782.3!  21.8!

:Label0A98FB
0001: wait  80? ms
00D6: if  0?
8118:   NOT   actor  18056?? dead
004D: jump_if_false Label0A9928
022F: set_actor  18056?? stop_looking
01BE: set_actor  18056?? to_look_at_spot -562.5!  782.3!  21.8!

:Label0A9928
0001: wait  1000& ms
0006:  16@ =  0?  \\ integer values
03CF: load_wav "LIFTCL" as  1?

:Label0A9940
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A995A
0001: wait  0? ms
0002: jump Label0A9940

:Label0A995A
0001: wait  0? ms
034E: unknown_move_object  7204?? to -559.476!  783.107!  23.279! unknown_angle  0!  .1!  0!  0?
034E: unknown_move_object  7208?? to -559.476!  781.34!  23.279! unknown_angle  0!  .1!  0!  0?
03D1: play_wav  1?
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0A9A54
00D6: if  0?
0038:    18112?? ==  0?  \\ integer values
004D: jump_if_false Label0A9A54
009B: destroy_actor_instantly  18052??
009B: destroy_actor_instantly  18056??
009A:  18052?? = create_actor  5? #WMOBU at -550!  788.7!  96.5!
0173: set_actor  18052?? z_angle_to  90.6!
009A:  18056?? = create_actor  5? #WFYBU at -550!  787.2!  96.5!
0173: set_actor  18056?? z_angle_to  90.6!
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A9A4D
00AB: put_car  18060?? at -551.5!  787.9!  96.5!
0175: set_car  18060?? z_angle_to  269.4!

:Label0A9A4D
0004:  18112?? =  1?  \\ integer values

:Label0A9A54
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0A9A6E
0002: jump Label0A9A75

:Label0A9A6E
0002: jump Label0A995A

:Label0A9A75
03D1: play_wav  2?
015F: set_camera_position -553.3!  786.1!  100!  0!  0!  0!
0160: point_camera -550.4!  788.4!  97.2!  2?
0507:  1?
0001: wait  5000& ms
040D: unload_wav  1?
03CF: load_wav "LIFTBEL" as  2?

:Label0A9AC5
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0A9ADF
0001: wait  0? ms
0002: jump Label0A9AC5

:Label0A9ADF
03D1: play_wav  2?

:Label0A9AE3
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0A9AFD
0001: wait  0? ms
0002: jump Label0A9AE3

:Label0A9AFD
040D: unload_wav  2?
009A:  18020?? = create_actor  5? #HFYBU at -564.4!  784.4!  96.5!
0173: set_actor  18020?? z_angle_to  3.1!
009A:  18024?? = create_actor  5? #WFYBU at -552.6!  768.6!  96.5!
0173: set_actor  18024?? z_angle_to  179!
009A:  18028?? = create_actor  5? #HFYBU at -537.9!  787.6!  96.5!
0173: set_actor  18028?? z_angle_to  92.5!
009A:  18032?? = create_actor  5? #HFYBU at -524!  811.6!  96.5!
0173: set_actor  18032?? z_angle_to  108.6!
009A:  18036?? = create_actor  5? #WMOBU at -524!  810!  96.5!
0173: set_actor  18036?? z_angle_to  0!
03F9: make_actors  18032??  18036?? converse_in  86400000&& ms
009A:  18040?? = create_actor  5? #WMYBU at -529.5!  826.9!  96.5!
0173: set_actor  18040?? z_angle_to  358!
009A:  18044?? = create_actor  5? #WMYBU at -539.2!  768.6!  96.5!
0173: set_actor  18044?? z_angle_to  6.5!
009A:  18048?? = create_actor  5? #HFYBU at -540.2!  769.3!  96.5!
0173: set_actor  18048?? z_angle_to  214.6!
03F9: make_actors  18044??  18048?? converse_in  86400000&& ms
0004:  18108?? =  1?  \\ integer values
0507:  0?
015F: set_camera_position -557!  787.7!  99!  0!  0!  0!
0160: point_camera -550.6!  787.6!  97.5!  2?
0006:  16@ =  0?  \\ integer values
03CF: load_wav "LIFTOP" as  1?

:Label0A9C7C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A9C96
0001: wait  0? ms
0002: jump Label0A9C7C

:Label0A9C96
0001: wait  0? ms
03D1: play_wav  1?
034E: unknown_move_object  7212?? to -553.563!  790.595!  97.917! unknown_angle  0!  .1!  0!  0?
034E: unknown_move_object  7216?? to -553.563!  785.427!  97.917! unknown_angle  0!  .1!  0!  0?
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0A9D02
0002: jump Label0A9D09

:Label0A9D02
0002: jump Label0A9C96

:Label0A9D09
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A9D2A
0477: unknown_car  18060??  2?  10000&
0006:  16@ =  0?  \\ integer values

:Label0A9D2A
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A9D6B
00D6: if  0?
01AD:   car  18060??  0? ()near_point -560.5!  788!  1!  1!
004D: jump_if_false Label0A9D6B
0002: jump Label0A9D8C

:Label0A9D6B
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label0A9D85
0002: jump Label0A9D8C

:Label0A9D85
0002: jump Label0A9D2A

:Label0A9D8C
0477: unknown_car  18060??  5?  1?
00D6: if  0?
81AD:   NOT   car  18060??  0? ()near_point -560.5!  788!  1!  1!
004D: jump_if_false Label0A9DD9
00AB: put_car  18060?? at -560.5!  788!  96!
0175: set_car  18060?? z_angle_to  186!

:Label0A9DD9
0001: wait  1000& ms
0006:  16@ =  0?  \\ integer values
03CF: load_wav "LIFTCL" as  1?

:Label0A9DF1
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0A9E0B
0001: wait  0? ms
0002: jump Label0A9DF1

:Label0A9E0B
0001: wait  0? ms
034E: unknown_move_object  7212?? to -553.563!  788.895!  97.917! unknown_angle  0!  .1!  0!  0?
034E: unknown_move_object  7216?? to -553.563!  787.127!  97.917! unknown_angle  0!  .1!  0!  0?
03D1: play_wav  1?
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0A9E77
0002: jump Label0A9E7E

:Label0A9E77
0002: jump Label0A9E0B

:Label0A9E7E
01C2: remove_references_to_actor  18052??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18056??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8119:   NOT   car  18060?? wrecked
004D: jump_if_false Label0A9E9F
03A2: (unknown)  18060??  0? 

:Label0A9E9F
0004:  18112?? =  0?  \\ integer values
0507:  0?
02EB: restore_camera_with_jumpcut
0254: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00D6: if  21?
0038:    18100?? ==  1?  \\ integer values
0038:    18100?? ==  2?  \\ integer values
004D: jump_if_false Label0A9EDE
0164: disable_marker  18088??
0004:  18100?? =  4?  \\ integer values

:Label0A9EDE
00D6: if  0?
0038:    18100?? ==  4?  \\ integer values
004D: jump_if_false Label0A9F33
00BE: text_clear_all
00BC: text_highpriority "POR4_06"  7000& ms  1? \\ ~g~Return to the lower office if you need access to the rooftops again.
0164: disable_marker  18076??
0167:  18076?? = create_marker_at -562.7!  782.7!  22.4!  5?  2?
0166: set_marker  18076?? brightness_to  1?
0004:  18100?? =  5?  \\ integer values
0002: jump Label0A9F3F

:Label0A9F33
0164: disable_marker  18080??
0004:  18100?? =  7?  \\ integer values

:Label0A9F3F
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -568!  793.2!  22! radius  40!  40!  40!
004D: jump_if_false Label0AA0A5
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -576.9!  836.2!  15! -583!  821.6!  25!
004D: jump_if_false Label0AA09E
00D6: if  0?
0038:    18104?? ==  0?  \\ integer values
004D: jump_if_false Label0AA09E
009A:  17996?? = create_actor  5? #HFYBU at -571.5!  776.5!  21.8!
0173: set_actor  17996?? z_angle_to  355.4!
009A:  18000?? = create_actor  5? #WFYBU at -570.9!  779.1!  21.8!
0173: set_actor  18000?? z_angle_to  171.2!
03F9: make_actors  17996??  18000?? converse_in  86400000&& ms
009A:  18004?? = create_actor  5? #WMYBU at -574.1!  788!  21.8!
0173: set_actor  18004?? z_angle_to  278!
009A:  18008?? = create_actor  5? #HFYBU at -571.2!  810.6!  21.8!
0173: set_actor  18008?? z_angle_to  272.9!
009A:  18012?? = create_actor  5? #HFYBU at -560.8!  787.5!  21.8!
0173: set_actor  18012?? z_angle_to  278.8!
009A:  18016?? = create_actor  5? #WMOBU at -569.4!  810.5!  21.8!
0173: set_actor  18016?? z_angle_to  114.1!
03F9: make_actors  18008??  18016?? converse_in  86400000&& ms
0004:  18104?? =  1?  \\ integer values

:Label0AA09E
0002: jump Label0AA0DC

:Label0AA0A5
00D6: if  0?
0038:    18104?? ==  1?  \\ integer values
004D: jump_if_false Label0AA0DC
009B: destroy_actor_instantly  17996??
009B: destroy_actor_instantly  18000??
009B: destroy_actor_instantly  18004??
009B: destroy_actor_instantly  18008??
009B: destroy_actor_instantly  18012??
009B: destroy_actor_instantly  18016??
0004:  18104?? =  0?  \\ integer values

:Label0AA0DC
00D6: if  0?
8118:   NOT   actor  18004?? dead
004D: jump_if_false Label0AA0F8
0372: set_actor  18004?? anim  24? wait_state_time  999999&& ms

:Label0AA0F8
00D6: if  0?
8118:   NOT   actor  18012?? dead
004D: jump_if_false Label0AA114
0372: set_actor  18012?? anim  25? wait_state_time  999999&& ms

:Label0AA114
00D6: if  0?
8118:   NOT   actor  18016?? dead
004D: jump_if_false Label0AA130
0372: set_actor  18016?? anim  24? wait_state_time  999999&& ms

:Label0AA130
00D6: if  0?
8118:   NOT   actor  18020?? dead
004D: jump_if_false Label0AA14C
0372: set_actor  18020?? anim  24? wait_state_time  999999&& ms

:Label0AA14C
00D6: if  0?
8118:   NOT   actor  18024?? dead
004D: jump_if_false Label0AA168
0372: set_actor  18024?? anim  25? wait_state_time  999999&& ms

:Label0AA168
00D6: if  0?
8118:   NOT   actor  18028?? dead
004D: jump_if_false Label0AA184
0372: set_actor  18028?? anim  24? wait_state_time  999999&& ms

:Label0AA184
00D6: if  0?
8118:   NOT   actor  18044?? dead
004D: jump_if_false Label0AA1A0
0372: set_actor  18044?? anim  24? wait_state_time  999999&& ms

:Label0AA1A0
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -568.6!  765.4!  90.9! -479.8!  846.2!  111!
004D: jump_if_false Label0AA211
00D6: if  0?
0038:    18108?? ==  1?  \\ integer values
004D: jump_if_false Label0AA211
009B: destroy_actor_instantly  18020??
009B: destroy_actor_instantly  18024??
009B: destroy_actor_instantly  18028??
009B: destroy_actor_instantly  18032??
009B: destroy_actor_instantly  18036??
009B: destroy_actor_instantly  18040??
009B: destroy_actor_instantly  18044??
009B: destroy_actor_instantly  18048??
0004:  18108?? =  0?  \\ integer values

:Label0AA211
00D6: if  0?
0038:    18100?? ==  26?  \\ integer values
004D: jump_if_false Label0AA6CB
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot -355.6!  990.8!  44.4! radius  1!  1!  2!
004D: jump_if_false Label0AA6CB
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00BF:  18132?? = current_time_hours,  18136?? = current_time_minutes
00D6: if  0?
0018:    18132?? >  16?  \\ integer values
004D: jump_if_false Label0AA290
00D6: if  0?
001A:    23? >  18132??  \\ integer values
004D: jump_if_false Label0AA290
00C0: set_current_time  23?  0?

:Label0AA290
0395: clear_area  1? at -356.1!  990.1! range  44.4!  1!
0055: put_player $PLAYER_CHAR at -356.1!  990.1!  44.4!
0171: set_player $PLAYER_CHAR z_angle_to  260.5!
015F: set_camera_position -358.1!  991.5!  46.8!  0!  0!  0!
0160: point_camera -355.2!  990.3!  46.1!  2?
02E4: load_cutscene_data "GSPOT"
02E7: start_cutscene
0001: wait  1000& ms
0372: set_actor $PLAYER_ACTOR anim  25? wait_state_time  1000& ms
0001: wait  2000& ms
053D: $PLAYER_ACTOR
0108: destroy_object  7224??
0001: wait  500& ms
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
0001: wait  500& ms
0108: destroy_object  7224??
0001: wait  500& ms
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
0001: wait  300& ms
0108: destroy_object  7224??
0001: wait  200& ms
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
0001: wait  100? ms
0108: destroy_object  7224??
0001: wait  50? ms
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
0001: wait  10? ms
0108: destroy_object  7224??
0001: wait  10? ms
029B:  7224?? = init_object -70? (DTS_SOAPYTITWANK_A) at -324.797!  991.184!  71.708!
0001: wait  10? ms
0108: destroy_object  7224??
0001: wait  500& ms
015F: set_camera_position -350.1!  991.07!  44.97!  0!  0!  0!
0160: point_camera -478.2!  969.8!  137.3!  2?
0001: wait  1000& ms
0055: put_player $PLAYER_CHAR at -342.9!  984.7!  44.8!

:Label0AA428
00D6: if  0?
834D:   NOT unknown_rotate_object  7220?? unknown_angle  360!  1!  0?
004D: jump_if_false Label0AA44F
0001: wait  0? ms
0002: jump Label0AA428

:Label0AA44F
0001: wait  500& ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
0001: wait  10? ms
0108: destroy_object  18064??
0001: wait  10? ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
0001: wait  10? ms
0108: destroy_object  18064??
0001: wait  50? ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
0001: wait  100? ms
0108: destroy_object  18064??
0001: wait  200& ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
0001: wait  300& ms
0108: destroy_object  18064??
0001: wait  500& ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
0001: wait  500& ms
0108: destroy_object  18064??
0001: wait  500& ms
029B:  18064?? = init_object -160& (DTS_SOAPYTITWANK_B) at -419.28!  952.886!  140.66!
01C7: spawn_object  18064??
0001: wait  5000& ms
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
016A: fade  0? ()  500& ms

:Label0AA544
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AA55C
0001: wait  0? ms
0002: jump Label0AA544

:Label0AA55C
0055: put_player $PLAYER_CHAR at -2.8!  985.9!  10.9!
04A6:  2528?? = create_asset_money_pickup_at  2304??  2308??  2312?? money  2524??  2524??
03CB: set_camera  17.6!  957.6!  16.7!
015F: set_camera_position  39.5!  940.1!  21.8!  0!  0!  0!
0160: point_camera  17.6!  957.6!  16.7!  2?
016A: fade  1? (back)  500& ms

:Label0AA5CF
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AA5E7
0001: wait  0? ms
0002: jump Label0AA5CF

:Label0AA5E7
0394: play_music  1?
00BA: text_styled "POR_AS1"  5000& ms  6? \\ FILM STUDIO ASSET COMPLETED
0001: wait  5000& ms
03CB: set_camera -4!  961.5!  9.7!
015F: set_camera_position  9.2!  964.6!  12.9!  0!  0!  0!
0160: point_camera -4!  961.5!  9.7!  2?
01E5: text_1number_highpriority "POR_AS2"  2524??  6000& ms  1? \\ ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
016A: fade  0? ()  500& ms

:Label0AA661
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AA679
0001: wait  0? ms
0002: jump Label0AA661

:Label0AA679
0055: put_player $PLAYER_CHAR at -353!  990!  44.4!
0171: set_player $PLAYER_CHAR z_angle_to  102.5!
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
016A: fade  1? (back)  500& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label0AA714

:Label0AA6CB
00C1:  18116?? = minutes_to_current_time  7?  0?
00D6: if  0?
0038:    18116?? ==  0?  \\ integer values
004D: jump_if_false Label0AA6FC
00BC: text_highpriority "POR4_10"  5000& ms  1? \\ ~r~It's too light to get up there unseen.
0002: jump Label0AA703

:Label0AA6FC
0002: jump Label0A8575

:Label0AA703
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0AA714
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  8000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  8000&
014C: set_parked_car_generator  7980?? cars_to_generate_to  101?
034E: unknown_move_object  7204?? to -559.476!  784.807!  23.279! unknown_angle  0!  10!  0!  0?
034E: unknown_move_object  7208?? to -559.476!  779.64!  23.279! unknown_angle  0!  10!  0!  0?
034E: unknown_move_object  7212?? to -553.563!  790.595!  97.917! unknown_angle  0!  10!  0!  0?
034E: unknown_move_object  7216?? to -553.563!  785.427!  97.917! unknown_angle  0!  10!  0!  0?
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "PORN_4" \\ G-spotlight
0164: disable_marker  1024??
04CE:  1024?? = unknown_create_marker  1696?? at  2304??  2308??  2312??
0008:  4700?? +=  1?  \\ integer values
0004:  2532?? =  1?  \\ integer values
0004:  1040?? =  1?  \\ integer values
0051: return

:Label0AA80B
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0164: disable_marker  18076??
0164: disable_marker  18080??
0164: disable_marker  18084??
0164: disable_marker  18088??
0164: disable_marker  18092??
0164: disable_marker  18096??
0249: release_model #HFYBU
0249: release_model #WFYBU
0249: release_model #WMYBU
0249: release_model #WMOBU
0249: release_model #PCJ600
0249: release_model #GDA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 31---------------
; Originally: Shakedown


:Label0AA859
03A4: name_thread "PROTEC1"
0050: gosub Label0AA887
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0AA87E
0050: gosub Label0AC372

:Label0AA87E
0050: gosub Label0AC3E4
004E: end_thread

:Label0AA887
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PROT1"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0004:  18260?? =  0?  \\ integer values
0004:  18264?? =  301000&&  \\ integer values
0004:  18268?? =  0?  \\ integer values
0004:  18272?? =  0?  \\ integer values
0004:  18276?? =  0?  \\ integer values
0004:  18280?? =  0?  \\ integer values
0004:  18284?? =  0?  \\ integer values
0004:  18288?? =  0?  \\ integer values
0004:  18292?? =  0?  \\ integer values
0004:  18296?? =  0?  \\ integer values
0004:  18300?? =  0?  \\ integer values
0004:  18304?? =  0?  \\ integer values
0004:  18308?? =  0?  \\ integer values
0004:  18312?? =  0?  \\ integer values
0004:  18316?? =  0?  \\ integer values
0004:  18320?? =  0?  \\ integer values
0004:  18324?? =  0?  \\ integer values
0004:  18328?? =  0?  \\ integer values
0004:  18332?? =  0?  \\ integer values
0004:  18336?? =  0?  \\ integer values
0004:  18340?? =  0?  \\ integer values
0004:  18344?? =  0?  \\ integer values
0004:  18348?? =  0?  \\ integer values
0004:  18352?? =  0?  \\ integer values
0004:  18356?? =  0?  \\ integer values
0004:  18360?? =  0?  \\ integer values
0004:  18364?? =  0?  \\ integer values
0004:  18368?? =  0?  \\ integer values
0004:  18372?? =  0?  \\ integer values
0004:  18376?? =  0?  \\ integer values
0004:  18380?? =  0?  \\ integer values
0004:  18384?? =  0?  \\ integer values
0004:  18388?? =  0?  \\ integer values
0004:  18392?? =  0?  \\ integer values
0004:  18396?? =  0?  \\ integer values
0004:  18400?? =  0?  \\ integer values
0004:  18404?? =  0?  \\ integer values
0004:  18408?? =  0?  \\ integer values
0004:  18412?? =  0?  \\ integer values
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSBUDDY"
023C: load_special_actor  4? "CSAVERY"
03CB: set_camera -378.62! -552.676!  18.534!
038B: load_requested_models

:Label0AAA20
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label0AAA46
0001: wait  0? ms
0002: jump Label0AAA20

:Label0AAA46
02E4: load_cutscene_data "BUD_1"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  596?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  596?? "CSAVERY"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AAB05
00D6: if  0?
001A:    498& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAB28
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB05

:Label0AAB28
00BC: text_highpriority "PRO1_A"  10000& ms  1? \\ Oh, we gotta redecorate this place. We gotta make it look older.

:Label0AAB37
00D6: if  0?
001A:    3470& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAB5A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB37

:Label0AAB5A
00BC: text_highpriority "PRO1_B"  10000& ms  1? \\ I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in...

:Label0AAB69
00D6: if  0?
001A:    7473& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAB8C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB69

:Label0AAB8C
00BC: text_highpriority "PRO1_C"  10000& ms  1? \\ You're my lawyer, Rosenberg, not my interior decorator. Got it?

:Label0AAB9B
00D6: if  0?
001A:    11644& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AABBE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAB9B

:Label0AABBE
00BC: text_highpriority "PRO1_D"  10000& ms  1? \\ Listen to me,

:Label0AABCD
00D6: if  0?
001A:    12448& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AABF0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AABCD

:Label0AABF0
00BC: text_highpriority "PRO1_E"  10000& ms  1? \\ The time to take over this town is now. It's all out there waiting for us.

:Label0AABFF
00D6: if  0?
001A:    16477& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAC22
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AABFF

:Label0AAC22
00BC: text_highpriority "PRO1_F"  10000& ms  1? \\ We need to start seizing territory,

:Label0AAC31
00D6: if  0?
001A:    18657& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAC54
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC31

:Label0AAC54
00BC: text_highpriority "PRO1_G"  10000& ms  1? \\ let Vice City know we're the new players in town, know what I'm saying?

:Label0AAC63
00D6: if  0?
001A:    21849& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAC86
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC63

:Label0AAC86
00BC: text_highpriority "PRO1_I"  10000& ms  1? \\ What you need is a legitimate front Tommy, real estate. It's never done me no harm.

:Label0AAC95
00D6: if  0?
001A:    26212& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AACB8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAC95

:Label0AACB8
00BC: text_highpriority "PRO1_J"  10000& ms  1? \\ We need to start using some muscle or we can kiss all that hard work goodbye.

:Label0AACC7
00D6: if  0?
001A:    30323& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AACEA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AACC7

:Label0AACEA
00BC: text_highpriority "PRO1_K"  10000& ms  1? \\ Local businesses know Diaz is dead, and they're refusing to pay protection!

:Label0AACF9
00D6: if  0?
001A:    34351&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAD1E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AACF9

:Label0AAD1E
00BC: text_highpriority "PRO1_L"  10000& ms  1? \\ Ooh! We could try bribery...

:Label0AAD2D
00D6: if  0?
001A:    36310&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAD52
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD2D

:Label0AAD52
00BC: text_highpriority "PRO1_M"  10000& ms  1? \\ Bribery? Screw bribery! I'll show you how to make 'em scared!

:Label0AAD61
00D6: if  0?
001A:    40077&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AAD86
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD61

:Label0AAD86
00BC: text_highpriority "PRO1_N"  10000& ms  1? \\ I'll be back here in five minutes...

:Label0AAD95
00D6: if  0?
001A:    41077&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AADBA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AAD95

:Label0AADBA
00BE: text_clear_all

:Label0AADBC
00D6: if  0?
001A:    42112&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AADE1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AADBC

:Label0AADE1
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0AADEA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AAE02
0001: wait  0? ms
0002: jump Label0AADEA

:Label0AAE02
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0004:  3964?? =  0?  \\ integer values
04BB: select_interiour  0?  \\ select render area
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
03CB: set_camera -375.9! -510.6!  16.2!
0055: put_player $PLAYER_CHAR at -375.9! -544.6!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  360!
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0164: disable_marker  1736??
0164: disable_marker  1748??
0247: request_model #STINGER

:Label0AAE8A
00D6: if  0?
8248:   NOT   model #STINGER available
004D: jump_if_false Label0AAEA5
0001: wait  0? ms
0002: jump Label0AAE8A

:Label0AAEA5
00A5:  18152?? = create_car #STINGER at -345.3! -524.6!  11.5!
032B:  18156?? = create_weapon_pickup #UZI  3? ammo  250& at -347.8! -527.2!  12.7!
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "PRO1_11"  5000& ms  1? \\ ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~.
00BB: text_lowpriority "PRO1_01"  5000& ms  1? \\ ~g~Do a hit and run on the shop fronts and the owners will be begging for protection.
00BB: text_lowpriority "PRO1_13"  5000& ms  1? \\ ~g~You have five minutes to smash them all.
0540: unknown_player $PLAYER_CHAR window_washer_credibility  0?
018A:  18160?? = create_checkpoint_at  459.9!  1004.1!  18.1!
018A:  18164?? = create_checkpoint_at  467.2!  1012!  18.1!
018A:  18168?? = create_checkpoint_at  457.5!  1197.6!  18.1!
018A:  18172?? = create_checkpoint_at  463.8!  1207.4!  18.1!
018A:  18176?? = create_checkpoint_at  466.8!  1211.8!  18.1!
018A:  18180?? = create_checkpoint_at  369.9!  1222!  18.1!
018A:  18184?? = create_checkpoint_at  369.9!  1212.2!  18.1!
018A:  18188?? = create_checkpoint_at  356.5!  1120!  24.5!
018A:  18192?? = create_checkpoint_at  356.6!  1115.5!  24.5!
018A:  18196?? = create_checkpoint_at  361.1!  1110.2!  24.5!
018A:  18200?? = create_checkpoint_at  364.2!  1107.2!  24.5!
018A:  18204?? = create_checkpoint_at  367!  1104.2!  24.5!
018A:  18208?? = create_checkpoint_at  369.2!  1101.7!  24.5!
018A:  18212?? = create_checkpoint_at  403.1!  1022!  24.5!
018A:  18216?? = create_checkpoint_at  403.1!  1033!  24.5!
018A:  18220?? = create_checkpoint_at  406.7!  1041!  24.5!
018A:  18224?? = create_checkpoint_at  421!  1041!  24.5!
018A:  18228?? = create_checkpoint_at  425.1!  1035.7!  24.5!
018A:  18232?? = create_checkpoint_at  425.1!  1021.8!  24.5!
018A:  18236?? = create_checkpoint_at  403.1!  1024.6!  18.1!
018A:  18240?? = create_checkpoint_at  403.1!  1033!  18.1!
018A:  18244?? = create_checkpoint_at  406.7!  1041!  18.1!
018A:  18248?? = create_checkpoint_at  421!  1041!  18.1!
018A:  18252?? = create_checkpoint_at  425.1!  1035.7!  18.1!
018A:  18256?? = create_checkpoint_at  425.1!  1021.8!  18.1!
014E: set_timer_to  18264?? type  1?

:Label0AB10E
0001: wait  0? ms
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0ABEF9
00D6: if  0?
0038:    18392?? ==  0?  \\ integer values
004D: jump_if_false Label0AB14C
00BC: text_highpriority "PRO1_12"  5000& ms  1? \\ ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection.
0004:  18392?? =  1?  \\ integer values

:Label0AB14C
00D6: if  0?
0038:    18268?? ==  25?  \\ integer values
004D: jump_if_false Label0AB16C
0004:  18260?? =  1?  \\ integer values
0002: jump Label0ABEF9

:Label0AB16C
00D6: if  0?
001A:    2? >  18272??  \\ integer values
004D: jump_if_false Label0AB234
00D6: if  0?
0038:    18292?? ==  0?  \\ integer values
004D: jump_if_false Label0AB1D9
00D6: if  0?
0523:   unknown_glass_window_at  459.9!  1004.1!  19.7! broken
004D: jump_if_false Label0AB1D9
0008:  18272?? +=  1?  \\ integer values
0004:  18292?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18160??

:Label0AB1D9
00D6: if  0?
0038:    18296?? ==  0?  \\ integer values
004D: jump_if_false Label0AB234
00D6: if  0?
0523:   unknown_glass_window_at  467.2!  1012!  19.7! broken
004D: jump_if_false Label0AB234
0008:  18272?? +=  1?  \\ integer values
0004:  18296?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18164??

:Label0AB234
00D6: if  0?
0038:    18272?? ==  2?  \\ integer values
004D: jump_if_false Label0AB2AE
03CF: load_wav "BUD1_1" as  1?

:Label0AB252
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0AB26C
0001: wait  0? ms
0002: jump Label0AB252

:Label0AB26C
00BC: text_highpriority "PRO1_04"  4000& ms  1? \\ My livelihood, destroyed!
03D1: play_wav  1?

:Label0AB27F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AB299
0001: wait  0? ms
0002: jump Label0AB27F

:Label0AB299
040D: unload_wav  1?
03D5: remove_text "PRO1_04" \\ My livelihood, destroyed!
0004:  18272?? =  3?  \\ integer values

:Label0AB2AE
00D6: if  0?
0038:    18272?? ==  3?  \\ integer values
004D: jump_if_false Label0AB328
03CF: load_wav "BUD1_9" as  2?

:Label0AB2CC
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AB2E6
0001: wait  0? ms
0002: jump Label0AB2CC

:Label0AB2E6
00BC: text_highpriority "PRO1_09"  4000& ms  1? \\ Vercetti. Remember the name.
03D1: play_wav  2?

:Label0AB2F9
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0AB313
0001: wait  0? ms
0002: jump Label0AB2F9

:Label0AB313
040D: unload_wav  2?
03D5: remove_text "PRO1_09" \\ Vercetti. Remember the name.
0004:  18272?? =  4?  \\ integer values

:Label0AB328
00D6: if  0?
001A:    3? >  18276??  \\ integer values
004D: jump_if_false Label0AB44B
00D6: if  0?
0038:    18300?? ==  0?  \\ integer values
004D: jump_if_false Label0AB395
00D6: if  0?
0523:   unknown_glass_window_at  457.5!  1197.6!  19.7! broken
004D: jump_if_false Label0AB395
0008:  18276?? +=  1?  \\ integer values
0004:  18300?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18168??

:Label0AB395
00D6: if  0?
0038:    18304?? ==  0?  \\ integer values
004D: jump_if_false Label0AB3F0
00D6: if  0?
0523:   unknown_glass_window_at  463.8!  1207.4!  19.7! broken
004D: jump_if_false Label0AB3F0
0008:  18276?? +=  1?  \\ integer values
0004:  18304?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18172??

:Label0AB3F0
00D6: if  0?
0038:    18308?? ==  0?  \\ integer values
004D: jump_if_false Label0AB44B
00D6: if  0?
0523:   unknown_glass_window_at  466.8!  1211.8!  19.7! broken
004D: jump_if_false Label0AB44B
0008:  18276?? +=  1?  \\ integer values
0004:  18308?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18176??

:Label0AB44B
00D6: if  0?
0038:    18276?? ==  3?  \\ integer values
004D: jump_if_false Label0AB4C5
03CF: load_wav "BUD1_2" as  1?

:Label0AB469
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0AB483
0001: wait  0? ms
0002: jump Label0AB469

:Label0AB483
00BC: text_highpriority "PRO1_05"  4000& ms  1? \\ Ruined...RUINED!!
03D1: play_wav  1?

:Label0AB496
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AB4B0
0001: wait  0? ms
0002: jump Label0AB496

:Label0AB4B0
040D: unload_wav  1?
03D5: remove_text "PRO1_05" \\ Ruined...RUINED!!
0004:  18276?? =  4?  \\ integer values

:Label0AB4C5
00D6: if  0?
001A:    2? >  18280??  \\ integer values
004D: jump_if_false Label0AB58D
00D6: if  0?
0038:    18312?? ==  0?  \\ integer values
004D: jump_if_false Label0AB532
00D6: if  0?
0523:   unknown_glass_window_at  369.9!  1222!  19.7! broken
004D: jump_if_false Label0AB532
0008:  18280?? +=  1?  \\ integer values
0004:  18312?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18180??

:Label0AB532
00D6: if  0?
0038:    18316?? ==  0?  \\ integer values
004D: jump_if_false Label0AB58D
00D6: if  0?
0523:   unknown_glass_window_at  369.9!  1212.2!  19.7! broken
004D: jump_if_false Label0AB58D
0008:  18280?? +=  1?  \\ integer values
0004:  18316?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18184??

:Label0AB58D
00D6: if  0?
0038:    18280?? ==  2?  \\ integer values
004D: jump_if_false Label0AB607
03CF: load_wav "BUD1_3" as  1?

:Label0AB5AB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0AB5C5
0001: wait  0? ms
0002: jump Label0AB5AB

:Label0AB5C5
00BC: text_highpriority "PRO1_06"  4000& ms  1? \\ I pay through the ass for protection!
03D1: play_wav  1?

:Label0AB5D8
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AB5F2
0001: wait  0? ms
0002: jump Label0AB5D8

:Label0AB5F2
040D: unload_wav  1?
03D5: remove_text "PRO1_06" \\ I pay through the ass for protection!
0004:  18280?? =  3?  \\ integer values

:Label0AB607
00D6: if  0?
0038:    18280?? ==  3?  \\ integer values
004D: jump_if_false Label0AB681
03CF: load_wav "BUD1_10" as  2?

:Label0AB625
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AB63F
0001: wait  0? ms
0002: jump Label0AB625

:Label0AB63F
00BC: text_highpriority "PRO1_10"  4000& ms  1? \\ I run this town now. ME!
03D1: play_wav  2?

:Label0AB652
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0AB66C
0001: wait  0? ms
0002: jump Label0AB652

:Label0AB66C
040D: unload_wav  2?
03D5: remove_text "PRO1_10" \\ I run this town now. ME!
0004:  18280?? =  4?  \\ integer values

:Label0AB681
00D6: if  0?
001A:    6? >  18284??  \\ integer values
004D: jump_if_false Label0AB8B5
00D6: if  0?
0038:    18320?? ==  0?  \\ integer values
004D: jump_if_false Label0AB6EE
00D6: if  0?
0523:   unknown_glass_window_at  356.5!  1120!  25.7! broken
004D: jump_if_false Label0AB6EE
0008:  18284?? +=  1?  \\ integer values
0004:  18320?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18188??

:Label0AB6EE
00D6: if  0?
0038:    18324?? ==  0?  \\ integer values
004D: jump_if_false Label0AB749
00D6: if  0?
0523:   unknown_glass_window_at  356.6!  1115.5!  25.7! broken
004D: jump_if_false Label0AB749
0008:  18284?? +=  1?  \\ integer values
0004:  18324?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18192??

:Label0AB749
00D6: if  0?
0038:    18328?? ==  0?  \\ integer values
004D: jump_if_false Label0AB7A4
00D6: if  0?
0523:   unknown_glass_window_at  361.1!  1110.2!  25.7! broken
004D: jump_if_false Label0AB7A4
0008:  18284?? +=  1?  \\ integer values
0004:  18328?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18196??

:Label0AB7A4
00D6: if  0?
0038:    18332?? ==  0?  \\ integer values
004D: jump_if_false Label0AB7FF
00D6: if  0?
0523:   unknown_glass_window_at  364.2!  1107.2!  25.7! broken
004D: jump_if_false Label0AB7FF
0008:  18284?? +=  1?  \\ integer values
0004:  18332?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18200??

:Label0AB7FF
00D6: if  0?
0038:    18336?? ==  0?  \\ integer values
004D: jump_if_false Label0AB85A
00D6: if  0?
0523:   unknown_glass_window_at  367!  1104.2!  25.7! broken
004D: jump_if_false Label0AB85A
0008:  18284?? +=  1?  \\ integer values
0004:  18336?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18204??

:Label0AB85A
00D6: if  0?
0038:    18340?? ==  0?  \\ integer values
004D: jump_if_false Label0AB8B5
00D6: if  0?
0523:   unknown_glass_window_at  369.2!  1101.7!  25.7! broken
004D: jump_if_false Label0AB8B5
0008:  18284?? +=  1?  \\ integer values
0004:  18340?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18208??

:Label0AB8B5
00D6: if  0?
0038:    18284?? ==  6?  \\ integer values
004D: jump_if_false Label0AB92F
03CF: load_wav "BUD1_4" as  1?

:Label0AB8D3
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0AB8ED
0001: wait  0? ms
0002: jump Label0AB8D3

:Label0AB8ED
00BC: text_highpriority "PRO1_07"  4000& ms  1? \\ My beautiful window display!
03D1: play_wav  1?

:Label0AB900
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AB91A
0001: wait  0? ms
0002: jump Label0AB900

:Label0AB91A
040D: unload_wav  1?
03D5: remove_text "PRO1_07" \\ My beautiful window display!
0004:  18284?? =  7?  \\ integer values

:Label0AB92F
00D6: if  0?
001A:    12? >  18288??  \\ integer values
004D: jump_if_false Label0ABD85
00D6: if  0?
0038:    18344?? ==  0?  \\ integer values
004D: jump_if_false Label0AB99C
00D6: if  0?
0523:   unknown_glass_window_at  403.1!  1022!  25.7! broken
004D: jump_if_false Label0AB99C
0008:  18288?? +=  1?  \\ integer values
0004:  18344?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18212??

:Label0AB99C
00D6: if  0?
0038:    18348?? ==  0?  \\ integer values
004D: jump_if_false Label0AB9F7
00D6: if  0?
0523:   unknown_glass_window_at  403.1!  1033!  25.7! broken
004D: jump_if_false Label0AB9F7
0008:  18288?? +=  1?  \\ integer values
0004:  18348?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18216??

:Label0AB9F7
00D6: if  0?
0038:    18352?? ==  0?  \\ integer values
004D: jump_if_false Label0ABA52
00D6: if  0?
0523:   unknown_glass_window_at  406.7!  1041!  25.7! broken
004D: jump_if_false Label0ABA52
0008:  18288?? +=  1?  \\ integer values
0004:  18352?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18220??

:Label0ABA52
00D6: if  0?
0038:    18356?? ==  0?  \\ integer values
004D: jump_if_false Label0ABAAD
00D6: if  0?
0523:   unknown_glass_window_at  421!  1041!  25.7! broken
004D: jump_if_false Label0ABAAD
0008:  18288?? +=  1?  \\ integer values
0004:  18356?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18224??

:Label0ABAAD
00D6: if  0?
0038:    18360?? ==  0?  \\ integer values
004D: jump_if_false Label0ABB08
00D6: if  0?
0523:   unknown_glass_window_at  425.1!  1035.7!  25.7! broken
004D: jump_if_false Label0ABB08
0008:  18288?? +=  1?  \\ integer values
0004:  18360?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18228??

:Label0ABB08
00D6: if  0?
0038:    18364?? ==  0?  \\ integer values
004D: jump_if_false Label0ABB63
00D6: if  0?
0523:   unknown_glass_window_at  425.1!  1021.8!  25.7! broken
004D: jump_if_false Label0ABB63
0008:  18288?? +=  1?  \\ integer values
0004:  18364?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18232??

:Label0ABB63
00D6: if  0?
0038:    18368?? ==  0?  \\ integer values
004D: jump_if_false Label0ABBBE
00D6: if  0?
0523:   unknown_glass_window_at  403.1!  1024.6!  19.7! broken
004D: jump_if_false Label0ABBBE
0008:  18288?? +=  1?  \\ integer values
0004:  18368?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18236??

:Label0ABBBE
00D6: if  0?
0038:    18372?? ==  0?  \\ integer values
004D: jump_if_false Label0ABC19
00D6: if  0?
0523:   unknown_glass_window_at  403.1!  1033!  19.7! broken
004D: jump_if_false Label0ABC19
0008:  18288?? +=  1?  \\ integer values
0004:  18372?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18240??

:Label0ABC19
00D6: if  0?
0038:    18376?? ==  0?  \\ integer values
004D: jump_if_false Label0ABC74
00D6: if  0?
0523:   unknown_glass_window_at  406.7!  1041!  19.7! broken
004D: jump_if_false Label0ABC74
0008:  18288?? +=  1?  \\ integer values
0004:  18376?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18244??

:Label0ABC74
00D6: if  0?
0038:    18380?? ==  0?  \\ integer values
004D: jump_if_false Label0ABCCF
00D6: if  0?
0523:   unknown_glass_window_at  421!  1041!  19.7! broken
004D: jump_if_false Label0ABCCF
0008:  18288?? +=  1?  \\ integer values
0004:  18380?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18248??

:Label0ABCCF
00D6: if  0?
0038:    18384?? ==  0?  \\ integer values
004D: jump_if_false Label0ABD2A
00D6: if  0?
0523:   unknown_glass_window_at  425.1!  1035.7!  19.7! broken
004D: jump_if_false Label0ABD2A
0008:  18288?? +=  1?  \\ integer values
0004:  18384?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18252??

:Label0ABD2A
00D6: if  0?
0038:    18388?? ==  0?  \\ integer values
004D: jump_if_false Label0ABD85
00D6: if  0?
0523:   unknown_glass_window_at  425.1!  1021.8!  19.7! broken
004D: jump_if_false Label0ABD85
0008:  18288?? +=  1?  \\ integer values
0004:  18388?? =  1?  \\ integer values
0008:  18268?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  18256??

:Label0ABD85
00D6: if  0?
0038:    18288?? ==  12?  \\ integer values
004D: jump_if_false Label0ABDFF
03CF: load_wav "BUD1_5" as  1?

:Label0ABDA3
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0ABDBD
0001: wait  0? ms
0002: jump Label0ABDA3

:Label0ABDBD
00BC: text_highpriority "PRO1_08"  4000& ms  1? \\ My store. My wonderful store.
03D1: play_wav  1?

:Label0ABDD0
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0ABDEA
0001: wait  0? ms
0002: jump Label0ABDD0

:Label0ABDEA
040D: unload_wav  1?
03D5: remove_text "PRO1_08" \\ My store. My wonderful store.
0004:  18288?? =  13?  \\ integer values

:Label0ABDFF
00D6: if  0?
0018:    18268?? >  4?  \\ integer values
004D: jump_if_false Label0ABE31
00D6: if  0?
0038:    18396?? ==  0?  \\ integer values
004D: jump_if_false Label0ABE31
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1?
0004:  18396?? =  1?  \\ integer values

:Label0ABE31
00D6: if  0?
0018:    18268?? >  9?  \\ integer values
004D: jump_if_false Label0ABE63
00D6: if  0?
0038:    18400?? ==  0?  \\ integer values
004D: jump_if_false Label0ABE63
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
0004:  18400?? =  1?  \\ integer values

:Label0ABE63
00D6: if  0?
0018:    18268?? >  14?  \\ integer values
004D: jump_if_false Label0ABE95
00D6: if  0?
0038:    18404?? ==  0?  \\ integer values
004D: jump_if_false Label0ABE95
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3?
0004:  18404?? =  1?  \\ integer values

:Label0ABE95
00D6: if  0?
0018:    18268?? >  19?  \\ integer values
004D: jump_if_false Label0ABEC7
00D6: if  0?
0038:    18408?? ==  0?  \\ integer values
004D: jump_if_false Label0ABEC7
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
0004:  18408?? =  1?  \\ integer values

:Label0ABEC7
00D6: if  0?
0018:    18268?? >  24?  \\ integer values
004D: jump_if_false Label0ABEF9
00D6: if  0?
0038:    18412?? ==  0?  \\ integer values
004D: jump_if_false Label0ABEF9
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
0004:  18412?? =  1?  \\ integer values

:Label0ABEF9
00D6: if  0?
0038:    18264?? ==  0?  \\ integer values
004D: jump_if_false Label0ABF21
00BC: text_highpriority "PRO1_03"  5000& ms  1? \\ ~r~This was supposed to be a hit and run, not a 'hit and have coffee'.
0002: jump Label0AC372

:Label0ABF21
00D6: if  0?
0038:    18260?? ==  1?  \\ integer values
004D: jump_if_false Label0AC36B
0215: destroy_pickup $PRINT_WORKS_ASSET
0570:  2536?? = create_asset_radar_marker_with_icon  25? at  2196??  2200??  2204??
018B: show_on_radar  2536??  2?
0518: $PRINT_WORKS_ASSET = create_available_asset_pickup "PRNT_L" at  2196??  2200??  2204?? price  2540?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print Works for $~1~
004F: create_thread Label00C9EB 
0215: destroy_pickup $CAR_SHOWROOM_ASSET
0570:  2496?? = create_asset_radar_marker_with_icon  25? at  2208??  2212??  2216??
018B: show_on_radar  2496??  2?
0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup "CAR_L" at  2208??  2212??  2216?? price  2500?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car Showroom for $~1~
004F: create_thread Label00CA49 
0215: destroy_pickup $FILM_STUDIO_ASSET
0570:  2516?? = create_asset_radar_marker_with_icon  25? at  2220??  2224??  2228??
018B: show_on_radar  2516??  2?
0518: $FILM_STUDIO_ASSET = create_available_asset_pickup "PORN_L" at  2220??  2224??  2228?? price  2520?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film Studios for $~1~
004F: create_thread Label00CAD5 
0215: destroy_pickup $ICE_CREAM_FACTORY_ASSET
0570:  2432?? = create_asset_radar_marker_with_icon  25? at  2232??  2236??  2240??
018B: show_on_radar  2432??  2?
0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup "ICE_L" at  2232??  2236??  2240?? price  2436?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Ice Cream Factory for $~1~
004F: create_thread Label00CB33 
0215: destroy_pickup  2712??
0570:  2476?? = create_asset_radar_marker_with_icon  25? at  2244??  2248??  2252??
018B: show_on_radar  2476??  2?
0518:  2712?? = create_available_asset_pickup "TAXI_L" at  2244??  2248??  2252?? price  2480?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company for $~1~
004F: create_thread Label00CBC7 
0215: destroy_pickup  2716??
0570:  2552?? = create_asset_radar_marker_with_icon  25? at  2256??  2260??  2264??
018B: show_on_radar  2552??  2?
0518:  2716?? = create_available_asset_pickup "BANK_L" at  2256??  2260??  2264?? price  2556?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for $~1~
004F: create_thread Label00CC5B 
0215: destroy_pickup  2720??
0570:  2412?? = create_asset_radar_marker_with_icon  25? at  2268??  2272??  2276??
018B: show_on_radar  2412??  2?
0518:  2720?? = create_available_asset_pickup "BOAT_L" at  2268??  2272??  2276?? price  2416?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for $~1~
004F: create_thread Label00CCB9 
0215: destroy_pickup  2460??
0518:  2460?? = create_available_asset_pickup "STRP_L" at  2280??  2284??  2288?? price  2456?? \\ Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position Club for $~1~
0570:  2452?? = create_asset_radar_marker_with_icon  25? at  2280??  2284??  2288??
018B: show_on_radar  2452??  2?
004F: create_thread Label00CD45 
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
016A: fade  0? ()  1500& ms

:Label0AC137
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AC14F
0001: wait  0? ms
0002: jump Label0AC137

:Label0AC14F
02A3: toggle_widescreen  1? (on)
00C0: set_current_time  22?  0?
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0AC16F
04BB: select_interiour  0?  \\ select render area

:Label0AC16F
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
03CB: set_camera  475.4! -67.8!  19.6!
016A: fade  1? (back)  1500& ms
015F: set_camera_position  524.9! -88.8!  15.6!  0!  0!  0!
0160: point_camera  498.2! -74!  13.6!  2?
0006:  17@ =  0?  \\ integer values
00BC: text_highpriority "BUYP1"  8000& ms  1? \\ You can now buy property in certain areas of the map.

:Label0AC1DE
00D6: if  0?
8019:   NOT    17@ >  8000&  \\ integer values
004D: jump_if_false Label0AC214
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AC20D
0002: jump Label0AC2DF

:Label0AC20D
0002: jump Label0AC1DE

:Label0AC214
0006:  17@ =  0?  \\ integer values
015F: set_camera_position  495.7! -79.5!  12.6!  0!  0!  0!
0160: point_camera  488.6! -79.7!  12.3!  2?
00BC: text_highpriority "BUYP2"  8000& ms  1? \\ If you see a green house pickup, you can buy that property.

:Label0AC25D
00D6: if  0?
8019:   NOT    17@ >  8000&  \\ integer values
004D: jump_if_false Label0AC293
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AC28C
0002: jump Label0AC2DF

:Label0AC28C
0002: jump Label0AC25D

:Label0AC293
0006:  17@ =  0?  \\ integer values
00BC: text_highpriority "BUYP3"  8000& ms  1? \\ Stand inside the pickup, then press the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property.

:Label0AC2A9
00D6: if  0?
8019:   NOT    17@ >  8000&  \\ integer values
004D: jump_if_false Label0AC2DF
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AC2D8
0002: jump Label0AC2DF

:Label0AC2D8
0002: jump Label0AC2A9

:Label0AC2DF
016A: fade  0? ()  1000& ms

:Label0AC2E6
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AC2FE
0001: wait  0? ms
0002: jump Label0AC2E6

:Label0AC2FE
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0AC314
04BB: select_interiour  4?  \\ select render area

:Label0AC314
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
016A: fade  1? (back)  1000& ms
0110: clear_player $PLAYER_CHAR wanted_level
0002: jump Label0AC383

:Label0AC36B
0002: jump Label0AB10E

:Label0AC372
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0AC383
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0109: player $PLAYER_CHAR money +=  2000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "BUD_1" \\ Shakedown
0164: disable_marker  1060??
02A7:  1060?? = create_marker  29? at -397.4! -561.3!  18.7!
004F: create_thread Label00C735 
0004:  3424?? =  1?  \\ integer values
0004:  1064?? =  1?  \\ integer values
0051: return

:Label0AC3E4
0004: $ONMISSION =  0?  \\ integer values
0540: unknown_player $PLAYER_CHAR window_washer_credibility  1?
0164: disable_marker  1736??
0164: disable_marker  1748??
04CE:  1736?? = unknown_create_marker  16? at  364.8!  1051.5!  21!
04CE:  1748?? = unknown_create_marker  18? at  364.8!  1086.5!  21!
0164: disable_marker  18160??
0164: disable_marker  18164??
0164: disable_marker  18168??
0164: disable_marker  18172??
0164: disable_marker  18176??
0164: disable_marker  18180??
0164: disable_marker  18184??
0164: disable_marker  18188??
0164: disable_marker  18192??
0164: disable_marker  18196??
0164: disable_marker  18200??
0164: disable_marker  18204??
0164: disable_marker  18208??
0164: disable_marker  18212??
0164: disable_marker  18216??
0164: disable_marker  18220??
0164: disable_marker  18224??
0164: disable_marker  18228??
0164: disable_marker  18232??
0164: disable_marker  18236??
0164: disable_marker  18240??
0164: disable_marker  18244??
0164: disable_marker  18248??
0164: disable_marker  18252??
0164: disable_marker  18256??
00D6: if  0?
8214:   NOT   pickup  18156?? picked_up
004D: jump_if_false Label0AC4BA
0215: destroy_pickup  18156??

:Label0AC4BA
0249: release_model #STINGER
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
014F: stop_timer  18264??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 32---------------
; Originally: Bar Brawl


:Label0AC4D4
03A4: name_thread "PROTEC2"
0050: gosub Label0AC502
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0AC4F9
0050: gosub Label0AF3E3

:Label0AC4F9
0050: gosub Label0AF45A
004E: end_thread

:Label0AC502
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PROT2"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0004:  18516?? =  0?  \\ integer values
0004:  18524?? =  0?  \\ integer values
0004:  18520?? =  0?  \\ integer values
0004:  244?? =  0?  \\ integer values
0004:  18528?? =  0?  \\ integer values
0004:  18532?? =  0?  \\ integer values
0004:  18536?? =  0?  \\ integer values
0004:  18540?? =  301000&&  \\ integer values
0004:  18544?? =  0?  \\ integer values
0004:  18548?? =  0?  \\ integer values
0004:  18552?? =  0?  \\ integer values
0004:  18556?? =  0?  \\ integer values
0004:  18484?? =  0?  \\ integer values
0004:  18488?? =  0?  \\ integer values
04BB: select_interiour  2?  \\ select render area
0215: destroy_pickup  8244??
0004:  3964?? =  1?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
023C: load_special_actor  3? "DGOONA"
023C: load_special_actor  4? "DGOONC"
023C: load_special_actor  5? "CSAVERY"
02F3: load_object #CUTOBJ01 "DCFAN"
02F3: load_object #CUTOBJ02 "DRINK"
03CB: set_camera -378.62! -552.676!  18.534!
038B: load_requested_models

:Label0AC617
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0AC641
0001: wait  0? ms
0002: jump Label0AC617

:Label0AC641
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0AC661
0001: wait  0? ms
0002: jump Label0AC641

:Label0AC661
02E4: load_cutscene_data "BUD_2"
0395: clear_area  1? at -378.6! -552.6! range  25.5!  15!
0395: clear_area  1? at -379! -564.6! range  19.8!  15!
03DE: set_pedestrians_density_multiplier_to  0!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  772?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  772?? "DGOONA"
02E5:  776?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  776?? "DGOONC"
02E5:  596?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  596?? "CSAVERY"
02E5:  812?? = create_cutscene_object #CUTOBJ01
04BC: "DCFAN"
02E6: set_cutscene_anim  812?? "DCFAN"
02E5:  18560?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  18560?? "DRINK01"
02E5:  18564?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  18564?? "DRINK02"
02E5:  18568?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  18568?? "DRINK03"
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AC792
00D6: if  0?
001A:    5914& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC7B5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC792

:Label0AC7B5
00BC: text_highpriority "PRO2_A"  10000& ms  1? \\ What's the problem?

:Label0AC7C4
00D6: if  0?
001A:    7399& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC7E7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC7C4

:Label0AC7E7
00BC: text_highpriority "PRO2_B"  10000& ms  1? \\ Some bar is refusing to pay.

:Label0AC7F6
00D6: if  0?
001A:    9756& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC819
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC7F6

:Label0AC819
00BC: text_highpriority "PRO2_C"  10000& ms  1? \\ They reckon they're protected by a local gang of thugs.

:Label0AC828
00D6: if  0?
001A:    12705& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC84B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC828

:Label0AC84B
00BC: text_highpriority "PRO2_D"  10000& ms  1? \\ But don't worry Tommy, I can handle it.

:Label0AC85A
00D6: if  0?
001A:    16592& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC87D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC85A

:Label0AC87D
00BC: text_highpriority "PRO2_E"  10000& ms  1? \\ You call this handling it?

:Label0AC88C
00D6: if  0?
001A:    19312& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC8AF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC88C

:Label0AC8AF
00BC: text_highpriority "PRO2_F"  10000& ms  1? \\ You two, off your asses...

:Label0AC8BE
00D6: if  0?
001A:    21275& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC8E1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC8BE

:Label0AC8E1
00BC: text_highpriority "PRO2_G"  10000& ms  1? \\ Let's go.

:Label0AC8F0
00D6: if  0?
001A:    22275& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC913
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC8F0

:Label0AC913
00BE: text_clear_all

:Label0AC915
00D6: if  0?
001A:    22784& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AC938
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AC915

:Label0AC938
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0AC941
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AC959
0001: wait  0? ms
0002: jump Label0AC941

:Label0AC959
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0213:  8244?? = create_pickup -86? (HEALTH) type  2? at -406.2503! -566.4947!  19.5804!
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
04BB: select_interiour  0?  \\ select render area
0004:  3964?? =  0?  \\ integer values
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0055: put_player $PLAYER_CHAR at -375.9! -544.6!  16.2!
03CB: set_camera -375.9! -510.6!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  360!
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
0247: request_model #UZI
0247: request_model #BRASSKNUCKLE
0247: request_model #M4
0247: request_model #PCJ600
0247: request_model #OCEANIC
0247: request_model #SENTINEL

:Label0ACA0E
00D6: if  25?
8248:   NOT   model #UZI available
8248:   NOT   model #BRASSKNUCKLE available
8248:   NOT   model #M4 available
8248:   NOT   model #PCJ600 available
8248:   NOT   model #OCEANIC available
8248:   NOT   model #SENTINEL available
004D: jump_if_false Label0ACA42
0001: wait  0? ms
0002: jump Label0ACA0E

:Label0ACA42
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #HMOST
0247: request_model #SECURICA

:Label0ACA53
00D6: if  23?
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
8248:   NOT   model #HMOST available
8248:   NOT   model #SECURICA available
004D: jump_if_false Label0ACA7A
0001: wait  0? ms
0002: jump Label0ACA53

:Label0ACA7A
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0ACAA0
018A:  18512?? = create_checkpoint_at  240.9! -1241.8!  10.8!

:Label0ACAA0
009A:  18416?? = create_actor  13? #SPECIAL03 at -368.8! -544.8!  16.2!
04F5: unknown_actor  18416?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  18416?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18416??
02A9: set_actor  18416?? immune_to_nonplayer  1?
039E: (unknown)  18416??  1? 
0243: set_actor  18416?? ped_stats_to  16?
0291: unknown_actor  18416?? unknown_behavior_flag  1?
0173: set_actor  18416?? z_angle_to  281!
009A:  18420?? = create_actor  13? #SPECIAL04 at -370.9! -546.8!  16.2!
04F5: unknown_actor  18420?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  18420?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18420??
02A9: set_actor  18420?? immune_to_nonplayer  1?
039E: (unknown)  18420??  1? 
0243: set_actor  18420?? ped_stats_to  16?
0291: unknown_actor  18420?? unknown_behavior_flag  1?
0173: set_actor  18420?? z_angle_to  281!
01DF: tie_actor  18416?? to_player $PLAYER_CHAR
01DF: tie_actor  18420?? to_player $PLAYER_CHAR
0319: set_actor  18416?? wander_state_to  1? (off)
0319: set_actor  18420?? wander_state_to  1? (off)
00A5:  18460?? = create_car #SENTINEL at -345.3! -524.6!  11.5!
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "PRO2_01"  11000& ms  1? \\ ~g~Take out the guards protecting the Front Page Bar and find out who supplied them.
0376:  18440?? = create_random_actor  236.8! -1244!  10.9!
0173: set_actor  18440?? z_angle_to  320.4!
0376:  18444?? = create_random_actor  237.5! -1243!  10.9!
0173: set_actor  18444?? z_angle_to  140.3!
03F9: make_actors  18440??  18444?? converse_in  86400000&& ms
009A:  18428?? = create_actor  11? #GDA at  243.1! -1243.4!  10!
0173: set_actor  18428?? z_angle_to  .9!
01B2: give_actor  18428?? weapon  23? ammo  10000&  \\ Load the weapon model before using this
01ED: spawn_actor  18428??
0243: set_actor  18428?? ped_stats_to  16?
0187:  18492?? = create_marker_above_actor  18428??
0350: unknown_actor  18428?? not_scared_flag  1?
009A:  18432?? = create_actor  11? #GDB at  243.2! -1239.9!  10!
0173: set_actor  18432?? z_angle_to  194.6!
01B2: give_actor  18432?? weapon  23? ammo  10000&  \\ Load the weapon model before using this
01ED: spawn_actor  18432??
0243: set_actor  18432?? ped_stats_to  16?
0187:  18496?? = create_marker_above_actor  18432??
0350: unknown_actor  18432?? not_scared_flag  1?
03F9: make_actors  18432??  18428?? converse_in  86400000&& ms

:Label0ACC7D
0001: wait  0? ms
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ACCBD
00D6: if  0?
8118:   NOT   actor  18440?? dead
004D: jump_if_false Label0ACCA8
01C2: remove_references_to_actor  18440??  \\ Like turning an actor into a random pedestrian

:Label0ACCA8
00D6: if  0?
8118:   NOT   actor  18444?? dead
004D: jump_if_false Label0ACCBD
01C2: remove_references_to_actor  18440??  \\ Like turning an actor into a random pedestrian

:Label0ACCBD
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ACD23
00D6: if  0?
8118:   NOT   actor  18428?? dead
004D: jump_if_false Label0ACCF9
00D6: if  0?
0457:   unknown_player $PLAYER_CHAR unknown_actor  18428??
004D: jump_if_false Label0ACCF9
0004:  18516?? =  1?  \\ integer values

:Label0ACCF9
00D6: if  0?
8118:   NOT   actor  18432?? dead
004D: jump_if_false Label0ACD23
00D6: if  0?
0457:   unknown_player $PLAYER_CHAR unknown_actor  18432??
004D: jump_if_false Label0ACD23
0004:  18516?? =  1?  \\ integer values

:Label0ACD23
00D6: if  0?
0038:    18528?? ==  0?  \\ integer values
004D: jump_if_false Label0ACE05
00D6: if  0?
8118:   NOT   actor  18416?? dead
004D: jump_if_false Label0ACE05
00D6: if  0?
0320:   actor  18416?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0ACE05
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0ACE05
00D6: if  0?
8449:   NOT   actor  18416?? in_a_car
004D: jump_if_false Label0ACE05
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0ACE05
00D6: if  0?
84AA:   NOT $PLAYER_CHAR
004D: jump_if_false Label0ACE05
03CF: load_wav "BUD2_1" as  1?

:Label0ACDA4
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0ACDBE
0001: wait  0? ms
0002: jump Label0ACDA4

:Label0ACDBE
00BC: text_highpriority "PRO2_11"  4000& ms  1? \\ Get in the car, useless.
03D1: play_wav  1?

:Label0ACDD1
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  18416?? dead
004D: jump_if_false Label0ACDF0
0001: wait  0? ms
0002: jump Label0ACDD1

:Label0ACDF0
040D: unload_wav  1?
03D5: remove_text "PRO2_11" \\ Get in the car, useless.
0004:  18528?? =  1?  \\ integer values

:Label0ACE05
00D6: if  0?
8118:   NOT   actor  18428?? dead
004D: jump_if_false Label0ACE77
00D6: if  0?
8184:   NOT   actor  18428?? health >=  95?
004D: jump_if_false Label0ACE40
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ACE40
0004:  18516?? =  1?  \\ integer values

:Label0ACE40
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ACE70
0350: unknown_actor  18428?? not_scared_flag  0?
011A: set_actor  18428?? flags  1?
011A: set_actor  18428?? flags  8192&
01CA: actor  18428?? kill_player $PLAYER_CHAR

:Label0ACE70
0002: jump Label0ACE9A

:Label0ACE77
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ACE90
0004:  18516?? =  1?  \\ integer values

:Label0ACE90
0164: disable_marker  18492??
01C2: remove_references_to_actor  18428??  \\ Like turning an actor into a random pedestrian

:Label0ACE9A
00D6: if  0?
8118:   NOT   actor  18432?? dead
004D: jump_if_false Label0ACFB6
00D6: if  0?
8184:   NOT   actor  18432?? health >=  95?
004D: jump_if_false Label0ACED5
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ACED5
0004:  18516?? =  1?  \\ integer values

:Label0ACED5
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ACFAF
0350: unknown_actor  18432?? not_scared_flag  0?
00D6: if  0?
0038:    18520?? ==  0?  \\ integer values
004D: jump_if_false Label0ACF52
00D6: if  0?
80EC:   NOT   actor  18432??  0? ()near_point  240.2! -1241.8! radius  1!  1!
004D: jump_if_false Label0ACF3C
0239: actor  18432?? run_to  240.2! -1241.8!
0002: jump Label0ACF52

:Label0ACF3C
0239: actor  18432?? run_to  242.9! -1241.5!
0004:  18520?? =  1?  \\ integer values

:Label0ACF52
00D6: if  0?
0038:    18520?? ==  1?  \\ integer values
004D: jump_if_false Label0ACFAF
00D6: if  0?
80EC:   NOT   actor  18432??  0? ()near_point  242.9! -1241.5! radius  1!  1!
004D: jump_if_false Label0ACFA0
0239: actor  18432?? run_to  242.9! -1241.5!
0002: jump Label0ACFAF

:Label0ACFA0
01D0: actor  18432?? avoid_player $PLAYER_CHAR
0004:  18520?? =  2?  \\ integer values

:Label0ACFAF
0002: jump Label0ACFD9

:Label0ACFB6
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ACFCF
0004:  18516?? =  1?  \\ integer values

:Label0ACFCF
0164: disable_marker  18496??
01C2: remove_references_to_actor  18432??  \\ Like turning an actor into a random pedestrian

:Label0ACFD9
00D6: if  0?
0118:   actor  18428?? dead
004D: jump_if_false Label0AD71C
00D6: if  0?
0118:   actor  18432?? dead
004D: jump_if_false Label0AD71C
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  240.9! -1241.8!  10.8! radius  1!  1!  2!
004D: jump_if_false Label0AD6E0
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0164: disable_marker  18512??
03EB: clear_small_messages_only
009A:  18424?? = create_actor  4? #HMOST at  235.6! -1236!  13.3!
01ED: spawn_actor  18424??
01D1: actor  18424?? follow_actor $PLAYER_ACTOR
01BE: set_actor $PLAYER_ACTOR to_look_at_spot  233.1! -1240.6!  11.9!
0568:  18424??  1?
015F: set_camera_position  245.88! -1241.78!  13.24!  0!  0!  0!
0160: point_camera  240.75! -1241.51!  11.93!  2?
0006:  16@ =  0?  \\ integer values

:Label0AD0B5
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD6D2
00D6: if  0?
8118:   NOT   actor  18416?? dead
004D: jump_if_false Label0AD10B
00D6: if  0?
00F3:   actor  18416?? near_actor_on_foot  18424?? radius  5!  5!  0?
004D: jump_if_false Label0AD10B
01E0: clear_leader  18416??
0291: unknown_actor  18416?? unknown_behavior_flag  0?
0350: unknown_actor  18416?? not_scared_flag  1?

:Label0AD10B
00D6: if  0?
8118:   NOT   actor  18420?? dead
004D: jump_if_false Label0AD14D
00D6: if  0?
00F3:   actor  18420?? near_actor_on_foot  18424?? radius  5!  5!  0?
004D: jump_if_false Label0AD14D
01E0: clear_leader  18420??
0291: unknown_actor  18420?? unknown_behavior_flag  0?
0350: unknown_actor  18420?? not_scared_flag  1?

:Label0AD14D
00D6: if  21?
00F3:   actor $PLAYER_ACTOR near_actor_on_foot  18424?? radius  2!  2!  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0AD6D2
0001: wait  500& ms
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD19E
011C: actor  18424?? clear_objective
020F: actor  18424?? look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor  18424??

:Label0AD19E
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
03CF: load_wav "BUD2_2" as  1?
03CF: load_wav "BUD2_3" as  2?

:Label0AD1C0
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AD1DE
0001: wait  0? ms
0002: jump Label0AD1C0

:Label0AD1DE
00BC: text_highpriority "PRO2_02"  4000& ms  1? \\ Your protection needs a little more protection.
03D1: play_wav  1?

:Label0AD1F1
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AD25C
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD23C
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD235
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD235
0002: jump Label0AD255

:Label0AD23C
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD255
0004:  244?? =  1?  \\ integer values

:Label0AD255
0002: jump Label0AD1F1

:Label0AD25C
040D: unload_wav  1?
03D5: remove_text "PRO2_02" \\ Your protection needs a little more protection.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD28D
0372: set_actor  18424?? anim  19? wait_state_time  20000& ms

:Label0AD28D
00BC: text_highpriority "PRO2_03"  4000& ms  1? \\ Aw hell, not again! I don't need this crap!
03D1: play_wav  2?

:Label0AD2A0
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD310
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD2F0
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD2E9
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD2E9
0002: jump Label0AD309

:Label0AD2F0
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD309
0004:  244?? =  1?  \\ integer values

:Label0AD309
0002: jump Label0AD2A0

:Label0AD310
040D: unload_wav  2?
03D5: remove_text "PRO2_03" \\ Aw hell, not again! I don't need this crap!
03CF: load_wav "BUD2_4" as  1?
03CF: load_wav "BUD2_5" as  2?

:Label0AD336
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AD354
0001: wait  0? ms
0002: jump Label0AD336

:Label0AD354
00BC: text_highpriority "PRO2_04"  4000& ms  1? \\ These idiots operate out of DBP Security around the block.
03D1: play_wav  1?

:Label0AD367
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD3D7
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD3B7
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD3B0
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD3B0
0002: jump Label0AD3D0

:Label0AD3B7
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD3D0
0004:  244?? =  1?  \\ integer values

:Label0AD3D0
0002: jump Label0AD367

:Label0AD3D7
040D: unload_wav  1?
03D5: remove_text "PRO2_04" \\ These idiots operate out of DBP Security around the block.
00BC: text_highpriority "PRO2_05"  4000& ms  1? \\ You guys just sort it out amongst yourselves.
03D1: play_wav  2?

:Label0AD3F8
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD468
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD448
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD441
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD441
0002: jump Label0AD461

:Label0AD448
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD461
0004:  244?? =  1?  \\ integer values

:Label0AD461
0002: jump Label0AD3F8

:Label0AD468
040D: unload_wav  2?
03D5: remove_text "PRO2_05" \\ You guys just sort it out amongst yourselves.
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD48F
0372: set_actor  18424?? anim  0? wait_state_time  100? ms

:Label0AD48F
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
03CF: load_wav "BUD2_6" as  1?
03CF: load_wav "BUD2_7" as  2?

:Label0AD4B1
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AD4CF
0001: wait  0? ms
0002: jump Label0AD4B1

:Label0AD4CF
00BC: text_highpriority "PRO2_06"  4000& ms  1? \\ I'll be seeing you later.
03D1: play_wav  1?

:Label0AD4E2
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0AD54D
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD52D
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD526
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD526
0002: jump Label0AD546

:Label0AD52D
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD546
0004:  244?? =  1?  \\ integer values

:Label0AD546
0002: jump Label0AD4E2

:Label0AD54D
040D: unload_wav  1?
03D5: remove_text "PRO2_06" \\ I'll be seeing you later.
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD57E
0372: set_actor  18424?? anim  19? wait_state_time  20000& ms

:Label0AD57E
00BC: text_highpriority "PRO2_07"  4000& ms  1? \\ Yeah, yeah, whatever.
03D1: play_wav  2?

:Label0AD591
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD601
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0AD5E1
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0AD5DA
0004:  244?? =  0?  \\ integer values
0002: jump Label0AD60F

:Label0AD5DA
0002: jump Label0AD5FA

:Label0AD5E1
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0AD5FA
0004:  244?? =  1?  \\ integer values

:Label0AD5FA
0002: jump Label0AD591

:Label0AD601
040D: unload_wav  2?
03D5: remove_text "PRO2_07" \\ Yeah, yeah, whatever.

:Label0AD60F
03EB: clear_small_messages_only
040D: unload_wav  1?
040D: unload_wav  2?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD63B
0372: set_actor  18424?? anim  0? wait_state_time  100? ms

:Label0AD63B
00D6: if  0?
8118:   NOT   actor  18416?? dead
004D: jump_if_false Label0AD661
0291: unknown_actor  18416?? unknown_behavior_flag  1?
0350: unknown_actor  18416?? not_scared_flag  0?
01DF: tie_actor  18416?? to_player $PLAYER_CHAR

:Label0AD661
00D6: if  0?
8118:   NOT   actor  18420?? dead
004D: jump_if_false Label0AD687
0291: unknown_actor  18420?? unknown_behavior_flag  1?
0350: unknown_actor  18420?? not_scared_flag  0?
01DF: tie_actor  18420?? to_player $PLAYER_CHAR

:Label0AD687
011C: actor $PLAYER_ACTOR clear_objective
00D6: if  0?
8118:   NOT   actor  18424?? dead
004D: jump_if_false Label0AD6A1
011C: actor  18424?? clear_objective

:Label0AD6A1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "PRO2_08"  11000& ms  1? \\ ~g~DBP Security will know you are on your way, go and get them before they clear out.
014E: set_timer_to  18540?? type  1?
0004:  18516?? =  0?  \\ integer values
0002: jump Label0AD723

:Label0AD6D2
0002: jump Label0AD0B5
0002: jump Label0AD71C

:Label0AD6E0
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0AD71C
00BC: text_highpriority "PRO2_09"  11000& ms  1? \\ ~g~Go and speak to the Front Page Bar Owner.
018A:  18512?? = create_checkpoint_at  240.9! -1241.8!  10.8!
0004:  18516?? =  2?  \\ integer values

:Label0AD71C
0002: jump Label0ACC7D

:Label0AD723
00A5:  18448?? = create_car #OCEANIC at  346.8! -727.1!  9.1!
0175: set_car  18448?? z_angle_to  247.9!
04E1:  18448??
0107:  18464?? = create_object -120? (BRIEFCASE) at  346.8! -727.1!  9.1!
0107:  18468?? = create_object -120? (BRIEFCASE) at  346.8! -727.1!  9.1!
0107:  18472?? = create_object -120? (BRIEFCASE) at  346.8! -727.1!  9.1!
0382: unknown_set_object  18464?? collision_detection  0?
0382: unknown_set_object  18468?? collision_detection  0?
0382: unknown_set_object  18472?? collision_detection  0?
009A:  18428?? = create_actor  11? #GDB at  353.4! -732.9!  9.6!
0173: set_actor  18428?? z_angle_to  339.7!
01B2: give_actor  18428?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18428??
0243: set_actor  18428?? ped_stats_to  16?
0187:  18492?? = create_marker_above_actor  18428??
0350: unknown_actor  18428?? not_scared_flag  1?
02E2: set_actor  18428?? weapon_accuracy_to  90?
0223: set_actor  18428?? health_to  150&
009A:  18432?? = create_actor  11? #GDA at  350.6! -731.9!  9.6!
0173: set_actor  18432?? z_angle_to  339.2!
01B2: give_actor  18432?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18432??
0243: set_actor  18432?? ped_stats_to  16?
0187:  18496?? = create_marker_above_actor  18432??
0350: unknown_actor  18432?? not_scared_flag  1?
02E2: set_actor  18432?? weapon_accuracy_to  90?
0223: set_actor  18432?? health_to  150&
009A:  18436?? = create_actor  11? #GDA at  349.1! -726.2!  9.6!
0173: set_actor  18436?? z_angle_to  148.2!
01B2: give_actor  18436?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18436??
0243: set_actor  18436?? ped_stats_to  16?
0187:  18500?? = create_marker_above_actor  18436??
02E2: set_actor  18436?? weapon_accuracy_to  90?
0223: set_actor  18436?? health_to  150&
04EB: unknown_actor  18436?? bank  1? account_number  86400000&&
009A:  18440?? = create_actor  11? #GDB at  343.7! -725.2!  9.2!
0173: set_actor  18440?? z_angle_to  190.7!
01B2: give_actor  18440?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18440??
0243: set_actor  18440?? ped_stats_to  16?
0187:  18504?? = create_marker_above_actor  18440??
02E2: set_actor  18440?? weapon_accuracy_to  90?
0223: set_actor  18440?? health_to  150&
009A:  18444?? = create_actor  11? #GDA at  343.2! -726.4!  9.2!
0173: set_actor  18444?? z_angle_to  1.8!
01B2: give_actor  18444?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18444??
0243: set_actor  18444?? ped_stats_to  16?
0187:  18508?? = create_marker_above_actor  18444??
02E2: set_actor  18444?? weapon_accuracy_to  90?
0223: set_actor  18444?? health_to  150&
03F9: make_actors  18440??  18444?? converse_in  86400000&& ms
0006:  17@ =  0?  \\ integer values

:Label0AD959
0001: wait  0? ms
00D6: if  0?
0038:    18540?? ==  0?  \\ integer values
004D: jump_if_false Label0AD985
00BC: text_highpriority "TAXI2"  5000& ms  1? \\ ~r~You're out of time!
0002: jump Label0AF3E3

:Label0AD985
00D6: if  0?
8119:   NOT   car  18448?? wrecked
004D: jump_if_false Label0ADA06
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  18448??
004D: jump_if_false Label0AD9C1
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0AD9C1
0004:  18516?? =  1?  \\ integer values

:Label0AD9C1
035C: place_object  18464?? relative_to_car  18448?? offset  0! -2!  0!
035C: place_object  18468?? relative_to_car  18448?? offset  0! -2.2!  0!
035C: place_object  18472?? relative_to_car  18448?? offset  0! -2.4!  0!

:Label0ADA06
00D6: if  0?
8118:   NOT   actor  18428?? dead
004D: jump_if_false Label0ADAA5
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label0ADA4A
00D6: if  0?
0123:   actor  18428?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0ADA4A
0004:  18516?? =  1?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label0ADA4A
00D6: if  0?
8184:   NOT   actor  18428?? health >=  95?
004D: jump_if_false Label0ADA75
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ADA75
0004:  18516?? =  1?  \\ integer values

:Label0ADA75
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ADA9E
011A: set_actor  18428?? flags  1?
011A: set_actor  18428?? flags  8192&
01CA: actor  18428?? kill_player $PLAYER_CHAR

:Label0ADA9E
0002: jump Label0ADAB6

:Label0ADAA5
0004:  18516?? =  1?  \\ integer values
0164: disable_marker  18492??
01C2: remove_references_to_actor  18428??  \\ Like turning an actor into a random pedestrian

:Label0ADAB6
00D6: if  0?
8118:   NOT   actor  18432?? dead
004D: jump_if_false Label0ADB21
00D6: if  0?
8184:   NOT   actor  18432?? health >=  95?
004D: jump_if_false Label0ADAF1
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ADAF1
0004:  18516?? =  1?  \\ integer values

:Label0ADAF1
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ADB1A
011A: set_actor  18432?? flags  1?
011A: set_actor  18432?? flags  8192&
01CA: actor  18432?? kill_player $PLAYER_CHAR

:Label0ADB1A
0002: jump Label0ADB32

:Label0ADB21
0004:  18516?? =  1?  \\ integer values
0164: disable_marker  18496??
01C2: remove_references_to_actor  18432??  \\ Like turning an actor into a random pedestrian

:Label0ADB32
00D6: if  0?
8118:   NOT   actor  18436?? dead
004D: jump_if_false Label0ADC29
00D6: if  0?
8184:   NOT   actor  18436?? health >=  95?
004D: jump_if_false Label0ADB6D
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ADB6D
0004:  18516?? =  1?  \\ integer values

:Label0ADB6D
00D6: if  0?
0038:    18544?? ==  0?  \\ integer values
004D: jump_if_false Label0ADBAE
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ADBAE
0350: unknown_actor  18436?? not_scared_flag  0?
011A: set_actor  18436?? flags  1?
011A: set_actor  18436?? flags  8192&
0004:  18544?? =  1?  \\ integer values

:Label0ADBAE
00D6: if  0?
0038:    18544?? ==  1?  \\ integer values
004D: jump_if_false Label0ADBD6
0239: actor  18436?? run_to  355.6! -726!
0004:  18544?? =  2?  \\ integer values

:Label0ADBD6
00D6: if  0?
0038:    18544?? ==  2?  \\ integer values
004D: jump_if_false Label0ADC22
00D6: if  0?
00EC:   actor  18436??  0? ()near_point  355.6! -726! radius  2!  2!
004D: jump_if_false Label0ADC22
011C: actor  18436?? clear_objective
01CA: actor  18436?? kill_player $PLAYER_CHAR
0004:  18544?? =  3?  \\ integer values

:Label0ADC22
0002: jump Label0ADC3A

:Label0ADC29
0004:  18516?? =  1?  \\ integer values
0164: disable_marker  18500??
01C2: remove_references_to_actor  18436??  \\ Like turning an actor into a random pedestrian

:Label0ADC3A
00D6: if  0?
8118:   NOT   actor  18440?? dead
004D: jump_if_false Label0ADD31
00D6: if  0?
8184:   NOT   actor  18440?? health >=  95?
004D: jump_if_false Label0ADC75
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ADC75
0004:  18516?? =  1?  \\ integer values

:Label0ADC75
00D6: if  0?
0038:    18548?? ==  0?  \\ integer values
004D: jump_if_false Label0ADCB6
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ADCB6
0350: unknown_actor  18440?? not_scared_flag  0?
011A: set_actor  18440?? flags  1?
011A: set_actor  18440?? flags  8192&
0004:  18548?? =  1?  \\ integer values

:Label0ADCB6
00D6: if  0?
0038:    18548?? ==  1?  \\ integer values
004D: jump_if_false Label0ADCDE
0239: actor  18440?? run_to  355.6! -726!
0004:  18548?? =  2?  \\ integer values

:Label0ADCDE
00D6: if  0?
0038:    18548?? ==  2?  \\ integer values
004D: jump_if_false Label0ADD2A
00D6: if  0?
00EC:   actor  18440??  0? ()near_point  355.6! -726! radius  2!  2!
004D: jump_if_false Label0ADD2A
011C: actor  18440?? clear_objective
01CA: actor  18440?? kill_player $PLAYER_CHAR
0004:  18548?? =  3?  \\ integer values

:Label0ADD2A
0002: jump Label0ADD42

:Label0ADD31
0004:  18516?? =  1?  \\ integer values
0164: disable_marker  18504??
01C2: remove_references_to_actor  18440??  \\ Like turning an actor into a random pedestrian

:Label0ADD42
00D6: if  0?
8118:   NOT   actor  18444?? dead
004D: jump_if_false Label0ADE39
00D6: if  0?
8184:   NOT   actor  18444?? health >=  95?
004D: jump_if_false Label0ADD7D
00D6: if  0?
0038:    18516?? ==  0?  \\ integer values
004D: jump_if_false Label0ADD7D
0004:  18516?? =  1?  \\ integer values

:Label0ADD7D
00D6: if  0?
0038:    18552?? ==  0?  \\ integer values
004D: jump_if_false Label0ADDBE
00D6: if  0?
0038:    18516?? ==  1?  \\ integer values
004D: jump_if_false Label0ADDBE
0350: unknown_actor  18444?? not_scared_flag  0?
011A: set_actor  18444?? flags  1?
011A: set_actor  18444?? flags  8192&
0004:  18552?? =  1?  \\ integer values

:Label0ADDBE
00D6: if  0?
0038:    18552?? ==  1?  \\ integer values
004D: jump_if_false Label0ADDE6
0239: actor  18444?? run_to  355.6! -726!
0004:  18552?? =  2?  \\ integer values

:Label0ADDE6
00D6: if  0?
0038:    18552?? ==  2?  \\ integer values
004D: jump_if_false Label0ADE32
00D6: if  0?
00EC:   actor  18444??  0? ()near_point  355.6! -726! radius  2!  2!
004D: jump_if_false Label0ADE32
011C: actor  18444?? clear_objective
01CA: actor  18444?? kill_player $PLAYER_CHAR
0004:  18552?? =  3?  \\ integer values

:Label0ADE32
0002: jump Label0ADE4A

:Label0ADE39
0004:  18516?? =  1?  \\ integer values
0164: disable_marker  18508??
01C2: remove_references_to_actor  18444??  \\ Like turning an actor into a random pedestrian

:Label0ADE4A
00D6: if  0?
0118:   actor  18428?? dead
004D: jump_if_false Label0ADEAD
00D6: if  0?
0118:   actor  18432?? dead
004D: jump_if_false Label0ADEAD
00D6: if  0?
0118:   actor  18436?? dead
004D: jump_if_false Label0ADEAD
00D6: if  0?
0118:   actor  18440?? dead
004D: jump_if_false Label0ADEAD
00D6: if  0?
0118:   actor  18444?? dead
004D: jump_if_false Label0ADEAD
01C3: remove_references_to_car  18448??  \\ Like turning a car into any random car
0004:  18516?? =  0?  \\ integer values
0002: jump Label0ADEB4

:Label0ADEAD
0002: jump Label0AD959

:Label0ADEB4
0001: wait  2000& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03BA: clear_cars_from_cube  347.3! -703.4!  5!  397.4! -773!  20!
015F: set_camera_position  353.54! -719.07!  13.89!  0!  0!  0!
0160: point_camera  365.18! -730.36!  10.99!  2?
0239: actor $PLAYER_ACTOR run_to  356.8! -724.7!
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at  366.4! -730.3!  9!
020C: create_explosion_with_radius  11? at  366.4! -730.3!  9!
020C: create_explosion_with_radius  6? at  366.4! -730.3!  9!
039D: scatter_particles  17?  .8!  0?  0?  0?  11000& at  366.4! -730.3!  9!  .1!  0!  .2!
0001: wait  500& ms
00A5:  18452?? = create_car #PCJ600 at  359! -742.1!  10!
0175: set_car  18452?? z_angle_to  332.8!
00AE: unknown_set_car  18452?? to_ignore_traffic_lights  2?
00AD: set_car  18452?? max_speed_to  0!
02AA: set_car  18452?? immune_to_nonplayer  1?
02AC: set_car  18452?? immunities  1?  1?  1?  1?  1?
0129:  18428?? = create_actor  5? #GDB in_car  18452?? driverseat
01B2: give_actor  18428?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18428??
0243: set_actor  18428?? ped_stats_to  16?
011A: set_actor  18428?? flags  1?
011A: set_actor  18428?? flags  8192&
0319: set_actor  18428?? wander_state_to  1? (off)
02AB: set_actor  18428?? immunities  1?  1?  1?  1?  1?
02A9: set_actor  18428?? immune_to_nonplayer  1?
0223: set_actor  18428?? health_to  150&
0187:  18492?? = create_marker_above_actor  18428??
0291: unknown_actor  18428?? unknown_behavior_flag  1?
00A5:  18456?? = create_car #PCJ600 at  357.5! -745.2!  10!
0175: set_car  18456?? z_angle_to  332.8!
00AE: unknown_set_car  18456?? to_ignore_traffic_lights  3?
00AD: set_car  18456?? max_speed_to  0!
02AA: set_car  18456?? immune_to_nonplayer  1?
02AC: set_car  18456?? immunities  1?  1?  1?  1?  1?
0129:  18432?? = create_actor  5? #GDA in_car  18456?? driverseat
01B2: give_actor  18432?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18432??
0243: set_actor  18432?? ped_stats_to  16?
011A: set_actor  18432?? flags  1?
011A: set_actor  18432?? flags  8192&
0319: set_actor  18432?? wander_state_to  1? (off)
02AB: set_actor  18432?? immunities  1?  1?  1?  1?  1?
02A9: set_actor  18432?? immune_to_nonplayer  1?
0223: set_actor  18428?? health_to  150&
0187:  18496?? = create_marker_above_actor  18432??
04BD: unknown_car  18452??  1?
04E0: unknown_car  18452??  255&
04BD: unknown_car  18456??  1?
04E0: unknown_car  18456??  255&
0291: unknown_actor  18432?? unknown_behavior_flag  1?
00A5:  18476?? = create_car #SECURICA at  250.8! -1292.2!  10!
0175: set_car  18476?? z_angle_to  347.7!
00AE: unknown_set_car  18476?? to_ignore_traffic_lights  2?
00AD: set_car  18476?? max_speed_to  0!
04E0: unknown_car  18476??  15?
020A: set_car  18476?? door_status_to  2?
0129:  18480?? = create_actor  5? #GDA in_car  18476?? driverseat
01B2: give_actor  18480?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  18480??
0243: set_actor  18480?? ped_stats_to  16?
011A: set_actor  18480?? flags  1?
011A: set_actor  18480?? flags  8192&
0319: set_actor  18480?? wander_state_to  1? (off)
00D6: if  0?
8119:   NOT   car  18452?? wrecked
004D: jump_if_false Label0AE1B7
00A7: unknown_car  18452?? drive_to  368.4! -726.3!  10.1!
00AD: set_car  18452?? max_speed_to  25!

:Label0AE1B7
00D6: if  0?
8119:   NOT   car  18456?? wrecked
004D: jump_if_false Label0AE1E5
00A7: unknown_car  18456?? drive_to  368.4! -726.3!  10.1!
00AD: set_car  18456?? max_speed_to  15!

:Label0AE1E5
00D6: if  0?
8119:   NOT   car  18452?? wrecked
004D: jump_if_false Label0AE1FE
0158: camera_on_vehicle  18452??  15?  2?

:Label0AE1FE
0006:  16@ =  0?  \\ integer values

:Label0AE205
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  18452?? wrecked
004D: jump_if_false Label0AE25A
00D6: if  0?
01AD:   car  18452??  0? ()near_point  368.4! -726.3!  2!  2!
004D: jump_if_false Label0AE25A
00A7: unknown_car  18452?? drive_to  391.7! -743.9!  10.9!
0004:  18532?? =  1?  \\ integer values

:Label0AE25A
00D6: if  0?
8119:   NOT   car  18456?? wrecked
004D: jump_if_false Label0AE2B5
00D6: if  0?
01AD:   car  18456??  0? ()near_point  368.4! -726.3!  2!  2!
004D: jump_if_false Label0AE2B5
00A7: unknown_car  18456?? drive_to  391.7! -743.9!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18536?? =  1?  \\ integer values

:Label0AE2B5
00D6: if  1?
0038:    18532?? ==  1?  \\ integer values
0038:    18536?? ==  1?  \\ integer values
004D: jump_if_false Label0AE2D5
0002: jump Label0AE2F6

:Label0AE2D5
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0AE2EF
0002: jump Label0AE2F6

:Label0AE2EF
0002: jump Label0AE205

:Label0AE2F6
0004:  18516?? =  0?  \\ integer values
00D6: if  0?
0038:    18532?? ==  0?  \\ integer values
004D: jump_if_false Label0AE323
00A7: unknown_car  18452?? drive_to  391.7! -743.9!  10.9!

:Label0AE323
00D6: if  0?
0038:    18536?? ==  0?  \\ integer values
004D: jump_if_false Label0AE349
00A7: unknown_car  18456?? drive_to  391.7! -743.9!  10.9!

:Label0AE349
0004:  18532?? =  0?  \\ integer values
0004:  18536?? =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  18452?? wrecked
004D: jump_if_false Label0AE376
02AC: set_car  18452?? immunities  0?  0?  0?  0?  0?

:Label0AE376
00D6: if  0?
8119:   NOT   car  18456?? wrecked
004D: jump_if_false Label0AE395
02AC: set_car  18456?? immunities  0?  0?  0?  0?  0?

:Label0AE395
00D6: if  0?
8118:   NOT   actor  18428?? dead
004D: jump_if_false Label0AE3B4
02AB: set_actor  18428?? immunities  0?  0?  0?  0?  0?

:Label0AE3B4
00D6: if  0?
8118:   NOT   actor  18432?? dead
004D: jump_if_false Label0AE3D3
02AB: set_actor  18432?? immunities  0?  0?  0?  0?  0?

:Label0AE3D3
0001: wait  2000& ms
011C: actor $PLAYER_ACTOR clear_objective
00BC: text_highpriority "PRO2_10"  5000& ms  1? \\ ~g~Two more have made a run for it. Track them down and finish this.
0481:  3.5!
011C: actor $PLAYER_ACTOR clear_objective
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00D6: if  0?
8119:   NOT   car  18476?? wrecked
004D: jump_if_false Label0AE426
00AD: set_car  18476?? max_speed_to  100!
00AF: set_car  18476?? driver_behaviour_to  2?

:Label0AE426
0001: wait  0? ms
00D6: if  0?
0038:    18556?? ==  0?  \\ integer values
004D: jump_if_false Label0AE480
00D6: if  0?
0119:   car  18476?? wrecked
004D: jump_if_false Label0AE480
01E3: text_1number_styled "BONUS"  1000&  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  1000&
0004:  18556?? =  1?  \\ integer values

:Label0AE480
00D6: if  0?
0038:    18540?? ==  0?  \\ integer values
004D: jump_if_false Label0AE4A8
00BC: text_highpriority "TAXI2"  5000& ms  1? \\ ~r~You're out of time!
0002: jump Label0AF3E3

:Label0AE4A8
00D6: if  0?
8119:   NOT   car  18448?? wrecked
004D: jump_if_false Label0AE4FD
035C: place_object  18464?? relative_to_car  18448?? offset  0! -2!  0!
035C: place_object  18468?? relative_to_car  18448?? offset  0! -2.2!  0!
035C: place_object  18472?? relative_to_car  18448?? offset  0! -2.4!  0!

:Label0AE4FD
00D6: if  0?
8118:   NOT   actor  18428?? dead
004D: jump_if_false Label0AEC54
00D6: if  0?
8119:   NOT   car  18452?? wrecked
004D: jump_if_false Label0AEC40
00D6: if  0?
00DB:   actor  18428?? in_car  18452??
004D: jump_if_false Label0AEA9F
00D6: if  0?
0038:    18532?? ==  0?  \\ integer values
004D: jump_if_false Label0AE5BF
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE57E
011C: actor  18428?? clear_objective
00A7: unknown_car  18452?? drive_to  391.7! -743.9!  10.9!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE57E
00D6: if  0?
01AD:   car  18452??  0? ()near_point  391.7! -743.9!  7!  7!
004D: jump_if_false Label0AE5BF
02C2: car  18452?? drive_to_point  300.3! -955.4!  10.8!
0004:  18532?? =  1?  \\ integer values

:Label0AE5BF
00D6: if  0?
0038:    18532?? ==  1?  \\ integer values
004D: jump_if_false Label0AE64E
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE60D
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  300.3! -955.4!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE60D
00D6: if  0?
01AD:   car  18452??  0? ()near_point  300.3! -955.4!  7!  7!
004D: jump_if_false Label0AE64E
02C2: car  18452?? drive_to_point  285.3! -1048.8!  11.3!
0004:  18532?? =  2?  \\ integer values

:Label0AE64E
00D6: if  0?
0038:    18532?? ==  2?  \\ integer values
004D: jump_if_false Label0AE6DD
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE69C
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  285.3! -1048.8!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE69C
00D6: if  0?
01AD:   car  18452??  0? ()near_point  285.3! -1048.8!  7!  7!
004D: jump_if_false Label0AE6DD
02C2: car  18452?? drive_to_point  257.9! -1206.8!  11.3!
0004:  18532?? =  3?  \\ integer values

:Label0AE6DD
00D6: if  0?
0038:    18532?? ==  3?  \\ integer values
004D: jump_if_false Label0AE76C
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE72B
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  257.9! -1206.8!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE72B
00D6: if  0?
01AD:   car  18452??  0? ()near_point  257.9! -1206.8!  7!  7!
004D: jump_if_false Label0AE76C
02C2: car  18452?? drive_to_point  234.4! -1326.1!  11.3!
0004:  18532?? =  4?  \\ integer values

:Label0AE76C
00D6: if  0?
0038:    18532?? ==  4?  \\ integer values
004D: jump_if_false Label0AE7FB
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE7BA
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  234.4! -1326.1!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE7BA
00D6: if  0?
01AD:   car  18452??  0? ()near_point  234.4! -1326.1!  7!  7!
004D: jump_if_false Label0AE7FB
02C2: car  18452?? drive_to_point  220.7! -1398.6!  11.3!
0004:  18532?? =  5?  \\ integer values

:Label0AE7FB
00D6: if  0?
0038:    18532?? ==  5?  \\ integer values
004D: jump_if_false Label0AE88A
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE849
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  220.7! -1398.6!  11.3!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE849
00D6: if  0?
01AD:   car  18452??  0? ()near_point  220.7! -1398.6!  7!  7!
004D: jump_if_false Label0AE88A
02C2: car  18452?? drive_to_point  169! -1525.2!  11.3!
0004:  18532?? =  6?  \\ integer values

:Label0AE88A
00D6: if  0?
0038:    18532?? ==  6?  \\ integer values
004D: jump_if_false Label0AE919
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE8D8
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  169! -1525.2!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE8D8
00D6: if  0?
01AD:   car  18452??  0? ()near_point  169! -1525.2!  7!  7!
004D: jump_if_false Label0AE919
02C2: car  18452?? drive_to_point  192.8! -1583!  11.3!
0004:  18532?? =  7?  \\ integer values

:Label0AE919
00D6: if  0?
0038:    18532?? ==  7?  \\ integer values
004D: jump_if_false Label0AE9B2
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AE967
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  192.8! -1583!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AE967
00D6: if  0?
01AD:   car  18452??  0? ()near_point  192.8! -1583!  7!  7!
004D: jump_if_false Label0AE9B2
02C2: car  18452?? drive_to_point  240.5! -1689.2!  11.3!
00AD: set_car  18452?? max_speed_to  15!
0004:  18532?? =  8?  \\ integer values

:Label0AE9B2
00D6: if  0?
0038:    18532?? ==  8?  \\ integer values
004D: jump_if_false Label0AEA48
00D6: if  0?
0038:    18484?? ==  1?  \\ integer values
004D: jump_if_false Label0AEA00
011C: actor  18428?? clear_objective
02C2: car  18452?? drive_to_point  240.5! -1689.2!  10.8!
00AD: set_car  18452?? max_speed_to  25!
0004:  18484?? =  0?  \\ integer values

:Label0AEA00
00D6: if  0?
01AD:   car  18452??  0? ()near_point  240.5! -1689.2!  7!  7!
004D: jump_if_false Label0AEA48
0477: unknown_car  18452??  5?  10000&
00AD: set_car  18452?? max_speed_to  0!
02AA: set_car  18452?? immune_to_nonplayer  0?
0004:  18532?? =  9?  \\ integer values

:Label0AEA48
00D6: if  0?
0038:    18532?? ==  9?  \\ integer values
004D: jump_if_false Label0AEA7F
01D3: actor  18428?? leave_car  18452??
0239: actor  18428?? run_to  258.7! -1703!
0006:  16@ =  0?  \\ integer values
0004:  18532?? =  10?  \\ integer values

:Label0AEA7F
00D6: if  0?
0018:    18532?? >  9?  \\ integer values
004D: jump_if_false Label0AEA98
0004:  18532?? =  9?  \\ integer values

:Label0AEA98
0002: jump Label0AEC39

:Label0AEA9F
00D6: if  0?
001A:    9? >  18532??  \\ integer values
004D: jump_if_false Label0AEB23
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  18428?? radius  10!  10!
004D: jump_if_false Label0AEADF
01CC: actor  18428?? kill_player $PLAYER_CHAR
0002: jump Label0AEB15

:Label0AEADF
00D6: if  0?
0202:   actor  18428?? near_car  18452?? radius  30!  30! unknown  0?
004D: jump_if_false Label0AEB0D
01D5: actor  18428?? go_to_and_drive_car  18452??
0002: jump Label0AEB15

:Label0AEB0D
01CC: actor  18428?? kill_player $PLAYER_CHAR

:Label0AEB15
0004:  18484?? =  1?  \\ integer values
0002: jump Label0AEC39

:Label0AEB23
00D6: if  0?
0038:    18536?? ==  9?  \\ integer values
004D: jump_if_false Label0AEB6D
00D6: if  0?
00DB:   actor  18428?? in_car  18452??
004D: jump_if_false Label0AEB50
01D3: actor  18428?? leave_car  18452??

:Label0AEB50
0239: actor  18428?? run_to  258.7! -1703!
0006:  16@ =  0?  \\ integer values
0004:  18536?? =  10?  \\ integer values

:Label0AEB6D
00D6: if  0?
0038:    18532?? ==  10?  \\ integer values
004D: jump_if_false Label0AEC18
00D6: if  0?
80EC:   NOT   actor  18428??  0? ()near_point  454.3! -1727.9! radius  5!  5!
004D: jump_if_false Label0AEC05
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label0AEBFE
00D6: if  0?
8510:   NOT   unknown_actor  18428?? on_path  454.3! -1727.9!  9! radius  1!
004D: jump_if_false Label0AEBF7
009E: unknown_set_actor  18428?? path  454.3! -1727.9!  9! radius  1!  1?

:Label0AEBF7
0006:  16@ =  0?  \\ integer values

:Label0AEBFE
0002: jump Label0AEC18

:Label0AEC05
011C: actor  18428?? clear_objective
0350: unknown_actor  18428?? not_scared_flag  1?
0004:  18532?? =  11?  \\ integer values

:Label0AEC18
00D6: if  0?
0038:    18532?? ==  11?  \\ integer values
004D: jump_if_false Label0AEC39
01CA: actor  18428?? kill_player $PLAYER_CHAR
0004:  18532?? =  12?  \\ integer values

:Label0AEC39
0002: jump Label0AEC4D

:Label0AEC40
01C3: remove_references_to_car  18452??  \\ Like turning a car into any random car
01CC: actor  18428?? kill_player $PLAYER_CHAR

:Label0AEC4D
0002: jump Label0AEC59

:Label0AEC54
0164: disable_marker  18492??

:Label0AEC59
00D6: if  0?
8118:   NOT   actor  18432?? dead
004D: jump_if_false Label0AF3B0
00D6: if  0?
8119:   NOT   car  18456?? wrecked
004D: jump_if_false Label0AF39C
00D6: if  0?
00DB:   actor  18432?? in_car  18456??
004D: jump_if_false Label0AF1FB
00D6: if  0?
0038:    18536?? ==  0?  \\ integer values
004D: jump_if_false Label0AED1B
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AECDA
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  391.7! -743.9!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AECDA
00D6: if  0?
01AD:   car  18456??  0? ()near_point  391.7! -743.9!  7!  7!
004D: jump_if_false Label0AED1B
02C2: car  18456?? drive_to_point  300.3! -955.4!  10.8!
0004:  18536?? =  1?  \\ integer values

:Label0AED1B
00D6: if  0?
0038:    18536?? ==  1?  \\ integer values
004D: jump_if_false Label0AEDAA
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AED69
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  300.3! -955.4!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AED69
00D6: if  0?
01AD:   car  18456??  0? ()near_point  300.3! -955.4!  7!  7!
004D: jump_if_false Label0AEDAA
02C2: car  18456?? drive_to_point  285.3! -1048.8!  11.3!
0004:  18536?? =  2?  \\ integer values

:Label0AEDAA
00D6: if  0?
0038:    18536?? ==  2?  \\ integer values
004D: jump_if_false Label0AEE39
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AEDF8
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  285.3! -1048.8!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AEDF8
00D6: if  0?
01AD:   car  18456??  0? ()near_point  285.3! -1048.8!  7!  7!
004D: jump_if_false Label0AEE39
02C2: car  18456?? drive_to_point  257.9! -1206.8!  11.3!
0004:  18536?? =  3?  \\ integer values

:Label0AEE39
00D6: if  0?
0038:    18536?? ==  3?  \\ integer values
004D: jump_if_false Label0AEEC8
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AEE87
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  257.9! -1206.8!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AEE87
00D6: if  0?
01AD:   car  18456??  0? ()near_point  257.9! -1206.8!  7!  7!
004D: jump_if_false Label0AEEC8
02C2: car  18456?? drive_to_point  234.4! -1326.1!  11.3!
0004:  18536?? =  4?  \\ integer values

:Label0AEEC8
00D6: if  0?
0038:    18536?? ==  4?  \\ integer values
004D: jump_if_false Label0AEF57
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AEF16
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  234.4! -1326.1!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AEF16
00D6: if  0?
01AD:   car  18456??  0? ()near_point  234.4! -1326.1!  7!  7!
004D: jump_if_false Label0AEF57
02C2: car  18456?? drive_to_point  220.7! -1398.6!  11.3!
0004:  18536?? =  5?  \\ integer values

:Label0AEF57
00D6: if  0?
0038:    18536?? ==  5?  \\ integer values
004D: jump_if_false Label0AEFE6
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AEFA5
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  220.7! -1398.6!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AEFA5
00D6: if  0?
01AD:   car  18456??  0? ()near_point  220.7! -1398.6!  7!  7!
004D: jump_if_false Label0AEFE6
02C2: car  18456?? drive_to_point  169! -1525.2!  11.3!
0004:  18536?? =  6?  \\ integer values

:Label0AEFE6
00D6: if  0?
0038:    18536?? ==  6?  \\ integer values
004D: jump_if_false Label0AF07F
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AF034
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  169! -1525.2!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AF034
00D6: if  0?
01AD:   car  18456??  0? ()near_point  169! -1525.2!  7!  7!
004D: jump_if_false Label0AF07F
02C2: car  18456?? drive_to_point  192.8! -1583!  11.3!
00AD: set_car  18456?? max_speed_to  15!
0004:  18536?? =  7?  \\ integer values

:Label0AF07F
00D6: if  0?
0038:    18536?? ==  7?  \\ integer values
004D: jump_if_false Label0AF10E
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AF0CD
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  192.8! -1583!  10.9!
00AD: set_car  18456?? max_speed_to  23!
0004:  18488?? =  0?  \\ integer values

:Label0AF0CD
00D6: if  0?
01AD:   car  18456??  0? ()near_point  192.8! -1583!  7!  7!
004D: jump_if_false Label0AF10E
02C2: car  18456?? drive_to_point  240.5! -1689.2!  11.3!
0004:  18536?? =  8?  \\ integer values

:Label0AF10E
00D6: if  0?
0038:    18536?? ==  8?  \\ integer values
004D: jump_if_false Label0AF1A4
00D6: if  0?
0038:    18488?? ==  1?  \\ integer values
004D: jump_if_false Label0AF15C
011C: actor  18432?? clear_objective
00A7: unknown_car  18456?? drive_to  240.5! -1689.2!  10.9!
00AD: set_car  18456?? max_speed_to  15!
0004:  18488?? =  0?  \\ integer values

:Label0AF15C
00D6: if  0?
01AD:   car  18456??  0? ()near_point  240.5! -1689.2!  9!  9!
004D: jump_if_false Label0AF1A4
0477: unknown_car  18456??  5?  10000&
00AD: set_car  18456?? max_speed_to  0!
02AA: set_car  18456?? immune_to_nonplayer  0?
0004:  18536?? =  9?  \\ integer values

:Label0AF1A4
00D6: if  0?
0038:    18536?? ==  9?  \\ integer values
004D: jump_if_false Label0AF1DB
01D3: actor  18432?? leave_car  18456??
0239: actor  18432?? run_to  258.7! -1703!
0006:  16@ =  0?  \\ integer values
0004:  18536?? =  10?  \\ integer values

:Label0AF1DB
00D6: if  0?
0018:    18536?? >  9?  \\ integer values
004D: jump_if_false Label0AF1F4
0004:  18536?? =  9?  \\ integer values

:Label0AF1F4
0002: jump Label0AF395

:Label0AF1FB
00D6: if  0?
001A:    9? >  18536??  \\ integer values
004D: jump_if_false Label0AF27F
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  18432?? radius  10!  10!
004D: jump_if_false Label0AF23B
01CC: actor  18432?? kill_player $PLAYER_CHAR
0002: jump Label0AF271

:Label0AF23B
00D6: if  0?
0202:   actor  18432?? near_car  18456?? radius  30!  30! unknown  0?
004D: jump_if_false Label0AF269
01D5: actor  18432?? go_to_and_drive_car  18456??
0002: jump Label0AF271

:Label0AF269
01CC: actor  18432?? kill_player $PLAYER_CHAR

:Label0AF271
0004:  18488?? =  1?  \\ integer values
0002: jump Label0AF395

:Label0AF27F
00D6: if  0?
0038:    18536?? ==  9?  \\ integer values
004D: jump_if_false Label0AF2C9
00D6: if  0?
00DB:   actor  18432?? in_car  18456??
004D: jump_if_false Label0AF2AC
01D3: actor  18432?? leave_car  18456??

:Label0AF2AC
0239: actor  18432?? run_to  258.7! -1703!
0006:  16@ =  0?  \\ integer values
0004:  18536?? =  10?  \\ integer values

:Label0AF2C9
00D6: if  0?
0038:    18536?? ==  10?  \\ integer values
004D: jump_if_false Label0AF374
00D6: if  0?
80EC:   NOT   actor  18432??  0? ()near_point  454.3! -1727.9! radius  5!  5!
004D: jump_if_false Label0AF361
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label0AF35A
00D6: if  0?
8510:   NOT   unknown_actor  18432?? on_path  454.3! -1727.9!  9! radius  1!
004D: jump_if_false Label0AF353
009E: unknown_set_actor  18432?? path  454.3! -1727.9!  9! radius  1!  1?

:Label0AF353
0006:  16@ =  0?  \\ integer values

:Label0AF35A
0002: jump Label0AF374

:Label0AF361
011C: actor  18432?? clear_objective
0350: unknown_actor  18432?? not_scared_flag  1?
0004:  18536?? =  11?  \\ integer values

:Label0AF374
00D6: if  0?
0038:    18536?? ==  11?  \\ integer values
004D: jump_if_false Label0AF395
01CA: actor  18432?? kill_player $PLAYER_CHAR
0004:  18536?? =  12?  \\ integer values

:Label0AF395
0002: jump Label0AF3A9

:Label0AF39C
01C3: remove_references_to_car  18456??  \\ Like turning a car into any random car
01CC: actor  18432?? kill_player $PLAYER_CHAR

:Label0AF3A9
0002: jump Label0AF3B5

:Label0AF3B0
0164: disable_marker  18496??

:Label0AF3B5
00D6: if  0?
0118:   actor  18428?? dead
004D: jump_if_false Label0AF3DC
00D6: if  0?
0118:   actor  18432?? dead
004D: jump_if_false Label0AF3DC
0002: jump Label0AF3F4

:Label0AF3DC
0002: jump Label0AE426

:Label0AF3E3
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0AF3F4
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
0318: set_latest_mission_passed "BUD_2" \\ Bar Brawl
030C: set_mission_points +=  1?
0164: disable_marker  1060??
02A7:  1060?? = create_marker  29? at -348.5! -541.8!  16.4!
004F: create_thread Label00C7E2 
0004:  1068?? =  1?  \\ integer values
0004:  3392?? =  1?  \\ integer values
0051: return

:Label0AF45A
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
014F: stop_timer  18540??
0249: release_model #UZI
0249: release_model #BRASSKNUCKLE
0249: release_model #M4
0249: release_model #PCJ600
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #HMOST
0249: release_model #OCEANIC
0249: release_model #SENTINEL
0249: release_model #SECURICA
034F: destroy_actor_with_fade  18416??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  18420??  \\ The actor fades away like a ghost
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0164: disable_marker  18492??
0164: disable_marker  18496??
0164: disable_marker  18500??
0164: disable_marker  18504??
0164: disable_marker  18508??
0164: disable_marker  18512??
0108: destroy_object  18464??
0108: destroy_object  18468??
0108: destroy_object  18472??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 33---------------
; Originally: Cop Land


:Label0AF4E4
03A4: name_thread "PROTEC3"
0050: gosub Label0AF512
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0AF509
0050: gosub Label0B2354

:Label0AF509
0050: gosub Label0B2417
004E: end_thread

:Label0AF512
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0110: clear_player $PLAYER_CHAR wanted_level
0004: $ONMISSION =  1?  \\ integer values
0004:  6412?? =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "PROT3"
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0AF573
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0AF573
0353: refresh_actor $PLAYER_ACTOR

:Label0AF573
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0004:  18720?? =  0?  \\ integer values
0004:  18724?? =  0?  \\ integer values
0004:  18728?? =  1?  \\ integer values
0004:  18732?? =  0?  \\ integer values
0004:  18736?? =  0?  \\ integer values
0004:  18740?? =  0?  \\ integer values
0004:  18744?? =  0?  \\ integer values
0004:  18748?? =  0?  \\ integer values
0004:  18752?? =  0?  \\ integer values
0004:  18760?? =  0?  \\ integer values
0004:  18764?? =  0?  \\ integer values
0004:  18768?? =  0?  \\ integer values
0004:  18660?? =  0?  \\ integer values
0004:  18664?? =  0?  \\ integer values
0004:  18668?? =  0?  \\ integer values
0004:  18672?? =  0?  \\ integer values
0004:  18696?? =  0?  \\ integer values
0004:  18700?? =  0?  \\ integer values
0005:  18756?? =  0!  \\ floating-point values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBUDDY"
023C: load_special_actor  3? "DGOONA"
03CB: set_camera -378.62! -552.676!  18.534!
038B: load_requested_models

:Label0AF648
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0AF66A
0001: wait  0? ms
0002: jump Label0AF648

:Label0AF66A
02E4: load_cutscene_data "BUD_3"
0244: set_cutscene_pos -378.62! -552.676!  18.534!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  544?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  772?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  772?? "DGOONA"
0395: clear_area  1? at -379! -539.6! range  19.8!  60!
03DE: set_pedestrians_density_multiplier_to  0!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0AF6FD
00D6: if  0?
001A:    640& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF720
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF6FD

:Label0AF720
00BC: text_highpriority "PRO3_A"  10000& ms  1? \\ You moron! What were you thinking?!

:Label0AF72F
00D6: if  0?
001A:    3260& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF752
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF72F

:Label0AF752
00BC: text_highpriority "PRO3_B"  10000& ms  1? \\ Do you realize what this means?!

:Label0AF761
00D6: if  0?
001A:    5037& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF784
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF761

:Label0AF784
00BC: text_highpriority "PRO3_C"  10000& ms  1? \\ We could all be sunk!

:Label0AF793
00D6: if  0?
001A:    6257& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF7B6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF793

:Label0AF7B6
00BC: text_highpriority "PRO3_D"  10000& ms  1? \\ The timer must have got screwed.

:Label0AF7C5
00D6: if  0?
001A:    8063& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF7E8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF7C5

:Label0AF7E8
00BC: text_highpriority "PRO3_E"  10000& ms  1? \\ That place was wired to go up like a firework factory.

:Label0AF7F7
00D6: if  0?
001A:    10576& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF81A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF7F7

:Label0AF81A
00BC: text_highpriority "PRO3_F"  10000& ms  1? \\ Then somebody tipped off the cops...

:Label0AF829
00D6: if  0?
001A:    12294& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF84C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF829

:Label0AF84C
00BC: text_highpriority "PRO3_G"  10000& ms  1? \\ What's the problem, fellas?

:Label0AF85B
00D6: if  0?
001A:    13350& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF87E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF85B

:Label0AF87E
00BC: text_highpriority "PRO3_H"  10000& ms  1? \\ Mike was supposed to torch some place in the mall,

:Label0AF88D
00D6: if  0?
001A:    15890& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF8B0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF88D

:Label0AF8B0
00BC: text_highpriority "PRO3_I"  10000& ms  1? \\ but he screwed the fuses and now the cops are crawling all over it.

:Label0AF8BF
00D6: if  0?
001A:    19687& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF8E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF8BF

:Label0AF8E2
00BC: text_highpriority "PRO3_J"  10000& ms  1? \\ We gotta get our stuff and get out of here!

:Label0AF8F1
00D6: if  0?
001A:    21037& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF914
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF8F1

:Label0AF914
00BC: text_highpriority "PRO3_K"  10000& ms  1? \\ Relax, both of you, let me think for a second!

:Label0AF923
00D6: if  0?
001A:    23717& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF946
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF923

:Label0AF946
00BC: text_highpriority "PRO3_L"  10000& ms  1? \\ Tommy Vercetti just doesn't cut and run.

:Label0AF955
00D6: if  0?
001A:    29837& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF978
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF955

:Label0AF978
00BC: text_highpriority "PRO3_M"  10000& ms  1? \\ The cops are gonna be going over that building with a fine toothed comb, right?

:Label0AF987
00D6: if  0?
001A:    33146&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF9AC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF987

:Label0AF9AC
00BC: text_highpriority "PRO3_N"  10000& ms  1? \\ But that takes time.

:Label0AF9BB
00D6: if  0?
001A:    34850&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AF9E0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF9BB

:Label0AF9E0
00BC: text_highpriority "PRO3_O"  10000& ms  1? \\ We gotta go in and torch that place ourselves.

:Label0AF9EF
00D6: if  0?
001A:    36855&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFA14
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AF9EF

:Label0AFA14
00BC: text_highpriority "PRO3_P"  10000& ms  1? \\ Yeah, but...

:Label0AFA23
00D6: if  0?
001A:    37233&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFA48
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA23

:Label0AFA48
00BC: text_highpriority "PRO3_Q"  10000& ms  1? \\ No one but a cop could get within a mile of that place!

:Label0AFA57
00D6: if  0?
001A:    39659&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFA7C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA57

:Label0AFA7C
00BC: text_highpriority "PRO3_R"  10000& ms  1? \\ So we go as cops.

:Label0AFA8B
00D6: if  0?
001A:    41424&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFAB0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFA8B

:Label0AFAB0
00BC: text_highpriority "PRO3_S"  10000& ms  1? \\ We gotta get uniforms - and we're gonna need a squad car.

:Label0AFABF
00D6: if  0?
001A:    44643&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFAE4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFABF

:Label0AFAE4
00BC: text_highpriority "PRO3_T"  10000& ms  1? \\ All thanks to you Mike.

:Label0AFAF3
00D6: if  0?
001A:    45615&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFB18
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFAF3

:Label0AFB18
00BC: text_highpriority "PRO3_U"  10000& ms  1? \\ I'm sorry.

:Label0AFB27
00D6: if  0?
001A:    46434&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFB4C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB27

:Label0AFB4C
00BC: text_highpriority "PRO3_V"  10000& ms  1? \\ I got it.

:Label0AFB5B
00D6: if  0?
001A:    48010&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFB80
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB5B

:Label0AFB80
00BC: text_highpriority "PRO3_W"  10000& ms  1? \\ What we got to do is lure the cops in with the finger,

:Label0AFB8F
00D6: if  0?
001A:    50758&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFBB4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFB8F

:Label0AFBB4
00BC: text_highpriority "PRO3_X"  10000& ms  1? \\ put them in a lock-up

:Label0AFBC3
00D6: if  0?
001A:    52122&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFBE8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFBC3

:Label0AFBE8
00BC: text_highpriority "PRO3_Y"  10000& ms  1? \\ and jump 'em.

:Label0AFBF7
00D6: if  0?
001A:    52864&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFC1C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFBF7

:Label0AFC1C
00BC: text_highpriority "PRO3_Z"  10000& ms  1? \\ Good plan. Let's go!

:Label0AFC2B
00D6: if  0?
001A:    54506&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFC50
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC2B

:Label0AFC50
00BC: text_highpriority "PRO3_A1"  10000& ms  1? \\ Alright.

:Label0AFC5F
00D6: if  0?
001A:    55506&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFC84
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC5F

:Label0AFC84
00BE: text_clear_all

:Label0AFC86
00D6: if  0?
001A:    56320&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0AFCAB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0AFC86

:Label0AFCAB
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0AFCB4
00D6: if  0?
016B:   fading
004D: jump_if_false Label0AFCCC
0001: wait  0? ms
0002: jump Label0AFCB4

:Label0AFCCC
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0004:  3964?? =  0?  \\ integer values
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
0055: put_player $PLAYER_CHAR at -353.1! -526.4!  11.7!
03CB: set_camera -353.1! -510.4!  11.7!
0171: set_player $PLAYER_CHAR z_angle_to  304.3!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0215: destroy_pickup  5188??
0215: destroy_pickup  5192??
0215: destroy_pickup  5136??
0215: destroy_pickup  5140??
0215: destroy_pickup  5144??
0215: destroy_pickup  5148??
0215: destroy_pickup  5152??
0215: destroy_pickup  5156??
0215: destroy_pickup  5160??
0215: destroy_pickup  5164??
0215: destroy_pickup  5168??
0215: destroy_pickup  5184??
0247: request_model -124? (DYNAMITE)
0247: request_model #COP
0247: request_model #ARMY
0247: request_model #NITESTICK
0247: request_model #BUDDYSHOT
0247: request_model #M4
0247: request_model #SENTINEL
0247: request_model #POLICE
0247: request_model #COLT45

:Label0AFDAA
00D6: if  23?
8248:   NOT   model #COP available
8248:   NOT   model #ARMY available
8248:   NOT   model -124? (DYNAMITE) available
8248:   NOT   model #NITESTICK available
004D: jump_if_false Label0AFDD1
0001: wait  0? ms
0002: jump Label0AFDAA

:Label0AFDD1
00D6: if  24?
8248:   NOT   model #BUDDYSHOT available
8248:   NOT   model #M4 available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #POLICE available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label0AFE00
0001: wait  0? ms
0002: jump Label0AFDD1

:Label0AFE00
023C: load_special_actor  1? "IGBUDDY"
023C: load_special_actor  2? "IGBUDY2"
023C: load_special_actor  3? "PLAYER6"
038B: load_requested_models

:Label0AFE26
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0AFE48
0001: wait  0? ms
0002: jump Label0AFE26

:Label0AFE48
038B: load_requested_models
03CF: load_wav "BUD3_1A" as  1?
03CF: load_wav "BUD3_1B" as  2?

:Label0AFE62
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0AFE80
0001: wait  0? ms
0002: jump Label0AFE62

:Label0AFE80
015C: set_zone_gang_info "RICH1"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
015C: set_zone_gang_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
0152: set_zone_car_info "RICH1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000&
0152: set_zone_car_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000&
04EC: unknown_zone_info "RICH1"  1?  90?  0?  400&  400&  0?  0?  100?  0?  10?  500&  500&
04EC: unknown_zone_info "RICH1"  0?  90?  0?  400&  400&  0?  0?  100?  0?  10?  500&  500&
0324: set_zone_pedgroup_info "RICH1"  1? (day)  25?
0324: set_zone_pedgroup_info "RICH1"  0? (night)  26?
015C: set_zone_gang_info "SHOP1"  1? (day)  30?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
015C: set_zone_gang_info "SHOP1"  0? (night)  20?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000& 
0152: set_zone_car_info "SHOP1"  1? (day)  15?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000&
0152: set_zone_car_info "SHOP1"  0? (night)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  1000&
04EC: unknown_zone_info "SHOP1"  1?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "SHOP1"  0?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "SHOP1"  1? (day)  31?
0324: set_zone_pedgroup_info "SHOP1"  0? (night)  32?
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0B00C9
018A:  18704?? = create_checkpoint_at  471!  1028!  19.1!
0469: unknown_create_actor  18576?? in area  587.7! -70.7!  551.6! -110.6! unknown  1?  0?  0?  0?  0?
018A:  18712?? = create_checkpoint_at  157.4! -1277!  9.4!

:Label0B00C9
009A: $LANCE_VANCE = create_actor  13? #SPECIAL01 at -351.3! -525.1!  11.7!
0173: set_actor $LANCE_VANCE z_angle_to  124.3!
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
01ED: spawn_actor $LANCE_VANCE
0243: set_actor $LANCE_VANCE ped_stats_to  16?
02A9: set_actor $LANCE_VANCE immune_to_nonplayer  1?
039E: (unknown) $LANCE_VANCE  1? 
01B2: give_actor $LANCE_VANCE weapon  21? ammo  30000&  \\ Load the weapon model before using this
0319: set_actor $LANCE_VANCE wander_state_to  1? (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
009A:  18588?? = create_actor  4? #ARMY at  464.3!  1010.9!  17.2!
0173: set_actor  18588?? z_angle_to  37.9!
02A9: set_actor  18588?? immune_to_nonplayer  1?
01B2: give_actor  18588?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  18588?? weapon_accuracy_to  90?
0350: unknown_actor  18588?? not_scared_flag  1?
009A:  18592?? = create_actor  4? #ARMY at  462.5!  1009!  17.2!
0173: set_actor  18592?? z_angle_to  54.3!
02A9: set_actor  18592?? immune_to_nonplayer  1?
01B2: give_actor  18592?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
0350: unknown_actor  18592?? not_scared_flag  1?
02E2: set_actor  18588?? weapon_accuracy_to  90?
0107:  18676?? = create_object -124? (DYNAMITE) at  467.9!  1004.8!  18.9!
0382: unknown_set_object  18676?? collision_detection  0?
0392: object  18676?? toggle_in_moving_list  0?
0107:  18680?? = create_object -124? (DYNAMITE) at  468.5!  1004.4!  18.9!
0382: unknown_set_object  18680?? collision_detection  0?
0392: object  18680?? toggle_in_moving_list  0?
0107:  18684?? = create_object -124? (DYNAMITE) at  468.1!  1004.8!  18.9!
0382: unknown_set_object  18684?? collision_detection  0?
0392: object  18684?? toggle_in_moving_list  0?
0107:  18688?? = create_object -124? (DYNAMITE) at  468.3!  1004.5!  18.9!
0382: unknown_set_object  18688?? collision_detection  0?
0392: object  18688?? toggle_in_moving_list  0?
0107:  18692?? = create_object -124? (DYNAMITE) at  468.4!  1004.3!  18.9!
0382: unknown_set_object  18692?? collision_detection  0?
0392: object  18692?? toggle_in_moving_list  0?
0514: unknown_actor $LANCE_VANCE  6?  0?
0514: unknown_actor $PLAYER_ACTOR  6?  0?
0360: open_garage  2760??
03DA: set_garage  2760?? camera_follows_player
00A5:  18652?? = create_car #SENTINEL at -345.3! -524.6!  11.5!
00A5:  18656?? = create_car #POLICE at  469.6!  336.6!  11.4!
020A: set_car  18656?? door_status_to  1?
016A: fade  1? (back)  1500& ms
0001: wait  1000& ms
00BC: text_highpriority "PRO3_01"  5000& ms  1? \\ Ok Lance, let's get the cops' attention!
03D1: play_wav  1?

:Label0B02CE
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0B02E8
0001: wait  0? ms
0002: jump Label0B02CE

:Label0B02E8
040D: unload_wav  1?
03D5: remove_text "PRO3_01" \\ Ok Lance, let's get the cops' attention!
00BB: text_lowpriority "PRO3_21"  5000& ms  1? \\ ~g~Get a wanted level so the cops will follow you into the lock-up.
018A:  18708?? = create_checkpoint_at  459.1!  332.5!  9.4!
0006:  16@ =  0?  \\ integer values

:Label0B0320
0001: wait  0? ms
00D6: if  0?
0038:    18720?? ==  0?  \\ integer values
004D: jump_if_false Label0B0F02
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B09C6
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label0B03E3
00D6: if  0?
0038:    18740?? ==  0?  \\ integer values
004D: jump_if_false Label0B03E3
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B03E3
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B03E3
00BC: text_highpriority "PRO3_19"  5000& ms  1? \\ Now that got them really irritated.
00BB: text_lowpriority "PRO3_20"  5000& ms  1? \\ ~g~ Get two cops to follow you into the garage.
03D1: play_wav  2?

:Label0B03AF
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B03CE
0001: wait  0? ms
0002: jump Label0B03AF

:Label0B03CE
040D: unload_wav  2?
03D5: remove_text "PRO3_19" \\ Now that got them really irritated.
0004:  18740?? =  1?  \\ integer values

:Label0B03E3
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle  466.1!  325.5!  448.1!  335.2!
004D: jump_if_false Label0B098B
00D6: if  0?
8038:   NOT    18724?? ==  2?  \\ integer values
004D: jump_if_false Label0B0501
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  1?
004D: jump_if_false Label0B0501
00D6: if  0?
0038:    18764?? ==  0?  \\ integer values
004D: jump_if_false Label0B0497
00D6: if  0?
80C2:   NOT   sphere_onscreen  444.6!  348.4!  10.7!  2!
004D: jump_if_false Label0B0497
009A:  18580?? = create_actor  4? #COP at  444.6!  348.4!  10.7!
01CA: actor  18580?? kill_player $PLAYER_CHAR
011A: set_actor  18580?? flags  1?
01B2: give_actor  18580?? weapon  4? ammo  1?  \\ Load the weapon model before using this
0004:  18764?? =  1?  \\ integer values

:Label0B0497
00D6: if  0?
0038:    18768?? ==  0?  \\ integer values
004D: jump_if_false Label0B0501
00D6: if  0?
80C2:   NOT   sphere_onscreen  472.1!  347.8!  10.6!  2!
004D: jump_if_false Label0B0501
009A:  18584?? = create_actor  4? #COP at  472.1!  347.8!  10.6!
01CA: actor  18584?? kill_player $PLAYER_CHAR
011A: set_actor  18584?? flags  1?
01B2: give_actor  18584?? weapon  4? ammo  1?  \\ Load the weapon model before using this
0004:  18768?? =  1?  \\ integer values

:Label0B0501
00D6: if  0?
00A3:   actor $LANCE_VANCE  0? ()in_rectangle  466.1!  325.5!  448.1!  339.2!
004D: jump_if_false Label0B0949
00D6: if  0?
0038:    18724?? ==  0?  \\ integer values
004D: jump_if_false Label0B0713
00D6: if  0?
0038:    18764?? ==  1?  \\ integer values
004D: jump_if_false Label0B05D4
00D6: if  0?
8118:   NOT   actor  18580?? dead
004D: jump_if_false Label0B05C1
00D6: if  0?
00A3:   actor  18580??  0? ()in_rectangle  466.1!  325.5!  448.1!  337.2!
004D: jump_if_false Label0B05BA
00D6: if  0?
0038:    18668?? ==  0?  \\ integer values
004D: jump_if_false Label0B05BA
00D6: if  0?
0038:    18672?? ==  0?  \\ integer values
004D: jump_if_false Label0B05BA
0008:  18724?? +=  1?  \\ integer values
0004:  18668?? =  1?  \\ integer values
0004:  18696?? =  1?  \\ integer values

:Label0B05BA
0002: jump Label0B05D4

:Label0B05C1
01C2: remove_references_to_actor  18580??  \\ Like turning an actor into a random pedestrian
0004:  18764?? =  0?  \\ integer values
0004:  18696?? =  0?  \\ integer values

:Label0B05D4
00D6: if  0?
0038:    18768?? ==  1?  \\ integer values
004D: jump_if_false Label0B066F
00D6: if  0?
8118:   NOT   actor  18584?? dead
004D: jump_if_false Label0B065C
00D6: if  0?
00A3:   actor  18584??  0? ()in_rectangle  466.1!  325.5!  448.1!  337.2!
004D: jump_if_false Label0B0655
00D6: if  0?
0038:    18668?? ==  0?  \\ integer values
004D: jump_if_false Label0B0655
00D6: if  0?
0038:    18672?? ==  0?  \\ integer values
004D: jump_if_false Label0B0655
0008:  18724?? +=  1?  \\ integer values
0004:  18672?? =  1?  \\ integer values
0004:  18700?? =  1?  \\ integer values

:Label0B0655
0002: jump Label0B066F

:Label0B065C
01C2: remove_references_to_actor  18584??  \\ Like turning an actor into a random pedestrian
0004:  18768?? =  0?  \\ integer values
0004:  18700?? =  0?  \\ integer values

:Label0B066F
0469: unknown_create_actor  18572?? in area  466.1!  325.5!  448.1!  339.2! unknown  1?  0?  0?  0?  0?
00D6: if  0?
8038:   NOT    18572?? == -1?  \\ integer values
004D: jump_if_false Label0B0713
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B0702
00D6: if  0?
02F2: unknown_actor  18572?? flag  1?
004D: jump_if_false Label0B06FB
00D6: if  0?
0038:    18660?? ==  0?  \\ integer values
004D: jump_if_false Label0B06E6
0008:  18724?? +=  1?  \\ integer values
0004:  18660?? =  1?  \\ integer values

:Label0B06E6
00D6: if  0?
00DF:   actor  18572?? driving
004D: jump_if_false Label0B06FB
03E2: actor  18572?? exit_car

:Label0B06FB
0002: jump Label0B0713

:Label0B0702
01C2: remove_references_to_actor  18572??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18576??  \\ Like turning an actor into a random pedestrian
0004:  18724?? =  0?  \\ integer values

:Label0B0713
00D6: if  0?
0038:    18724?? ==  1?  \\ integer values
004D: jump_if_false Label0B0942
00D6: if  0?
0038:    18764?? ==  1?  \\ integer values
004D: jump_if_false Label0B07CB
00D6: if  0?
8118:   NOT   actor  18580?? dead
004D: jump_if_false Label0B07B8
00D6: if  0?
00A3:   actor  18580??  0? ()in_rectangle  466.1!  325.5!  448.1!  337.2!
004D: jump_if_false Label0B07B1
00D6: if  0?
0038:    18696?? ==  0?  \\ integer values
004D: jump_if_false Label0B07B1
00D6: if  0?
001A:    2? >  18668??  \\ integer values
004D: jump_if_false Label0B07B1
00D6: if  0?
001A:    2? >  18672??  \\ integer values
004D: jump_if_false Label0B07B1
0008:  18724?? +=  1?  \\ integer values
0004:  18668?? =  2?  \\ integer values

:Label0B07B1
0002: jump Label0B07CB

:Label0B07B8
01C2: remove_references_to_actor  18580??  \\ Like turning an actor into a random pedestrian
0004:  18764?? =  0?  \\ integer values
0004:  18696?? =  0?  \\ integer values

:Label0B07CB
00D6: if  0?
0038:    18768?? ==  1?  \\ integer values
004D: jump_if_false Label0B0871
00D6: if  0?
8118:   NOT   actor  18584?? dead
004D: jump_if_false Label0B085E
00D6: if  0?
00A3:   actor  18584??  0? ()in_rectangle  466.1!  325.5!  448.1!  337.2!
004D: jump_if_false Label0B0857
00D6: if  0?
0038:    18700?? ==  0?  \\ integer values
004D: jump_if_false Label0B0857
00D6: if  0?
001A:    2? >  18668??  \\ integer values
004D: jump_if_false Label0B0857
00D6: if  0?
001A:    2? >  18672??  \\ integer values
004D: jump_if_false Label0B0857
0008:  18724?? +=  1?  \\ integer values
0004:  18672?? =  2?  \\ integer values

:Label0B0857
0002: jump Label0B0871

:Label0B085E
01C2: remove_references_to_actor  18584??  \\ Like turning an actor into a random pedestrian
0004:  18768?? =  0?  \\ integer values
0004:  18700?? =  0?  \\ integer values

:Label0B0871
0469: unknown_create_actor  18576?? in area  466.1!  325.5!  448.1!  339.2! unknown  1?  0?  0?  0?  0?
00D6: if  0?
8038:   NOT    18576?? == -1?  \\ integer values
004D: jump_if_false Label0B0942
00D6: if  0?
8118:   NOT   actor  18576?? dead
004D: jump_if_false Label0B0931
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B0914
00D6: if  0?
02F2: unknown_actor  18576?? flag  1?
004D: jump_if_false Label0B090D
00D6: if  0?
0038:    18664?? ==  0?  \\ integer values
004D: jump_if_false Label0B08F8
0008:  18724?? +=  1?  \\ integer values
0004:  18664?? =  1?  \\ integer values

:Label0B08F8
00D6: if  0?
00DF:   actor  18576?? driving
004D: jump_if_false Label0B090D
03E2: actor  18576?? exit_car

:Label0B090D
0002: jump Label0B092A

:Label0B0914
00BC: text_highpriority "PRO3_05"  5000& ms  1? \\ ~r~You killed Lance!
0002: jump Label0B2354

:Label0B092A
0002: jump Label0B0942

:Label0B0931
01C2: remove_references_to_actor  18572??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18576??  \\ Like turning an actor into a random pedestrian
0004:  18724?? =  0?  \\ integer values

:Label0B0942
0002: jump Label0B0984

:Label0B0949
01C2: remove_references_to_actor  18572??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18576??  \\ Like turning an actor into a random pedestrian
0004:  18724?? =  0?  \\ integer values
0004:  18660?? =  0?  \\ integer values
0004:  18664?? =  0?  \\ integer values
0004:  18668?? =  0?  \\ integer values
0004:  18672?? =  0?  \\ integer values
0004:  18696?? =  0?  \\ integer values
0004:  18700?? =  0?  \\ integer values

:Label0B0984
0002: jump Label0B09C6

:Label0B098B
01C2: remove_references_to_actor  18572??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18576??  \\ Like turning an actor into a random pedestrian
0004:  18724?? =  0?  \\ integer values
0004:  18660?? =  0?  \\ integer values
0004:  18664?? =  0?  \\ integer values
0004:  18668?? =  0?  \\ integer values
0004:  18672?? =  0?  \\ integer values
0004:  18696?? =  0?  \\ integer values
0004:  18700?? =  0?  \\ integer values

:Label0B09C6
00D6: if  0?
0038:    18724?? ==  2?  \\ integer values
004D: jump_if_false Label0B0EAB
00D6: if  0?
8339:   NOT   objects_in_cube  465.2!  339.8!  5!  451.5!  341!  15.5!  0?  1?  0?  0?  0?
004D: jump_if_false Label0B0E92
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B0A2A
01ED: spawn_actor  18572??
01D2: actor  18572?? follow_player $PLAYER_CHAR

:Label0B0A2A
00D6: if  0?
8118:   NOT   actor  18576?? dead
004D: jump_if_false Label0B0A47
01ED: spawn_actor  18576??
01D2: actor  18576?? follow_player $PLAYER_CHAR

:Label0B0A47
00D6: if  0?
8118:   NOT   actor  18580?? dead
004D: jump_if_false Label0B0A64
01ED: spawn_actor  18580??
01D2: actor  18580?? follow_player $PLAYER_CHAR

:Label0B0A64
00D6: if  0?
8118:   NOT   actor  18584?? dead
004D: jump_if_false Label0B0A81
01ED: spawn_actor  18584??
01D2: actor  18584?? follow_player $PLAYER_CHAR

:Label0B0A81
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
01F0: set_max_wanted_level_to  0?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position  460!  350.5!  14.1!  0!  0!  0!
0160: point_camera  458.85!  342.56!  11.7!  2?
0361: close_garage  2760??

:Label0B0AD6
00D6: if  0?
83B1:   NOT   garage  2760?? door_closed
004D: jump_if_false Label0B0AF1
0001: wait  0? ms
0002: jump Label0B0AD6

:Label0B0AF1
00D6: if  0?
0018:    18660?? >  0?  \\ integer values
004D: jump_if_false Label0B0B18
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B0B18
0321: kill_actor  18572??

:Label0B0B18
00D6: if  0?
0018:    18664?? >  0?  \\ integer values
004D: jump_if_false Label0B0B3F
00D6: if  0?
8118:   NOT   actor  18576?? dead
004D: jump_if_false Label0B0B3F
0321: kill_actor  18576??

:Label0B0B3F
00D6: if  0?
0018:    18668?? >  0?  \\ integer values
004D: jump_if_false Label0B0B66
00D6: if  0?
8118:   NOT   actor  18580?? dead
004D: jump_if_false Label0B0B66
0321: kill_actor  18580??

:Label0B0B66
00D6: if  0?
0018:    18672?? >  0?  \\ integer values
004D: jump_if_false Label0B0B8D
00D6: if  0?
8118:   NOT   actor  18584?? dead
004D: jump_if_false Label0B0B8D
0321: kill_actor  18584??

:Label0B0B8D
0591: unknown_clear_birds_from_airspace  466.1!  325.5!  448.1!  339.2!
042B: clear_peds_from_cube  466.1!  325.5!  5!  448!  340.1!  15!
03CF: load_wav "BUD3_1" as  1?
03CF: load_wav "BUD3_2" as  2?

:Label0B0BDB
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B0BF9
0001: wait  0? ms
0002: jump Label0B0BDB

:Label0B0BF9
0164: disable_marker  18708??
0001: wait  2000& ms
00BC: text_highpriority "PRO3_09"  5000& ms  1? \\ Tie 'em up and gag 'em!
03D1: play_wav  1?

:Label0B0C16
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0B0C30
0001: wait  0? ms
0002: jump Label0B0C16

:Label0B0C30
040D: unload_wav  1?
03D5: remove_text "PRO3_09" \\ Tie 'em up and gag 'em!
00BC: text_highpriority "PRO3_10"  5000& ms  1? \\ Ooo. Fits perfectly!
03D1: play_wav  2?

:Label0B0C51
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B0C70
0001: wait  0? ms
0002: jump Label0B0C51

:Label0B0C70
040D: unload_wav  2?
03D5: remove_text "PRO3_10" \\ Ooo. Fits perfectly!
009B: destroy_actor_instantly $LANCE_VANCE
009A: $LANCE_VANCE = create_actor  4? #SPECIAL02 at  456.4!  338.7!  10.8!
04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on  1?
01ED: spawn_actor $LANCE_VANCE
0243: set_actor $LANCE_VANCE ped_stats_to  16?
02A9: set_actor $LANCE_VANCE immune_to_nonplayer  1?
039E: (unknown) $LANCE_VANCE  1? 
01B2: give_actor $LANCE_VANCE weapon  21? ammo  30000&  \\ Load the weapon model before using this
0319: set_actor $LANCE_VANCE wander_state_to  1? (off)
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0B0D03
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  458.5!  338.9!  10.8!
0002: jump Label0B0D17

:Label0B0D03
0055: put_player $PLAYER_CHAR at  458.5!  338.9!  10.8!

:Label0B0D17
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B0D4B
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER6"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B0D4B
0353: refresh_actor $PLAYER_ACTOR

:Label0B0D4B
03CF: load_wav "BUD3_3" as  1?
03CF: load_wav "BUD3_4" as  2?

:Label0B0D63
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B0D81
0001: wait  0? ms
0002: jump Label0B0D63

:Label0B0D81
00BC: text_highpriority "PRO3_11"  5000& ms  1? \\ Bit tight around the crotch though...
03D1: play_wav  1?

:Label0B0D94
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0B0DAE
0001: wait  0? ms
0002: jump Label0B0D94

:Label0B0DAE
040D: unload_wav  1?
03D5: remove_text "PRO3_11" \\ Bit tight around the crotch though...
00BC: text_highpriority "PRO3_12"  5000& ms  1? \\ Oh yeah yeah, mine too. Mine too.
03D1: play_wav  2?

:Label0B0DCF
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B0DEE
0001: wait  0? ms
0002: jump Label0B0DCF

:Label0B0DEE
040D: unload_wav  2?
03D5: remove_text "PRO3_12" \\ Oh yeah yeah, mine too. Mine too.
03CF: load_wav "BUD3_1C" as  1?
03CF: load_wav "BUD3_5" as  2?

:Label0B0E14
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B0E32
0001: wait  0? ms
0002: jump Label0B0E14

:Label0B0E32
009B: destroy_actor_instantly  18572??
009B: destroy_actor_instantly  18576??
009B: destroy_actor_instantly  18580??
009B: destroy_actor_instantly  18584??
0001: wait  2000& ms
0360: open_garage  2760??

:Label0B0E50
00D6: if  0?
83B0:   NOT   garage  2760?? door_open
004D: jump_if_false Label0B0E6B
0001: wait  0? ms
0002: jump Label0B0E50

:Label0B0E6B
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0164: disable_marker  18704??
0004:  18740?? =  0?  \\ integer values
0004:  18720?? =  1?  \\ integer values
0002: jump Label0B0EAB

:Label0B0E92
01C2: remove_references_to_actor  18572??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18576??  \\ Like turning an actor into a random pedestrian
00BC: text_highpriority "PRO3_22"  5000& ms  1? \\ ~g~The lock-up door is blocked! You need to clear the door so it can close.

:Label0B0EAB
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0B0F02
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
00D6: if  0?
8118:   NOT   actor  18588?? dead
004D: jump_if_false Label0B0EE3
0243: set_actor  18588?? ped_stats_to  16?
01CC: actor  18588?? kill_player $PLAYER_CHAR

:Label0B0EE3
00D6: if  0?
8118:   NOT   actor  18592?? dead
004D: jump_if_false Label0B0F02
0243: set_actor  18592?? ped_stats_to  16?
01CC: actor  18592?? kill_player $PLAYER_CHAR

:Label0B0F02
00D6: if  0?
0038:    18720?? ==  1?  \\ integer values
004D: jump_if_false Label0B10E3
009A:  18596?? = create_actor  4? #COP at  452.1!  994!  17.2!
0173: set_actor  18596?? z_angle_to  171.9!
02A9: set_actor  18596?? immune_to_nonplayer  1?
01B2: give_actor  18596?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
009A:  18600?? = create_actor  4? #COP at  377.3!  993.8!  17.2!
0173: set_actor  18600?? z_angle_to  172.1!
02A9: set_actor  18600?? immune_to_nonplayer  1?
01B2: give_actor  18600?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
009A:  18604?? = create_actor  4? #COP at  348.9!  1122.3!  17.2!
0173: set_actor  18604?? z_angle_to  86.1!
02A9: set_actor  18604?? immune_to_nonplayer  1?
01B2: give_actor  18604?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
009A:  18608?? = create_actor  4? #COP at  478.9!  1125.5!  17.5!
0173: set_actor  18608?? z_angle_to  259.1!
02A9: set_actor  18608?? immune_to_nonplayer  1?
01B2: give_actor  18608?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
009A:  18612?? = create_actor  4? #COP at  368.9!  1208.5!  24.5!
0173: set_actor  18612?? z_angle_to  90.1!
02A9: set_actor  18612?? immune_to_nonplayer  1?
01B2: give_actor  18612?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
009A:  18616?? = create_actor  4? #COP at  380.5!  1257.9!  16.4!
0173: set_actor  18616?? z_angle_to  353.1!
02A9: set_actor  18616?? immune_to_nonplayer  1?
01B2: give_actor  18616?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
009A:  18620?? = create_actor  4? #COP at  447.7!  1257.1!  17.3!
0173: set_actor  18620?? z_angle_to  2.6!
02A9: set_actor  18620?? immune_to_nonplayer  1?
01B2: give_actor  18620?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
04C0: unknown_line  556.5!  763.3!  10.2!  538.5!  763.3!  10.2!
04C0: unknown_line  306.3!  881.2!  10.2!  325.5!  881.2!  10.2!
018A:  18704?? = create_checkpoint_at  468!  1005.9!  18.1!
00BB: text_lowpriority "PRO3_02"  7000& ms  1? \\ ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall.
0004:  18720?? =  2?  \\ integer values

:Label0B10E3
00D6: if  0?
0038:    18720?? ==  2?  \\ integer values
004D: jump_if_false Label0B1DCC
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0B112F
00D6: if  0?
0038:    18760?? ==  0?  \\ integer values
004D: jump_if_false Label0B112F
00BC: text_highpriority "PRO3_23"  5000& ms  1? \\ ~g~Walk into the marker to plant the bomb.
0004:  18760?? =  1?  \\ integer values

:Label0B112F
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1235
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point  556.5!  763.3!  10.2! radius  20!  20!  20!
00F5:   player $PLAYER_CHAR  0? ()near_point  306.3!  881.2!  10.2! radius  20!  20!  20!
004D: jump_if_false Label0B1235
00D6: if  0?
0038:    18740?? ==  0?  \\ integer values
004D: jump_if_false Label0B1235
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1235
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0B1235
00DA:  18644?? = player $PLAYER_CHAR car
02E3:  18756?? = car  18644?? speed
00D6: if  0?
0020:    18756?? >  10!  \\ floating-point values
004D: jump_if_false Label0B1235
00BC: text_highpriority "PRO3_13"  5000& ms  1? \\ Easy brother! No cop drives this bad!
03D1: play_wav  1?

:Label0B1201
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1220
0001: wait  0? ms
0002: jump Label0B1201

:Label0B1220
040D: unload_wav  1?
03D5: remove_text "PRO3_13" \\ Easy brother! No cop drives this bad!
0004:  18740?? =  1?  \\ integer values

:Label0B1235
00D6: if  24?
0057:   player $PLAYER_CHAR  0? ()in_cube  436.2!  995.1!  17.3!  468.7!  988.7!  19.7!
00F5:   player $PLAYER_CHAR  0? ()near_point  377.3!  993.8!  18.2! radius  15!  15!  15!
00F5:   player $PLAYER_CHAR  0? ()near_point  348.9!  1122.3!  18.2! radius  15!  15!  15!
00F5:   player $PLAYER_CHAR  0? ()near_point  478.9!  1125.5!  17.5! radius  15!  15!  15!
00F5:   player $PLAYER_CHAR  0? ()near_point  368.9!  1208.5!  25.5! radius  15!  15!  15!
004D: jump_if_false Label0B14DB
00D6: if  0?
810F:   NOT   player $PLAYER_CHAR wanted_level >  0?
004D: jump_if_false Label0B14DB
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1392
00D6: if  0?
0038:    18744?? ==  0?  \\ integer values
004D: jump_if_false Label0B1392
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1392
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0B1392
00BC: text_highpriority "PRO3_14"  5000& ms  1? \\ Remember - smile at the other cops
03D1: play_wav  2?

:Label0B1363
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0B137D
0001: wait  0? ms
0002: jump Label0B1363

:Label0B137D
040D: unload_wav  2?
03D5: remove_text "PRO3_14" \\ Remember - smile at the other cops
0004:  18744?? =  1?  \\ integer values

:Label0B1392
00D6: if  0?
0038:    18744?? ==  1?  \\ integer values
004D: jump_if_false Label0B1454
03CF: load_wav "BUD3_6" as  1?
03CF: load_wav "BUD3_7" as  2?

:Label0B13BC
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B13DA
0001: wait  0? ms
0002: jump Label0B13BC

:Label0B13DA
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1454
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1454
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0B1454
00BC: text_highpriority "PRO3_15"  5000& ms  1? \\ Hey there officer. Nice badge, nice badge.
03D1: play_wav  1?

:Label0B1420
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B143F
0001: wait  0? ms
0002: jump Label0B1420

:Label0B143F
040D: unload_wav  1?
03D5: remove_text "PRO3_15" \\ Hey there officer. Nice badge, nice badge.
0004:  18744?? =  2?  \\ integer values

:Label0B1454
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B14DB
00D6: if  0?
0038:    18744?? ==  2?  \\ integer values
004D: jump_if_false Label0B14DB
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B14DB
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0B14DB
00BC: text_highpriority "PRO3_16"  5000& ms  1? \\ Real smooth, Lance.
03D1: play_wav  2?

:Label0B14AC
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0B14C6
0001: wait  0? ms
0002: jump Label0B14AC

:Label0B14C6
040D: unload_wav  2?
03D5: remove_text "PRO3_16" \\ Real smooth, Lance.
0004:  18744?? =  3?  \\ integer values

:Label0B14DB
00D6: if  0?
0038:    18736?? ==  0?  \\ integer values
004D: jump_if_false Label0B1541
00D6: if  0?
8500:   NOT   unknown_player $PLAYER_CHAR skin == "PLAYER6"
004D: jump_if_false Label0B151E
00D6: if  0?
0038:    4012?? ==  1?  \\ integer values
004D: jump_if_false Label0B151E
0004:  18736?? =  1?  \\ integer values

:Label0B151E
00D6: if  21?
0118:   actor  18588?? dead
0118:   actor  18592?? dead
004D: jump_if_false Label0B153A
0004:  18736?? =  1?  \\ integer values

:Label0B153A
0002: jump Label0B1684

:Label0B1541
00BB: text_lowpriority "PRO3_07"  5000& ms  1? \\ ~g~ You have blown your cover. Hurry up and plant the bomb!
00D6: if  0?
0038:    18732?? ==  0?  \\ integer values
004D: jump_if_false Label0B156D
01F0: set_max_wanted_level_to  6?
010D: set_player $PLAYER_CHAR wanted_level_to  4?

:Label0B156D
00D6: if  0?
8118:   NOT   actor  18596?? dead
004D: jump_if_false Label0B158C
0243: set_actor  18596?? ped_stats_to  16?
01CC: actor  18596?? kill_player $PLAYER_CHAR

:Label0B158C
00D6: if  0?
8118:   NOT   actor  18600?? dead
004D: jump_if_false Label0B15AB
0243: set_actor  18600?? ped_stats_to  16?
01CC: actor  18600?? kill_player $PLAYER_CHAR

:Label0B15AB
00D6: if  0?
8118:   NOT   actor  18604?? dead
004D: jump_if_false Label0B15CA
0243: set_actor  18604?? ped_stats_to  16?
01CC: actor  18604?? kill_player $PLAYER_CHAR

:Label0B15CA
00D6: if  0?
8118:   NOT   actor  18608?? dead
004D: jump_if_false Label0B15E9
0243: set_actor  18608?? ped_stats_to  16?
01CC: actor  18608?? kill_player $PLAYER_CHAR

:Label0B15E9
00D6: if  0?
8118:   NOT   actor  18612?? dead
004D: jump_if_false Label0B1608
0243: set_actor  18612?? ped_stats_to  16?
01CC: actor  18612?? kill_player $PLAYER_CHAR

:Label0B1608
00D6: if  0?
8118:   NOT   actor  18616?? dead
004D: jump_if_false Label0B1627
0243: set_actor  18616?? ped_stats_to  16?
01CC: actor  18616?? kill_player $PLAYER_CHAR

:Label0B1627
00D6: if  0?
8118:   NOT   actor  18620?? dead
004D: jump_if_false Label0B1646
0243: set_actor  18620?? ped_stats_to  16?
01CC: actor  18620?? kill_player $PLAYER_CHAR

:Label0B1646
00D6: if  0?
8118:   NOT   actor  18588?? dead
004D: jump_if_false Label0B1665
0243: set_actor  18588?? ped_stats_to  16?
01CC: actor  18588?? kill_player $PLAYER_CHAR

:Label0B1665
00D6: if  0?
8118:   NOT   actor  18592?? dead
004D: jump_if_false Label0B1684
0243: set_actor  18592?? ped_stats_to  16?
01CC: actor  18592?? kill_player $PLAYER_CHAR

:Label0B1684
00D6: if  0?
0038:    18732?? ==  0?  \\ integer values
004D: jump_if_false Label0B1780
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  468!  1005.9!  18.1! radius  1!  1!  2!
004D: jump_if_false Label0B1780
0164: disable_marker  18704??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03CF: load_wav "BUD3_8A" as  1?
03CF: load_wav "BUD3_9A" as  2?

:Label0B16EA
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B1708
0001: wait  0? ms
0002: jump Label0B16EA

:Label0B1708
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0173: set_actor $PLAYER_ACTOR z_angle_to  232!
0372: set_actor $PLAYER_ACTOR anim  31? wait_state_time  1000& ms
0373: set_camera_directly_behind_player
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B174B
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms

:Label0B174B
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B1772
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms

:Label0B1772
0006:  17@ =  0?  \\ integer values
0004:  18732?? =  1?  \\ integer values

:Label0B1780
00D6: if  0?
0038:    18732?? ==  1?  \\ integer values
004D: jump_if_false Label0B1DCC
00D6: if  0?
0038:    18748?? ==  0?  \\ integer values
004D: jump_if_false Label0B1869
00BC: text_highpriority "PRO3_17"  5000& ms  1? \\ Ok, timers are set, 5 seconds and ticking.
03D1: play_wav  1?

:Label0B17B7
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0B1808
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448.65!  1003!  18.4! radius  5!  5!  5!
004D: jump_if_false Label0B1801
0002: jump Label0B18A1

:Label0B1801
0002: jump Label0B17B7

:Label0B1808
040D: unload_wav  1?
03D5: remove_text "PRO3_17" \\ Ok, timers are set, 5 seconds and ticking.
0006:  17@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1862
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B1862
00BC: text_highpriority "PRO3_18"  5000& ms  1? \\ 5 seconds?!! We got to get the hell out of here!
00BB: text_lowpriority "PRO3_24"  5000& ms  1? \\ ~g~Get clear of the Cafe!
03D1: play_wav  2?

:Label0B1862
0004:  18748?? =  1?  \\ integer values

:Label0B1869
00D6: if  21?
0019:    17@ >  6000&  \\ integer values
00F5:   player $PLAYER_CHAR  0? ()near_point  448.65!  1003!  18.4! radius  5!  5!  5!
004D: jump_if_false Label0B1DCC

:Label0B18A1
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  448.65!  1003!  18.4! radius  5!  5!  5!
004D: jump_if_false Label0B1904
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0B18E6
0579: $PLAYER_ACTOR

:Label0B18E6
0055: put_player $PLAYER_CHAR at  449.4!  1007.1!  18.1!
0171: set_player $PLAYER_CHAR z_angle_to  182.3!

:Label0B1904
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube  458.7!  1002.1!  25!  398.2!  1095.3!  15.7!
004D: jump_if_false Label0B195D
00D6: if  0?
847E:   NOT   player $PLAYER_CHAR driving_a_motorbike
004D: jump_if_false Label0B1949
0579: $PLAYER_ACTOR

:Label0B1949
0055: put_player $PLAYER_CHAR at  435.1!  1030.4!  18.1!

:Label0B195D
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0009:  384?? +=  1!  \\ floating-point values
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1993
00A1: put_actor $LANCE_VANCE at  380??  384??  388??

:Label0B1993
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0336: (unknown) $PLAYER_CHAR  0? 
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B19C6
02AB: set_actor $LANCE_VANCE immunities  1?  1?  1?  1?  1?

:Label0B19C6
015F: set_camera_position  450.5358!  1023.133!  22.5928!  0!  0!  0!
0160: point_camera  451.2465!  1022.443!  22.4529!  2?
020C: create_explosion_with_radius  2? at  471.5!  1009.5!  18.1!
020C: create_explosion_with_radius  11? at  471.5!  1009.5!  18.1!
020C: create_explosion_with_radius  1? at  471.5!  1009.5!  18.1!
020C: create_explosion_with_radius  6? at  471.5!  1009.5!  18.1!
0003: shake_camera  900&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at  468.5!  1010.1!  18.1!
020C: create_explosion_with_radius  11? at  468.5!  1010.1!  18.1!
020C: create_explosion_with_radius  1? at  468.5!  1010.1!  18.1!
020C: create_explosion_with_radius  6? at  468.5!  1010.1!  18.1!
039D: scatter_particles  17?  .6!  5?  156&  165&  11000& at  468.5!  1010.1!  18.1!  .1!  0!  .2!
020C: create_explosion_with_radius  2? at  466.5!  1012.5!  18.1!
020C: create_explosion_with_radius  11? at  466.5!  1012.5!  18.1!
020C: create_explosion_with_radius  1? at  466.5!  1012.5!  18.1!
0003: shake_camera  900&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at  465.3!  1005.6!  18.1!
020C: create_explosion_with_radius  11? at  465.3!  1005.6!  18.1!
020C: create_explosion_with_radius  1? at  465.3!  1005.6!  18.1!
020C: create_explosion_with_radius  2? at  461.7!  1002.3!  18.1!
020C: create_explosion_with_radius  11? at  461.7!  1002.3!  18.1!
020C: create_explosion_with_radius  1? at  461.7!  1002.3!  18.1!
020C: create_explosion_with_radius  6? at  461.7!  1002.3!  18.1!
039D: scatter_particles  17?  .8!  0?  0?  0?  11000& at  461.7!  1002.3!  18.1!  .1!  0!  .2!
0003: shake_camera  1800&
0001: wait  2000& ms
020C: create_explosion_with_radius  6? at  463.9!  1008!  18.1!
020C: create_explosion_with_radius  6? at  464.3!  1008!  18.1!
020C: create_explosion_with_radius  6? at  464.9!  1008!  18.1!
020C: create_explosion_with_radius  6? at  465.3!  1008!  18.1!
020C: create_explosion_with_radius  6? at  465.9!  1008!  18.1!
039D: scatter_particles  4?  3!  0?  0?  0?  11000& at  463.9!  1008!  18.1!  .2!  0!  .1!
020C: create_explosion_with_radius  6? at  452.5358!  1023.133!  22.5928!
0003: shake_camera  1000&
0169: set_fade_color  255&  255&  255&
016A: fade  0? ()  400& ms
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0B1CDD
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1CDD
03B6: replace_model_at  468.882!  1006.67!  20.681! radius  80! from -161& (ML_TARBRUSH) to -162& (ML_TARBRUSHDAMAGE)
00D6: if  0?
0038:    18752?? ==  0?  \\ integer values
004D: jump_if_false Label0B1CDD
0004:  18752?? =  1?  \\ integer values

:Label0B1CDD
016A: fade  1? (back)  400& ms
02CF:  18624?? = create_fire_at  471.5!  1009.5!  18.1!
02CF:  18628?? = create_fire_at  468.5!  1010.1!  18.1!
02CF:  18632?? = create_fire_at  465.3!  1005.6!  18.1!
02CF:  18636?? = create_fire_at  461.7!  1002.3!  18.1!
02CF:  18640?? = create_fire_at  463.9!  1008!  18.1!
0001: wait  3000& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0336: (unknown) $PLAYER_CHAR  1? 
01F0: set_max_wanted_level_to  6?
010D: set_player $PLAYER_CHAR wanted_level_to  5?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1D92
02AB: set_actor $LANCE_VANCE immunities  0?  0?  0?  0?  0?

:Label0B1D92
0004:  18736?? =  1?  \\ integer values
00BC: text_highpriority "PRO3_08"  5000& ms  1? \\ ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.
018A:  18712?? = create_checkpoint_at -378.2! -549.8!  17.6!
04C1: unknown  0?  18720??  3?  0?  18732??  1?

:Label0B1DCC
00D6: if  0?
0038:    18720?? ==  3?  \\ integer values
004D: jump_if_false Label0B21CE
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot -378.2! -549.8!  17.6! radius  3!  3!  3!
004D: jump_if_false Label0B21CE
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B21CE
00D6: if  0?
0320:   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B21CE
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0055: put_player $PLAYER_CHAR at -381.4! -532.3!  16.1!
009A:  18572?? = create_actor  4? #SPECIAL03 at -378.2! -549.8!  17.6!
0173: set_actor  18572?? z_angle_to  184.6!
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B1E91
0239: actor  18572?? run_to -378.4! -561.1!

:Label0B1E91
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1ED3
00A1: put_actor $LANCE_VANCE at -377.4! -547.9!  16.7!
0173: set_actor $LANCE_VANCE z_angle_to  184.6!
01E0: clear_leader $LANCE_VANCE
0239: actor $LANCE_VANCE run_to -378.4! -561.1!

:Label0B1ED3
015F: set_camera_position -378.5! -546.1!  21.2!  0!  0!  0!
0160: point_camera -378.7! -553.7!  19.6!  2?
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B1F2A
0239: actor  18572?? run_to -378.4! -561.1!

:Label0B1F2A
0006:  16@ =  0?  \\ integer values

:Label0B1F31
00D6: if  1?
80ED:   NOT   actor  18572??  0? ()near_point_on_foot -378.4! -561.1! radius  1!  1!
8019:   NOT    16@ >  7000&  \\ integer values
004D: jump_if_false Label0B1F7A
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B1F73

:Label0B1F73
0002: jump Label0B1F31

:Label0B1F7A
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B1F8F
009B: destroy_actor_instantly  18572??

:Label0B1F8F
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B1FC3
0352: set_actor $PLAYER_ACTOR skin_to "PLAYER"
038B: load_requested_models
00D6: if  0?
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0B1FC3
0353: refresh_actor $PLAYER_ACTOR

:Label0B1FC3
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B1FD8
009B: destroy_actor_instantly $LANCE_VANCE

:Label0B1FD8
009A:  18572?? = create_actor  4? #NULL at -378.4! -561.1!  18.5!
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B200F
0239: actor  18572?? run_to -378.2! -549.8!

:Label0B200F
0006:  16@ =  0?  \\ integer values

:Label0B2016
00D6: if  1?
80ED:   NOT   actor  18572??  0? ()near_point_on_foot -378.2! -549.8! radius  1!  1!
8019:   NOT    16@ >  7000&  \\ integer values
004D: jump_if_false Label0B205F
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  18572?? dead
004D: jump_if_false Label0B2058

:Label0B2058
0002: jump Label0B2016

:Label0B205F
0001: wait  2000& ms
009B: destroy_actor_instantly  18572??
0055: put_player $PLAYER_CHAR at -378.2! -549.8!  17.6!
0171: set_player $PLAYER_CHAR z_angle_to  9.3!
0373: set_camera_directly_behind_player
0164: disable_marker  18712??
016A: fade  0? ()  500& ms

:Label0B2095
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B20AD
0001: wait  0? ms
0002: jump Label0B2095

:Label0B20AD
04A6:  18648?? = create_asset_money_pickup_at -378.4! -536.9!  17.2! money  2484??  2484??
015F: set_camera_position -369.1! -467.9!  22.7!  0!  0!  0!
0160: point_camera -370.6! -533.8!  18!  2?
016A: fade  1? (back)  500& ms

:Label0B2101
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B2119
0001: wait  0? ms
0002: jump Label0B2101

:Label0B2119
0394: play_music  1?
00BA: text_styled "PRO_AS1"  5000& ms  6? \\ PROTECTION RING ASSET COMPLETED
0001: wait  5000& ms
015F: set_camera_position -377.1! -526.9!  19.4!  0!  0!  0!
0160: point_camera -377.6! -536.6!  17.5!  2?
01E5: text_1number_highpriority "PRO_AS2"  2484??  6000& ms  1? \\ ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
016A: fade  0? ()  500& ms

:Label0B2182
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B219A
0001: wait  0? ms
0002: jump Label0B2182

:Label0B219A
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
016A: fade  1? (back)  500& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label0B2393

:Label0B21CE
00D6: if  0?
8118:   NOT   actor $LANCE_VANCE dead
004D: jump_if_false Label0B2337
00D6: if  0?
0038:    18728?? ==  1?  \\ integer values
004D: jump_if_false Label0B2243
00D6: if  0?
8320:   NOT   actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0B2243
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label0B2225
00BC: text_highpriority "PRO3_03"  5000& ms  1? \\ ~g~ You've left Lance behind, go and get him.

:Label0B2225
0164: disable_marker  18708??
0164: disable_marker  18704??
0164: disable_marker  18712??
0187:  18716?? = create_marker_above_actor $LANCE_VANCE
0004:  18728?? =  0?  \\ integer values

:Label0B2243
00D6: if  0?
0038:    18728?? ==  0?  \\ integer values
004D: jump_if_false Label0B2330
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor $LANCE_VANCE radius  8!  8!  8!
004D: jump_if_false Label0B2330
01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label0B22A3
00BC: text_highpriority "PRO3_04"  5000& ms  1? \\ ~g~ Let's go.

:Label0B22A3
0164: disable_marker  18716??
0164: disable_marker  18708??
0164: disable_marker  18704??
0164: disable_marker  18712??
00D6: if  0?
0038:    18720?? ==  0?  \\ integer values
004D: jump_if_false Label0B22DD
018A:  18708?? = create_checkpoint_at  457.4!  335.28!  9.4!

:Label0B22DD
00D6: if  0?
0038:    18720?? ==  2?  \\ integer values
004D: jump_if_false Label0B2303
018A:  18704?? = create_checkpoint_at  471.5!  1009.5!  18.1!

:Label0B2303
00D6: if  0?
0038:    18720?? ==  3?  \\ integer values
004D: jump_if_false Label0B2329
018A:  18712?? = create_checkpoint_at -378.2! -549.8!  17.6!

:Label0B2329
0004:  18728?? =  1?  \\ integer values

:Label0B2330
0002: jump Label0B234D

:Label0B2337
00BC: text_highpriority "PRO3_05"  5000& ms  1? \\ ~r~You killed Lance!
0002: jump Label0B2354

:Label0B234D
0002: jump Label0B0320

:Label0B2354
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00D6: if  0?
0038:    18752?? ==  1?  \\ integer values
004D: jump_if_false Label0B2391
03B6: replace_model_at  468.882!  1006.67!  20.681! radius  80! from -162& (ML_TARBRUSHDAMAGE) to -161& (ML_TARBRUSH)

:Label0B2391
0051: return

:Label0B2393
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  10000&  5000& ms  1? \\ MISSION PASSED! $~1~
055B:  5156?? = create_clothes_pickup  6? at  405.7! -485.6!  12.3!
0004:  5076?? =  1?  \\ integer values
004F: create_thread Label02B549 
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "BUD_3" \\ Cop Land
0164: disable_marker  1060??
0164: disable_marker  936??
04CE:  936?? = unknown_create_marker  29? at -378.4! -536.9!  17.2!
0008:  4700?? +=  1?  \\ integer values
0004:  1072?? =  1?  \\ integer values
0051: return

:Label0B2417
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F0: set_max_wanted_level_to  6?
034F: destroy_actor_with_fade $LANCE_VANCE  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #COP
0249: release_model #ARMY
0249: release_model #BUDDYSHOT
0249: release_model #M4
0249: release_model #SENTINEL
0249: release_model #POLICE
0249: release_model -124? (DYNAMITE)
0249: release_model #NITESTICK
0249: release_model #COLT45
0108: destroy_object  18676??
0108: destroy_object  18680??
0108: destroy_object  18684??
0108: destroy_object  18688??
0108: destroy_object  18692??
0164: disable_marker  18712??
0164: disable_marker  18708??
0164: disable_marker  18704??
0164: disable_marker  18716??
015C: set_zone_gang_info "RICH1"  1? (day)  13?  0?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "RICH1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "RICH1"  0? (night)  10?  0?  0?  0?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "RICH1"  1?  90?  0?  400&  400&  0?  0?  100?  0?  10?  500&  500&
04EC: unknown_zone_info "RICH1"  0?  90?  0?  400&  400&  0?  0?  100?  0?  10?  500&  500&
0324: set_zone_pedgroup_info "RICH1"  1? (day)  25?
0324: set_zone_pedgroup_info "RICH1"  0? (night)  26?
015C: set_zone_gang_info "SHOP1"  1? (day)  30?  0?  0?  50?  0?  50?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "SHOP1"  0? (night)  20?  0?  0?  50?  0?  50?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "SHOP1"  1? (day)  15?  0?  0?  50?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "SHOP1"  0? (night)  13?  0?  0?  50?  0?  0?  0?  0?  0?  0?  10?
04EC: unknown_zone_info "SHOP1"  1?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
04EC: unknown_zone_info "SHOP1"  0?  250&  250&  200&  0?  100?  0?  200&  0?  0?  500&  500&
0324: set_zone_pedgroup_info "SHOP1"  1? (day)  31?
0324: set_zone_pedgroup_info "SHOP1"  0? (night)  32?
00D6: if  0?
0038:    5112?? ==  1?  \\ integer values
004D: jump_if_false Label0B269D
055B:  5188?? = create_clothes_pickup  1? at -384.5! -591.9!  25.3!

:Label0B269D
00D6: if  0?
0038:    5108?? ==  1?  \\ integer values
004D: jump_if_false Label0B26C5
055B:  5136?? = create_clothes_pickup  1? at  226.4! -1265.6!  20.1!

:Label0B26C5
00D6: if  0?
0038:    5200?? ==  1?  \\ integer values
004D: jump_if_false Label0B26ED
055B:  5192?? = create_clothes_pickup  1? at -820.2!  1364.1!  66.4!

:Label0B26ED
00D6: if  0?
0038:    5060?? ==  1?  \\ integer values
004D: jump_if_false Label0B2715
055B:  5140?? = create_clothes_pickup  2? at  97.5! -1133.6!  10.4!

:Label0B2715
00D6: if  0?
0038:    5064?? ==  1?  \\ integer values
004D: jump_if_false Label0B273D
055B:  5144?? = create_clothes_pickup  3? at  364.2!  1086.1!  19!

:Label0B273D
00D6: if  0?
0038:    5068?? ==  1?  \\ integer values
004D: jump_if_false Label0B2765
055B:  5148?? = create_clothes_pickup  4? at  106.5!  253!  21.7!

:Label0B2765
00D6: if  0?
0038:    5072?? ==  1?  \\ integer values
004D: jump_if_false Label0B278D
055B:  5152?? = create_clothes_pickup  5? at -1024.5! -433.9!  10.9!

:Label0B278D
00D6: if  0?
0038:    1072?? ==  0?  \\ integer values
004D: jump_if_false Label0B27C7
00D6: if  0?
0038:    5076?? ==  1?  \\ integer values
004D: jump_if_false Label0B27C7
055B:  5156?? = create_clothes_pickup  6? at  405.7! -485.6!  12.3!

:Label0B27C7
00D6: if  0?
0038:    5080?? ==  1?  \\ integer values
004D: jump_if_false Label0B27EF
055B:  5160?? = create_clothes_pickup  8? at  414.3!  1042!  25.4!

:Label0B27EF
00D6: if  0?
0038:    5084?? ==  1?  \\ integer values
004D: jump_if_false Label0B2817
055B:  5164?? = create_clothes_pickup  9? at  158.3! -1275.9!  10.6!

:Label0B2817
00D6: if  0?
0038:    5088?? ==  1?  \\ integer values
004D: jump_if_false Label0B283F
055B:  5168?? = create_clothes_pickup  10? at -917.4!  885.1!  11!

:Label0B283F
00D6: if  0?
0038:    5104?? ==  1?  \\ integer values
004D: jump_if_false Label0B2867
055B:  5184?? = create_clothes_pickup  7? at  465.3! -57.4!  15.7!

:Label0B2867
03AE: remove_objects_from_cube  466!  1023!  14.1!  476!  1033!  24.1!
031A: remove_all_fires
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004:  6412?? =  0?  \\ integer values
00D8: mission_cleanup
0051: return

;-------------Mission 34---------------
; Originally: Spilling the Beans


:Label0B2899
03A4: name_thread "COUNT1"
0050: gosub Label0B28C7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0B28BE
0050: gosub Label0B4200

:Label0B28BE
0050: gosub Label0B4253
004E: end_thread

:Label0B28C7
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  3976?? =  1?  \\ integer values
0004:  18776?? =  0?  \\ integer values
0004:  18788?? =  0?  \\ integer values
0004:  18780?? =  0?  \\ integer values
0004:  18796?? =  0?  \\ integer values
0004:  18800?? =  0?  \\ integer values
0004:  18804?? =  0?  \\ integer values
0004:  18792?? =  0?  \\ integer values
0004:  18816?? =  0?  \\ integer values
0004:  18812?? =  0?  \\ integer values
0004:  18820?? =  0?  \\ integer values
0004:  18832?? =  0?  \\ integer values
0004:  18828?? =  0?  \\ integer values
0004:  18836?? =  0?  \\ integer values
0004:  18848?? =  0?  \\ integer values
0004:  18844?? =  0?  \\ integer values
0004:  18852?? =  0?  \\ integer values
0004:  18864?? =  0?  \\ integer values
0004:  18860?? =  0?  \\ integer values
0004:  18868?? =  0?  \\ integer values
0004:  18880?? =  0?  \\ integer values
0004:  18876?? =  0?  \\ integer values
0004:  18884?? =  0?  \\ integer values
0004:  18896?? =  0?  \\ integer values
0004:  18892?? =  0?  \\ integer values
0004:  18900?? =  0?  \\ integer values
0004:  18912?? =  0?  \\ integer values
0004:  18908?? =  0?  \\ integer values
0004:  18916?? =  0?  \\ integer values
0004:  18928?? =  0?  \\ integer values
0004:  18924?? =  0?  \\ integer values
0004:  18932?? =  0?  \\ integer values
0004:  18944?? =  0?  \\ integer values
0004:  18940?? =  0?  \\ integer values
0004:  18948?? =  0?  \\ integer values
0004:  18956?? =  0?  \\ integer values
0004:  18960?? =  0?  \\ integer values
0004:  18964?? =  0?  \\ integer values
0004:  18988?? =  0?  \\ integer values
0004:  18972?? =  0?  \\ integer values
0005:  18976?? =  0!  \\ floating-point values
0005:  18980?? =  0!  \\ floating-point values
0005:  18984?? =  0!  \\ floating-point values
0004:  19000?? =  0?  \\ integer values
0004:  19004?? =  0?  \\ integer values
0004:  19008?? =  0?  \\ integer values
0004:  19020?? =  0?  \\ integer values
0004:  19028?? =  0?  \\ integer values
0004:  19036?? =  0?  \\ integer values
0004:  19044?? =  0?  \\ integer values
0004:  19052?? =  0?  \\ integer values
0004:  19060?? =  0?  \\ integer values
0004:  19068?? =  0?  \\ integer values
0004:  19076?? =  0?  \\ integer values
0004:  19080?? =  0?  \\ integer values
0004:  19084?? =  0?  \\ integer values
0004:  19088?? =  0?  \\ integer values
0004:  19100?? =  0?  \\ integer values
0004:  19104?? =  0?  \\ integer values
0004:  19108?? =  0?  \\ integer values
0004:  19112?? =  0?  \\ integer values
0004:  19116?? =  0?  \\ integer values
0004:  19120?? =  0?  \\ integer values
0004:  19124?? =  0?  \\ integer values
0004:  19128?? =  0?  \\ integer values
0004:  19140?? =  0?  \\ integer values
0004:  19144?? =  0?  \\ integer values
0004:  18992?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "COUNT1"
058E: unknown_point_command -1045.726! -292.454!  9.758! angle  97.607!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKELLY"
04BB: select_interiour  18?  \\ select render area
03CB: set_camera -1070.05! -280.06!  11.09!
038B: load_requested_models

:Label0B2B08
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0B2B26
0001: wait  0? ms
0002: jump Label0B2B08

:Label0B2B26
02E4: load_cutscene_data "CNT_1A"
0244: set_cutscene_pos -1064.103! -276.39!  11.066!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  668?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  668?? "CSKELLY"
0395: clear_area  1? at -1059.841! -278.7214! range  10.4044!  1!
0055: put_player $PLAYER_CHAR at -1059.841! -278.7214!  10.4044!
0171: set_player $PLAYER_CHAR z_angle_to  272.2088!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B2BBC
00D6: if  0?
001A:    11104& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2BDF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2BBC

:Label0B2BDF
00BC: text_highpriority "CM1_A"  10000& ms  1? \\ Mr. Vercetti? Hey. You bought the old print works?

:Label0B2BEE
00D6: if  0?
001A:    15668& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2C11
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2BEE

:Label0B2C11
00BC: text_highpriority "CM1_B"  10000& ms  1? \\ Yeah, my old man used to work on these.

:Label0B2C20
00D6: if  0?
001A:    18152& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2C43
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C20

:Label0B2C43
00BC: text_highpriority "CM1_N"  10000& ms  1? \\ I used to spend the evenings with him, cleaning the rollers...

:Label0B2C52
00D6: if  0?
001A:    21286& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2C75
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C52

:Label0B2C75
00BC: text_highpriority "CM1_C"  10000& ms  1? \\ I was going to follow him in his trade, but...I lived a different life.

:Label0B2C84
00D6: if  0?
001A:    25141& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2CA7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2C84

:Label0B2CA7
00BC: text_highpriority "CM1_D"  10000& ms  1? \\ You planning on selling the old machinery, breaking it down?

:Label0B2CB6
00D6: if  0?
001A:    28808& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2CD9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2CB6

:Label0B2CD9
00BC: text_highpriority "CM1_E"  10000& ms  1? \\ I'm thinking we might print something - a newspaper, a magazine...

:Label0B2CE8
00D6: if  0?
001A:    31680& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2D0B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2CE8

:Label0B2D0B
00BC: text_highpriority "CM1_F"  10000& ms  1? \\ Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard.

:Label0B2D1A
00D6: if  0?
001A:    37694&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2D3F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D1A

:Label0B2D3F
00BC: text_highpriority "CM1_G"  10000& ms  1? \\ You know, I've been doing it on a small scale for years.

:Label0B2D4E
00D6: if  0?
001A:    40520&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2D73
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D4E

:Label0B2D73
00BC: text_highpriority "CM1_H"  10000& ms  1? \\ Really?

:Label0B2D82
00D6: if  0?
001A:    41862&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2DA7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2D82

:Label0B2DA7
00BC: text_highpriority "CM1_I"  10000& ms  1? \\ Sure. But we'd need some good quality plates.

:Label0B2DB6
00D6: if  0?
001A:    46771&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2DDB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2DB6

:Label0B2DDB
00BC: text_highpriority "CM1_J"  10000& ms  1? \\ Of course! There's a counterfeiting syndicate already operating in Florida.

:Label0B2DEA
00D6: if  0?
001A:    51081&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2E0F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2DEA

:Label0B2E0F
00BC: text_highpriority "CM1_K"  10000& ms  1? \\ A syndicate?

:Label0B2E1E
00D6: if  0?
001A:    51973&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2E43
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E1E

:Label0B2E43
00BC: text_highpriority "CM1_L"  10000& ms  1? \\ Yeah. Just rumors is all I've heard.

:Label0B2E52
00D6: if  0?
001A:    54422&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2E77
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E52

:Label0B2E77
00BC: text_highpriority "CM1_M"  10000& ms  1? \\ I know a man who's good with rumors...

:Label0B2E86
00D6: if  0?
001A:    56704&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2EAB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2E86

:Label0B2EAB
00BE: text_clear_all

:Label0B2EAD
00D6: if  0?
001A:    57968&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B2ED2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B2EAD

:Label0B2ED2
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0B2EDB
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B2EF3
0001: wait  0? ms
0002: jump Label0B2EDB

:Label0B2EF3
04BB: select_interiour  0?  \\ select render area
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
03CB: set_camera -1059.841! -278.7214!  10.4044!
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0556: unknown -1047.664! -298.188!  11!  266.28!  512.591! -74.9!  9.573!  189.24!
00D6: if  0?
0038:    6320?? ==  0?  \\ integer values
004D: jump_if_false Label0B2F75
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)

:Label0B2F75
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0247: request_model #GDA
0247: request_model #GDB
0247: request_model #MP5LNG
0247: request_model #M4
03CF: load_wav "CNT1_1" as  2?

:Label0B2FA7
00D6: if  24?
8248:   NOT   model #GDA available
8248:   NOT   model #GDB available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #M4 available
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0B2FD3
0001: wait  0? ms
0002: jump Label0B2FA7

:Label0B2FD3
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B2FEB
0001: wait  0? ms
0002: jump Label0B2FD3

:Label0B2FEB
00D6: if  0?
0038:    6320?? ==  0?  \\ integer values
004D: jump_if_false Label0B30AE
0001: wait  100? ms
0395: clear_area  0? at -1042.921! -304.553! range  12.463!  1!
015F: set_camera_position -1042.921! -304.553!  12.463!  0!  0!  0!
0160: point_camera -1043.434! -303.718!  12.266!  2?
00BC: text_highpriority "TAXSHRT"  10000& ms  1? \\ ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
0006:  16@ =  0?  \\ integer values

:Label0B3062
00D6: if  0?
001B:    6000& >  16@  \\ integer values
004D: jump_if_false Label0B3080
0001: wait  0? ms
0002: jump Label0B3062

:Label0B3080
03D5: remove_text "TAXSHRT" \\ ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9.
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004:  6320?? =  1?  \\ integer values

:Label0B30AE
00BC: text_highpriority "CM1_5"  5000& ms  1? \\ ~g~Go and meet Kent Paul at the Malibu Club!
018A:  18996?? = create_checkpoint_at  491! -77.7!  10.4!
0108: destroy_object  4052??
029B:  4052?? = init_object -20? (OD_CLBDR_OPEN) at  490.34! -77.017!  11.598!
0004:  4048?? =  1?  \\ integer values
0004:  4044?? =  0?  \\ integer values

:Label0B30FA
00D6: if  0?
80F5:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point  491! -77.7!  10.4! radius  3!  3!  3!
004D: jump_if_false Label0B3135
0001: wait  0? ms
0002: jump Label0B30FA

:Label0B3135
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0164: disable_marker  18996??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1500& ms

:Label0B3150
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B3168
0001: wait  0? ms
0002: jump Label0B3150

:Label0B3168
01BD:  116?? = current_time_in_ms
0004:  120?? =  0?  \\ integer values

:Label0B3174
00D6: if  1?
83EE:   NOT   is_not_wanted $PLAYER_CHAR
001A:    5000& >  120??  \\ integer values
004D: jump_if_false Label0B31AC
0001: wait  0? ms
01BD:  112?? = current_time_in_ms
0084:  120?? =  112??  \\ integer values and handles
0060:  120?? -=  116??  \\ integer values
0002: jump Label0B3174

:Label0B31AC
03EF: player $PLAYER_CHAR make_safe
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKENT"
023C: load_special_actor  3? "FLOOZYA"
04BB: select_interiour  17?  \\ select render area
03CB: set_camera  470.495! -57.014!  10.04!
038B: load_requested_models

:Label0B31F4
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0B3216
0001: wait  0? ms
0002: jump Label0B31F4

:Label0B3216
04F9: interiour_colors  1?  0?
02E4: load_cutscene_data "CNT_1B"
0244: set_cutscene_pos  476.972! -65.499!  8.943!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  568?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  696?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  696?? "FLOOZYA"
0395: clear_area  1? at  493.1! -82.4! range  9.8!  1!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0B32FD
00D9:  19136?? = actor $PLAYER_ACTOR car
00D6: if  0?
8119:   NOT   car  19136?? wrecked
004D: jump_if_false Label0B32D8
00AB: put_car  19136?? at  496.3! -82.8!  9!
0175: set_car  19136?? z_angle_to  116.6!

:Label0B32D8
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!
0002: jump Label0B331B

:Label0B32FD
0055: put_player $PLAYER_CHAR at  493.1! -82.4!  9.8!
0171: set_player $PLAYER_CHAR z_angle_to  220!

:Label0B331B
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B3331
00D6: if  0?
001A:    7872& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B3354
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3331

:Label0B3354
00BC: text_highpriority "CM1_2A"  10000& ms  1? \\ Look at the arse on that!

:Label0B3363
00D6: if  0?
001A:    12284& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B3386
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3363

:Label0B3386
00BC: text_highpriority "CM1_2B"  10000& ms  1? \\ Awright girl, it's your loss mate init!

:Label0B3395
00D6: if  0?
001A:    14399& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B33B8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3395

:Label0B33B8
00BC: text_highpriority "CM1_2C"  10000& ms  1? \\ Awright me ol'china, how's it hangin'?

:Label0B33C7
00D6: if  0?
001A:    17102& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B33EA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B33C7

:Label0B33EA
00BC: text_highpriority "CM1_2D"  10000& ms  1? \\ What do you know about counterfeiting?

:Label0B33F9
00D6: if  0?
001A:    18528& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B341C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B33F9

:Label0B341C
00BC: text_highpriority "CM1_2E"  10000& ms  1? \\ Oh I'm fine Paul, how 'bout you?

:Label0B342B
00D6: if  0?
001A:    20285& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B344E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B342B

:Label0B344E
00BC: text_highpriority "CM1_2F"  10000& ms  1? \\ Come 'ere!

:Label0B345D
00D6: if  0?
001A:    21336& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B3480
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B345D

:Label0B3480
00BC: text_highpriority "CM1_2G"  10000& ms  1? \\ Awright! Awright! Awright!! You're obviously a busy man.

:Label0B348F
00D6: if  0?
001A:    24945& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B34B2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B348F

:Label0B34B2
00BC: text_highpriority "CM1_2H"  10000& ms  1? \\ All I know about dodgy readys is the Triads supply the plates.

:Label0B34C1
00D6: if  0?
001A:    31191& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B34E4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B34C1

:Label0B34E4
00BC: text_highpriority "CM1_2I"  10000& ms  1? \\ They've got a shipping company down the docks,

:Label0B34F3
00D6: if  0?
001A:    33488&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B3518
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B34F3

:Label0B3518
00BC: text_highpriority "CM1_2J"  10000& ms  1? \\ the boss man would know when the plates are coming in next!

:Label0B3527
00D6: if  0?
001A:    37791&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B354C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B3527

:Label0B354C
00BC: text_highpriority "CM1_2K"  10000& ms  1? \\ Thanks Paul.

:Label0B355B
00D6: if  0?
001A:    40783&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B3580
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B355B

:Label0B3580
00BC: text_highpriority "CM1_2L"  10000& ms  1? \\ What's the matter with you, you maniac!

:Label0B358F
00D6: if  0?
001A:    43496&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B35B4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B358F

:Label0B35B4
00BC: text_highpriority "CM1_2M"  10000& ms  1? \\ Give me another drink, lively!

:Label0B35C3
00D6: if  0?
001A:    45120&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B35E8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B35C3

:Label0B35E8
00BE: text_clear_all

:Label0B35EA
00D6: if  0?
001A:    47160&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B360F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B35EA

:Label0B360F
0108: destroy_object  4052??
029B:  4052?? = init_object -25? (OD_CLBDR_CLOSE) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4044?? =  1?  \\ integer values
0004:  4048?? =  0?  \\ integer values
0004:  3976?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0B3654
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B366C
0001: wait  0? ms
0002: jump Label0B3654

:Label0B366C
00BA: text_styled "BEACH3"  3000& ms  2? \\ Vice Point
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
03CB: set_camera  493.1! -82.4!  9.8!
04E3: unknown_player $PLAYER_CHAR  2?  60000&&
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "CM1_1"  5000& ms  1? \\ ~g~Go to the Chartered Libertine Lines boat at the docks.
00BB: text_lowpriority "CM1_2"  5000& ms  1? \\ ~g~The Shipping Officer will have the information that is required.
018A:  18772?? = create_checkpoint_at -686.85! -1245.43!  30.14!
03BC:  19092?? = create_sphere -686.85! -1245.43!  30.14!  1.5!
0005:  392?? =  0!  \\ floating-point values

:Label0B371D
00D6: if  0?
0022:    10! >  392??  \\ floating-point values
004D: jump_if_false Label0B3751
0001: wait  0? ms
02CE:  392?? = ground_z -686.85! -1245.43!  30.14!
0002: jump Label0B371D

:Label0B3751
009A:  18784?? = create_actor  11? #GDA at -662.12! -1326.81!  15.26!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18784??
01B2: give_actor  18784?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18784?? flags  1?
01E2: add_route_point  0? at -666.06! -1318.48!  15.26!
01E2: add_route_point  0? at -673.8! -1302.02!  15.26!
01E2: add_route_point  0? at -683.28! -1282.11!  15.26!
01E2: add_route_point  0? at -693.41! -1258.63!  15.24!
01E2: add_route_point  0? at -699.76! -1245.01!  15.26!
01E2: add_route_point  0? at -693.41! -1258.63!  15.24!
01E2: add_route_point  0? at -683.28! -1282.11!  15.26!
01E2: add_route_point  0? at -673.8! -1302.02!  15.26!
01E2: add_route_point  0? at -666.06! -1318.48!  15.26!
01E2: add_route_point  0? at -662.12! -1326.81!  15.26!
01E1: set_actor  18784?? objective_to 27  0?  3?
009A:  18808?? = create_actor  11? #GDB at -659.26! -1330.93!  15.26!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18808??
01B2: give_actor  18808?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18808?? flags  1?
01E2: add_route_point  1? at -653.93! -1342.18!  15.26!
01E2: add_route_point  1? at -647.19! -1355.4!  15.27!
01E2: add_route_point  1? at -632.47! -1382.57!  15.29!
01E2: add_route_point  1? at -647.19! -1355.4!  15.27!
01E2: add_route_point  1? at -653.93! -1342.18!  15.26!
01E2: add_route_point  1? at -659.26! -1330.93!  15.26!
01E1: set_actor  18808?? objective_to 27  1?  3?
009A:  18824?? = create_actor  11? #GDA at -609.85! -1381.29!  15.25!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18824??
01B2: give_actor  18824?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18824?? flags  1?
01E2: add_route_point  2? at -615.43! -1367.41!  15.28!
01E2: add_route_point  2? at -620.06! -1355.03!  15.28!
01E2: add_route_point  2? at -635.64! -1363.45!  15.28!
01E2: add_route_point  2? at -620.06! -1355.03!  15.28!
01E2: add_route_point  2? at -615.43! -1367.41!  15.28!
01E2: add_route_point  2? at -609.85! -1381.29!  15.25!
01E1: set_actor  18824?? objective_to 27  2?  3?
009A:  18840?? = create_actor  11? #GDB at -627.04! -1339.79!  15.27!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18840??
01B2: give_actor  18840?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18840?? flags  1?
01E2: add_route_point  3? at -630.43! -1333.91!  15.27!
01E2: add_route_point  3? at -634.26! -1322.39!  15.27!
01E2: add_route_point  3? at -639.33! -1307.99!  15.26!
01E2: add_route_point  3? at -642.71! -1303.6!  15.26!
01E2: add_route_point  3? at -639.33! -1307.99!  15.26!
01E2: add_route_point  3? at -634.26! -1322.39!  15.27!
01E2: add_route_point  3? at -630.43! -1333.91!  15.27!
01E2: add_route_point  3? at -627.04! -1339.79!  15.27!
01E1: set_actor  18840?? objective_to 27  3?  3?
009A:  18856?? = create_actor  11? #GDA at -653.46! -1279.55!  15.26!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18856??
01B2: give_actor  18856?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18856?? flags  1?
01E2: add_route_point  4? at -656.61! -1271.76!  15.26!
01E2: add_route_point  4? at -660.34! -1262.76!  15.26!
01E2: add_route_point  4? at -664.83! -1254.11!  15.26!
01E2: add_route_point  4? at -660.34! -1262.76!  15.26!
01E2: add_route_point  4? at -656.61! -1271.76!  15.26!
01E2: add_route_point  4? at -653.46! -1279.55!  15.26!
01E1: set_actor  18856?? objective_to 27  4?  3?
009A:  18872?? = create_actor  11? #GDB at -691.13! -1260.5!  31.93!
0008:  19004?? +=  1?  \\ integer values
0173: set_actor  18872?? z_angle_to  180!
01ED: spawn_actor  18872??
01B2: give_actor  18872?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18872?? flags  1?
0350: unknown_actor  18872?? not_scared_flag  1?
009A:  18888?? = create_actor  11? #GDA at -667.68! -1249.14!  31.93!
0008:  19004?? +=  1?  \\ integer values
0173: set_actor  18888?? z_angle_to  180!
01ED: spawn_actor  18888??
01B2: give_actor  18888?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18888?? flags  1?
0350: unknown_actor  18888?? not_scared_flag  1?
009A:  18904?? = create_actor  11? #GDB at -690.94! -1218.18!  15.28!
0008:  19004?? +=  1?  \\ integer values
01ED: spawn_actor  18904??
01B2: give_actor  18904?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18904?? flags  1?
01E2: add_route_point  5? at -698! -1221.23!  15.28!
01E2: add_route_point  5? at -690.94! -1218.18!  15.28!
01E1: set_actor  18904?? objective_to 27  5?  3?
009A:  18920?? = create_actor  11? #GDB at -690.69! -1229.06!  22.46!
0008:  19004?? +=  1?  \\ integer values
0173: set_actor  18920?? z_angle_to  33!
01ED: spawn_actor  18920??
01B2: give_actor  18920?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18920?? flags  1?
0350: unknown_actor  18920?? not_scared_flag  1?
009A:  18936?? = create_actor  11? #GDB at -689.14! -1242.03!  30.14!
0008:  19004?? +=  1?  \\ integer values
0173: set_actor  18936?? z_angle_to  100!
01ED: spawn_actor  18936??
01B2: give_actor  18936?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18936?? flags  1?
0350: unknown_actor  18936?? not_scared_flag  1?
009A:  18952?? = create_actor  11? #GDA at -670.709! -1296.564!  18.94!
0008:  19004?? +=  1?  \\ integer values
0173: set_actor  18952?? z_angle_to  146.102!
01ED: spawn_actor  18952??
01B2: give_actor  18952?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  18952?? flags  1?
0350: unknown_actor  18952?? not_scared_flag  1?

:Label0B3CF5
00D6: if  0?
001A:    2? >  19088??  \\ integer values
004D: jump_if_false Label0B4078
0001: wait  0? ms
0008:  19128?? +=  1?  \\ integer values
00D6: if  0?
0018:    19128?? >  17?  \\ integer values
004D: jump_if_false Label0B3D2B
0004:  19128?? =  0?  \\ integer values

:Label0B3D2B
00D6: if  0?
0028:    19088?? >=  1?  \\ integer values
004D: jump_if_false Label0B3DB5
00D6: if  1?
82B3:   NOT   player $PLAYER_CHAR in_cube -716.95! -1218.89!  2! -697.73! -1266.5!  50! radius  60! sphere  0?
82B3:   NOT   player $PLAYER_CHAR in_cube -697.73! -1266.5!  2! -616.29! -1430.59!  50! radius  60! sphere  0?
004D: jump_if_false Label0B3DB5
00D6: if  0?
0038:    19144?? ==  0?  \\ integer values
004D: jump_if_false Label0B3DB5
0050: gosub Label0B68E2

:Label0B3DB5
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    19088?? ==  1?  \\ integer values
004D: jump_if_false Label0B3E40
00D6: if  21?
02B3:   player $PLAYER_CHAR in_cube -716.95! -1218.89!  2! -697.73! -1266.5!  50! radius  60! sphere  0?
02B3:   player $PLAYER_CHAR in_cube -697.73! -1266.5!  2! -616.29! -1430.59!  50! radius  60! sphere  0?
004D: jump_if_false Label0B3E39
0004:  19088?? =  1?  \\ integer values
0002: jump Label0B3E40

:Label0B3E39
0004:  19088?? =  2?  \\ integer values

:Label0B3E40
0054:  18976?? = player $PLAYER_CHAR x_pos,  18980?? = player $PLAYER_CHAR y_pos,  18984?? = player $PLAYER_CHAR z_pos
00D6: if  21?
02B3:   player $PLAYER_CHAR in_cube -716.95! -1218.89!  2! -697.73! -1266.5!  50! radius  60! sphere  0?
02B3:   player $PLAYER_CHAR in_cube -697.73! -1266.5!  2! -616.29! -1430.59!  50! radius  60! sphere  0?
004D: jump_if_false Label0B3EB4
0004:  18972?? =  1?  \\ integer values

:Label0B3EB4
00D6: if  0?
0038:    18776?? ==  0?  \\ integer values
004D: jump_if_false Label0B3EFD
00D6: if  0?
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot -686.85! -1245.43! radius  .5!  .5!
004D: jump_if_false Label0B3EFD
03BD: destroy_sphere  19092??
0164: disable_marker  18772??
0004:  18776?? =  1?  \\ integer values

:Label0B3EFD
00D6: if  0?
0038:    18776?? ==  1?  \\ integer values
004D: jump_if_false Label0B3FA8
00D6: if  0?
0038:    19084?? ==  0?  \\ integer values
004D: jump_if_false Label0B3F2F
0050: gosub Label0B6093
0002: jump Label0B3FA8

:Label0B3F2F
00D6: if  0?
0038:    19088?? ==  0?  \\ integer values
004D: jump_if_false Label0B3FA8
00BC: text_highpriority "CM1_6"  5000& ms  1? \\ ~g~Get the information back to the Print Works!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
018A:  19096?? = create_checkpoint_at -1052.579! -282.013!  10.279!
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B3FA1
018D:  18968?? = create_sound  0? at -692.33! -1258.94!  15.25!
0004:  18988?? =  1?  \\ integer values
0004:  18964?? =  1?  \\ integer values

:Label0B3FA1
0004:  19088?? =  1?  \\ integer values

:Label0B3FA8
0050: gosub Label0B42E4
00D6: if  0?
0038:    18992?? ==  1?  \\ integer values
004D: jump_if_false Label0B3FCF
0006:  16@ =  0?  \\ integer values
0004:  18992?? =  2?  \\ integer values

:Label0B3FCF
00D6: if  0?
0038:    18992?? ==  2?  \\ integer values
004D: jump_if_false Label0B402A
00D6: if  0?
0029:    16@ >=  30000&  \\ integer values
004D: jump_if_false Label0B402A
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B402A
018D:  18968?? = create_sound  0? at -692.33! -1258.94!  15.25!
0004:  18988?? =  1?  \\ integer values
0004:  18964?? =  1?  \\ integer values

:Label0B402A
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B4071
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B405C
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B405C
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B4071
0002: jump Label0B3CF5

:Label0B4078
0004:  492?? =  1?  \\ integer values

:Label0B407F
00D6: if  0?
80F8:   NOT   player $PLAYER_CHAR stopped  492?? (in-sphere)near_point -1052.579! -282.013!  10.279! radius  3!  3!  3!
004D: jump_if_false Label0B40BB
0001: wait  0? ms
0002: jump Label0B407F

:Label0B40BB
0164: disable_marker  19096??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0395: clear_area  0? at -1063.095! -286.61! range  14.163!  1!
015F: set_camera_position -1063.095! -286.61!  14.163!  0!  0!  0!
0160: point_camera -1062.265! -286.498!  13.616!  2?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0B4179
00DA:  19132?? = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car  19132??

:Label0B4144
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  19132??
004D: jump_if_false Label0B4179
0001: wait  0? ms
00D6: if  0?
0119:   car  19132?? wrecked
004D: jump_if_false Label0B4172
0002: jump Label0B4200

:Label0B4172
0002: jump Label0B4144

:Label0B4179
0211: actor $PLAYER_ACTOR walk_to -1061.465! -287.322!
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label0B4196
00D6: if  0?
001B:    4000& >  16@  \\ integer values
004D: jump_if_false Label0B41B4
0001: wait  0? ms
0002: jump Label0B4196

:Label0B41B4
02EB: restore_camera_with_jumpcut
009F: set_actor $PLAYER_ACTOR objective_to 1
0055: put_player $PLAYER_CHAR at -1059.214! -285.815!  10.22!
0171: set_player $PLAYER_CHAR z_angle_to  289!
03C8: rotate_player_180_degrees
02A3: toggle_widescreen  0? (off)
0001: wait  300& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0002: jump Label0B4211

:Label0B4200
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0B4211
0004:  1088?? =  1?  \\ integer values
0318: set_latest_mission_passed "CNT_1" \\ Spilling the Beans
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000&
004F: create_thread Label00C93D 
0051: return

:Label0B4253
0004: $ONMISSION =  0?  \\ integer values
03AC: remove_route_point  0?
03AC: remove_route_point  1?
03AC: remove_route_point  2?
03AC: remove_route_point  3?
03AC: remove_route_point  4?
03AC: remove_route_point  5?
0108: destroy_object  4052??
029B:  4052?? = init_object -25? (OD_CLBDR_CLOSE) at  490.34! -77.017!  11.598!
01C7: spawn_object  4052??
0004:  4044?? =  1?  \\ integer values
0004:  4048?? =  0?  \\ integer values
0004:  3976?? =  0?  \\ integer values
0004:  3944?? =  0?  \\ integer values
0557: (unknown)
0249: release_model #GDA
0249: release_model #GDB
0249: release_model #MP5LNG
0249: release_model #M4
0164: disable_marker  19096??
03BD: destroy_sphere  19092??
018E: stop_sound  18968??
0164: disable_marker  18772??
0164: disable_marker  18996??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0B42E4
00D6: if  0?
0038:    19128?? ==  0?  \\ integer values
004D: jump_if_false Label0B45D3
00D6: if  0?
0038:    18788?? ==  0?  \\ integer values
004D: jump_if_false Label0B45D3
00D6: if  0?
0118:   actor  18784?? dead
004D: jump_if_false Label0B4411
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B43FE
00D6: if  25?
031D:   actor  18784?? hit_by_weapon  12?
031D:   actor  18784?? hit_by_weapon  13?
031D:   actor  18784?? hit_by_weapon  15?
031D:   actor  18784?? hit_by_weapon  16?
031D:   actor  18784?? hit_by_weapon  17?
031D:   actor  18784?? hit_by_weapon  18?
004D: jump_if_false Label0B436D
0004:  18992?? =  1?  \\ integer values

:Label0B436D
00D6: if  25?
031D:   actor  18784?? hit_by_weapon  19?
031D:   actor  18784?? hit_by_weapon  20?
031D:   actor  18784?? hit_by_weapon  21?
031D:   actor  18784?? hit_by_weapon  27?
031D:   actor  18784?? hit_by_weapon  22?
031D:   actor  18784?? hit_by_weapon  26?
004D: jump_if_false Label0B43A9
0004:  18992?? =  1?  \\ integer values

:Label0B43A9
00D6: if  25?
031D:   actor  18784?? hit_by_weapon  25?
031D:   actor  18784?? hit_by_weapon  23?
031D:   actor  18784?? hit_by_weapon  42?
031D:   actor  18784?? hit_by_weapon  31?
031D:   actor  18784?? hit_by_weapon  32?
031D:   actor  18784?? hit_by_weapon  33?
004D: jump_if_false Label0B43E5
0004:  18992?? =  1?  \\ integer values

:Label0B43E5
00D6: if  0?
031D:   actor  18784?? hit_by_weapon  11?
004D: jump_if_false Label0B43FE
0004:  18992?? =  1?  \\ integer values

:Label0B43FE
01C2: remove_references_to_actor  18784??  \\ Like turning an actor into a random pedestrian
0004:  18788?? =  1?  \\ integer values
0002: jump Label0B45D3

:Label0B4411
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B45D3
00D6: if  23?
0123:   actor  18784?? spotted_player $PLAYER_CHAR
0480:   unknown_actor  18784?? pedgroup  11?
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B45D3
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4580
00D6: if  0?
0038:    18780?? ==  0?  \\ integer values
004D: jump_if_false Label0B448C
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18988?? =  1?  \\ integer values
0004:  18780?? =  1?  \\ integer values

:Label0B448C
00D6: if  21?
0038:    18796?? ==  0?  \\ integer values
0038:    18792?? ==  1?  \\ integer values
004D: jump_if_false Label0B4579
00D6: if  0?
0038:    18800?? ==  0?  \\ integer values
004D: jump_if_false Label0B44D9
009E: unknown_set_actor  18784?? path -697.39! -1250.62!  15.24! radius  .5!  1?
0004:  18800?? =  1?  \\ integer values

:Label0B44D9
00D6: if  0?
0038:    18800?? ==  1?  \\ integer values
004D: jump_if_false Label0B4579
00D6: if  0?
00ED:   actor  18784??  0? ()near_point_on_foot -697.39! -1250.62! radius  1!  1!
004D: jump_if_false Label0B4579
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4540
018D:  18968?? = create_sound  0? at -692.33! -1258.94!  15.25!
0004:  18964?? =  1?  \\ integer values

:Label0B4540
009E: unknown_set_actor  18784?? path  18976??  18980??  18984?? radius  .5!  1?
011A: set_actor  18784?? flags  1?
01CA: actor  18784?? kill_player $PLAYER_CHAR
0004:  18988?? =  1?  \\ integer values
0004:  18796?? =  1?  \\ integer values
0004:  18800?? =  2?  \\ integer values

:Label0B4579
0002: jump Label0B45D3

:Label0B4580
00D6: if  0?
0038:    18804?? ==  0?  \\ integer values
004D: jump_if_false Label0B45B6
009E: unknown_set_actor  18784?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18784?? kill_player $PLAYER_CHAR
0004:  18804?? =  1?  \\ integer values

:Label0B45B6
009E: unknown_set_actor  18784?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18784?? kill_player $PLAYER_CHAR

:Label0B45D3
00D6: if  0?
0038:    19128?? ==  1?  \\ integer values
004D: jump_if_false Label0B47D5
00D6: if  0?
0038:    18816?? ==  0?  \\ integer values
004D: jump_if_false Label0B47D5
00D6: if  0?
0118:   actor  18808?? dead
004D: jump_if_false Label0B4700
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B46ED
00D6: if  25?
031D:   actor  18808?? hit_by_weapon  12?
031D:   actor  18808?? hit_by_weapon  13?
031D:   actor  18808?? hit_by_weapon  15?
031D:   actor  18808?? hit_by_weapon  16?
031D:   actor  18808?? hit_by_weapon  17?
031D:   actor  18808?? hit_by_weapon  18?
004D: jump_if_false Label0B465C
0004:  18992?? =  1?  \\ integer values

:Label0B465C
00D6: if  25?
031D:   actor  18808?? hit_by_weapon  19?
031D:   actor  18808?? hit_by_weapon  20?
031D:   actor  18808?? hit_by_weapon  21?
031D:   actor  18808?? hit_by_weapon  27?
031D:   actor  18808?? hit_by_weapon  22?
031D:   actor  18808?? hit_by_weapon  26?
004D: jump_if_false Label0B4698
0004:  18992?? =  1?  \\ integer values

:Label0B4698
00D6: if  25?
031D:   actor  18808?? hit_by_weapon  25?
031D:   actor  18808?? hit_by_weapon  23?
031D:   actor  18808?? hit_by_weapon  42?
031D:   actor  18808?? hit_by_weapon  31?
031D:   actor  18808?? hit_by_weapon  32?
031D:   actor  18808?? hit_by_weapon  33?
004D: jump_if_false Label0B46D4
0004:  18992?? =  1?  \\ integer values

:Label0B46D4
00D6: if  0?
031D:   actor  18808?? hit_by_weapon  11?
004D: jump_if_false Label0B46ED
0004:  18992?? =  1?  \\ integer values

:Label0B46ED
01C2: remove_references_to_actor  18808??  \\ Like turning an actor into a random pedestrian
0004:  18816?? =  1?  \\ integer values
0002: jump Label0B47D5

:Label0B4700
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B47D5
00D6: if  23?
0480:   unknown_actor  18808?? pedgroup  11?
0123:   actor  18808?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B47D5
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4782
00D6: if  0?
0038:    18820?? ==  0?  \\ integer values
004D: jump_if_false Label0B4782
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18820?? =  1?  \\ integer values

:Label0B4782
00D6: if  0?
0038:    18812?? ==  0?  \\ integer values
004D: jump_if_false Label0B47B8
009E: unknown_set_actor  18808?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18808?? kill_player $PLAYER_CHAR
0004:  18812?? =  1?  \\ integer values

:Label0B47B8
009E: unknown_set_actor  18808?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18808?? kill_player $PLAYER_CHAR

:Label0B47D5
00D6: if  0?
0038:    19128?? ==  2?  \\ integer values
004D: jump_if_false Label0B49D7
00D6: if  0?
0038:    18832?? ==  0?  \\ integer values
004D: jump_if_false Label0B49D7
00D6: if  0?
0118:   actor  18824?? dead
004D: jump_if_false Label0B4902
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B48EF
00D6: if  25?
031D:   actor  18824?? hit_by_weapon  12?
031D:   actor  18824?? hit_by_weapon  13?
031D:   actor  18824?? hit_by_weapon  15?
031D:   actor  18824?? hit_by_weapon  16?
031D:   actor  18824?? hit_by_weapon  17?
031D:   actor  18824?? hit_by_weapon  18?
004D: jump_if_false Label0B485E
0004:  18992?? =  1?  \\ integer values

:Label0B485E
00D6: if  25?
031D:   actor  18824?? hit_by_weapon  19?
031D:   actor  18824?? hit_by_weapon  20?
031D:   actor  18824?? hit_by_weapon  21?
031D:   actor  18824?? hit_by_weapon  27?
031D:   actor  18824?? hit_by_weapon  22?
031D:   actor  18824?? hit_by_weapon  26?
004D: jump_if_false Label0B489A
0004:  18992?? =  1?  \\ integer values

:Label0B489A
00D6: if  25?
031D:   actor  18824?? hit_by_weapon  25?
031D:   actor  18824?? hit_by_weapon  23?
031D:   actor  18824?? hit_by_weapon  42?
031D:   actor  18824?? hit_by_weapon  31?
031D:   actor  18824?? hit_by_weapon  32?
031D:   actor  18824?? hit_by_weapon  33?
004D: jump_if_false Label0B48D6
0004:  18992?? =  1?  \\ integer values

:Label0B48D6
00D6: if  0?
031D:   actor  18824?? hit_by_weapon  11?
004D: jump_if_false Label0B48EF
0004:  18992?? =  1?  \\ integer values

:Label0B48EF
01C2: remove_references_to_actor  18824??  \\ Like turning an actor into a random pedestrian
0004:  18832?? =  1?  \\ integer values
0002: jump Label0B49D7

:Label0B4902
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B49D7
00D6: if  23?
0480:   unknown_actor  18824?? pedgroup  11?
0123:   actor  18824?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B49D7
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4984
00D6: if  0?
0038:    18836?? ==  0?  \\ integer values
004D: jump_if_false Label0B4984
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18836?? =  1?  \\ integer values

:Label0B4984
00D6: if  0?
0038:    18828?? ==  0?  \\ integer values
004D: jump_if_false Label0B49BA
009E: unknown_set_actor  18824?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18824?? kill_player $PLAYER_CHAR
0004:  18828?? =  1?  \\ integer values

:Label0B49BA
009E: unknown_set_actor  18824?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18824?? kill_player $PLAYER_CHAR

:Label0B49D7
00D6: if  0?
0038:    19128?? ==  3?  \\ integer values
004D: jump_if_false Label0B4BD9
00D6: if  0?
0038:    18848?? ==  0?  \\ integer values
004D: jump_if_false Label0B4BD9
00D6: if  0?
0118:   actor  18840?? dead
004D: jump_if_false Label0B4B04
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B4AF1
00D6: if  25?
031D:   actor  18840?? hit_by_weapon  12?
031D:   actor  18840?? hit_by_weapon  13?
031D:   actor  18840?? hit_by_weapon  15?
031D:   actor  18840?? hit_by_weapon  16?
031D:   actor  18840?? hit_by_weapon  17?
031D:   actor  18840?? hit_by_weapon  18?
004D: jump_if_false Label0B4A60
0004:  18992?? =  1?  \\ integer values

:Label0B4A60
00D6: if  25?
031D:   actor  18840?? hit_by_weapon  19?
031D:   actor  18840?? hit_by_weapon  20?
031D:   actor  18840?? hit_by_weapon  21?
031D:   actor  18840?? hit_by_weapon  27?
031D:   actor  18840?? hit_by_weapon  22?
031D:   actor  18840?? hit_by_weapon  26?
004D: jump_if_false Label0B4A9C
0004:  18992?? =  1?  \\ integer values

:Label0B4A9C
00D6: if  25?
031D:   actor  18840?? hit_by_weapon  25?
031D:   actor  18840?? hit_by_weapon  23?
031D:   actor  18840?? hit_by_weapon  42?
031D:   actor  18840?? hit_by_weapon  31?
031D:   actor  18840?? hit_by_weapon  32?
031D:   actor  18840?? hit_by_weapon  33?
004D: jump_if_false Label0B4AD8
0004:  18992?? =  1?  \\ integer values

:Label0B4AD8
00D6: if  0?
031D:   actor  18840?? hit_by_weapon  11?
004D: jump_if_false Label0B4AF1
0004:  18992?? =  1?  \\ integer values

:Label0B4AF1
01C2: remove_references_to_actor  18840??  \\ Like turning an actor into a random pedestrian
0004:  18848?? =  1?  \\ integer values
0002: jump Label0B4BD9

:Label0B4B04
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B4BD9
00D6: if  23?
0480:   unknown_actor  18840?? pedgroup  11?
0123:   actor  18840?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B4BD9
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4B86
00D6: if  0?
0038:    18852?? ==  0?  \\ integer values
004D: jump_if_false Label0B4B86
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18852?? =  1?  \\ integer values

:Label0B4B86
00D6: if  0?
0038:    18844?? ==  0?  \\ integer values
004D: jump_if_false Label0B4BBC
009E: unknown_set_actor  18840?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18840?? kill_player $PLAYER_CHAR
0004:  18844?? =  1?  \\ integer values

:Label0B4BBC
009E: unknown_set_actor  18840?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18840?? kill_player $PLAYER_CHAR

:Label0B4BD9
00D6: if  0?
0038:    19128?? ==  4?  \\ integer values
004D: jump_if_false Label0B4DDB
00D6: if  0?
0038:    18864?? ==  0?  \\ integer values
004D: jump_if_false Label0B4DDB
00D6: if  0?
0118:   actor  18856?? dead
004D: jump_if_false Label0B4D06
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B4CF3
00D6: if  25?
031D:   actor  18856?? hit_by_weapon  12?
031D:   actor  18856?? hit_by_weapon  13?
031D:   actor  18856?? hit_by_weapon  15?
031D:   actor  18856?? hit_by_weapon  16?
031D:   actor  18856?? hit_by_weapon  17?
031D:   actor  18856?? hit_by_weapon  18?
004D: jump_if_false Label0B4C62
0004:  18992?? =  1?  \\ integer values

:Label0B4C62
00D6: if  25?
031D:   actor  18856?? hit_by_weapon  19?
031D:   actor  18856?? hit_by_weapon  20?
031D:   actor  18856?? hit_by_weapon  21?
031D:   actor  18856?? hit_by_weapon  27?
031D:   actor  18856?? hit_by_weapon  22?
031D:   actor  18856?? hit_by_weapon  26?
004D: jump_if_false Label0B4C9E
0004:  18992?? =  1?  \\ integer values

:Label0B4C9E
00D6: if  25?
031D:   actor  18856?? hit_by_weapon  25?
031D:   actor  18856?? hit_by_weapon  23?
031D:   actor  18856?? hit_by_weapon  42?
031D:   actor  18856?? hit_by_weapon  31?
031D:   actor  18856?? hit_by_weapon  32?
031D:   actor  18856?? hit_by_weapon  33?
004D: jump_if_false Label0B4CDA
0004:  18992?? =  1?  \\ integer values

:Label0B4CDA
00D6: if  0?
031D:   actor  18856?? hit_by_weapon  11?
004D: jump_if_false Label0B4CF3
0004:  18992?? =  1?  \\ integer values

:Label0B4CF3
01C2: remove_references_to_actor  18856??  \\ Like turning an actor into a random pedestrian
0004:  18864?? =  1?  \\ integer values
0002: jump Label0B4DDB

:Label0B4D06
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B4DDB
00D6: if  23?
0480:   unknown_actor  18856?? pedgroup  11?
0123:   actor  18856?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B4DDB
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4D88
00D6: if  0?
0038:    18868?? ==  0?  \\ integer values
004D: jump_if_false Label0B4D88
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18868?? =  1?  \\ integer values

:Label0B4D88
00D6: if  0?
0038:    18860?? ==  0?  \\ integer values
004D: jump_if_false Label0B4DBE
009E: unknown_set_actor  18856?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18856?? kill_player $PLAYER_CHAR
0004:  18860?? =  1?  \\ integer values

:Label0B4DBE
009E: unknown_set_actor  18856?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18856?? kill_player $PLAYER_CHAR

:Label0B4DDB
00D6: if  0?
0038:    19128?? ==  5?  \\ integer values
004D: jump_if_false Label0B4FAB
00D6: if  0?
0038:    18880?? ==  0?  \\ integer values
004D: jump_if_false Label0B4FAB
00D6: if  0?
0118:   actor  18872?? dead
004D: jump_if_false Label0B4F08
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B4EF5
00D6: if  25?
031D:   actor  18872?? hit_by_weapon  12?
031D:   actor  18872?? hit_by_weapon  13?
031D:   actor  18872?? hit_by_weapon  15?
031D:   actor  18872?? hit_by_weapon  16?
031D:   actor  18872?? hit_by_weapon  17?
031D:   actor  18872?? hit_by_weapon  18?
004D: jump_if_false Label0B4E64
0004:  18992?? =  1?  \\ integer values

:Label0B4E64
00D6: if  25?
031D:   actor  18872?? hit_by_weapon  19?
031D:   actor  18872?? hit_by_weapon  20?
031D:   actor  18872?? hit_by_weapon  21?
031D:   actor  18872?? hit_by_weapon  27?
031D:   actor  18872?? hit_by_weapon  22?
031D:   actor  18872?? hit_by_weapon  26?
004D: jump_if_false Label0B4EA0
0004:  18992?? =  1?  \\ integer values

:Label0B4EA0
00D6: if  25?
031D:   actor  18872?? hit_by_weapon  25?
031D:   actor  18872?? hit_by_weapon  23?
031D:   actor  18872?? hit_by_weapon  42?
031D:   actor  18872?? hit_by_weapon  31?
031D:   actor  18872?? hit_by_weapon  32?
031D:   actor  18872?? hit_by_weapon  33?
004D: jump_if_false Label0B4EDC
0004:  18992?? =  1?  \\ integer values

:Label0B4EDC
00D6: if  0?
031D:   actor  18872?? hit_by_weapon  11?
004D: jump_if_false Label0B4EF5
0004:  18992?? =  1?  \\ integer values

:Label0B4EF5
01C2: remove_references_to_actor  18872??  \\ Like turning an actor into a random pedestrian
0004:  18880?? =  1?  \\ integer values
0002: jump Label0B4FAB

:Label0B4F08
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B4FAB
00D6: if  23?
0480:   unknown_actor  18872?? pedgroup  11?
0123:   actor  18872?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B4FAB
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B4F8A
00D6: if  0?
0038:    18884?? ==  0?  \\ integer values
004D: jump_if_false Label0B4F8A
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18884?? =  1?  \\ integer values

:Label0B4F8A
00D6: if  0?
0038:    18876?? ==  0?  \\ integer values
004D: jump_if_false Label0B4FAB
01CA: actor  18872?? kill_player $PLAYER_CHAR
0004:  18876?? =  1?  \\ integer values

:Label0B4FAB
00D6: if  0?
0038:    19128?? ==  6?  \\ integer values
004D: jump_if_false Label0B517B
00D6: if  0?
0038:    18896?? ==  0?  \\ integer values
004D: jump_if_false Label0B517B
00D6: if  0?
0118:   actor  18888?? dead
004D: jump_if_false Label0B50D8
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B50C5
00D6: if  25?
031D:   actor  18888?? hit_by_weapon  12?
031D:   actor  18888?? hit_by_weapon  13?
031D:   actor  18888?? hit_by_weapon  15?
031D:   actor  18888?? hit_by_weapon  16?
031D:   actor  18888?? hit_by_weapon  17?
031D:   actor  18888?? hit_by_weapon  18?
004D: jump_if_false Label0B5034
0004:  18992?? =  1?  \\ integer values

:Label0B5034
00D6: if  25?
031D:   actor  18888?? hit_by_weapon  19?
031D:   actor  18888?? hit_by_weapon  20?
031D:   actor  18888?? hit_by_weapon  21?
031D:   actor  18888?? hit_by_weapon  27?
031D:   actor  18888?? hit_by_weapon  22?
031D:   actor  18888?? hit_by_weapon  26?
004D: jump_if_false Label0B5070
0004:  18992?? =  1?  \\ integer values

:Label0B5070
00D6: if  25?
031D:   actor  18888?? hit_by_weapon  25?
031D:   actor  18888?? hit_by_weapon  23?
031D:   actor  18888?? hit_by_weapon  42?
031D:   actor  18888?? hit_by_weapon  31?
031D:   actor  18888?? hit_by_weapon  32?
031D:   actor  18888?? hit_by_weapon  33?
004D: jump_if_false Label0B50AC
0004:  18992?? =  1?  \\ integer values

:Label0B50AC
00D6: if  0?
031D:   actor  18888?? hit_by_weapon  11?
004D: jump_if_false Label0B50C5
0004:  18992?? =  1?  \\ integer values

:Label0B50C5
01C2: remove_references_to_actor  18888??  \\ Like turning an actor into a random pedestrian
0004:  18896?? =  1?  \\ integer values
0002: jump Label0B517B

:Label0B50D8
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B517B
00D6: if  23?
0480:   unknown_actor  18888?? pedgroup  11?
0123:   actor  18888?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B517B
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B515A
00D6: if  0?
0038:    18900?? ==  0?  \\ integer values
004D: jump_if_false Label0B515A
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18900?? =  1?  \\ integer values

:Label0B515A
00D6: if  0?
0038:    18892?? ==  0?  \\ integer values
004D: jump_if_false Label0B517B
01CA: actor  18888?? kill_player $PLAYER_CHAR
0004:  18892?? =  1?  \\ integer values

:Label0B517B
00D6: if  0?
0038:    19128?? ==  7?  \\ integer values
004D: jump_if_false Label0B537D
00D6: if  0?
0038:    18912?? ==  0?  \\ integer values
004D: jump_if_false Label0B537D
00D6: if  0?
0118:   actor  18904?? dead
004D: jump_if_false Label0B52A8
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B5295
00D6: if  25?
031D:   actor  18904?? hit_by_weapon  12?
031D:   actor  18904?? hit_by_weapon  13?
031D:   actor  18904?? hit_by_weapon  15?
031D:   actor  18904?? hit_by_weapon  16?
031D:   actor  18904?? hit_by_weapon  17?
031D:   actor  18904?? hit_by_weapon  18?
004D: jump_if_false Label0B5204
0004:  18992?? =  1?  \\ integer values

:Label0B5204
00D6: if  25?
031D:   actor  18904?? hit_by_weapon  19?
031D:   actor  18904?? hit_by_weapon  20?
031D:   actor  18904?? hit_by_weapon  21?
031D:   actor  18904?? hit_by_weapon  27?
031D:   actor  18904?? hit_by_weapon  22?
031D:   actor  18904?? hit_by_weapon  26?
004D: jump_if_false Label0B5240
0004:  18992?? =  1?  \\ integer values

:Label0B5240
00D6: if  25?
031D:   actor  18904?? hit_by_weapon  25?
031D:   actor  18904?? hit_by_weapon  23?
031D:   actor  18904?? hit_by_weapon  42?
031D:   actor  18904?? hit_by_weapon  31?
031D:   actor  18904?? hit_by_weapon  32?
031D:   actor  18904?? hit_by_weapon  33?
004D: jump_if_false Label0B527C
0004:  18992?? =  1?  \\ integer values

:Label0B527C
00D6: if  0?
031D:   actor  18904?? hit_by_weapon  11?
004D: jump_if_false Label0B5295
0004:  18992?? =  1?  \\ integer values

:Label0B5295
01C2: remove_references_to_actor  18904??  \\ Like turning an actor into a random pedestrian
0004:  18912?? =  1?  \\ integer values
0002: jump Label0B537D

:Label0B52A8
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B537D
00D6: if  23?
0480:   unknown_actor  18904?? pedgroup  11?
0123:   actor  18904?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B537D
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B532A
00D6: if  0?
0038:    18916?? ==  0?  \\ integer values
004D: jump_if_false Label0B532A
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18916?? =  1?  \\ integer values

:Label0B532A
00D6: if  0?
0038:    18908?? ==  0?  \\ integer values
004D: jump_if_false Label0B5360
009E: unknown_set_actor  18904?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18904?? kill_player $PLAYER_CHAR
0004:  18908?? =  1?  \\ integer values

:Label0B5360
009E: unknown_set_actor  18904?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  18904?? kill_player $PLAYER_CHAR

:Label0B537D
00D6: if  0?
0038:    19128?? ==  8?  \\ integer values
004D: jump_if_false Label0B554D
00D6: if  0?
0038:    18928?? ==  0?  \\ integer values
004D: jump_if_false Label0B554D
00D6: if  0?
0118:   actor  18920?? dead
004D: jump_if_false Label0B54AA
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B5497
00D6: if  25?
031D:   actor  18920?? hit_by_weapon  12?
031D:   actor  18920?? hit_by_weapon  13?
031D:   actor  18920?? hit_by_weapon  15?
031D:   actor  18920?? hit_by_weapon  16?
031D:   actor  18920?? hit_by_weapon  17?
031D:   actor  18920?? hit_by_weapon  18?
004D: jump_if_false Label0B5406
0004:  18992?? =  1?  \\ integer values

:Label0B5406
00D6: if  25?
031D:   actor  18920?? hit_by_weapon  19?
031D:   actor  18920?? hit_by_weapon  20?
031D:   actor  18920?? hit_by_weapon  21?
031D:   actor  18920?? hit_by_weapon  27?
031D:   actor  18920?? hit_by_weapon  22?
031D:   actor  18920?? hit_by_weapon  26?
004D: jump_if_false Label0B5442
0004:  18992?? =  1?  \\ integer values

:Label0B5442
00D6: if  25?
031D:   actor  18920?? hit_by_weapon  25?
031D:   actor  18920?? hit_by_weapon  23?
031D:   actor  18920?? hit_by_weapon  42?
031D:   actor  18920?? hit_by_weapon  31?
031D:   actor  18920?? hit_by_weapon  32?
031D:   actor  18920?? hit_by_weapon  33?
004D: jump_if_false Label0B547E
0004:  18992?? =  1?  \\ integer values

:Label0B547E
00D6: if  0?
031D:   actor  18920?? hit_by_weapon  11?
004D: jump_if_false Label0B5497
0004:  18992?? =  1?  \\ integer values

:Label0B5497
01C2: remove_references_to_actor  18920??  \\ Like turning an actor into a random pedestrian
0004:  18928?? =  1?  \\ integer values
0002: jump Label0B554D

:Label0B54AA
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B554D
00D6: if  23?
0480:   unknown_actor  18920?? pedgroup  11?
0123:   actor  18920?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B554D
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B552C
00D6: if  0?
0038:    18932?? ==  0?  \\ integer values
004D: jump_if_false Label0B552C
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18932?? =  1?  \\ integer values

:Label0B552C
00D6: if  0?
0038:    18924?? ==  0?  \\ integer values
004D: jump_if_false Label0B554D
01CA: actor  18920?? kill_player $PLAYER_CHAR
0004:  18924?? =  1?  \\ integer values

:Label0B554D
00D6: if  0?
0038:    19128?? ==  9?  \\ integer values
004D: jump_if_false Label0B571D
00D6: if  0?
0038:    18944?? ==  0?  \\ integer values
004D: jump_if_false Label0B571D
00D6: if  0?
0118:   actor  18936?? dead
004D: jump_if_false Label0B567A
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B5667
00D6: if  25?
031D:   actor  18936?? hit_by_weapon  12?
031D:   actor  18936?? hit_by_weapon  13?
031D:   actor  18936?? hit_by_weapon  15?
031D:   actor  18936?? hit_by_weapon  16?
031D:   actor  18936?? hit_by_weapon  17?
031D:   actor  18936?? hit_by_weapon  18?
004D: jump_if_false Label0B55D6
0004:  18992?? =  1?  \\ integer values

:Label0B55D6
00D6: if  25?
031D:   actor  18936?? hit_by_weapon  19?
031D:   actor  18936?? hit_by_weapon  20?
031D:   actor  18936?? hit_by_weapon  21?
031D:   actor  18936?? hit_by_weapon  27?
031D:   actor  18936?? hit_by_weapon  22?
031D:   actor  18936?? hit_by_weapon  26?
004D: jump_if_false Label0B5612
0004:  18992?? =  1?  \\ integer values

:Label0B5612
00D6: if  25?
031D:   actor  18936?? hit_by_weapon  25?
031D:   actor  18936?? hit_by_weapon  23?
031D:   actor  18936?? hit_by_weapon  42?
031D:   actor  18936?? hit_by_weapon  31?
031D:   actor  18936?? hit_by_weapon  32?
031D:   actor  18936?? hit_by_weapon  33?
004D: jump_if_false Label0B564E
0004:  18992?? =  1?  \\ integer values

:Label0B564E
00D6: if  0?
031D:   actor  18936?? hit_by_weapon  11?
004D: jump_if_false Label0B5667
0004:  18992?? =  1?  \\ integer values

:Label0B5667
01C2: remove_references_to_actor  18936??  \\ Like turning an actor into a random pedestrian
0004:  18944?? =  1?  \\ integer values
0002: jump Label0B571D

:Label0B567A
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B571D
00D6: if  23?
0480:   unknown_actor  18936?? pedgroup  11?
0123:   actor  18936?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B571D
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B56FC
00D6: if  0?
0038:    18948?? ==  0?  \\ integer values
004D: jump_if_false Label0B56FC
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18948?? =  1?  \\ integer values

:Label0B56FC
00D6: if  0?
0038:    18940?? ==  0?  \\ integer values
004D: jump_if_false Label0B571D
01CA: actor  18936?? kill_player $PLAYER_CHAR
0004:  18940?? =  1?  \\ integer values

:Label0B571D
00D6: if  0?
0038:    18956?? ==  0?  \\ integer values
004D: jump_if_false Label0B58BA
00D6: if  0?
0118:   actor  18952?? dead
004D: jump_if_false Label0B5838
000C:  19004?? -=  1?  \\ integer values
00D6: if  0?
0038:    18992?? ==  0?  \\ integer values
004D: jump_if_false Label0B5825
00D6: if  25?
031D:   actor  18952?? hit_by_weapon  12?
031D:   actor  18952?? hit_by_weapon  13?
031D:   actor  18952?? hit_by_weapon  15?
031D:   actor  18952?? hit_by_weapon  16?
031D:   actor  18952?? hit_by_weapon  17?
031D:   actor  18952?? hit_by_weapon  18?
004D: jump_if_false Label0B5794
0004:  18992?? =  1?  \\ integer values

:Label0B5794
00D6: if  25?
031D:   actor  18952?? hit_by_weapon  19?
031D:   actor  18952?? hit_by_weapon  20?
031D:   actor  18952?? hit_by_weapon  21?
031D:   actor  18952?? hit_by_weapon  27?
031D:   actor  18952?? hit_by_weapon  22?
031D:   actor  18952?? hit_by_weapon  26?
004D: jump_if_false Label0B57D0
0004:  18992?? =  1?  \\ integer values

:Label0B57D0
00D6: if  25?
031D:   actor  18952?? hit_by_weapon  25?
031D:   actor  18952?? hit_by_weapon  23?
031D:   actor  18952?? hit_by_weapon  42?
031D:   actor  18952?? hit_by_weapon  31?
031D:   actor  18952?? hit_by_weapon  32?
031D:   actor  18952?? hit_by_weapon  33?
004D: jump_if_false Label0B580C
0004:  18992?? =  1?  \\ integer values

:Label0B580C
00D6: if  0?
031D:   actor  18952?? hit_by_weapon  11?
004D: jump_if_false Label0B5825
0004:  18992?? =  1?  \\ integer values

:Label0B5825
01C2: remove_references_to_actor  18952??  \\ Like turning an actor into a random pedestrian
0004:  18956?? =  1?  \\ integer values
0002: jump Label0B58BA

:Label0B5838
00D6: if  0?
0038:    18972?? ==  1?  \\ integer values
004D: jump_if_false Label0B58BA
00D6: if  23?
0480:   unknown_actor  18952?? pedgroup  11?
0123:   actor  18952?? spotted_player $PLAYER_CHAR
0038:    18964?? ==  1?  \\ integer values
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B58BA
00D6: if  0?
0038:    18964?? ==  0?  \\ integer values
004D: jump_if_false Label0B58BA
00D6: if  0?
0038:    18960?? ==  0?  \\ integer values
004D: jump_if_false Label0B58BA
00BC: text_highpriority "CM1_3"  5000& ms  1? \\ ~g~You've been spotted!
0004:  18792?? =  1?  \\ integer values
0004:  18988?? =  1?  \\ integer values
0004:  18960?? =  1?  \\ integer values

:Label0B58BA
0051: return

:Label0B58BC
00D6: if  0?
002A:    40? >=  19000??  \\ integer values
004D: jump_if_false Label0B5CB1
00D6: if  0?
001A:    6? >  19004??  \\ integer values
004D: jump_if_false Label0B5CB1
00D6: if  0?
0038:    19008?? ==  2?  \\ integer values
004D: jump_if_false Label0B5900
0006:  17@ =  0?  \\ integer values
0004:  19008?? =  0?  \\ integer values

:Label0B5900
00D6: if  0?
8339:   NOT   objects_in_cube -693.25! -1257.23!  14! -685.06! -1261.67!  17!  0?  1?  1?  0?  0?
004D: jump_if_false Label0B5CB1
0004:  19140?? =  3000&  \\ integer values
00D6: if  0?
002F:    17@ >=  19140??  \\ integer values
004D: jump_if_false Label0B5CB1
00D6: if  0?
0038:    19008?? ==  0?  \\ integer values
004D: jump_if_false Label0B5CB1
0004:  19012?? = -1?  \\ integer values
00D6: if  21?
0038:    19020?? ==  0?  \\ integer values
0038:    19020?? ==  2?  \\ integer values
004D: jump_if_false Label0B59C8
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19016?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19016??  \\ integer values and handles
0004:  19020?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B59C8
00D6: if  21?
0038:    19028?? ==  0?  \\ integer values
0038:    19028?? ==  2?  \\ integer values
004D: jump_if_false Label0B5A27
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19024?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19024??  \\ integer values and handles
0004:  19028?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5A27
00D6: if  21?
0038:    19036?? ==  0?  \\ integer values
0038:    19036?? ==  2?  \\ integer values
004D: jump_if_false Label0B5A86
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19032?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19032??  \\ integer values and handles
0004:  19036?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5A86
00D6: if  21?
0038:    19044?? ==  0?  \\ integer values
0038:    19044?? ==  2?  \\ integer values
004D: jump_if_false Label0B5AE5
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19040?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19040??  \\ integer values and handles
0004:  19044?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5AE5
00D6: if  21?
0038:    19052?? ==  0?  \\ integer values
0038:    19052?? ==  2?  \\ integer values
004D: jump_if_false Label0B5B44
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19048?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19048??  \\ integer values and handles
0004:  19052?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5B44
00D6: if  21?
0038:    19060?? ==  0?  \\ integer values
0038:    19060?? ==  2?  \\ integer values
004D: jump_if_false Label0B5BA3
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19056?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19056??  \\ integer values and handles
0004:  19060?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5BA3
00D6: if  21?
0038:    19068?? ==  0?  \\ integer values
0038:    19068?? ==  2?  \\ integer values
004D: jump_if_false Label0B5C02
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19064?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19064??  \\ integer values and handles
0004:  19068?? =  1?  \\ integer values
0002: jump Label0B5C5A

:Label0B5C02
00D6: if  21?
0038:    19076?? ==  0?  \\ integer values
0038:    19076?? ==  2?  \\ integer values
004D: jump_if_false Label0B5C5A
0395: clear_area  0? at -689.73! -1259.37! range  15.24!  1!
009A:  19072?? = create_actor  11? #GDA at -689.73! -1259.37!  15.24!
0084:  19012?? =  19072??  \\ integer values and handles
0004:  19076?? =  1?  \\ integer values

:Label0B5C5A
00D6: if  0?
8118:   NOT   actor  19012?? dead
004D: jump_if_false Label0B5CB1
00D6: if  0?
8038:   NOT    19012?? == -1?  \\ integer values
004D: jump_if_false Label0B5CB1
0243: set_actor  19012?? ped_stats_to  16?
0173: set_actor  19012?? z_angle_to  204.71!
0239: actor  19012?? run_to -688.4! -1262.07!
0008:  19004?? +=  1?  \\ integer values
0008:  19000?? +=  1?  \\ integer values
0004:  19008?? =  1?  \\ integer values

:Label0B5CB1
0051: return

:Label0B5CB3
00D6: if  0?
0038:    19008?? ==  1?  \\ integer values
004D: jump_if_false Label0B5D37
00D6: if  0?
8118:   NOT   actor  19012?? dead
004D: jump_if_false Label0B5D30
00D6: if  0?
00ED:   actor  19012??  0? ()near_point_on_foot -688.4! -1262.07! radius  1!  1!
004D: jump_if_false Label0B5D29
01B2: give_actor  19012?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
009E: unknown_set_actor  19012?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19012?? kill_player $PLAYER_CHAR
0004:  19008?? =  2?  \\ integer values

:Label0B5D29
0002: jump Label0B5D37

:Label0B5D30
0004:  19008?? =  2?  \\ integer values

:Label0B5D37
0051: return

:Label0B5D39
00D6: if  0?
0038:    19128?? ==  10?  \\ integer values
004D: jump_if_false Label0B5DA4
00D6: if  0?
0038:    19020?? ==  1?  \\ integer values
004D: jump_if_false Label0B5DA4
00D6: if  0?
0118:   actor  19016?? dead
004D: jump_if_false Label0B5D87
034F: destroy_actor_with_fade  19016??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19020?? =  2?  \\ integer values
0002: jump Label0B5DA4

:Label0B5D87
009E: unknown_set_actor  19016?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19016?? kill_player $PLAYER_CHAR

:Label0B5DA4
00D6: if  0?
0038:    19128?? ==  11?  \\ integer values
004D: jump_if_false Label0B5E0F
00D6: if  0?
0038:    19028?? ==  1?  \\ integer values
004D: jump_if_false Label0B5E0F
00D6: if  0?
0118:   actor  19024?? dead
004D: jump_if_false Label0B5DF2
034F: destroy_actor_with_fade  19024??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19028?? =  2?  \\ integer values
0002: jump Label0B5E0F

:Label0B5DF2
009E: unknown_set_actor  19024?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19024?? kill_player $PLAYER_CHAR

:Label0B5E0F
00D6: if  0?
0038:    19128?? ==  12?  \\ integer values
004D: jump_if_false Label0B5E7A
00D6: if  0?
0038:    19036?? ==  1?  \\ integer values
004D: jump_if_false Label0B5E7A
00D6: if  0?
0118:   actor  19032?? dead
004D: jump_if_false Label0B5E5D
034F: destroy_actor_with_fade  19032??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19036?? =  2?  \\ integer values
0002: jump Label0B5E7A

:Label0B5E5D
009E: unknown_set_actor  19032?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19032?? kill_player $PLAYER_CHAR

:Label0B5E7A
00D6: if  0?
0038:    19128?? ==  13?  \\ integer values
004D: jump_if_false Label0B5EE5
00D6: if  0?
0038:    19044?? ==  1?  \\ integer values
004D: jump_if_false Label0B5EE5
00D6: if  0?
0118:   actor  19040?? dead
004D: jump_if_false Label0B5EC8
034F: destroy_actor_with_fade  19040??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19044?? =  2?  \\ integer values
0002: jump Label0B5EE5

:Label0B5EC8
009E: unknown_set_actor  19040?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19040?? kill_player $PLAYER_CHAR

:Label0B5EE5
00D6: if  0?
0038:    19128?? ==  14?  \\ integer values
004D: jump_if_false Label0B5F50
00D6: if  0?
0038:    19052?? ==  1?  \\ integer values
004D: jump_if_false Label0B5F50
00D6: if  0?
0118:   actor  19048?? dead
004D: jump_if_false Label0B5F33
034F: destroy_actor_with_fade  19048??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19052?? =  2?  \\ integer values
0002: jump Label0B5F50

:Label0B5F33
009E: unknown_set_actor  19048?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19048?? kill_player $PLAYER_CHAR

:Label0B5F50
00D6: if  0?
0038:    19128?? ==  15?  \\ integer values
004D: jump_if_false Label0B5FBB
00D6: if  0?
0038:    19060?? ==  1?  \\ integer values
004D: jump_if_false Label0B5FBB
00D6: if  0?
0118:   actor  19056?? dead
004D: jump_if_false Label0B5F9E
034F: destroy_actor_with_fade  19056??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19060?? =  2?  \\ integer values
0002: jump Label0B5FBB

:Label0B5F9E
009E: unknown_set_actor  19056?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19056?? kill_player $PLAYER_CHAR

:Label0B5FBB
00D6: if  0?
0038:    19128?? ==  16?  \\ integer values
004D: jump_if_false Label0B6026
00D6: if  0?
0038:    19068?? ==  1?  \\ integer values
004D: jump_if_false Label0B6026
00D6: if  0?
0118:   actor  19064?? dead
004D: jump_if_false Label0B6009
034F: destroy_actor_with_fade  19064??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19068?? =  2?  \\ integer values
0002: jump Label0B6026

:Label0B6009
009E: unknown_set_actor  19064?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19064?? kill_player $PLAYER_CHAR

:Label0B6026
00D6: if  0?
0038:    19128?? ==  17?  \\ integer values
004D: jump_if_false Label0B6091
00D6: if  0?
0038:    19076?? ==  1?  \\ integer values
004D: jump_if_false Label0B6091
00D6: if  0?
0118:   actor  19072?? dead
004D: jump_if_false Label0B6074
034F: destroy_actor_with_fade  19072??  \\ The actor fades away like a ghost
000C:  19004?? -=  1?  \\ integer values
0004:  19076?? =  2?  \\ integer values
0002: jump Label0B6091

:Label0B6074
009E: unknown_set_actor  19072?? path  18976??  18980??  18984?? radius  .5!  1?
01CA: actor  19072?? kill_player $PLAYER_CHAR

:Label0B6091
0051: return

:Label0B6093
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0395: clear_area  0? at -684.9! -1248.98! range  30.14!  2!
0395: clear_area  0? at -686.85! -1245.43! range  30.14!  2!
015F: set_camera_position -691.09! -1242.906!  31.45!  0!  0!  0!
0160: point_camera -690.182! -1243.3!  31.46!  2?
0211: actor $PLAYER_ACTOR walk_to -684.9! -1248.98!
0006:  16@ =  0?  \\ integer values

:Label0B612D
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -684.9! -1248.98! radius  .5!  .5!
004D: jump_if_false Label0B62CA
0001: wait  0? ms
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B6228
00D6: if  0?
0038:    19112?? ==  0?  \\ integer values
004D: jump_if_false Label0B618F
0084:  19104?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B618F
00D6: if  0?
0038:    19112?? ==  1?  \\ integer values
004D: jump_if_false Label0B61CB
0084:  19108?? =  19100??  \\ integer values and handles
0060:  19108?? -=  19104??  \\ integer values
00D6: if  0?
0028:    19108?? >=  1000&  \\ integer values
004D: jump_if_false Label0B61CB
0004:  19112?? =  2?  \\ integer values

:Label0B61CB
00D6: if  0?
0038:    19116?? ==  0?  \\ integer values
004D: jump_if_false Label0B61EC
0084:  19124?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B61EC
00D6: if  0?
0038:    19116?? ==  1?  \\ integer values
004D: jump_if_false Label0B6228
0084:  19120?? =  19100??  \\ integer values and handles
0060:  19120?? -=  19124??  \\ integer values
00D6: if  0?
0028:    19120?? >=  1000&  \\ integer values
004D: jump_if_false Label0B6228
0004:  19116?? =  2?  \\ integer values

:Label0B6228
00D6: if  0?
0029:    16@ >=  6000&  \\ integer values
004D: jump_if_false Label0B6275
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -684.9! -1248.98! radius  .5!  .5!
004D: jump_if_false Label0B6275
00A1: put_actor $PLAYER_ACTOR at -684.9! -1248.98!  30.14!

:Label0B6275
0050: gosub Label0B42E4
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B62C3
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B62AE
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B62AE
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B62C3
0002: jump Label0B612D

:Label0B62CA
03D1: play_wav  2?
00BC: text_highpriority "CNT1_1"  5000& ms  1? \\ Who are you? Oooof! Aaiieee! Not the face! Not the face!
03CF: load_wav "CNT1_2" as  1?

:Label0B62E9
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0B6422
0001: wait  0? ms
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B63CD
00D6: if  0?
0038:    19112?? ==  0?  \\ integer values
004D: jump_if_false Label0B6334
0084:  19104?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B6334
00D6: if  0?
0038:    19112?? ==  1?  \\ integer values
004D: jump_if_false Label0B6370
0084:  19108?? =  19100??  \\ integer values and handles
0060:  19108?? -=  19104??  \\ integer values
00D6: if  0?
0028:    19108?? >=  1000&  \\ integer values
004D: jump_if_false Label0B6370
0004:  19112?? =  2?  \\ integer values

:Label0B6370
00D6: if  0?
0038:    19116?? ==  0?  \\ integer values
004D: jump_if_false Label0B6391
0084:  19124?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B6391
00D6: if  0?
0038:    19116?? ==  1?  \\ integer values
004D: jump_if_false Label0B63CD
0084:  19120?? =  19100??  \\ integer values and handles
0060:  19120?? -=  19124??  \\ integer values
00D6: if  0?
0028:    19120?? >=  1000&  \\ integer values
004D: jump_if_false Label0B63CD
0004:  19116?? =  2?  \\ integer values

:Label0B63CD
0050: gosub Label0B42E4
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B641B
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B6406
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B6406
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B641B
0002: jump Label0B62E9

:Label0B6422
03D5: remove_text "CNT1_1" \\ Who are you? Oooof! Aaiieee! Not the face! Not the face!

:Label0B642C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0B6565
0001: wait  0? ms
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B6510
00D6: if  0?
0038:    19112?? ==  0?  \\ integer values
004D: jump_if_false Label0B6477
0084:  19104?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B6477
00D6: if  0?
0038:    19112?? ==  1?  \\ integer values
004D: jump_if_false Label0B64B3
0084:  19108?? =  19100??  \\ integer values and handles
0060:  19108?? -=  19104??  \\ integer values
00D6: if  0?
0028:    19108?? >=  1000&  \\ integer values
004D: jump_if_false Label0B64B3
0004:  19112?? =  2?  \\ integer values

:Label0B64B3
00D6: if  0?
0038:    19116?? ==  0?  \\ integer values
004D: jump_if_false Label0B64D4
0084:  19124?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B64D4
00D6: if  0?
0038:    19116?? ==  1?  \\ integer values
004D: jump_if_false Label0B6510
0084:  19120?? =  19100??  \\ integer values and handles
0060:  19120?? -=  19124??  \\ integer values
00D6: if  0?
0028:    19120?? >=  1000&  \\ integer values
004D: jump_if_false Label0B6510
0004:  19116?? =  2?  \\ integer values

:Label0B6510
0050: gosub Label0B42E4
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B655E
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B6549
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B6549
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B655E
0002: jump Label0B642C

:Label0B6565
03D1: play_wav  1?
00BC: text_highpriority "CNT1_2"  5000& ms  1? \\ Ok, I talk! I talk!

:Label0B6578
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0B66B1
0001: wait  0? ms
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B665C
00D6: if  0?
0038:    19112?? ==  0?  \\ integer values
004D: jump_if_false Label0B65C3
0084:  19104?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B65C3
00D6: if  0?
0038:    19112?? ==  1?  \\ integer values
004D: jump_if_false Label0B65FF
0084:  19108?? =  19100??  \\ integer values and handles
0060:  19108?? -=  19104??  \\ integer values
00D6: if  0?
0028:    19108?? >=  1000&  \\ integer values
004D: jump_if_false Label0B65FF
0004:  19112?? =  2?  \\ integer values

:Label0B65FF
00D6: if  0?
0038:    19116?? ==  0?  \\ integer values
004D: jump_if_false Label0B6620
0084:  19124?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B6620
00D6: if  0?
0038:    19116?? ==  1?  \\ integer values
004D: jump_if_false Label0B665C
0084:  19120?? =  19100??  \\ integer values and handles
0060:  19120?? -=  19124??  \\ integer values
00D6: if  0?
0028:    19120?? >=  1000&  \\ integer values
004D: jump_if_false Label0B665C
0004:  19116?? =  2?  \\ integer values

:Label0B665C
0050: gosub Label0B42E4
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B66AA
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B6695
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B6695
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B66AA
0002: jump Label0B6578

:Label0B66B1
03D5: remove_text "CNT1_2" \\ Ok, I talk! I talk!
00A1: put_actor $PLAYER_ACTOR at -685.59! -1247.87!  30.14!
0173: set_actor $PLAYER_ACTOR z_angle_to  32.24!
0395: clear_area  0? at -686.85! -1245.43! range  30.14!  2!
0395: clear_area  0? at -684.9! -1248.98! range  30.14!  2!
0211: actor $PLAYER_ACTOR walk_to -686.85! -1245.43!
0006:  17@ =  0?  \\ integer values

:Label0B671F
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -686.85! -1245.43! radius  .5!  .5!
004D: jump_if_false Label0B68BC
0001: wait  0? ms
01BD:  19100?? = current_time_in_ms
00D6: if  0?
0038:    18988?? ==  1?  \\ integer values
004D: jump_if_false Label0B681A
00D6: if  0?
0038:    19112?? ==  0?  \\ integer values
004D: jump_if_false Label0B6781
0084:  19104?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B6781
00D6: if  0?
0038:    19112?? ==  1?  \\ integer values
004D: jump_if_false Label0B67BD
0084:  19108?? =  19100??  \\ integer values and handles
0060:  19108?? -=  19104??  \\ integer values
00D6: if  0?
0028:    19108?? >=  1000&  \\ integer values
004D: jump_if_false Label0B67BD
0004:  19112?? =  2?  \\ integer values

:Label0B67BD
00D6: if  0?
0038:    19116?? ==  0?  \\ integer values
004D: jump_if_false Label0B67DE
0084:  19124?? =  19100??  \\ integer values and handles
0004:  19112?? =  1?  \\ integer values

:Label0B67DE
00D6: if  0?
0038:    19116?? ==  1?  \\ integer values
004D: jump_if_false Label0B681A
0084:  19120?? =  19100??  \\ integer values and handles
0060:  19120?? -=  19124??  \\ integer values
00D6: if  0?
0028:    19120?? >=  1000&  \\ integer values
004D: jump_if_false Label0B681A
0004:  19116?? =  2?  \\ integer values

:Label0B681A
00D6: if  0?
0029:    17@ >=  4000&  \\ integer values
004D: jump_if_false Label0B6867
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -686.85! -1245.43! radius  .5!  .5!
004D: jump_if_false Label0B6867
00A1: put_actor $PLAYER_ACTOR at -686.85! -1245.43!  30.14!

:Label0B6867
0050: gosub Label0B42E4
00D6: if  0?
0038:    18964?? ==  1?  \\ integer values
004D: jump_if_false Label0B68B5
00D6: if  0?
0038:    19080?? ==  0?  \\ integer values
004D: jump_if_false Label0B68A0
0006:  17@ =  0?  \\ integer values
0004:  19080?? =  1?  \\ integer values

:Label0B68A0
0050: gosub Label0B58BC
0050: gosub Label0B5CB3
0050: gosub Label0B5D39

:Label0B68B5
0002: jump Label0B671F

:Label0B68BC
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
0004:  19084?? =  1?  \\ integer values
0051: return

:Label0B68E2
018E: stop_sound  18968??
01C2: remove_references_to_actor  18784??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18808??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18824??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18840??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18856??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18872??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18888??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18904??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18920??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18936??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  18952??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19016??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19024??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19032??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19040??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19048??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19056??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19064??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19072??  \\ Like turning an actor into a random pedestrian
0004:  19144?? =  1?  \\ integer values
0051: return

;-------------Mission 35---------------
; Originally: Hit the Courier


:Label0B694F
0050: gosub Label0B6973
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0B696A
0050: gosub Label0BB2F0

:Label0B696A
0050: gosub Label0BB506
004E: end_thread

:Label0B6973
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "COUNT2"
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "COUNT2"
058E: unknown_point_command -1045.726! -292.454!  9.758! angle  97.607!
0004:  19244?? =  0?  \\ integer values
0004:  19248?? =  0?  \\ integer values
0004:  19276?? =  0?  \\ integer values
0004:  19292?? =  0?  \\ integer values
0004:  19296?? =  0?  \\ integer values
0004:  19252?? =  0?  \\ integer values
0004:  19312?? =  0?  \\ integer values
0004:  19340?? =  0?  \\ integer values
0004:  19260?? =  0?  \\ integer values
0004:  19264?? =  0?  \\ integer values
0004:  19268?? =  0?  \\ integer values
0004:  19336?? =  0?  \\ integer values
0004:  19256?? =  0?  \\ integer values
0004:  19272?? =  0?  \\ integer values
0004:  19280?? =  0?  \\ integer values
0004:  19284?? =  0?  \\ integer values
0004:  19288?? =  0?  \\ integer values
0004:  19368?? =  0?  \\ integer values
0004:  19300?? =  0?  \\ integer values
0004:  19304?? =  0?  \\ integer values
0004:  19308?? =  0?  \\ integer values
0004:  19316?? =  0?  \\ integer values
0004:  19320?? =  0?  \\ integer values
0004:  19324?? =  0?  \\ integer values
0004:  19328?? =  0?  \\ integer values
0004:  19332?? =  0?  \\ integer values
0004:  19344?? =  0?  \\ integer values
0004:  19348?? =  0?  \\ integer values
0004:  19352?? =  0?  \\ integer values
0004:  19356?? =  0?  \\ integer values
0004:  19360?? =  0?  \\ integer values
0004:  19364?? =  0?  \\ integer values
0004:  19372?? =  0?  \\ integer values
0004:  19376?? =  0?  \\ integer values
0004:  19380?? =  0?  \\ integer values
0004:  19384?? =  0?  \\ integer values
0004:  19388?? =  0?  \\ integer values
0004:  19392?? =  0?  \\ integer values
0004:  19396?? =  0?  \\ integer values
0004:  19400?? =  0?  \\ integer values
0005:  19412?? =  0!  \\ floating-point values
0005:  19416?? =  0!  \\ floating-point values
0005:  19420?? =  0!  \\ floating-point values
0005:  19424?? =  0!  \\ floating-point values
0005:  19428?? =  0!  \\ floating-point values
0005:  19432?? =  0!  \\ floating-point values
0005:  19436?? =  0!  \\ floating-point values
0005:  19440?? =  0!  \\ floating-point values
0005:  19444?? =  0!  \\ floating-point values
0005:  19544?? =  0!  \\ floating-point values
0007:  9@ =  0!  \\ floating-point values
0007:  10@ =  0!  \\ floating-point values
0007:  11@ =  0!  \\ floating-point values
0005:  19488?? =  0!  \\ floating-point values
0005:  19492?? =  0!  \\ floating-point values
0005:  19496?? =  0!  \\ floating-point values
0007:  12@ =  0!  \\ floating-point values
0007:  13@ =  0!  \\ floating-point values
0004:  19404?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0004:  10240?? =  0?  \\ integer values
0004:  10244?? =  0?  \\ integer values
0004:  10248?? =  0?  \\ integer values
0004:  10252?? =  0?  \\ integer values
0004:  10260?? =  0?  \\ integer values
0005:  27848?? =  0!  \\ floating-point values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKELLY"
023C: load_special_actor  3? "CSBUDDY"
04BB: select_interiour  18?  \\ select render area
03CB: set_camera -1071.56! -278.9497!  12.3606!
038B: load_requested_models

:Label0B6BEC
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0B6C0E
0001: wait  0? ms
0002: jump Label0B6BEC

:Label0B6C0E
02E4: load_cutscene_data "CNT_2"
0244: set_cutscene_pos -1064.103! -276.39!  11.066!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKELLY"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
0395: clear_area  1? at -1071.579! -281.4316! range  12.3068!  3!
0395: clear_area  1? at -1059.841! -278.7214! range  10.4044!  1!
0055: put_player $PLAYER_CHAR at -1059.841! -278.7214!  10.4044!
0171: set_player $PLAYER_CHAR z_angle_to  272.2088!
041D: set_camera_near_clip  .1!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0B6CD8
00D6: if  0?
001A:    1444& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6CFB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6CD8

:Label0B6CFB
00BC: text_highpriority "CNT2_B1"  10000& ms  1? \\ Alright, the courier's moving the plates from the docks today.

:Label0B6D0A
00D6: if  0?
001A:    3750& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6D2D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D0A

:Label0B6D2D
00BC: text_highpriority "CNT2_B2"  10000& ms  1? \\ I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here.

:Label0B6D3C
00D6: if  0?
001A:    7974& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6D5F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D3C

:Label0B6D5F
00BC: text_highpriority "CNT2_B3"  10000& ms  1? \\ Now. Depending how well this goes,

:Label0B6D6E
00D6: if  0?
001A:    9975& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6D91
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6D6E

:Label0B6D91
00BC: text_highpriority "CNT2_B4"  10000& ms  1? \\ we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year.

:Label0B6DA0
00D6: if  0?
001A:    14465& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6DC3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6DA0

:Label0B6DC3
00BC: text_highpriority "CNT2_B5"  10000& ms  1? \\ Either way, I want green rolling off the presses five minutes after I get back. Got it?

:Label0B6DD2
00D6: if  0?
001A:    18722& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6DF5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6DD2

:Label0B6DF5
00BC: text_highpriority "CNT2_B6"  10000& ms  1? \\ Don't you worry Tommy. We'll be ready.

:Label0B6E04
00D6: if  0?
001A:    22232& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6E27
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E04

:Label0B6E27
00BC: text_highpriority "CNT2_B7"  10000& ms  1? \\ Me an'the boys will be around in the neighborhood case you need any heat taken care of.

:Label0B6E36
00D6: if  0?
001A:    28537& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6E59
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E36

:Label0B6E59
00BC: text_highpriority "CNT2_B8"  10000& ms  1? \\ All right, everybody cool? All right. I'll catch you later...

:Label0B6E68
00D6: if  0?
001A:    30268& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0B6E8B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0B6E68

:Label0B6E8B
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0B6E9C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B6EB4
0001: wait  0? ms
0002: jump Label0B6E9C

:Label0B6EB4
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0B6ECC
0001: wait  0? ms
0002: jump Label0B6EB4

:Label0B6ECC
03AD: set_rubbish  1? (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -1059.841! -278.7214!  10.4044!
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0247: request_model #SENTINEL
0247: request_model #COLT45
0247: request_model -120? (BRIEFCASE)
0247: request_model #MAVERICK
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #HFORI
0247: request_model #HFYBU
0247: request_model #WFYRI
0247: request_model #WFORI
0247: request_model #BFYST
0247: request_model #WFYBU
0247: request_model #UZI
0247: request_model #CHROMEGUN
038B: load_requested_models

:Label0B6F44
00D6: if  25?
8248:   NOT   model #SENTINEL available
8248:   NOT   model #COLT45 available
8248:   NOT   model #HFORI available
8248:   NOT   model #HFYBU available
8248:   NOT   model #WFYRI available
8248:   NOT   model #WFORI available
004D: jump_if_false Label0B6F74
0001: wait  0? ms
0002: jump Label0B6F44

:Label0B6F74
00D6: if  25?
8248:   NOT   model -120? (BRIEFCASE) available
8248:   NOT   model #MAVERICK available
8248:   NOT   model #SNIPER available
8248:   NOT   model #TEC9 available
8248:   NOT   model #BFYST available
8248:   NOT   model #WFYBU available
004D: jump_if_false Label0B6FA5
0001: wait  0? ms
0002: jump Label0B6F74

:Label0B6FA5
00D6: if  21?
8248:   NOT   model #CHROMEGUN available
8248:   NOT   model #UZI available
004D: jump_if_false Label0B6FC5
0001: wait  0? ms
0002: jump Label0B6FA5

:Label0B6FC5
00A5:  19164?? = create_car #MAVERICK at  408.198! -1726.195!  50!
0587:  19164??  0?
04BA: unknown_car  19164??  10!
0129:  19196?? = create_actor  9? #WFORI in_car  19164?? driverseat
01B2: give_actor  19196?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19196??
011A: set_actor  19196?? flags  1?
011A: set_actor  19196?? flags  4194304&&
0243: set_actor  19196?? ped_stats_to  16?
0319: set_actor  19196?? wander_state_to  1? (off)
0245: set_actor  19196?? walk_style_to  46?
0588:  19196??  0?
01C8:  19200?? = create_actor  9? #HFYBU in_car  19164?? passenger_seat  0?
01B2: give_actor  19200?? weapon  19? ammo  6?  \\ Load the weapon model before using this
01ED: spawn_actor  19200??
011A: set_actor  19200?? flags  1?
011A: set_actor  19200?? flags  4194304&&
0243: set_actor  19200?? ped_stats_to  16?
0319: set_actor  19200?? wander_state_to  1? (off)
0245: set_actor  19200?? walk_style_to  46?
0588:  19200??  0?
0187:  16764?? = create_marker_above_actor  19200??
0168: show_on_radar  16764??  3?
04A2: heli  19164?? fly_to -649.6716! -1590.727!  40! speed  15?
04BA: unknown_car  19164??  15!
0004:  19248?? =  1?  \\ integer values
016A: fade  1? (back)  1500& ms

:Label0B70BB
00D6: if  0?
016B:   fading
004D: jump_if_false Label0B70D3
0001: wait  0? ms
0002: jump Label0B70BB

:Label0B70D3
00BC: text_highpriority "CNT2_01"  30000& ms  1? \\ ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now.
018A:  19408?? = create_checkpoint_at -683.1377! -1566.971!  11.4!
0481:  10!
0482:  3!
00A5:  19148?? = create_car #SENTINEL at -707.2035! -1549.606!  11.4769!
0229: set_car  19148?? color_to  10?  0?
0175: set_car  19148?? z_angle_to  66!
00AD: set_car  19148?? max_speed_to  15!
0007:  2@ =  0!  \\ floating-point values
00AE: unknown_set_car  19148?? to_ignore_traffic_lights  2?
02AA: set_car  19148?? immune_to_nonplayer  1?
0466: unknown_car  19148?? flag  0?
03ED: (unknown)  19148??  1? 
00A9: set_car  19148?? to_normal_driver
04BD: unknown_car  19148??  1?
00AF: set_car  19148?? driver_behaviour_to  11?
00A5:  19152?? = create_car #SENTINEL at -708.85! -1553.722!  11.4936!
0229: set_car  19152?? color_to  0?  0?
0175: set_car  19152?? z_angle_to  66!
00AD: set_car  19152?? max_speed_to  15!
0007:  5@ =  0!  \\ floating-point values
00AE: unknown_set_car  19152?? to_ignore_traffic_lights  2?
02AA: set_car  19152?? immune_to_nonplayer  1?
0466: unknown_car  19152?? flag  0?
03ED: (unknown)  19152??  1? 
020A: set_car  19152?? door_status_to  3?
00A9: set_car  19152?? to_normal_driver
04BD: unknown_car  19152??  1?
00AF: set_car  19152?? driver_behaviour_to  11?
00A5:  19156?? = create_car #SENTINEL at -710.5004! -1557.81!  11.5109!
0229: set_car  19156?? color_to  10?  0?
0175: set_car  19156?? z_angle_to  66!
00AD: set_car  19156?? max_speed_to  15!
0007:  8@ =  0!  \\ floating-point values
00AE: unknown_set_car  19156?? to_ignore_traffic_lights  2?
02AA: set_car  19156?? immune_to_nonplayer  1?
0466: unknown_car  19156?? flag  0?
03ED: (unknown)  19156??  1? 
00A9: set_car  19156?? to_normal_driver
04BD: unknown_car  19156??  1?
00AF: set_car  19156?? driver_behaviour_to  11?
009A:  19172?? = create_actor  9? #HFORI at -718.9443! -1530.91!  11.2232!
0173: set_actor  19172?? z_angle_to  299.6208!
01B2: give_actor  19172?? weapon  19? ammo  2?  \\ Load the weapon model before using this
01ED: spawn_actor  19172??
011A: set_actor  19172?? flags  1?
011A: set_actor  19172?? flags  4194304&&
011A: set_actor  19172?? flags  1048576&&
0243: set_actor  19172?? ped_stats_to  16?
0319: set_actor  19172?? wander_state_to  1? (off)
0194: set_actor  19172?? objective_to_go_to_point -718.9443! -1530.91!  11.2232!
0245: set_actor  19172?? walk_style_to  46?
009A:  19176?? = create_actor  9? #HFORI at -716.1127! -1533.785!  11.2238!
0173: set_actor  19176?? z_angle_to  258.1555!
01B2: give_actor  19176?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19176??
011A: set_actor  19176?? flags  1?
011A: set_actor  19176?? flags  4194304&&
011A: set_actor  19176?? flags  1048576&&
0243: set_actor  19176?? ped_stats_to  16?
0319: set_actor  19176?? wander_state_to  1? (off)
0372: set_actor  19176?? anim  24? wait_state_time  60000000&& ms
0194: set_actor  19176?? objective_to_go_to_point -716.1127! -1533.785!  11.2238!
0245: set_actor  19176?? walk_style_to  46?
009A:  19180?? = create_actor  9? #WFORI at -715.5613! -1535.627!  11.2565!
0173: set_actor  19180?? z_angle_to  16.6536!
01B2: give_actor  19180?? weapon  17? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19180??
011A: set_actor  19180?? flags  1?
011A: set_actor  19180?? flags  4194304&&
011A: set_actor  19180?? flags  1048576&&
0243: set_actor  19180?? ped_stats_to  16?
0319: set_actor  19180?? wander_state_to  1? (off)
0372: set_actor  19180?? anim  19? wait_state_time  60000000&& ms
0194: set_actor  19180?? objective_to_go_to_point -715.5613! -1535.627!  11.2565!
0245: set_actor  19180?? walk_style_to  46?
009A:  19184?? = create_actor  9? #WFYRI at -710.0019! -1543.779!  11.4329!
0173: set_actor  19184?? z_angle_to  22.8506!
01B2: give_actor  19184?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19184??
011A: set_actor  19184?? flags  1?
011A: set_actor  19184?? flags  4194304&&
011A: set_actor  19184?? flags  1048576&&
0243: set_actor  19184?? ped_stats_to  16?
0319: set_actor  19184?? wander_state_to  1? (off)
0372: set_actor  19184?? anim  13? wait_state_time  60000000&& ms
0194: set_actor  19184?? objective_to_go_to_point -710.0019! -1543.779!  11.4329!
0245: set_actor  19184?? walk_style_to  46?
009A:  19188?? = create_actor  9? #WFORI at -681.0981! -1557.247!  11.4438!
0173: set_actor  19188?? z_angle_to  334.7375!
01B2: give_actor  19188?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19188??
011A: set_actor  19188?? flags  1?
011A: set_actor  19188?? flags  4194304&&
011A: set_actor  19188?? flags  1048576&&
0243: set_actor  19188?? ped_stats_to  16?
0319: set_actor  19188?? wander_state_to  1? (off)
0194: set_actor  19188?? objective_to_go_to_point -681.0981! -1557.247!  11.4438!
0245: set_actor  19188?? walk_style_to  46?
009A:  19192?? = create_actor  9? #WFYBU at -679.4094! -1559.045!  11.4483!
0173: set_actor  19192?? z_angle_to  223.2479!
01B2: give_actor  19192?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19192??
011A: set_actor  19192?? flags  1?
011A: set_actor  19192?? flags  4194304&&
011A: set_actor  19192?? flags  1048576&&
0243: set_actor  19192?? ped_stats_to  16?
0319: set_actor  19192?? wander_state_to  1? (off)
0194: set_actor  19192?? objective_to_go_to_point -679.4094! -1559.045!  11.4483!
0245: set_actor  19192?? walk_style_to  46?
009A:  19208?? = create_actor  9? #HFORI at -718.4953! -1560.214!  13.858!
0173: set_actor  19208?? z_angle_to  14.0515!
01B2: give_actor  19208?? weapon  19? ammo  2?  \\ Load the weapon model before using this
01ED: spawn_actor  19208??
011A: set_actor  19208?? flags  1?
011A: set_actor  19208?? flags  4194304&&
011A: set_actor  19208?? flags  1048576&&
0243: set_actor  19208?? ped_stats_to  16?
0319: set_actor  19208?? wander_state_to  1? (off)
0194: set_actor  19208?? objective_to_go_to_point -718.4953! -1560.214!  13.858!
0245: set_actor  19208?? walk_style_to  46?
009A:  19212?? = create_actor  9? #WFYBU at -722.6389! -1557.029!  13.8587!
0173: set_actor  19212?? z_angle_to  344.0981!
01B2: give_actor  19212?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19212??
011A: set_actor  19212?? flags  1?
011A: set_actor  19212?? flags  4194304&&
011A: set_actor  19212?? flags  1048576&&
0243: set_actor  19212?? ped_stats_to  16?
0319: set_actor  19212?? wander_state_to  1? (off)
0194: set_actor  19212?? objective_to_go_to_point -722.6389! -1557.029!  13.8587!
0245: set_actor  19212?? walk_style_to  46?
009A:  19216?? = create_actor  9? #WFYRI at -721.5871! -1542.477!  13.8572!
0173: set_actor  19216?? z_angle_to  344.0981!
01B2: give_actor  19216?? weapon  23? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19216??
011A: set_actor  19216?? flags  1?
011A: set_actor  19216?? flags  4194304&&
011A: set_actor  19216?? flags  1048576&&
0243: set_actor  19216?? ped_stats_to  16?
0319: set_actor  19216?? wander_state_to  1? (off)
0194: set_actor  19216?? objective_to_go_to_point -721.5871! -1542.477!  13.8572!
0245: set_actor  19216?? walk_style_to  46?
009A:  19220?? = create_actor  9? #WFYRI at -721.0208! -1548.822!  11.4844!
0173: set_actor  19220?? z_angle_to  263.0088!
01B2: give_actor  19220?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19220??
011A: set_actor  19220?? flags  1?
011A: set_actor  19220?? flags  4194304&&
011A: set_actor  19220?? flags  1048576&&
0243: set_actor  19220?? ped_stats_to  16?
0319: set_actor  19220?? wander_state_to  1? (off)
0194: set_actor  19220?? objective_to_go_to_point -721.0208! -1548.822!  11.4844!
0245: set_actor  19220?? walk_style_to  46?
009A:  19224?? = create_actor  9? #BFYST at -703.3905! -1573.135!  15.6165!
0173: set_actor  19224?? z_angle_to  312.8055!
01B2: give_actor  19224?? weapon  28? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19224??
011A: set_actor  19224?? flags  1?
011A: set_actor  19224?? flags  4194304&&
011A: set_actor  19224?? flags  1048576&&
0243: set_actor  19224?? ped_stats_to  16?
0319: set_actor  19224?? wander_state_to  1? (off)
04C6:  19224?? $PLAYER_ACTOR
0350: unknown_actor  19224?? not_scared_flag  1?
0291: unknown_actor  19224?? unknown_behavior_flag  1?
009A:  19228?? = create_actor  9? #BFYST at -671.947! -1553.906!  22.7296!
0173: set_actor  19228?? z_angle_to  3.9435!
01B2: give_actor  19228?? weapon  28? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19228??
011A: set_actor  19228?? flags  1?
011A: set_actor  19228?? flags  4194304&&
011A: set_actor  19228?? flags  1048576&&
0243: set_actor  19228?? ped_stats_to  16?
0319: set_actor  19228?? wander_state_to  1? (off)
04C6:  19228?? $PLAYER_ACTOR
0350: unknown_actor  19228?? not_scared_flag  1?
0291: unknown_actor  19228?? unknown_behavior_flag  1?
009A:  19232?? = create_actor  9? #BFYST at -722.8923! -1528.647!  15.904!
0173: set_actor  19232?? z_angle_to  331.8096!
01B2: give_actor  19232?? weapon  28? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19232??
011A: set_actor  19232?? flags  1?
011A: set_actor  19232?? flags  4194304&&
011A: set_actor  19232?? flags  1048576&&
0243: set_actor  19232?? ped_stats_to  16?
0319: set_actor  19232?? wander_state_to  1? (off)
04C6:  19232?? $PLAYER_ACTOR
0350: unknown_actor  19232?? not_scared_flag  1?
0291: unknown_actor  19232?? unknown_behavior_flag  1?
009A:  19236?? = create_actor  9? #BFYST at -728.5547! -1554.013!  21.8729!
0173: set_actor  19236?? z_angle_to  275.5398!
01B2: give_actor  19236?? weapon  28? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19236??
011A: set_actor  19236?? flags  1?
011A: set_actor  19236?? flags  4194304&&
011A: set_actor  19236?? flags  1048576&&
0243: set_actor  19236?? ped_stats_to  16?
0319: set_actor  19236?? wander_state_to  1? (off)
04C6:  19236?? $PLAYER_ACTOR
0350: unknown_actor  19236?? not_scared_flag  1?
0291: unknown_actor  19236?? unknown_behavior_flag  1?
009A:  19240?? = create_actor  9? #WFYRI at -721.8732! -1500.1!  10.3946!
0173: set_actor  19240?? z_angle_to  44.3659!
01B2: give_actor  19240?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
0319: set_actor  19240?? wander_state_to  1? (off)
0243: set_actor  19240?? ped_stats_to  16?
0006:  16@ =  3000&  \\ integer values
0006:  17@ =  3000&  \\ integer values
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0B7939
00A5:  19164?? = create_car #MAVERICK at  408.198! -1726.195!  84.1376!

:Label0B7939
0001: wait  0? ms
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
01BD:  19244?? = current_time_in_ms
0008:  10260?? +=  1?  \\ integer values
00D6: if  0?
0018:    10260?? >  3?  \\ integer values
004D: jump_if_false Label0B7970
0004:  10260?? =  0?  \\ integer values

:Label0B7970
00D6: if  0?
0038:    10260?? ==  0?  \\ integer values
004D: jump_if_false Label0B818D
00D6: if  0?
0038:    19372?? ==  0?  \\ integer values
004D: jump_if_false Label0B7A02
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B7A02
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  19164??
004D: jump_if_false Label0B7A02
00D6: if  0?
8118:   NOT   actor  19224?? dead
004D: jump_if_false Label0B79D9
01B2: give_actor  19224?? weapon  19? ammo  999&  \\ Load the weapon model before using this
01D9: actor  19224?? run_away_from_car  19164??

:Label0B79D9
00D6: if  0?
8118:   NOT   actor  19228?? dead
004D: jump_if_false Label0B79FB
01B2: give_actor  19228?? weapon  19? ammo  999&  \\ Load the weapon model before using this
01D9: actor  19228?? run_away_from_car  19164??

:Label0B79FB
0004:  19372?? =  1?  \\ integer values

:Label0B7A02
00D6: if  0?
8118:   NOT   actor  19172?? dead
004D: jump_if_false Label0B806E
00D6: if  0?
00DF:   actor  19172?? driving
004D: jump_if_false Label0B7F1E
01C3: remove_references_to_car  19148??  \\ Like turning a car into any random car
03C0:  19148?? = actor  19172?? car
00AA:  0@ = car  19148?? x_pos,  1@ = car  19148?? y_pos,  1788?? = car  19148?? z_pos
00D6: if  0?
0038:    19264?? == -1?  \\ integer values
004D: jump_if_false Label0B7A5D
0006:  16@ =  0?  \\ integer values
0004:  19264?? =  0?  \\ integer values

:Label0B7A5D
00D6: if  0?
0038:    19264?? ==  0?  \\ integer values
004D: jump_if_false Label0B7BBB
00D6: if  0?
0018:    19248?? >  4?  \\ integer values
004D: jump_if_false Label0B7BBB
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label0B7BBB
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B7B0E
00AD: set_car  19148?? max_speed_to  100!
0007:  2@ =  100!  \\ floating-point values
00AE: unknown_set_car  19148?? to_ignore_traffic_lights  2?
00AF: set_car  19148?? driver_behaviour_to  2?
0084:  19316?? =  19244??  \\ integer values and handles
0004:  19264?? =  1?  \\ integer values
0004:  19280?? =  0?  \\ integer values
00D6: if  0?
0038:    19248?? ==  7?  \\ integer values
004D: jump_if_false Label0B7B07
0084:  19296?? =  19244??  \\ integer values and handles
0008:  19296?? +=  250&  \\ integer values
0004:  19248?? =  8?  \\ integer values

:Label0B7B07
0002: jump Label0B7BBB

:Label0B7B0E
00D6: if  0?
0018:    19248?? >  6?  \\ integer values
004D: jump_if_false Label0B7BBB
00AD: set_car  19148?? max_speed_to  15!
0007:  2@ =  15!  \\ floating-point values
00AE: unknown_set_car  19148?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    19344?? ==  0?  \\ integer values
004D: jump_if_false Label0B7B68
00A7: unknown_car  19148?? drive_to -1133.062! -342.2911!  9.8989!
0002: jump Label0B7B7C

:Label0B7B68
02C2: car  19148?? drive_to_point -963.9817!  322.1035!  10.1818!

:Label0B7B7C
0004:  19264?? =  2?  \\ integer values
0004:  19280?? =  0?  \\ integer values
0084:  19316?? =  19244??  \\ integer values and handles
00D6: if  0?
0038:    19248?? ==  7?  \\ integer values
004D: jump_if_false Label0B7BBB
0004:  19248?? =  8?  \\ integer values
0084:  19296?? =  19244??  \\ integer values and handles
0008:  19296?? +=  750&  \\ integer values

:Label0B7BBB
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19148?? radius  15!  15!  0?
004D: jump_if_false Label0B7BE8
02AA: set_car  19148?? immune_to_nonplayer  0?
0002: jump Label0B7BEF

:Label0B7BE8
02AA: set_car  19148?? immune_to_nonplayer  1?

:Label0B7BEF
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  19148??
004D: jump_if_false Label0B7C0A
01CA: actor  19172?? kill_player $PLAYER_CHAR

:Label0B7C0A
00D6: if  0?
0038:    19356?? ==  0?  \\ integer values
004D: jump_if_false Label0B7C49
00D6: if  0?
01AD:   car  19148??  0? ()near_point -963.9817!  322.1035!  3!  3!
004D: jump_if_false Label0B7C49
0004:  19356?? =  1?  \\ integer values

:Label0B7C49
00D6: if  0?
0038:    19356?? ==  0?  \\ integer values
004D: jump_if_false Label0B7CF0
00D6: if  0?
8043:   NOT    2@ ==  0!  \\ floating-point values
004D: jump_if_false Label0B7CF0
0084:  19520?? =  19148??  \\ integer values and handles
0084:  19524?? =  19280??  \\ integer values and handles
0084:  19528?? =  19316??  \\ integer values and handles
0086:  19508?? =  19412??  \\ floating-point values only
0086:  19512?? =  19416??  \\ floating-point values only
0086:  19516?? =  19420??  \\ floating-point values only
0050: gosub Label0BB8F9
0084:  19280?? =  19524??  \\ integer values and handles
0084:  19316?? =  19528??  \\ integer values and handles
0086:  19412?? =  19508??  \\ floating-point values only
0086:  19416?? =  19512??  \\ floating-point values only
0086:  19420?? =  19516??  \\ floating-point values only
00D6: if  0?
0038:    19280?? == -9?  \\ integer values
004D: jump_if_false Label0B7CF0
046B: unknown_actor  19172?? car  19148??
0004:  19280?? =  0?  \\ integer values

:Label0B7CF0
00D6: if  0?
0018:    19264?? >  0?  \\ integer values
004D: jump_if_false Label0B7F17
0227:  19300?? = car  19148?? health
00D6: if  0?
0018:    19256?? >  0?  \\ integer values
004D: jump_if_false Label0B7D35
00D6: if  0?
0038:    19264?? ==  2?  \\ integer values
004D: jump_if_false Label0B7D35
0004:  19264?? =  0?  \\ integer values

:Label0B7D35
00D6: if  0?
001A:    900& >  19300??  \\ integer values
004D: jump_if_false Label0B7D7A
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B7D7A
00D6: if  0?
0038:    19264?? ==  2?  \\ integer values
004D: jump_if_false Label0B7D7A
0004:  19264?? =  0?  \\ integer values
0004:  19256?? =  1?  \\ integer values

:Label0B7D7A
00D6: if  0?
001A:    300& >  19300??  \\ integer values
004D: jump_if_false Label0B7D95
046B: unknown_actor  19172?? car  19148??

:Label0B7D95
00AA:  0@ = car  19148?? x_pos,  1@ = car  19148?? y_pos,  1788?? = car  19148?? z_pos
0088:  27832?? =  0@  \\ floating-point values only
000D:  27832?? -= -963.9817!  \\ floating-point values
0088:  27836?? =  1@  \\ floating-point values only
000D:  27836?? -=  322.1035!  \\ floating-point values
0069:  27832?? *=  27832??  \\ floating-point values
0069:  27836?? *=  27836??  \\ floating-point values
0059:  27832?? +=  27836??  \\ floating-point values
01FB:  9@ = square_root  27832??
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B7EA9
00D6: if  0?
0038:    19344?? ==  0?  \\ integer values
004D: jump_if_false Label0B7E4C
00D6: if  0?
01AD:   car  19148??  0? ()near_point -1133.062! -342.2911!  10!  10!
004D: jump_if_false Label0B7E4C
02C2: car  19148?? drive_to_point -963.9817!  322.1035!  10.1818!
0004:  19344?? =  1?  \\ integer values

:Label0B7E4C
0088:  19460?? =  10@  \\ floating-point values only
0067:  19460?? -=  9@  \\ floating-point values
00D6: if  0?
0020:    19460?? >  20!  \\ floating-point values
004D: jump_if_false Label0B7E95
00AD: set_car  19148?? max_speed_to  0!
0477: unknown_car  19148??  1?  100?
0007:  2@ =  0!  \\ floating-point values
0002: jump Label0B7EA9

:Label0B7E95
00AD: set_car  19148?? max_speed_to  15!
0007:  2@ =  15!  \\ floating-point values

:Label0B7EA9
00D6: if  0?
0038:    19264?? ==  1?  \\ integer values
004D: jump_if_false Label0B7F10
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0B7F10
0084:  19468?? =  19148??  \\ integer values and handles
0004:  19472?? = -1?  \\ integer values
0050: gosub Label0BB573
0089:  2@ =  27848??  \\ floating-point values only
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19148?? radius  15!  15!  0?
004D: jump_if_false Label0B7F10
01CA: actor  19172?? kill_player $PLAYER_CHAR

:Label0B7F10
0050: gosub Label0BBBB3

:Label0B7F17
0002: jump Label0B8067

:Label0B7F1E
0004:  19264?? = -1?  \\ integer values
00D6: if  0?
0018:    19248?? >  4?  \\ integer values
004D: jump_if_false Label0B8067
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19172?? radius  40!  40!
004D: jump_if_false Label0B8005
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0B7F75
01CA: actor  19172?? kill_player $PLAYER_CHAR
0002: jump Label0B7FFE

:Label0B7F75
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19172?? radius  25!  25!
004D: jump_if_false Label0B7FA3
01CA: actor  19172?? kill_player $PLAYER_CHAR
0002: jump Label0B7FFE

:Label0B7FA3
0084:  19476?? =  19172??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  19148?? wrecked
004D: jump_if_false Label0B7FF7
00D6: if  0?
0202:   actor  19172?? near_car  19148?? radius  20!  20! unknown  0?
004D: jump_if_false Label0B7FE9
01D5: actor  19172?? go_to_and_drive_car  19148??
0002: jump Label0B7FF0

:Label0B7FE9
0050: gosub Label0BB67E

:Label0B7FF0
0002: jump Label0B7FFE

:Label0B7FF7
0050: gosub Label0BB67E

:Label0B7FFE
0002: jump Label0B8060

:Label0B8005
0084:  19476?? =  19172??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  19148?? wrecked
004D: jump_if_false Label0B8059
00D6: if  0?
0202:   actor  19172?? near_car  19148?? radius  20!  20! unknown  0?
004D: jump_if_false Label0B804B
01D5: actor  19172?? go_to_and_drive_car  19148??
0002: jump Label0B8052

:Label0B804B
0050: gosub Label0BB67E

:Label0B8052
0002: jump Label0B8060

:Label0B8059
0050: gosub Label0BB67E

:Label0B8060
0050: gosub Label0BBBB3

:Label0B8067
0002: jump Label0B818D

:Label0B806E
01C2: remove_references_to_actor  19172??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19176?? dead
004D: jump_if_false Label0B80FF
0084:  19172?? =  19176??  \\ integer values and handles
0004:  19176?? = -1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  19180?? dead
004D: jump_if_false Label0B80C5
01DE: tie_actor  19180?? to_actor  19172??
00D6: if  0?
831F:   NOT   unknown_actor  19180?? unknown_actor  19172??
004D: jump_if_false Label0B80C5
01CC: actor  19180?? kill_player $PLAYER_CHAR

:Label0B80C5
00D6: if  0?
8118:   NOT   actor  19184?? dead
004D: jump_if_false Label0B80F8
01DE: tie_actor  19184?? to_actor  19172??
00D6: if  0?
831F:   NOT   unknown_actor  19184?? unknown_actor  19172??
004D: jump_if_false Label0B80F8
01CC: actor  19184?? kill_player $PLAYER_CHAR

:Label0B80F8
0002: jump Label0B818D

:Label0B80FF
01C2: remove_references_to_actor  19176??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19180?? dead
004D: jump_if_false Label0B815D
0084:  19172?? =  19180??  \\ integer values and handles
0004:  19180?? = -1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  19184?? dead
004D: jump_if_false Label0B8156
01DE: tie_actor  19184?? to_actor  19172??
00D6: if  0?
831F:   NOT   unknown_actor  19184?? unknown_actor  19172??
004D: jump_if_false Label0B8156
01CC: actor  19184?? kill_player $PLAYER_CHAR

:Label0B8156
0002: jump Label0B818D

:Label0B815D
01C2: remove_references_to_actor  19180??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19184?? dead
004D: jump_if_false Label0B8188
0084:  19172?? =  19184??  \\ integer values and handles
0004:  19184?? = -1?  \\ integer values
0002: jump Label0B818D

:Label0B8188
01C2: remove_references_to_actor  19184??  \\ Like turning an actor into a random pedestrian

:Label0B818D
00D6: if  0?
0038:    10260?? ==  1?  \\ integer values
004D: jump_if_false Label0B9149
00D6: if  0?
0018:    19248?? >  4?  \\ integer values
004D: jump_if_false Label0B8419
00D6: if  0?
8118:   NOT   actor  19172?? dead
004D: jump_if_false Label0B82CC
00D6: if  0?
0038:    19328?? ==  0?  \\ integer values
004D: jump_if_false Label0B8271
00D6: if  0?
8119:   NOT   car  19148?? wrecked
004D: jump_if_false Label0B8251
00D6: if  0?
8118:   NOT   actor  19176?? dead
004D: jump_if_false Label0B81FB
01DE: tie_actor  19176?? to_actor  19172??

:Label0B81FB
00D6: if  0?
8118:   NOT   actor  19180?? dead
004D: jump_if_false Label0B8213
01DE: tie_actor  19180?? to_actor  19172??

:Label0B8213
00D6: if  0?
8118:   NOT   actor  19184?? dead
004D: jump_if_false Label0B822B
01DE: tie_actor  19184?? to_actor  19172??

:Label0B822B
00D6: if  0?
80DF:   NOT   actor  19172?? driving
004D: jump_if_false Label0B824A
01D5: actor  19172?? go_to_and_drive_car  19148??
0004:  19328?? =  1?  \\ integer values

:Label0B824A
0002: jump Label0B826A

:Label0B8251
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B826A
0004:  19256?? =  1?  \\ integer values

:Label0B826A
0002: jump Label0B82C5

:Label0B8271
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B82C5
00D6: if  0?
00DF:   actor  19172?? driving
004D: jump_if_false Label0B829A
0004:  19328?? =  2?  \\ integer values

:Label0B829A
00D6: if  0?
0038:    19328?? ==  1?  \\ integer values
004D: jump_if_false Label0B82C5
011C: actor  19172?? clear_objective
009F: set_actor  19172?? objective_to 1
01CA: actor  19172?? kill_player $PLAYER_CHAR
0004:  19328?? =  2?  \\ integer values

:Label0B82C5
0002: jump Label0B82E5

:Label0B82CC
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B82E5
0004:  19256?? =  1?  \\ integer values

:Label0B82E5
00D6: if  0?
8118:   NOT   actor  19208?? dead
004D: jump_if_false Label0B8400
00D6: if  0?
0038:    19332?? ==  0?  \\ integer values
004D: jump_if_false Label0B83A5
00D6: if  0?
8119:   NOT   car  19156?? wrecked
004D: jump_if_false Label0B8385
00D6: if  0?
8118:   NOT   actor  19212?? dead
004D: jump_if_false Label0B832F
01DE: tie_actor  19212?? to_actor  19208??

:Label0B832F
00D6: if  0?
8118:   NOT   actor  19216?? dead
004D: jump_if_false Label0B8347
01DE: tie_actor  19216?? to_actor  19208??

:Label0B8347
00D6: if  0?
8118:   NOT   actor  19220?? dead
004D: jump_if_false Label0B835F
01DE: tie_actor  19220?? to_actor  19208??

:Label0B835F
00D6: if  0?
80DF:   NOT   actor  19208?? driving
004D: jump_if_false Label0B837E
01D5: actor  19208?? go_to_and_drive_car  19156??
0004:  19332?? =  1?  \\ integer values

:Label0B837E
0002: jump Label0B839E

:Label0B8385
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B839E
0004:  19256?? =  1?  \\ integer values

:Label0B839E
0002: jump Label0B83F9

:Label0B83A5
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B83F9
00D6: if  0?
00DF:   actor  19208?? driving
004D: jump_if_false Label0B83CE
0004:  19332?? =  2?  \\ integer values

:Label0B83CE
00D6: if  0?
0038:    19332?? ==  1?  \\ integer values
004D: jump_if_false Label0B83F9
011C: actor  19208?? clear_objective
009F: set_actor  19208?? objective_to 1
01CA: actor  19208?? kill_player $PLAYER_CHAR
0004:  19332?? =  2?  \\ integer values

:Label0B83F9
0002: jump Label0B8419

:Label0B8400
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8419
0004:  19256?? =  1?  \\ integer values

:Label0B8419
00D6: if  0?
8118:   NOT   actor  19240?? dead
004D: jump_if_false Label0B8584
00D6: if  0?
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot -725.096! -1499.147! radius  3.7!  3!
004D: jump_if_false Label0B84A0
00D6: if  0?
0038:    19404?? ==  0?  \\ integer values
004D: jump_if_false Label0B8499
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label0B848A
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  6000&  \\ integer values

:Label0B848A
01D2: actor  19240?? follow_player $PLAYER_CHAR
0004:  19404?? =  1?  \\ integer values

:Label0B8499
0002: jump Label0B850E

:Label0B84A0
00D6: if  21?
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot -706.433! -1512.958! radius  15!  15!
00E4:   player $PLAYER_CHAR  0? ()near_point_on_foot -723.606! -1515.598! radius  15!  15!
004D: jump_if_false Label0B84F0
01CA: actor  19240?? kill_player $PLAYER_CHAR
0002: jump Label0B850E

:Label0B84F0
00D6: if  0?
0038:    19404?? ==  1?  \\ integer values
004D: jump_if_false Label0B850E
011C: actor  19240?? clear_objective
0004:  19404?? =  0?  \\ integer values

:Label0B850E
00D6: if  0?
00E5:   player $PLAYER_CHAR  0? ()near_point_in_car -725.096! -1499.147! radius  3.7!  3!
004D: jump_if_false Label0B857D
00D6: if  0?
8038:   NOT    19404?? ==  2?  \\ integer values
004D: jump_if_false Label0B857D
01ED: spawn_actor  19240??
011A: set_actor  19240?? flags  1?
011A: set_actor  19240?? flags  4194304&&
011A: set_actor  19240?? flags  1048576&&
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  19240?? run_away_from_car  19160??
0004:  19404?? =  2?  \\ integer values

:Label0B857D
0002: jump Label0B85A2

:Label0B8584
01C2: remove_references_to_actor  19240??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B85A2
0004:  19256?? =  1?  \\ integer values

:Label0B85A2
00D6: if  0?
0118:   actor  19172?? dead
004D: jump_if_false Label0B85D7
01C2: remove_references_to_actor  19172??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B85D0
0004:  19256?? =  1?  \\ integer values

:Label0B85D0
0002: jump Label0B85F8

:Label0B85D7
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B85F8
01CA: actor  19172?? kill_player $PLAYER_CHAR

:Label0B85F8
00D6: if  0?
0118:   actor  19176?? dead
004D: jump_if_false Label0B862D
01C2: remove_references_to_actor  19176??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8626
0004:  19256?? =  1?  \\ integer values

:Label0B8626
0002: jump Label0B864E

:Label0B862D
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B864E
01CA: actor  19176?? kill_player $PLAYER_CHAR

:Label0B864E
00D6: if  0?
0118:   actor  19180?? dead
004D: jump_if_false Label0B8683
01C2: remove_references_to_actor  19180??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B867C
0004:  19256?? =  1?  \\ integer values

:Label0B867C
0002: jump Label0B86A4

:Label0B8683
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B86A4
01CA: actor  19180?? kill_player $PLAYER_CHAR

:Label0B86A4
00D6: if  0?
0118:   actor  19184?? dead
004D: jump_if_false Label0B86D9
01C2: remove_references_to_actor  19184??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B86D2
0004:  19256?? =  1?  \\ integer values

:Label0B86D2
0002: jump Label0B86FA

:Label0B86D9
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B86FA
01CA: actor  19184?? kill_player $PLAYER_CHAR

:Label0B86FA
00D6: if  0?
0118:   actor  19188?? dead
004D: jump_if_false Label0B872F
01C2: remove_references_to_actor  19188??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8728
0004:  19256?? =  1?  \\ integer values

:Label0B8728
0002: jump Label0B8750

:Label0B872F
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B8750
01CA: actor  19188?? kill_player $PLAYER_CHAR

:Label0B8750
00D6: if  0?
0118:   actor  19192?? dead
004D: jump_if_false Label0B8785
01C2: remove_references_to_actor  19192??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B877E
0004:  19256?? =  1?  \\ integer values

:Label0B877E
0002: jump Label0B87A6

:Label0B8785
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B87A6
01CA: actor  19192?? kill_player $PLAYER_CHAR

:Label0B87A6
00D6: if  0?
0118:   actor  19208?? dead
004D: jump_if_false Label0B87DB
01C2: remove_references_to_actor  19208??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B87D4
0004:  19256?? =  1?  \\ integer values

:Label0B87D4
0002: jump Label0B87FC

:Label0B87DB
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B87FC
01CA: actor  19208?? kill_player $PLAYER_CHAR

:Label0B87FC
00D6: if  0?
0118:   actor  19212?? dead
004D: jump_if_false Label0B8831
01C2: remove_references_to_actor  19212??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B882A
0004:  19256?? =  1?  \\ integer values

:Label0B882A
0002: jump Label0B8852

:Label0B8831
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B8852
01CA: actor  19212?? kill_player $PLAYER_CHAR

:Label0B8852
00D6: if  0?
0118:   actor  19216?? dead
004D: jump_if_false Label0B8887
01C2: remove_references_to_actor  19216??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8880
0004:  19256?? =  1?  \\ integer values

:Label0B8880
0002: jump Label0B88A8

:Label0B8887
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B88A8
01CA: actor  19216?? kill_player $PLAYER_CHAR

:Label0B88A8
00D6: if  0?
0118:   actor  19220?? dead
004D: jump_if_false Label0B88DD
01C2: remove_references_to_actor  19220??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B88D6
0004:  19256?? =  1?  \\ integer values

:Label0B88D6
0002: jump Label0B88FE

:Label0B88DD
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B88FE
01CA: actor  19220?? kill_player $PLAYER_CHAR

:Label0B88FE
00D6: if  0?
0118:   actor  19224?? dead
004D: jump_if_false Label0B8933
01C2: remove_references_to_actor  19224??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B892C
0004:  19256?? =  1?  \\ integer values

:Label0B892C
0002: jump Label0B8954

:Label0B8933
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B8954
01CA: actor  19224?? kill_player $PLAYER_CHAR

:Label0B8954
00D6: if  0?
0118:   actor  19228?? dead
004D: jump_if_false Label0B8989
01C2: remove_references_to_actor  19228??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8982
0004:  19256?? =  1?  \\ integer values

:Label0B8982
0002: jump Label0B89AA

:Label0B8989
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B89AA
01CA: actor  19228?? kill_player $PLAYER_CHAR

:Label0B89AA
00D6: if  0?
0118:   actor  19232?? dead
004D: jump_if_false Label0B89DF
01C2: remove_references_to_actor  19232??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B89D8
0004:  19256?? =  1?  \\ integer values

:Label0B89D8
0002: jump Label0B8A00

:Label0B89DF
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B8A00
01CA: actor  19232?? kill_player $PLAYER_CHAR

:Label0B8A00
00D6: if  0?
0118:   actor  19236?? dead
004D: jump_if_false Label0B8A35
01C2: remove_references_to_actor  19236??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B8A2E
0004:  19256?? =  1?  \\ integer values

:Label0B8A2E
0002: jump Label0B8A56

:Label0B8A35
00D6: if  1?
0038:    19256?? ==  1?  \\ integer values
001A:    7? >  19248??  \\ integer values
004D: jump_if_false Label0B8A56
01CA: actor  19236?? kill_player $PLAYER_CHAR

:Label0B8A56
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0B904B
00D6: if  0?
00DF:   actor  19200?? driving
004D: jump_if_false Label0B8AA2
00D6: if  0?
050D:  19200??
004D: jump_if_false Label0B8A94
0004:  19292?? =  0?  \\ integer values
0002: jump Label0B8A9B

:Label0B8A94
0004:  19292?? =  1?  \\ integer values

:Label0B8A9B
0002: jump Label0B8AC3

:Label0B8AA2
0004:  19292?? =  0?  \\ integer values
00D6: if  0?
001C:    19312?? >  19244??  \\ integer values
004D: jump_if_false Label0B8AC3
0050: gosub Label0BBB51

:Label0B8AC3
00D6: if  0?
0038:    19248?? ==  1?  \\ integer values
004D: jump_if_false Label0B8B32
00D6: if  0?
0100:   actor  19200?? near_point_in_car -649.6716! -1590.727!  40! radius  5!  5!  5! sphere  0?
004D: jump_if_false Label0B8B32
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8B2B
04A2: heli  19164?? fly_to -664.9825! -1579.252!  25! speed  15?

:Label0B8B2B
0004:  19248?? =  2?  \\ integer values

:Label0B8B32
00D6: if  0?
0038:    19248?? ==  2?  \\ integer values
004D: jump_if_false Label0B8BA1
00D6: if  0?
0100:   actor  19200?? near_point_in_car -664.9825! -1579.252!  25! radius  5!  5!  5! sphere  0?
004D: jump_if_false Label0B8BA1
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8B9A
04A2: heli  19164?? fly_to -679.126! -1569.792!  17.7605! speed  10?

:Label0B8B9A
0004:  19248?? =  3?  \\ integer values

:Label0B8BA1
00D6: if  0?
0038:    19248?? ==  3?  \\ integer values
004D: jump_if_false Label0B8C10
00D6: if  0?
0100:   actor  19200?? near_point_in_car -679.126! -1569.792!  17.7605! radius  5!  5!  5! sphere  0?
004D: jump_if_false Label0B8C10
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8C09
04A2: heli  19164?? fly_to -683.1377! -1566.971!  11.4! speed  5?

:Label0B8C09
0004:  19248?? =  4?  \\ integer values

:Label0B8C10
00D6: if  0?
0038:    19248?? ==  4?  \\ integer values
004D: jump_if_false Label0B8D37
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8D37
00D6: if  0?
00FE:   actor  19200??  0? ()near_point -683.1377! -1566.971!  11.4! radius  3!  3!  3!
004D: jump_if_false Label0B8D37
00D6: if  0?
81F3:   NOT   car  19164?? airborne
004D: jump_if_false Label0B8D37
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0B8CF1
03E2: actor  19200?? exit_car
00D6: if  0?
8118:   NOT   actor  19188?? dead
004D: jump_if_false Label0B8C9F
01DE: tie_actor  19188?? to_actor  19200??

:Label0B8C9F
00D6: if  0?
8118:   NOT   actor  19192?? dead
004D: jump_if_false Label0B8CB7
01DE: tie_actor  19192?? to_actor  19200??

:Label0B8CB7
00D6: if  0?
8118:   NOT   actor  19196?? dead
004D: jump_if_false Label0B8CCF
01DE: tie_actor  19196?? to_actor  19200??

:Label0B8CCF
0004:  19248?? =  5?  \\ integer values
00BC: text_highpriority "CNT2_08"  5000& ms  1? \\ ~g~The ~r~courier~g~ with the plates has arrived at the docks.
0164: disable_marker  19408??
0002: jump Label0B8D37

:Label0B8CF1
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8D17
04A2: heli  19164?? fly_to -679.126! -1569.792!  17.7605! speed  60?

:Label0B8D17
0004:  19248?? = -1?  \\ integer values
00D6: if  0?
8038:   NOT    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B8D37
0004:  19256?? =  1?  \\ integer values

:Label0B8D37
00D6: if  0?
0038:    19248?? ==  5?  \\ integer values
004D: jump_if_false Label0B8DC7
00D6: if  0?
80DF:   NOT   actor  19200?? driving
004D: jump_if_false Label0B8DC7
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0B8D7F
01D5: actor  19200?? go_to_and_drive_car  19152??
0004:  19248?? =  6?  \\ integer values
0002: jump Label0B8DC7

:Label0B8D7F
00D6: if  0?
0038:    10248?? ==  0?  \\ integer values
004D: jump_if_false Label0B8DA8
0004:  10248?? =  1?  \\ integer values
0084:  10348?? =  19244??  \\ integer values and handles
0008:  10348?? +=  6000&  \\ integer values

:Label0B8DA8
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8DC7
01D5: actor  19200?? go_to_and_drive_car  19164??
0004:  19248?? = -1?  \\ integer values

:Label0B8DC7
00D6: if  0?
0038:    19248?? ==  6?  \\ integer values
004D: jump_if_false Label0B8DF0
00D6: if  0?
00DF:   actor  19200?? driving
004D: jump_if_false Label0B8DF0
0004:  19248?? =  7?  \\ integer values

:Label0B8DF0
00D6: if  0?
0038:    19248?? == -1?  \\ integer values
004D: jump_if_false Label0B8E42
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8E42
00D6: if  0?
00DB:   actor  19200?? in_car  19164??
004D: jump_if_false Label0B8E42
04A2: heli  19164?? fly_to -664.9825! -1579.252!  31.0306! speed  60?
0004:  19248?? = -2?  \\ integer values

:Label0B8E42
00D6: if  0?
0038:    19248?? == -2?  \\ integer values
004D: jump_if_false Label0B8EC0
00D6: if  0?
0100:   actor  19200?? near_point_in_car -664.9825! -1579.252!  31.0306! radius  5!  5!  5! sphere  0?
004D: jump_if_false Label0B8EC0
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B8EC0
04A2: heli  19164?? fly_to -649.6716! -1590.727!  40! speed  60?
00BC: text_highpriority "CNT2_02"  5000& ms  1? \\ ~r~The plates courier has fled in the helicopter.
0002: jump Label0BB2F0

:Label0B8EC0
00D6: if  0?
0038:    19276?? ==  1?  \\ integer values
004D: jump_if_false Label0B8F33
01E0: clear_leader  19200??
00D6: if  0?
8118:   NOT   actor  19188?? dead
004D: jump_if_false Label0B8EEC
01E0: clear_leader  19188??

:Label0B8EEC
00D6: if  0?
8118:   NOT   actor  19192?? dead
004D: jump_if_false Label0B8F01
01E0: clear_leader  19192??

:Label0B8F01
00D6: if  0?
8118:   NOT   actor  19196?? dead
004D: jump_if_false Label0B8F16
01E0: clear_leader  19196??

:Label0B8F16
0239: actor  19200?? run_to -973.956!  317.3278!
0411: (unknown)  19200??  0? 
0004:  19276?? =  2?  \\ integer values

:Label0B8F33
00D6: if  0?
0038:    19276?? ==  2?  \\ integer values
004D: jump_if_false Label0B8F88
00D6: if  0?
00ED:   actor  19200??  0? ()near_point_on_foot -973.956!  317.3278! radius  1.5!  1.5!
004D: jump_if_false Label0B8F88
0239: actor  19200?? run_to -974.5215!  266.5887!
0411: (unknown)  19200??  0? 
0004:  19276?? =  3?  \\ integer values

:Label0B8F88
00D6: if  0?
0038:    19276?? ==  3?  \\ integer values
004D: jump_if_false Label0B8FDD
00D6: if  0?
00ED:   actor  19200??  0? ()near_point_on_foot -974.5215!  266.5887! radius  1.5!  1.5!
004D: jump_if_false Label0B8FDD
0239: actor  19200?? run_to -987.1808!  266.6001!
0411: (unknown)  19200??  0? 
0004:  19276?? =  4?  \\ integer values

:Label0B8FDD
00D6: if  0?
0038:    19276?? ==  4?  \\ integer values
004D: jump_if_false Label0B9044
00D6: if  0?
00F0:   actor  19200?? stopped  0? ()near_point_on_foot -987.1808!  266.6001! radius  1.5!  1.5!
004D: jump_if_false Label0B9044
0194: set_actor  19200?? objective_to_go_to_point -987.1808!  266.6001!  7.7758!
01B2: give_actor  19200?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
0173: set_actor  19200?? z_angle_to  270!
0004:  19276?? =  5?  \\ integer values

:Label0B9044
0002: jump Label0B9149

:Label0B904B
00D6: if  0?
0038:    19292?? ==  1?  \\ integer values
004D: jump_if_false Label0B907A
00BC: text_highpriority "CNT2_04"  5000& ms  1? \\ ~r~You destroyed the plates in the explosion!
0002: jump Label0BB2F0
0002: jump Label0B9149

:Label0B907A
00D6: if  0?
84AD:   NOT  19200??
004D: jump_if_false Label0B9133
00D6: if  0?
8038:   NOT    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B90A3
0004:  19256?? =  1?  \\ integer values

:Label0B90A3
00D6: if  0?
0038:    19336?? ==  0?  \\ integer values
004D: jump_if_false Label0B912C
0164: disable_marker  16764??
00D6: if  0?
056D:   unknown_actor  19200?? dead_but_active
004D: jump_if_false Label0B90DF
04A5: unknown_store_dead_actor  19200?? position_to  1780??  1784??  1788??
0002: jump Label0B90F5

:Label0B90DF
00BC: text_highpriority "CNT2_04"  5000& ms  1? \\ ~r~You destroyed the plates in the explosion!
0002: jump Label0BB2F0

:Label0B90F5
0213:  19168?? = create_pickup -120? (BRIEFCASE) type  3? at  1780??  1784??  1788??
03DC:  16764?? = create_marker_above_pickup  19168??
00BC: text_highpriority "CNT2_06"  5000& ms  1? \\ ~g~The courier has died and dropped the plates, get to them before anyone else.
0004:  19292?? =  2?  \\ integer values
0004:  19336?? =  1?  \\ integer values

:Label0B912C
0002: jump Label0B9149

:Label0B9133
00BC: text_highpriority "CNT2_11"  5000& ms  1? \\ ~r~The plates are at the bottom of the sea!
0002: jump Label0BB2F0

:Label0B9149
00D6: if  0?
0038:    19292?? ==  2?  \\ integer values
004D: jump_if_false Label0B9483
00D6: if  0?
8214:   NOT   pickup  19168?? picked_up
004D: jump_if_false Label0B947C
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label0B9194
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  6000&  \\ integer values

:Label0B9194
00D6: if  0?
8118:   NOT   actor  19188?? dead
004D: jump_if_false Label0B928C
01E0: clear_leader  19188??
011C: actor  19188?? clear_objective
0239: actor  19188?? run_to  1780??  1784??
0411: (unknown)  19188??  0? 
00D6: if  0?
00ED:   actor  19188??  0? ()near_point_on_foot  1780??  1784?? radius  1!  1!
004D: jump_if_false Label0B9285
0164: disable_marker  16764??
0215: destroy_pickup  19168??
00BC: text_highpriority "CNT2_07"  5000& ms  1? \\ ~g~One of the guards has picked up the plates, don't let 'em get away.
0004:  19336?? =  0?  \\ integer values
0084:  19200?? =  19188??  \\ integer values and handles
0004:  19188?? = -1?  \\ integer values
0004:  19292?? =  0?  \\ integer values
0004:  19272?? =  1?  \\ integer values
0004:  19276?? =  0?  \\ integer values
0187:  16764?? = create_marker_above_actor  19200??
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0B9276
00D6: if  0?
0185:   car  19152?? health >=  400&
004D: jump_if_false Label0B9260
01D5: actor  19200?? go_to_and_drive_car  19152??
0002: jump Label0B926F

:Label0B9260
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B926F
0002: jump Label0B9285

:Label0B9276
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B9285
0002: jump Label0B9475

:Label0B928C
00D6: if  0?
8118:   NOT   actor  19192?? dead
004D: jump_if_false Label0B9384
01E0: clear_leader  19192??
011C: actor  19192?? clear_objective
0239: actor  19192?? run_to  1780??  1784??
0411: (unknown)  19192??  0? 
00D6: if  0?
00ED:   actor  19192??  0? ()near_point_on_foot  1780??  1784?? radius  1!  1!
004D: jump_if_false Label0B937D
0164: disable_marker  16764??
0215: destroy_pickup  19168??
00BC: text_highpriority "CNT2_07"  5000& ms  1? \\ ~g~One of the guards has picked up the plates, don't let 'em get away.
0004:  19336?? =  0?  \\ integer values
0084:  19200?? =  19192??  \\ integer values and handles
0004:  19192?? = -1?  \\ integer values
0004:  19292?? =  0?  \\ integer values
0004:  19272?? =  1?  \\ integer values
0004:  19276?? =  0?  \\ integer values
0187:  16764?? = create_marker_above_actor  19200??
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0B936E
00D6: if  0?
0185:   car  19152?? health >=  400&
004D: jump_if_false Label0B9358
01D5: actor  19200?? go_to_and_drive_car  19152??
0002: jump Label0B9367

:Label0B9358
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B9367
0002: jump Label0B937D

:Label0B936E
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B937D
0002: jump Label0B9475

:Label0B9384
00D6: if  0?
8118:   NOT   actor  19196?? dead
004D: jump_if_false Label0B9475
01E0: clear_leader  19196??
011C: actor  19196?? clear_objective
0239: actor  19196?? run_to  1780??  1784??
0411: (unknown)  19196??  0? 
00D6: if  0?
00ED:   actor  19196??  0? ()near_point_on_foot  1780??  1784?? radius  1!  1!
004D: jump_if_false Label0B9475
0164: disable_marker  16764??
0215: destroy_pickup  19168??
00BC: text_highpriority "CNT2_07"  5000& ms  1? \\ ~g~One of the guards has picked up the plates, don't let 'em get away.
0004:  19336?? =  0?  \\ integer values
0084:  19200?? =  19196??  \\ integer values and handles
0004:  19196?? = -1?  \\ integer values
0004:  19292?? =  0?  \\ integer values
0004:  19272?? =  1?  \\ integer values
0004:  19276?? =  0?  \\ integer values
0187:  16764?? = create_marker_above_actor  19200??
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0B9466
00D6: if  0?
0185:   car  19152?? health >=  400&
004D: jump_if_false Label0B9450
01D5: actor  19200?? go_to_and_drive_car  19152??
0002: jump Label0B945F

:Label0B9450
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B945F
0002: jump Label0B9475

:Label0B9466
0084:  19476?? =  19200??  \\ integer values and handles
0050: gosub Label0BB67E

:Label0B9475
0002: jump Label0B9483

:Label0B947C
0004:  19292?? =  3?  \\ integer values

:Label0B9483
00D6: if  1?
0038:    19272?? ==  1?  \\ integer values
0038:    19292?? ==  1?  \\ integer values
004D: jump_if_false Label0B9532
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0B9532
01C3: remove_references_to_car  19152??  \\ Like turning a car into any random car
0004:  19152?? = -1?  \\ integer values
00D9:  19152?? = actor  19200?? car
00AD: set_car  19152?? max_speed_to  15!
0007:  5@ =  15!  \\ floating-point values
00AE: unknown_set_car  19152?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    19348?? ==  0?  \\ integer values
004D: jump_if_false Label0B9508
00A7: unknown_car  19152?? drive_to -1133.062! -342.2911!  9.8989!
0002: jump Label0B951C

:Label0B9508
02C2: car  19152?? drive_to_point -971.6564!  322.1157!  10.1667!

:Label0B951C
0004:  19284?? =  0?  \\ integer values
0084:  19320?? =  19244??  \\ integer values and handles
0004:  19272?? =  0?  \\ integer values

:Label0B9532
00D6: if  0?
0038:    19292?? ==  3?  \\ integer values
004D: jump_if_false Label0B9580
0164: disable_marker  16764??
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "CNT2_05"  5000& ms  1? \\ ~g~You have the counterfeit plates. Take them to the print works.
018A:  16764?? = create_checkpoint_at  1896??  1900??  1904??
0004:  19292?? =  4?  \\ integer values

:Label0B9580
00D6: if  0?
0038:    19292?? ==  4?  \\ integer values
004D: jump_if_false Label0B95C3
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point  1896??  1900??  1904?? radius  1.5!  2!  2!
004D: jump_if_false Label0B95C3
0002: jump Label0BB301

:Label0B95C3
00D6: if  0?
0018:    19248?? >  6?  \\ integer values
004D: jump_if_false Label0B96B9
00D6: if  0?
8118:   NOT   actor  19224?? dead
004D: jump_if_false Label0B96B9
00D6: if  0?
8119:   NOT   car  19164?? wrecked
004D: jump_if_false Label0B96B9
00D6: if  0?
0038:    19368?? ==  0?  \\ integer values
004D: jump_if_false Label0B9659
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  19164??
004D: jump_if_false Label0B9659
00D6: if  0?
01AF:   car  19164??  0? ()near_point -683.1377! -1566.971!  11.4! radius  4!  4!  4!
004D: jump_if_false Label0B9659
01D5: actor  19224?? go_to_and_drive_car  19164??
0004:  19368?? =  1?  \\ integer values

:Label0B9659
00D6: if  0?
0038:    19368?? ==  1?  \\ integer values
004D: jump_if_false Label0B96B9
00D6: if  0?
00DB:   actor  19224?? in_car  19164??
004D: jump_if_false Label0B96B9
04A2: heli  19164?? fly_to  408.198! -1726.195!  84.1376! speed  50?
01C3: remove_references_to_car  19164??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  19224??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19228??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19232??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19236??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  19240??  \\ Like turning an actor into a random pedestrian
0004:  19368?? =  2?  \\ integer values

:Label0B96B9
00D6: if  0?
0038:    10260?? ==  2?  \\ integer values
004D: jump_if_false Label0BA0DC
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0BA0C6
00AA:  3@ = car  19152?? x_pos,  4@ = car  19152?? y_pos,  1788?? = car  19152?? z_pos
00D6: if  0?
0038:    19340?? ==  1?  \\ integer values
004D: jump_if_false Label0B98B1
00D6: if  0?
0038:    19260?? ==  1?  \\ integer values
004D: jump_if_false Label0B9714
0004:  19260?? =  2?  \\ integer values

:Label0B9714
00D6: if  0?
0038:    19260?? ==  0?  \\ integer values
004D: jump_if_false Label0B9802
00D6: if  0?
001C:    19244?? >  19376??  \\ integer values
004D: jump_if_false Label0B9802
00D6: if  0?
8118:   NOT   actor  19196?? dead
004D: jump_if_false Label0B9764
00D6: if  0?
00DB:   actor  19196?? in_car  19152??
004D: jump_if_false Label0B9764
0084:  19204?? =  19196??  \\ integer values and handles

:Label0B9764
00D6: if  0?
8118:   NOT   actor  19192?? dead
004D: jump_if_false Label0B978F
00D6: if  0?
00DB:   actor  19192?? in_car  19152??
004D: jump_if_false Label0B978F
0084:  19204?? =  19192??  \\ integer values and handles

:Label0B978F
00D6: if  0?
8118:   NOT   actor  19188?? dead
004D: jump_if_false Label0B97BA
00D6: if  0?
00DB:   actor  19188?? in_car  19152??
004D: jump_if_false Label0B97BA
0084:  19204?? =  19188??  \\ integer values and handles

:Label0B97BA
00D6: if  0?
8118:   NOT   actor  19204?? dead
004D: jump_if_false Label0B9802
00D6: if  0?
00DB:   actor  19204?? in_car  19152??
004D: jump_if_false Label0B9802
00AA:  1780?? = car  19152?? x_pos,  1784?? = car  19152?? y_pos,  1788?? = car  19152?? z_pos
0362: remove_actor  19204?? from_car_and_place_at  1780??  1784?? -10!
0004:  19260?? =  1?  \\ integer values

:Label0B9802
00D6: if  0?
0038:    19260?? ==  3?  \\ integer values
004D: jump_if_false Label0B9861
00D6: if  0?
8118:   NOT   actor  19204?? dead
004D: jump_if_false Label0B985A
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0B984B
03C1:  19160?? = player $PLAYER_CHAR car
01D9: actor  19204?? run_away_from_car  19160??
0002: jump Label0B9853

:Label0B984B
01CA: actor  19204?? kill_player $PLAYER_CHAR

:Label0B9853
0002: jump Label0B9861

:Label0B985A
0004:  19340?? =  0?  \\ integer values

:Label0B9861
00D6: if  0?
0038:    19260?? ==  2?  \\ integer values
004D: jump_if_false Label0B98AA
00D6: if  0?
8118:   NOT   actor  19204?? dead
004D: jump_if_false Label0B98AA
0464: put_actor  19204?? into_turret_on_car  19152?? at_car_offset  0! -.3!  .8! unknown  2? angle  360! with_weapon  22?
0004:  19260?? =  3?  \\ integer values

:Label0B98AA
0002: jump Label0B99EF

:Label0B98B1
00D6: if  0?
0018:    19260?? >  0?  \\ integer values
004D: jump_if_false Label0B99EF
00D6: if  0?
8118:   NOT   actor  19204?? dead
004D: jump_if_false Label0B99E3
0465: remove_actor  19204?? from_turret_mode
0004:  19252?? =  0?  \\ integer values

:Label0B98DF
00D6: if  0?
8431:   NOT unknown_car  19152?? flag  19252??
004D: jump_if_false Label0B9900
0008:  19252?? +=  1?  \\ integer values
0002: jump Label0B98DF

:Label0B9900
00D6: if  0?
003A:    19204?? ==  19188??  \\ integer values and handles
004D: jump_if_false Label0B992F
009B: destroy_actor_instantly  19188??
01C8:  19188?? = create_actor  9? #WFORI in_car  19152?? passenger_seat  19252??
0084:  19204?? =  19188??  \\ integer values and handles

:Label0B992F
00D6: if  0?
003A:    19204?? ==  19192??  \\ integer values and handles
004D: jump_if_false Label0B995E
009B: destroy_actor_instantly  19192??
01C8:  19192?? = create_actor  9? #WFYBU in_car  19152?? passenger_seat  19252??
0084:  19204?? =  19192??  \\ integer values and handles

:Label0B995E
00D6: if  0?
003A:    19204?? ==  19196??  \\ integer values and handles
004D: jump_if_false Label0B998D
009B: destroy_actor_instantly  19196??
01C8:  19196?? = create_actor  9? #WFORI in_car  19152?? passenger_seat  19252??
0084:  19204?? =  19196??  \\ integer values and handles

:Label0B998D
01B2: give_actor  19204?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19204??
011A: set_actor  19204?? flags  1?
011A: set_actor  19204?? flags  4194304&&
011A: set_actor  19204?? flags  1048576&&
0243: set_actor  19204?? ped_stats_to  16?
0319: set_actor  19204?? wander_state_to  1? (off)
0084:  19376?? =  19244??  \\ integer values and handles
0008:  19376?? +=  500&  \\ integer values
0004:  19260?? =  0?  \\ integer values
0002: jump Label0B99EF

:Label0B99E3
0465: remove_actor  19204?? from_turret_mode
0004:  19260?? =  0?  \\ integer values

:Label0B99EF
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0B9A2B
00D6: if  0?
00DB:   actor  19200?? in_car  19152??
004D: jump_if_false Label0B9A2B
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B9A2B
0004:  19248?? =  8?  \\ integer values

:Label0B9A2B
00D6: if  0?
0038:    19248?? ==  8?  \\ integer values
004D: jump_if_false Label0B9ADE
00D6: if  21?
001C:    19244?? >  19296??  \\ integer values
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0B9ADE
00AD: set_car  19152?? max_speed_to  15!
0007:  5@ =  15!  \\ floating-point values
00AE: unknown_set_car  19152?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    19348?? ==  0?  \\ integer values
004D: jump_if_false Label0B9AA4
00A7: unknown_car  19152?? drive_to -1133.062! -342.2911!  9.8989!
01C2: remove_references_to_actor  19240??  \\ Like turning an actor into a random pedestrian
0002: jump Label0B9AB8

:Label0B9AA4
02C2: car  19152?? drive_to_point -971.6564!  322.1157!  10.1667!

:Label0B9AB8
0004:  19284?? =  0?  \\ integer values
0084:  19320?? =  19244??  \\ integer values and handles
0084:  19296?? =  19244??  \\ integer values and handles
0008:  19296?? +=  750&  \\ integer values
0004:  19248?? =  9?  \\ integer values

:Label0B9ADE
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19152?? radius  15!  15!  0?
004D: jump_if_false Label0B9B0B
02AA: set_car  19152?? immune_to_nonplayer  0?
0002: jump Label0B9B12

:Label0B9B0B
02AA: set_car  19152?? immune_to_nonplayer  1?

:Label0B9B12
00D6: if  0?
0038:    19348?? ==  0?  \\ integer values
004D: jump_if_false Label0B9B65
00D6: if  0?
01AD:   car  19152??  0? ()near_point -1133.062! -342.2911!  10!  10!
004D: jump_if_false Label0B9B65
02C2: car  19152?? drive_to_point -971.6564!  322.1157!  10.1667!
0004:  19348?? =  1?  \\ integer values

:Label0B9B65
00D6: if  0?
0018:    19248?? >  8?  \\ integer values
004D: jump_if_false Label0B9C9F
00D6: if  0?
0038:    19360?? ==  0?  \\ integer values
004D: jump_if_false Label0B9BB6
00D6: if  0?
01AD:   car  19152??  0? ()near_point -971.6564!  322.1157!  3!  3!
004D: jump_if_false Label0B9BB6
0004:  19360?? =  1?  \\ integer values

:Label0B9BB6
00D6: if  0?
0038:    19360?? ==  0?  \\ integer values
004D: jump_if_false Label0B9C86
00D6: if  0?
8043:   NOT    5@ ==  0!  \\ floating-point values
004D: jump_if_false Label0B9C7F
0084:  19520?? =  19152??  \\ integer values and handles
0084:  19524?? =  19284??  \\ integer values and handles
0084:  19528?? =  19320??  \\ integer values and handles
0086:  19508?? =  19424??  \\ floating-point values only
0086:  19512?? =  19428??  \\ floating-point values only
0086:  19516?? =  19432??  \\ floating-point values only
0050: gosub Label0BB8F9
0084:  19284?? =  19524??  \\ integer values and handles
0084:  19320?? =  19528??  \\ integer values and handles
0086:  19424?? =  19508??  \\ floating-point values only
0086:  19428?? =  19512??  \\ floating-point values only
0086:  19432?? =  19516??  \\ floating-point values only
00D6: if  0?
0018:    19256?? >  0?  \\ integer values
004D: jump_if_false Label0B9C7F
00D6: if  0?
0038:    19284?? == -9?  \\ integer values
004D: jump_if_false Label0B9C7F
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0B9C78
046B: unknown_actor  19200?? car  19152??

:Label0B9C78
0004:  19284?? =  0?  \\ integer values

:Label0B9C7F
0002: jump Label0B9C9F

:Label0B9C86
00D6: if  0?
0038:    19276?? ==  0?  \\ integer values
004D: jump_if_false Label0B9C9F
0004:  19276?? =  1?  \\ integer values

:Label0B9C9F
0227:  19304?? = car  19152?? health
00D6: if  0?
001A:    990& >  19304??  \\ integer values
004D: jump_if_false Label0B9CD3
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B9CD3
0004:  19256?? =  1?  \\ integer values

:Label0B9CD3
00D6: if  0?
0018:    19248?? >  8?  \\ integer values
004D: jump_if_false Label0BA0B8
00D6: if  0?
001A:    300& >  19304??  \\ integer values
004D: jump_if_false Label0B9D44
00AD: set_car  19152?? max_speed_to  0!
0477: unknown_car  19152??  1?  100?
0007:  5@ =  0!  \\ floating-point values
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0B9D2D
046B: unknown_actor  19200?? car  19152??

:Label0B9D2D
0084:  19312?? =  19244??  \\ integer values and handles
0008:  19312?? +=  5000&  \\ integer values
0004:  19256?? =  1?  \\ integer values

:Label0B9D44
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0B9F22
00D6: if  0?
8119:   NOT   car  19148?? wrecked
004D: jump_if_false Label0B9EB1
0084:  19468?? =  19152??  \\ integer values and handles
0084:  19472?? =  19148??  \\ integer values and handles
0050: gosub Label0BB573
0089:  5@ =  27848??  \\ floating-point values only
00AA:  3@ = car  19152?? x_pos,  4@ = car  19152?? y_pos,  1788?? = car  19152?? z_pos
0088:  27832?? =  3@  \\ floating-point values only
000D:  27832?? -= -963.9817!  \\ floating-point values
0088:  27836?? =  4@  \\ floating-point values only
000D:  27836?? -=  322.1035!  \\ floating-point values
0069:  27832?? *=  27832??  \\ floating-point values
0069:  27836?? *=  27836??  \\ floating-point values
0059:  27832?? +=  27836??  \\ floating-point values
01FB:  10@ = square_root  27832??
02F8: unknown_car  19152?? unknown_cosine  27904??
02F9: unknown_car  19152?? unknown_sinus  27908??
00D6: if  0?
8119:   NOT   car  19148?? wrecked
004D: jump_if_false Label0B9E05
00AA:  0@ = car  19148?? x_pos,  1@ = car  19148?? y_pos,  1788?? = car  19148?? z_pos

:Label0B9E05
00AA:  3@ = car  19152?? x_pos,  4@ = car  19152?? y_pos,  1788?? = car  19152?? z_pos
0088:  27832?? =  3@  \\ floating-point values only
0067:  27832?? -=  0@  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0088:  27836?? =  4@  \\ floating-point values only
0067:  27836?? -=  1@  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  19456?? =  27904??  \\ floating-point values only
0059:  19456?? +=  27908??  \\ floating-point values
0088:  27916?? =  1@  \\ floating-point values only
000D:  27916?? -=  20!  \\ floating-point values
00D6: if  0?
0020:    19456?? >  0!  \\ floating-point values
004D: jump_if_false Label0B9EAA
00D6: if  0?
0027:    4@ >  27916??  \\ floating-point values only
004D: jump_if_false Label0B9EAA
00AD: set_car  19152?? max_speed_to  0!
0477: unknown_car  19152??  1?  100?
0007:  5@ =  0!  \\ floating-point values

:Label0B9EAA
0002: jump Label0B9EC5

:Label0B9EB1
00AD: set_car  19152?? max_speed_to  15!
0007:  5@ =  15!  \\ floating-point values

:Label0B9EC5
0088:  19464?? =  11@  \\ floating-point values only
0067:  19464?? -=  10@  \\ floating-point values
00D6: if  0?
0020:    19464?? >  20!  \\ floating-point values
004D: jump_if_false Label0B9F0E
00AD: set_car  19152?? max_speed_to  0!
0477: unknown_car  19152??  1?  100?
0007:  5@ =  0!  \\ floating-point values
0002: jump Label0B9F22

:Label0B9F0E
00AD: set_car  19152?? max_speed_to  15!
0007:  5@ =  15!  \\ floating-point values

:Label0B9F22
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0BA0AA
0086:  19448?? =  380??  \\ floating-point values only
0067:  19448?? -=  3@  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0067:  19452?? -=  4@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0007:  5@ =  1000!  \\ floating-point values
0077:  5@ /=  19456??  \\ floating-point values
00D6: if  0?
0021:    5@ >  50!  \\ floating-point values
004D: jump_if_false Label0B9FAD
0007:  5@ =  50!  \\ floating-point values

:Label0B9FAD
00D6: if  0?
0023:    20! >  5@  \\ floating-point values
004D: jump_if_false Label0B9FCC
0007:  5@ =  20!  \\ floating-point values

:Label0B9FCC
00AD: set_car  19152?? max_speed_to  5@
00D6: if  0?
01FE:   player $PLAYER_CHAR near_car_in_car  19152?? radius  20!  20!  0?
004D: jump_if_false Label0BA09C
00D6: if  0?
020D:   car  19152?? flipped
004D: jump_if_false Label0BA08E
00D6: if  0?
81C1:   NOT   car  19152?? stopped
004D: jump_if_false Label0BA080
00D6: if  0?
0021:    5@ >  15!  \\ floating-point values
004D: jump_if_false Label0BA072
00D6: if  1?
031E:   unknown_vehicle_check  19152?? unknown  39?
8185:   NOT   car  19152?? health >=  19380??
004D: jump_if_false Label0BA050
0004:  19340?? =  0?  \\ integer values
0002: jump Label0BA057

:Label0BA050
0004:  19340?? =  1?  \\ integer values

:Label0BA057
0468:  19152??
0227:  19380?? = car  19152?? health
000C:  19380?? -=  25?  \\ integer values
0002: jump Label0BA079

:Label0BA072
0004:  19340?? =  0?  \\ integer values

:Label0BA079
0002: jump Label0BA087

:Label0BA080
0004:  19340?? =  0?  \\ integer values

:Label0BA087
0002: jump Label0BA095

:Label0BA08E
0004:  19340?? =  0?  \\ integer values

:Label0BA095
0002: jump Label0BA0A3

:Label0BA09C
0004:  19340?? =  0?  \\ integer values

:Label0BA0A3
0002: jump Label0BA0B1

:Label0BA0AA
0004:  19340?? =  0?  \\ integer values

:Label0BA0B1
0002: jump Label0BA0BF

:Label0BA0B8
0004:  19340?? =  0?  \\ integer values

:Label0BA0BF
0002: jump Label0BA0DC

:Label0BA0C6
0465: remove_actor  19188?? from_turret_mode
0465: remove_actor  19192?? from_turret_mode
0465: remove_actor  19196?? from_turret_mode
0004:  19340?? =  0?  \\ integer values

:Label0BA0DC
00D6: if  0?
0038:    10260?? ==  3?  \\ integer values
004D: jump_if_false Label0BAFA5
00D6: if  0?
8118:   NOT   actor  19208?? dead
004D: jump_if_false Label0BA7EC
00D6: if  0?
00DF:   actor  19208?? driving
004D: jump_if_false Label0BA69C
01C3: remove_references_to_car  19156??  \\ Like turning a car into any random car
03C0:  19156?? = actor  19208?? car
00AA:  6@ = car  19156?? x_pos,  7@ = car  19156?? y_pos,  1788?? = car  19156?? z_pos
00D6: if  0?
0038:    19268?? == -1?  \\ integer values
004D: jump_if_false Label0BA149
0006:  17@ =  0?  \\ integer values
0004:  19268?? =  0?  \\ integer values

:Label0BA149
00D6: if  0?
0038:    19248?? ==  9?  \\ integer values
004D: jump_if_false Label0BA1E0
00D6: if  0?
001C:    19244?? >  19296??  \\ integer values
004D: jump_if_false Label0BA1E0
00AD: set_car  19156?? max_speed_to  15!
0007:  8@ =  15!  \\ floating-point values
00AE: unknown_set_car  19156?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    19352?? ==  0?  \\ integer values
004D: jump_if_false Label0BA1B6
00A7: unknown_car  19156?? drive_to -1133.062! -342.2911!  9.8989!
0002: jump Label0BA1CA

:Label0BA1B6
02C2: car  19156?? drive_to_point -984.1348!  322.0096!  10.1792!

:Label0BA1CA
0004:  19288?? =  0?  \\ integer values
0084:  19324?? =  19244??  \\ integer values and handles
0004:  19248?? =  10?  \\ integer values

:Label0BA1E0
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19156?? radius  15!  15!  0?
004D: jump_if_false Label0BA20D
02AA: set_car  19156?? immune_to_nonplayer  0?
0002: jump Label0BA214

:Label0BA20D
02AA: set_car  19156?? immune_to_nonplayer  1?

:Label0BA214
00D6: if  0?
0038:    19268?? ==  0?  \\ integer values
004D: jump_if_false Label0BA311
00D6: if  21?
0018:    19248?? >  4?  \\ integer values
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0BA311
00D6: if  0?
0019:    17@ >  2500&  \\ integer values
004D: jump_if_false Label0BA311
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0BA29C
00AD: set_car  19156?? max_speed_to  100!
0007:  8@ =  100!  \\ floating-point values
00AE: unknown_set_car  19156?? to_ignore_traffic_lights  2?
00AF: set_car  19156?? driver_behaviour_to  2?
0084:  19324?? =  19244??  \\ integer values and handles
0004:  19268?? =  1?  \\ integer values
0002: jump Label0BA311

:Label0BA29C
00D6: if  0?
0018:    19248?? >  9?  \\ integer values
004D: jump_if_false Label0BA311
00AD: set_car  19156?? max_speed_to  15!
0007:  8@ =  15!  \\ floating-point values
00AE: unknown_set_car  19156?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    19352?? ==  0?  \\ integer values
004D: jump_if_false Label0BA2F6
00A7: unknown_car  19156?? drive_to -1133.062! -342.2911!  9.8989!
0002: jump Label0BA30A

:Label0BA2F6
02C2: car  19156?? drive_to_point -984.1348!  322.0096!  10.1792!

:Label0BA30A
0004:  19268?? =  2?  \\ integer values

:Label0BA311
00D6: if  0?
0018:    19268?? >  0?  \\ integer values
004D: jump_if_false Label0BA695
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  19156??
004D: jump_if_false Label0BA33E
01CA: actor  19208?? kill_player $PLAYER_CHAR

:Label0BA33E
00D6: if  0?
0018:    19248?? >  9?  \\ integer values
004D: jump_if_false Label0BA4BA
00D6: if  0?
0038:    19364?? ==  0?  \\ integer values
004D: jump_if_false Label0BA38F
00D6: if  0?
01AD:   car  19156??  0? ()near_point -984.1348!  322.0096!  3!  3!
004D: jump_if_false Label0BA38F
0004:  19364?? =  1?  \\ integer values

:Label0BA38F
00D6: if  0?
0038:    19364?? ==  0?  \\ integer values
004D: jump_if_false Label0BA436
00D6: if  0?
8043:   NOT    8@ ==  0!  \\ floating-point values
004D: jump_if_false Label0BA436
0084:  19520?? =  19156??  \\ integer values and handles
0084:  19524?? =  19288??  \\ integer values and handles
0084:  19528?? =  19324??  \\ integer values and handles
0086:  19508?? =  19436??  \\ floating-point values only
0086:  19512?? =  19440??  \\ floating-point values only
0086:  19516?? =  19444??  \\ floating-point values only
0050: gosub Label0BB8F9
0084:  19288?? =  19524??  \\ integer values and handles
0084:  19324?? =  19528??  \\ integer values and handles
0086:  19436?? =  19508??  \\ floating-point values only
0086:  19440?? =  19512??  \\ floating-point values only
0086:  19444?? =  19516??  \\ floating-point values only
00D6: if  0?
0038:    19288?? == -9?  \\ integer values
004D: jump_if_false Label0BA436
046B: unknown_actor  19208?? car  19156??
0004:  19288?? =  0?  \\ integer values

:Label0BA436
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0BA4BA
00D6: if  0?
0038:    19352?? ==  0?  \\ integer values
004D: jump_if_false Label0BA49B
00D6: if  0?
01AD:   car  19156??  0? ()near_point -1133.062! -342.2911!  10!  10!
004D: jump_if_false Label0BA49B
02C2: car  19156?? drive_to_point -984.1348!  322.0096!  10.1792!
0004:  19352?? =  1?  \\ integer values

:Label0BA49B
0084:  19468?? =  19156??  \\ integer values and handles
0084:  19472?? =  19152??  \\ integer values and handles
0050: gosub Label0BB573
0089:  8@ =  27848??  \\ floating-point values only

:Label0BA4BA
0227:  19308?? = car  19156?? health
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0BA4F4
00D6: if  0?
0038:    19268?? ==  2?  \\ integer values
004D: jump_if_false Label0BA4ED
0004:  19268?? =  0?  \\ integer values

:Label0BA4ED
0002: jump Label0BA5C7

:Label0BA4F4
02F8: unknown_car  19156?? unknown_cosine  27904??
02F9: unknown_car  19156?? unknown_sinus  27908??
00D6: if  0?
8119:   NOT   car  19152?? wrecked
004D: jump_if_false Label0BA522
00AA:  3@ = car  19152?? x_pos,  4@ = car  19152?? y_pos,  1788?? = car  19152?? z_pos

:Label0BA522
00AA:  6@ = car  19156?? x_pos,  7@ = car  19156?? y_pos,  1788?? = car  19156?? z_pos
0088:  27832?? =  6@  \\ floating-point values only
0067:  27832?? -=  3@  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0088:  27836?? =  7@  \\ floating-point values only
0067:  27836?? -=  4@  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  19456?? =  27904??  \\ floating-point values only
0059:  19456?? +=  27908??  \\ floating-point values
0088:  27916?? =  4@  \\ floating-point values only
000D:  27916?? -=  20!  \\ floating-point values
00D6: if  0?
0020:    19456?? >  0!  \\ floating-point values
004D: jump_if_false Label0BA5C7
00D6: if  0?
0027:    7@ >  27916??  \\ floating-point values only
004D: jump_if_false Label0BA5C7
00AD: set_car  19156?? max_speed_to  0!
0477: unknown_car  19156??  1?  100?
0007:  8@ =  0!  \\ floating-point values

:Label0BA5C7
00D6: if  0?
001A:    900& >  19308??  \\ integer values
004D: jump_if_false Label0BA60C
00D6: if  0?
0038:    19256?? ==  0?  \\ integer values
004D: jump_if_false Label0BA60C
00D6: if  0?
0038:    19268?? ==  2?  \\ integer values
004D: jump_if_false Label0BA60C
0004:  19268?? =  0?  \\ integer values
0004:  19256?? =  1?  \\ integer values

:Label0BA60C
00D6: if  0?
001A:    300& >  19308??  \\ integer values
004D: jump_if_false Label0BA627
046B: unknown_actor  19208?? car  19156??

:Label0BA627
00D6: if  0?
0038:    19268?? ==  1?  \\ integer values
004D: jump_if_false Label0BA68E
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0BA68E
0084:  19468?? =  19156??  \\ integer values and handles
0004:  19472?? = -1?  \\ integer values
0050: gosub Label0BB573
0089:  8@ =  27848??  \\ floating-point values only
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19156?? radius  15!  15!  0?
004D: jump_if_false Label0BA68E
01CA: actor  19208?? kill_player $PLAYER_CHAR

:Label0BA68E
0050: gosub Label0BBCF4

:Label0BA695
0002: jump Label0BA7E5

:Label0BA69C
0004:  19268?? = -1?  \\ integer values
00D6: if  0?
0018:    19248?? >  4?  \\ integer values
004D: jump_if_false Label0BA7E5
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19208?? radius  40!  40!
004D: jump_if_false Label0BA783
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0BA6F3
01CA: actor  19208?? kill_player $PLAYER_CHAR
0002: jump Label0BA77C

:Label0BA6F3
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19208?? radius  25!  25!
004D: jump_if_false Label0BA721
01CA: actor  19208?? kill_player $PLAYER_CHAR
0002: jump Label0BA77C

:Label0BA721
0084:  19476?? =  19208??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  19156?? wrecked
004D: jump_if_false Label0BA775
00D6: if  0?
0202:   actor  19208?? near_car  19156?? radius  20!  20! unknown  0?
004D: jump_if_false Label0BA767
01D5: actor  19208?? go_to_and_drive_car  19156??
0002: jump Label0BA76E

:Label0BA767
0050: gosub Label0BB67E

:Label0BA76E
0002: jump Label0BA77C

:Label0BA775
0050: gosub Label0BB67E

:Label0BA77C
0002: jump Label0BA7DE

:Label0BA783
0084:  19476?? =  19208??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  19156?? wrecked
004D: jump_if_false Label0BA7D7
00D6: if  0?
0202:   actor  19208?? near_car  19156?? radius  20!  20! unknown  0?
004D: jump_if_false Label0BA7C9
01D5: actor  19208?? go_to_and_drive_car  19156??
0002: jump Label0BA7D0

:Label0BA7C9
0050: gosub Label0BB67E

:Label0BA7D0
0002: jump Label0BA7DE

:Label0BA7D7
0050: gosub Label0BB67E

:Label0BA7DE
0050: gosub Label0BBCF4

:Label0BA7E5
0002: jump Label0BA90B

:Label0BA7EC
01C2: remove_references_to_actor  19208??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19212?? dead
004D: jump_if_false Label0BA87D
0084:  19208?? =  19212??  \\ integer values and handles
0004:  19212?? = -1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  19216?? dead
004D: jump_if_false Label0BA843
01DE: tie_actor  19216?? to_actor  19208??
00D6: if  0?
831F:   NOT   unknown_actor  19216?? unknown_actor  19208??
004D: jump_if_false Label0BA843
01CC: actor  19216?? kill_player $PLAYER_CHAR

:Label0BA843
00D6: if  0?
8118:   NOT   actor  19220?? dead
004D: jump_if_false Label0BA876
01DE: tie_actor  19220?? to_actor  19208??
00D6: if  0?
831F:   NOT   unknown_actor  19220?? unknown_actor  19208??
004D: jump_if_false Label0BA876
01CC: actor  19220?? kill_player $PLAYER_CHAR

:Label0BA876
0002: jump Label0BA90B

:Label0BA87D
01C2: remove_references_to_actor  19212??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19216?? dead
004D: jump_if_false Label0BA8DB
0084:  19208?? =  19216??  \\ integer values and handles
0004:  19216?? = -1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  19220?? dead
004D: jump_if_false Label0BA8D4
01DE: tie_actor  19220?? to_actor  19208??
00D6: if  0?
831F:   NOT   unknown_actor  19220?? unknown_actor  19208??
004D: jump_if_false Label0BA8D4
01CC: actor  19220?? kill_player $PLAYER_CHAR

:Label0BA8D4
0002: jump Label0BA90B

:Label0BA8DB
01C2: remove_references_to_actor  19216??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  19220?? dead
004D: jump_if_false Label0BA906
0084:  19208?? =  19220??  \\ integer values and handles
0004:  19220?? = -1?  \\ integer values
0002: jump Label0BA90B

:Label0BA906
01C2: remove_references_to_actor  19220??  \\ Like turning an actor into a random pedestrian

:Label0BA90B
00D6: if  0?
0038:    19348?? ==  1?  \\ integer values
004D: jump_if_false Label0BAAA6
00D6: if  0?
0038:    19400?? ==  0?  \\ integer values
004D: jump_if_false Label0BAAA6
01C2: remove_references_to_actor  19224??  \\ Like turning an actor into a random pedestrian
009A:  19224?? = create_actor  9? #BFYST at -987.1808!  266.6001!  7.7758!
01B2: give_actor  19224?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19224??
011A: set_actor  19224?? flags  1?
011A: set_actor  19224?? flags  4194304&&
011A: set_actor  19224?? flags  1048576&&
0243: set_actor  19224?? ped_stats_to  16?
0319: set_actor  19224?? wander_state_to  1? (off)
0245: set_actor  19224?? walk_style_to  46?
01C2: remove_references_to_actor  19228??  \\ Like turning an actor into a random pedestrian
009A:  19228?? = create_actor  9? #BFYST at -985.7646!  266.4785!  7.7755!
01B2: give_actor  19228?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19228??
011A: set_actor  19228?? flags  1?
011A: set_actor  19228?? flags  4194304&&
011A: set_actor  19228?? flags  1048576&&
0243: set_actor  19228?? ped_stats_to  16?
0319: set_actor  19228?? wander_state_to  1? (off)
0245: set_actor  19228?? walk_style_to  46?
01C2: remove_references_to_actor  19232??  \\ Like turning an actor into a random pedestrian
009A:  19232?? = create_actor  9? #BFYST at -984.2117!  266.6248!  7.7751!
01B2: give_actor  19232?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19232??
011A: set_actor  19232?? flags  1?
011A: set_actor  19232?? flags  4194304&&
011A: set_actor  19232?? flags  1048576&&
0243: set_actor  19232?? ped_stats_to  16?
0319: set_actor  19232?? wander_state_to  1? (off)
0245: set_actor  19232?? walk_style_to  46?
01C2: remove_references_to_actor  19236??  \\ Like turning an actor into a random pedestrian
009A:  19236?? = create_actor  9? #BFYST at -982.5906!  266.5252!  7.7803!
01B2: give_actor  19236?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19236??
011A: set_actor  19236?? flags  1?
011A: set_actor  19236?? flags  4194304&&
011A: set_actor  19236?? flags  1048576&&
0243: set_actor  19236?? ped_stats_to  16?
0319: set_actor  19236?? wander_state_to  1? (off)
0245: set_actor  19236?? walk_style_to  46?
0004:  19400?? =  1?  \\ integer values

:Label0BAAA6
00D6: if  0?
0038:    19400?? ==  1?  \\ integer values
004D: jump_if_false Label0BAB5F
000B:  12@ +=  3!  \\ floating-point values
00D6: if  0?
0021:    12@ >  90!  \\ floating-point values
004D: jump_if_false Label0BAAE1
0007:  12@ =  90!  \\ floating-point values

:Label0BAAE1
0177: set_object  7248?? z_angle_to  12@
000F:  13@ -=  3!  \\ floating-point values
00D6: if  0?
0023:    0! >  13@  \\ floating-point values
004D: jump_if_false Label0BAB12
000B:  13@ +=  360!  \\ floating-point values

:Label0BAB12
00D6: if  0?
0023:    270! >  13@  \\ floating-point values
004D: jump_if_false Label0BAB31
0007:  13@ =  270!  \\ floating-point values

:Label0BAB31
0177: set_object  7252?? z_angle_to  13@
00D6: if  1?
0043:    12@ ==  90!  \\ floating-point values
0043:    13@ ==  270!  \\ floating-point values
004D: jump_if_false Label0BAB5F
0004:  19400?? =  2?  \\ integer values

:Label0BAB5F
00D6: if  0?
0038:    19400?? ==  2?  \\ integer values
004D: jump_if_false Label0BAFA5
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0BAC7D
00D6: if  0?
00A4:   actor  19200??  0? ()in_cube -991.591!  261.036!  7.775! -983!  271.96!  11.506!
004D: jump_if_false Label0BAC7D
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -991.591!  261.036!  7.775! -981.068!  271.96!  11.506!
004D: jump_if_false Label0BAC7D
000F:  12@ -=  3!  \\ floating-point values
00D6: if  0?
0023:    0! >  12@  \\ floating-point values
004D: jump_if_false Label0BAC0A
0007:  12@ =  0!  \\ floating-point values

:Label0BAC0A
0177: set_object  7248?? z_angle_to  12@
000B:  13@ +=  3!  \\ floating-point values
00D6: if  0?
0021:    13@ >  360!  \\ floating-point values
004D: jump_if_false Label0BAC3B
0007:  13@ =  0!  \\ floating-point values

:Label0BAC3B
0177: set_object  7252?? z_angle_to  13@
00D6: if  1?
0043:    12@ ==  0!  \\ floating-point values
0043:    13@ ==  0!  \\ floating-point values
004D: jump_if_false Label0BAC7D
00BC: text_highpriority "CNT2_03"  5000& ms  1? \\ ~r~The courier has arrived at his destination safely, you're too late!
009B: destroy_actor_instantly  19200??
0002: jump Label0BB2F0

:Label0BAC7D
00D6: if  0?
8118:   NOT   actor  19224?? dead
004D: jump_if_false Label0BAD47
00D6: if  0?
0038:    19384?? ==  0?  \\ integer values
004D: jump_if_false Label0BACDB
0211: actor  19224?? walk_to -973.5972!  266.4069!
00D6: if  0?
00ED:   actor  19224??  0? ()near_point_on_foot -973.5972!  266.4069! radius  1!  1!
004D: jump_if_false Label0BACDB
0004:  19384?? =  1?  \\ integer values

:Label0BACDB
00D6: if  0?
0038:    19384?? ==  1?  \\ integer values
004D: jump_if_false Label0BAD47
0211: actor  19224?? walk_to -974.2487!  262.6737!
00D6: if  0?
00F0:   actor  19224?? stopped  0? ()near_point_on_foot -974.2487!  262.6737! radius  1!  1!
004D: jump_if_false Label0BAD47
0194: set_actor  19224?? objective_to_go_to_point -974.2487!  262.6737!  10.2265!
0173: set_actor  19224?? z_angle_to  321.3187!
0004:  19384?? =  2?  \\ integer values

:Label0BAD47
00D6: if  0?
8118:   NOT   actor  19228?? dead
004D: jump_if_false Label0BAE11
00D6: if  0?
0038:    19388?? ==  0?  \\ integer values
004D: jump_if_false Label0BADA5
0211: actor  19228?? walk_to -973.5972!  266.4069!
00D6: if  0?
00ED:   actor  19228??  0? ()near_point_on_foot -973.5972!  266.4069! radius  1!  1!
004D: jump_if_false Label0BADA5
0004:  19388?? =  1?  \\ integer values

:Label0BADA5
00D6: if  0?
0038:    19388?? ==  1?  \\ integer values
004D: jump_if_false Label0BAE11
0211: actor  19228?? walk_to -969.084!  282.6923!
00D6: if  0?
00F0:   actor  19228?? stopped  0? ()near_point_on_foot -969.084!  282.6923! radius  1!  1!
004D: jump_if_false Label0BAE11
0194: set_actor  19228?? objective_to_go_to_point -969.084!  282.6923!  10.2265!
0173: set_actor  19228?? z_angle_to  159.319!
0004:  19388?? =  2?  \\ integer values

:Label0BAE11
00D6: if  0?
8118:   NOT   actor  19232?? dead
004D: jump_if_false Label0BAEDB
00D6: if  0?
0038:    19392?? ==  0?  \\ integer values
004D: jump_if_false Label0BAE6F
0211: actor  19232?? walk_to -973.5972!  266.4069!
00D6: if  0?
00ED:   actor  19232??  0? ()near_point_on_foot -973.5972!  266.4069! radius  1!  1!
004D: jump_if_false Label0BAE6F
0004:  19392?? =  1?  \\ integer values

:Label0BAE6F
00D6: if  0?
0038:    19392?? ==  1?  \\ integer values
004D: jump_if_false Label0BAEDB
0211: actor  19232?? walk_to -969.8824!  263.6498!
00D6: if  0?
00F0:   actor  19232?? stopped  0? ()near_point_on_foot -969.8824!  263.6498! radius  1!  1!
004D: jump_if_false Label0BAEDB
0194: set_actor  19232?? objective_to_go_to_point -969.8824!  263.6498!  10.2265!
0173: set_actor  19232?? z_angle_to  12.6357!
0004:  19392?? =  2?  \\ integer values

:Label0BAEDB
00D6: if  0?
8118:   NOT   actor  19236?? dead
004D: jump_if_false Label0BAFA5
00D6: if  0?
0038:    19396?? ==  0?  \\ integer values
004D: jump_if_false Label0BAF39
0211: actor  19236?? walk_to -973.5972!  266.4069!
00D6: if  0?
00ED:   actor  19236??  0? ()near_point_on_foot -973.5972!  266.4069! radius  1!  1!
004D: jump_if_false Label0BAF39
0004:  19396?? =  1?  \\ integer values

:Label0BAF39
00D6: if  0?
0038:    19396?? ==  1?  \\ integer values
004D: jump_if_false Label0BAFA5
0211: actor  19236?? walk_to -977.6256!  277.8756!
00D6: if  0?
00F0:   actor  19236?? stopped  0? ()near_point_on_foot -977.6256!  277.8756! radius  1!  1!
004D: jump_if_false Label0BAFA5
0194: set_actor  19236?? objective_to_go_to_point -977.6256!  277.8756!  10.2265!
0173: set_actor  19236?? z_angle_to  3.8761!
0004:  19396?? =  2?  \\ integer values

:Label0BAFA5
00D6: if  0?
0038:    19256?? ==  1?  \\ integer values
004D: jump_if_false Label0BB057
00D6: if  0?
0038:    10240?? ==  3?  \\ integer values
004D: jump_if_false Label0BAFED
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0BAFED
0004:  10240?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0B7939

:Label0BAFED
00D6: if  0?
0038:    10240?? ==  2?  \\ integer values
004D: jump_if_false Label0BB019
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0BB019
03D1: play_wav  1?
0004:  10240?? =  3?  \\ integer values

:Label0BB019
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label0BB057
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0BB057
03CF: load_wav "CNT2_1" as  1?
0004:  10240?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values

:Label0BB057
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label0BB12A
00D6: if  0?
0038:    10244?? ==  3?  \\ integer values
004D: jump_if_false Label0BB09F
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0BB09F
0004:  10244?? =  4?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0B7939

:Label0BB09F
00D6: if  0?
0038:    10244?? ==  2?  \\ integer values
004D: jump_if_false Label0BB0CB
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0BB0CB
03D1: play_wav  1?
0004:  10244?? =  3?  \\ integer values

:Label0BB0CB
00D6: if  0?
0038:    10244?? ==  1?  \\ integer values
004D: jump_if_false Label0BB12A
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0BB110
03CF: load_wav "CNT2_2" as  1?
0004:  10244?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0BB12A

:Label0BB110
00D6: if  0?
001C:    19244?? >  10344??  \\ integer values
004D: jump_if_false Label0BB12A
0004:  10244?? =  0?  \\ integer values

:Label0BB12A
00D6: if  0?
0018:    10248?? >  0?  \\ integer values
004D: jump_if_false Label0BB1FD
00D6: if  0?
0038:    10248?? ==  3?  \\ integer values
004D: jump_if_false Label0BB172
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0BB172
0004:  10248?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0B7939

:Label0BB172
00D6: if  0?
0038:    10248?? ==  2?  \\ integer values
004D: jump_if_false Label0BB19E
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0BB19E
03D1: play_wav  1?
0004:  10248?? =  3?  \\ integer values

:Label0BB19E
00D6: if  0?
0038:    10248?? ==  1?  \\ integer values
004D: jump_if_false Label0BB1FD
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0BB1E3
03CF: load_wav "CNT2_3" as  1?
0004:  10248?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0BB1FD

:Label0BB1E3
00D6: if  0?
001C:    19244?? >  10348??  \\ integer values
004D: jump_if_false Label0BB1FD
0004:  10248?? =  0?  \\ integer values

:Label0BB1FD
00D6: if  0?
0018:    10252?? >  0?  \\ integer values
004D: jump_if_false Label0BB2E9
00D6: if  0?
0038:    10252?? ==  3?  \\ integer values
004D: jump_if_false Label0BB24F
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0BB24F
03D5: remove_text "CNT2_4" \\ Private business. You're not welcome!
0004:  10252?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0B7939

:Label0BB24F
00D6: if  0?
0038:    10252?? ==  2?  \\ integer values
004D: jump_if_false Label0BB28A
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0BB28A
00BC: text_highpriority "CNT2_4"  5000& ms  1? \\ Private business. You're not welcome!
03D1: play_wav  1?
0004:  10252?? =  3?  \\ integer values

:Label0BB28A
00D6: if  0?
0038:    10252?? ==  1?  \\ integer values
004D: jump_if_false Label0BB2E9
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0BB2CF
03CF: load_wav "CNT2_4" as  1?
0004:  10252?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0BB2E9

:Label0BB2CF
00D6: if  0?
001C:    19244?? >  10352??  \\ integer values
004D: jump_if_false Label0BB2E9
0004:  10252?? =  0?  \\ integer values

:Label0BB2E9
0002: jump Label0B7939

:Label0BB2F0
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0BB301
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
0395: clear_area  1? at  2196??  2200?? range  2204??  4!

:Label0BB334
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BB34C
0001: wait  0? ms
0002: jump Label0BB334

:Label0BB34C
04A6:  2548?? = create_asset_money_pickup_at  2196??  2200??  2204?? money  2544??  2544??
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1027.338! -281.6154!  16.3511!  0!  0!  0!
0160: point_camera -1028.162! -281.0542!  16.273!  2?
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms

:Label0BB3A6
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BB3BE
0001: wait  0? ms
0002: jump Label0BB3A6

:Label0BB3BE
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
00BA: text_styled "CNT2_09"  5000& ms  6? \\ PRINT WORKS ASSET COMPLETED
0001: wait  5000& ms
015F: set_camera_position -1056.368! -273.4923!  12.0057!  0!  0!  0!
0160: point_camera -1057.288! -273.828!  11.8015!  2?
01E5: text_1number_highpriority "CNT2_10"  2544??  6000& ms  1? \\ ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BB434
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BB44C
0001: wait  0? ms
0002: jump Label0BB434

:Label0BB44C
0395: clear_area  1? at -1059.841! -278.7214! range  10.4044!  1!
0055: put_player $PLAYER_CHAR at -1059.841! -278.7214!  10.4044!
0171: set_player $PLAYER_CHAR z_angle_to  272.2088!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0164: disable_marker  1084??
04CE:  1084?? = unknown_create_marker  1704?? at  1896??  1900??  1904??
0004:  1092?? =  1?  \\ integer values
0008:  4700?? +=  1?  \\ integer values
0318: set_latest_mission_passed "CNT_2" \\ Hit the Courier
030C: set_mission_points +=  1?
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  5000&  2500& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000&
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0001: wait  0? ms
0051: return

:Label0BB506
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  16764??
0164: disable_marker  19408??
0249: release_model #UZI
0249: release_model #SENTINEL
0249: release_model #COLT45
0249: release_model -120? (BRIEFCASE)
0249: release_model #MAVERICK
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #HFORI
0249: release_model #HFYBU
0249: release_model #WFYRI
0249: release_model #WFORI
0249: release_model #BFYST
0249: release_model #WFYBU
0249: release_model #CHROMEGUN
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0177: set_object  7248?? z_angle_to  0!
0177: set_object  7252?? z_angle_to  0!
00D8: mission_cleanup
0051: return

:Label0BB573
00D6: if  0?
0038:    19472?? == -1?  \\ integer values
004D: jump_if_false Label0BB59A
0054:  27840?? = player $PLAYER_CHAR x_pos,  27844?? = player $PLAYER_CHAR y_pos,  27832?? = player $PLAYER_CHAR z_pos
0002: jump Label0BB5B8

:Label0BB59A
00D6: if  0?
8119:   NOT   car  19472?? wrecked
004D: jump_if_false Label0BB5B8
00AA:  27840?? = car  19472?? x_pos,  27844?? = car  19472?? y_pos,  27832?? = car  19472?? z_pos

:Label0BB5B8
00AA:  27824?? = car  19468?? x_pos,  27828?? = car  19468?? y_pos,  27832?? = car  19468?? z_pos
0086:  27832?? =  27824??  \\ floating-point values only
0061:  27832?? -=  27840??  \\ floating-point values
0086:  27836?? =  27828??  \\ floating-point values only
0061:  27836?? -=  27844??  \\ floating-point values
0069:  27832?? *=  27832??  \\ floating-point values
0069:  27836?? *=  27836??  \\ floating-point values
0059:  27832?? +=  27836??  \\ floating-point values
01FB:  27832?? = square_root  27832??
0086:  27848?? =  27832??  \\ floating-point values only
0009:  27848?? +=  3!  \\ floating-point values
00D6: if  0?
0020:    27848?? >  100!  \\ floating-point values
004D: jump_if_false Label0BB637
0005:  27848?? =  100!  \\ floating-point values

:Label0BB637
00D6: if  0?
0022:    0! >  27848??  \\ floating-point values
004D: jump_if_false Label0BB656
0005:  27848?? =  0!  \\ floating-point values

:Label0BB656
00AD: set_car  19468?? max_speed_to  27848??
00D6: if  0?
0042:    27848?? ==  0!  \\ floating-point values
004D: jump_if_false Label0BB67C
0477: unknown_car  19468??  1?  100?

:Label0BB67C
0051: return

:Label0BB67E
00D6: if  0?
0042:    19544?? ==  919.9!  \\ floating-point values
004D: jump_if_false Label0BB6A4
00A5:  1804?? = create_car #SENTINEL at  19488??  19492??  19496??

:Label0BB6A4
00A0:  19488?? = actor  19476?? x_pos,  19492?? = actor  19476?? y_pos,  19496?? = actor  19476?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19476?? radius  40!  40!
004D: jump_if_false Label0BB80A
0086:  19500?? =  19488??  \\ floating-point values only
0009:  19500?? +=  20!  \\ floating-point values
0086:  19504?? =  19492??  \\ floating-point values only
0009:  19504?? +=  20!  \\ floating-point values
000D:  19488?? -=  20!  \\ floating-point values
000D:  19492?? -=  20!  \\ floating-point values
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
0327:  1804?? = create_car -1? in_area  19488??  19492??  19500??  19504??
00D6: if  0?
0038:    1804?? == -1?  \\ integer values
004D: jump_if_false Label0BB752
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0BB74B
01CA: actor  19476?? kill_player $PLAYER_CHAR

:Label0BB74B
0002: jump Label0BB803

:Label0BB752
0441:  19480?? = car  1804?? model
0227:  19484?? = car  1804?? health
00D6: if  0?
0018:    19484?? >  300&  \\ integer values
004D: jump_if_false Label0BB7FB
00D6: if  25?
0038:    19480?? ==  116?  \\ integer values
0038:    19480?? ==  106?  \\ integer values
0038:    19480?? ==  122?  \\ integer values
0038:    19480?? ==  117?  \\ integer values
0038:    19480?? ==  97?  \\ integer values
0038:    19480?? ==  107?  \\ integer values
004D: jump_if_false Label0BB7C9
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0BB7C2
01CA: actor  19476?? kill_player $PLAYER_CHAR

:Label0BB7C2
0002: jump Label0BB7F4

:Label0BB7C9
00AD: set_car  1804?? max_speed_to  0!
0477: unknown_car  1804??  1?  100?
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0BB7F4
01D5: actor  19476?? go_to_and_drive_car  1804??

:Label0BB7F4
0002: jump Label0BB803

:Label0BB7FB
01CA: actor  19476?? kill_player $PLAYER_CHAR

:Label0BB803
0002: jump Label0BB8F7

:Label0BB80A
03D3: point  19488??  19492??  19496?? get_nearby_vector  19488??  19492??  19496??  19544??
00D6: if  0?
80C2:   NOT   sphere_onscreen  19488??  19492??  19496??  3!
004D: jump_if_false Label0BB8F7
00D6: if  0?
838A:   NOT   car_in_cube  19488??  19492??  19496??  3!  3!  2!
004D: jump_if_false Label0BB89E
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
00A5:  1804?? = create_car #SENTINEL at  19488??  19492??  19496??
0175: set_car  1804?? z_angle_to  19544??
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0BB897
01D5: actor  19476?? go_to_and_drive_car  1804??

:Label0BB897
0002: jump Label0BB8F7

:Label0BB89E
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0BB8F7
00D6: if  0?
00FF:   actor  19476??  0? ()near_point_on_foot  19488??  19492??  19496?? radius  3!  3!  2!
004D: jump_if_false Label0BB8F7
02C0: set  19488??  19492??  19496?? to_ped_path_coords_closest_to  19488??  19492??  19496??
0239: actor  19476?? run_to  19488??  19492??

:Label0BB8F7
0051: return

:Label0BB8F9
01BD:  19548?? = current_time_in_ms
00D6: if  0?
8119:   NOT   car  19520?? wrecked
004D: jump_if_false Label0BBB4F
00D6: if  1?
01F4:   car  19520?? flipped
01C1:   car  19520?? stopped
004D: jump_if_false Label0BB9BD
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19520?? radius  90!  90!  0?
004D: jump_if_false Label0BB957
03ED: (unknown)  19520??  0? 
0004:  19524?? = -9?  \\ integer values
0002: jump Label0BB9BD

:Label0BB957
00D6: if  0?
82CA:   NOT   car  19520?? bounding_sphere_visible
004D: jump_if_false Label0BB9BD
00AA:  19532?? = car  19520?? x_pos,  19536?? = car  19520?? y_pos,  19540?? = car  19520?? z_pos
03D3: point  19532??  19536??  19540?? get_nearby_vector  19532??  19536??  19540??  19544??
00D6: if  0?
80C2:   NOT   sphere_onscreen  19532??  19536??  19540??  4!
004D: jump_if_false Label0BB9BD
00AB: put_car  19520?? at  19532??  19536??  19540??
0175: set_car  19520?? z_angle_to  19544??

:Label0BB9BD
00D6: if  0?
01AF:   car  19520??  0? ()near_point  19508??  19512??  19516?? radius  4!  4!  4!
004D: jump_if_false Label0BBB10
00D6: if  0?
0038:    19524?? ==  0?  \\ integer values
004D: jump_if_false Label0BBA08
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? =  1?  \\ integer values

:Label0BBA08
0060:  19548?? -=  19528??  \\ integer values
00D6: if  0?
0038:    19524?? ==  1?  \\ integer values
004D: jump_if_false Label0BBB10
00D6: if  0?
0018:    19548?? >  8000&  \\ integer values
004D: jump_if_false Label0BBB10
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19520?? radius  90!  90!  0?
004D: jump_if_false Label0BBA71
03ED: (unknown)  19520??  0? 
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? = -9?  \\ integer values
0002: jump Label0BBB10

:Label0BBA71
00D6: if  0?
82CA:   NOT   car  19520?? bounding_sphere_visible
004D: jump_if_false Label0BBB10
00AA:  19532?? = car  19520?? x_pos,  19536?? = car  19520?? y_pos,  19540?? = car  19520?? z_pos
03D3: point  19532??  19536??  19540?? get_nearby_vector  19532??  19536??  19540??  19544??
00D6: if  0?
838A:   NOT   car_in_cube  19532??  19536??  19540??  4!  4!  4!
004D: jump_if_false Label0BBB10
00D6: if  0?
80C2:   NOT   sphere_onscreen  19532??  19536??  19540??  4!
004D: jump_if_false Label0BBB10
00AB: put_car  19520?? at  19532??  19536??  19540??
0175: set_car  19520?? z_angle_to  19544??
0450: car  19520?? warp_to_player
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? =  0?  \\ integer values

:Label0BBB10
00D6: if  0?
81AF:   NOT   car  19520??  0? ()near_point  19508??  19512??  19516?? radius  4!  4!  4!
004D: jump_if_false Label0BBB4F
00AA:  19508?? = car  19520?? x_pos,  19512?? = car  19520?? y_pos,  19516?? = car  19520?? z_pos
0004:  19524?? =  0?  \\ integer values

:Label0BBB4F
0051: return

:Label0BBB51
00D6: if  0?
8118:   NOT   actor  19188?? dead
004D: jump_if_false Label0BBB69
01CA: actor  19188?? kill_player $PLAYER_CHAR

:Label0BBB69
00D6: if  0?
8118:   NOT   actor  19192?? dead
004D: jump_if_false Label0BBB81
01CA: actor  19192?? kill_player $PLAYER_CHAR

:Label0BBB81
00D6: if  0?
8118:   NOT   actor  19196?? dead
004D: jump_if_false Label0BBB99
01CA: actor  19196?? kill_player $PLAYER_CHAR

:Label0BBB99
00D6: if  0?
8118:   NOT   actor  19200?? dead
004D: jump_if_false Label0BBBB1
01CA: actor  19200?? kill_player $PLAYER_CHAR

:Label0BBBB1
0051: return

:Label0BBBB3
00D6: if  0?
8118:   NOT   actor  19172?? dead
004D: jump_if_false Label0BBCF2
00D6: if  0?
8118:   NOT   actor  19176?? dead
004D: jump_if_false Label0BBC23
00D6: if  0?
831F:   NOT   unknown_actor  19176?? unknown_actor  19172??
004D: jump_if_false Label0BBC1C
00D6: if  0?
00F2:   actor  19176?? near_actor  19172?? radius  30!  30!  0?
004D: jump_if_false Label0BBC14
01DE: tie_actor  19176?? to_actor  19172??
0002: jump Label0BBC1C

:Label0BBC14
01CC: actor  19176?? kill_player $PLAYER_CHAR

:Label0BBC1C
0002: jump Label0BBC28

:Label0BBC23
01C2: remove_references_to_actor  19176??  \\ Like turning an actor into a random pedestrian

:Label0BBC28
00D6: if  0?
8118:   NOT   actor  19180?? dead
004D: jump_if_false Label0BBC88
00D6: if  0?
831F:   NOT   unknown_actor  19180?? unknown_actor  19172??
004D: jump_if_false Label0BBC81
00D6: if  0?
00F2:   actor  19180?? near_actor  19172?? radius  30!  30!  0?
004D: jump_if_false Label0BBC79
01DE: tie_actor  19180?? to_actor  19172??
0002: jump Label0BBC81

:Label0BBC79
01CC: actor  19180?? kill_player $PLAYER_CHAR

:Label0BBC81
0002: jump Label0BBC8D

:Label0BBC88
01C2: remove_references_to_actor  19180??  \\ Like turning an actor into a random pedestrian

:Label0BBC8D
00D6: if  0?
8118:   NOT   actor  19184?? dead
004D: jump_if_false Label0BBCED
00D6: if  0?
831F:   NOT   unknown_actor  19184?? unknown_actor  19172??
004D: jump_if_false Label0BBCE6
00D6: if  0?
00F2:   actor  19184?? near_actor  19172?? radius  30!  30!  0?
004D: jump_if_false Label0BBCDE
01DE: tie_actor  19184?? to_actor  19172??
0002: jump Label0BBCE6

:Label0BBCDE
01CC: actor  19184?? kill_player $PLAYER_CHAR

:Label0BBCE6
0002: jump Label0BBCF2

:Label0BBCED
01C2: remove_references_to_actor  19184??  \\ Like turning an actor into a random pedestrian

:Label0BBCF2
0051: return

:Label0BBCF4
00D6: if  0?
8118:   NOT   actor  19208?? dead
004D: jump_if_false Label0BBE33
00D6: if  0?
8118:   NOT   actor  19212?? dead
004D: jump_if_false Label0BBD64
00D6: if  0?
831F:   NOT   unknown_actor  19212?? unknown_actor  19208??
004D: jump_if_false Label0BBD5D
00D6: if  0?
00F2:   actor  19212?? near_actor  19208?? radius  30!  30!  0?
004D: jump_if_false Label0BBD55
01DE: tie_actor  19212?? to_actor  19208??
0002: jump Label0BBD5D

:Label0BBD55
01CC: actor  19212?? kill_player $PLAYER_CHAR

:Label0BBD5D
0002: jump Label0BBD69

:Label0BBD64
01C2: remove_references_to_actor  19212??  \\ Like turning an actor into a random pedestrian

:Label0BBD69
00D6: if  0?
8118:   NOT   actor  19216?? dead
004D: jump_if_false Label0BBDC9
00D6: if  0?
831F:   NOT   unknown_actor  19216?? unknown_actor  19208??
004D: jump_if_false Label0BBDC2
00D6: if  0?
00F2:   actor  19216?? near_actor  19208?? radius  30!  30!  0?
004D: jump_if_false Label0BBDBA
01DE: tie_actor  19216?? to_actor  19208??
0002: jump Label0BBDC2

:Label0BBDBA
01CC: actor  19216?? kill_player $PLAYER_CHAR

:Label0BBDC2
0002: jump Label0BBDCE

:Label0BBDC9
01C2: remove_references_to_actor  19216??  \\ Like turning an actor into a random pedestrian

:Label0BBDCE
00D6: if  0?
8118:   NOT   actor  19220?? dead
004D: jump_if_false Label0BBE2E
00D6: if  0?
831F:   NOT   unknown_actor  19220?? unknown_actor  19208??
004D: jump_if_false Label0BBE27
00D6: if  0?
00F2:   actor  19220?? near_actor  19208?? radius  30!  30!  0?
004D: jump_if_false Label0BBE1F
01DE: tie_actor  19220?? to_actor  19208??
0002: jump Label0BBE27

:Label0BBE1F
01CC: actor  19220?? kill_player $PLAYER_CHAR

:Label0BBE27
0002: jump Label0BBE33

:Label0BBE2E
01C2: remove_references_to_actor  19220??  \\ Like turning an actor into a random pedestrian

:Label0BBE33
0051: return

;-------------Mission 36---------------
; Originally: (no description)


:Label0BBE35
03A4: name_thread "BUYPRO1"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  1084??
0164: disable_marker  2536??
030C: set_mission_points +=  1?
015C: set_zone_gang_info "PRINTWK"  1? (day)  13?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "PRINTWK"  0? (night)  10?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -1176.038! -266.898!  0! -1012.796! -158.26!  30!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BBEDF
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BBF22
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BBF1B
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00C88F 
004E: end_thread

:Label0BBF1B
0002: jump Label0BBEDF

:Label0BBF22
0395: clear_area  1? at -1059.841! -278.7214! range  10.4044!  1!
0055: put_player $PLAYER_CHAR at -1059.841! -278.7214!  10.4044!
0171: set_player $PLAYER_CHAR z_angle_to  90!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position -1027.338! -281.6154!  16.3511!  0!  0!  0!
0160: point_camera -1028.162! -281.0542!  16.273!  2?

:Label0BBF9E
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BBFE1
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BBFDA
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00C88F 
004E: end_thread

:Label0BBFDA
0002: jump Label0BBF9E

:Label0BBFE1
01E3: text_1number_styled "CNTBUY1"  2540??  4000& ms  6? \\ Printworks purchased: $~1~
0529: unknown_add  2540?? to_money_spent_on_property_stats
0542: add_property  1? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  4000& ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BC038
043C: unknown_set_game_sounds  1?
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00C88F 
004E: end_thread

:Label0BC038
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BC047
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC08E
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BC087
043C: unknown_set_game_sounds  1?
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00C88F 
004E: end_thread

:Label0BC087
0002: jump Label0BC047

:Label0BC08E
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
02A7:  1084?? = create_marker  1704?? at  1896??  1900??  1904??
004F: create_thread Label00C88F 
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms

:Label0BC0D0
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC0FE
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BC0F7
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BC0F7
0002: jump Label0BC0D0

:Label0BC0FE
043C: unknown_set_game_sounds  1?
004F: create_thread Label011102 
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 37---------------
; Originally: Sunshine Autos


:Label0BC117
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "CARBUY1"
0001: wait  0? ms
054C: use_GXT_table "CARBUY"
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBJ"
02F3: load_object #CUTOBJ01 "HLRYCAR"
0247: request_model #SENTINEL
038B: load_requested_models

:Label0BC162
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #SENTINEL available
004D: jump_if_false Label0BC18A
0001: wait  0? ms
0002: jump Label0BC162

:Label0BC18A
00A5:  19560?? = create_car #SENTINEL at -1033.211! -856.8564!  12.0452!
0175: set_car  19560?? z_angle_to  210.278!
0249: release_model #SENTINEL
02E4: load_cutscene_data "CAR_1"
0244: set_cutscene_pos -1018.647! -877.935!  12.045!
02E5:  19556?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  19556?? "CSPLAY"
02E5:  19552?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  19552?? "CSBJ"
02E5:  856?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  856?? "HLRYCAR"
0395: clear_area  1? at -1007.303! -869.9353! range  11.8668!  1!
0055: put_player $PLAYER_CHAR at -1007.303! -869.9353!  11.8668!
0171: set_player $PLAYER_CHAR z_angle_to  30!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BC25C
00D6: if  0?
001A:    976& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC27F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC25C

:Label0BC27F
00BC: text_highpriority "CAR1_1"  10000& ms  1? \\ B.J. Smith. And you must be Mr. Vercetti.

:Label0BC28E
00D6: if  0?
001A:    4506& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC2B1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC28E

:Label0BC2B1
00BC: text_highpriority "CAR1_2"  10000& ms  1? \\ Would you like the tour?

:Label0BC2C0
00D6: if  0?
001A:    6299& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC2E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC2C0

:Label0BC2E3
00BC: text_highpriority "CAR1_3"  10000& ms  1? \\ Might as well.

:Label0BC2F2
00D6: if  0?
001A:    7695& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC315
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC2F2

:Label0BC315
00BC: text_highpriority "CAR1_4"  10000& ms  1? \\ Well, I'm very sad to be selling the dealership to y'all.

:Label0BC324
00D6: if  0?
001A:    10390& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC347
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC324

:Label0BC347
00BC: text_highpriority "CAR1_5"  10000& ms  1? \\ This was my first investment after I turned pro.

:Label0BC356
00D6: if  0?
001A:    13170& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC379
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC356

:Label0BC379
00BC: text_highpriority "CAR1_6"  10000& ms  1? \\ But now it's time for me to move on.

:Label0BC388
00D6: if  0?
001A:    14855& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC3AB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC388

:Label0BC3AB
00BC: text_highpriority "CAR1_7"  10000& ms  1? \\ You're leaving town?

:Label0BC3BA
00D6: if  0?
001A:    16114& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC3DD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC3BA

:Label0BC3DD
00BC: text_highpriority "CAR1_8"  10000& ms  1? \\ Not in too much of a hurry, I hope?

:Label0BC3EC
00D6: if  0?
001A:    18118& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC40F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC3EC

:Label0BC40F
00BC: text_highpriority "CAR1_9"  10000& ms  1? \\ No. I'm just coming out of retirement, and preparing for my future comeback.

:Label0BC41E
00D6: if  0?
001A:    22505& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC441
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC41E

:Label0BC441
00BC: text_highpriority "CAR1_10"  10000& ms  1? \\ The business wasn't too strong,

:Label0BC450
00D6: if  0?
001A:    23989& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC473
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC450

:Label0BC473
00BC: text_highpriority "CAR1_11"  10000& ms  1? \\ and my staff took it upon themselves to get a bit more

:Label0BC482
00D6: if  0?
001A:    26958& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC4A5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC482

:Label0BC4A5
00BC: text_highpriority "CAR1_12"  10000& ms  1? \\ creative with the generation of wealth.

:Label0BC4B4
00D6: if  0?
001A:    35538&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC4D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC4B4

:Label0BC4D9
00BC: text_highpriority "CAR1_13"  10000& ms  1? \\ Obviously, I could wind down the business before I hand it over.

:Label0BC4E8
00D6: if  0?
001A:    39241&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC50D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC4E8

:Label0BC50D
00BC: text_highpriority "CAR1_14"  10000& ms  1? \\ Hell, I could burn the place down if I wanted to.

:Label0BC51C
00D6: if  0?
001A:    43374&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC541
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC51C

:Label0BC541
00BC: text_highpriority "CAR1_15"  10000& ms  1? \\ This is prime development land.

:Label0BC550
00D6: if  0?
001A:    45142&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC575
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC550

:Label0BC575
00BC: text_highpriority "CAR1_16"  10000& ms  1? \\ Oh, I wouldn't worry about any of that.

:Label0BC584
00D6: if  0?
001A:    48422&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC5A9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC584

:Label0BC5A9
00BC: text_highpriority "CAR1_17"  10000& ms  1? \\ This place seems perfect.

:Label0BC5B8
00D6: if  0?
001A:    50000&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC5DD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC5B8

:Label0BC5DD
00BC: text_highpriority "CAR1_18"  10000& ms  1? \\ Yeh it does, So I take it we have a deal?

:Label0BC5EC
00D6: if  0?
001A:    53504&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BC611
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BC5EC

:Label0BC611
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0BC622
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC63A
0001: wait  0? ms
0002: jump Label0BC622

:Label0BC63A
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0BC652
0001: wait  0? ms
0002: jump Label0BC63A

:Label0BC652
03AD: set_rubbish  1? (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0249: release_model #CUTOBJ01
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0001: wait  0? ms
0001: wait  0? ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
015F: set_camera_position -1017.024! -922.2878!  19.0987!  0!  0!  0!
0160: point_camera -1017.044! -921.3013!  18.9361!  2?
03EA: (unknown)  1? 
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms

:Label0BC6C6
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC6DE
0001: wait  0? ms
0002: jump Label0BC6C6

:Label0BC6DE
0394: play_music  1?
01E3: text_1number_styled "CARBUY"  2500??  7000& ms  6? \\ Car Showroom purchased: $~1~
0529: unknown_add  2500?? to_money_spent_on_property_stats
0542: add_property  4? to_property_own_stats
02FA: garage  2768?? change_to_type  27?
02FA: garage  2772?? change_to_type  28?
02FA: garage  2776?? change_to_type  29?
02FA: garage  2780?? change_to_type  30?
0001: wait  5000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label0BC72D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC745
0001: wait  0? ms
0002: jump Label0BC72D

:Label0BC745
0189:  19564?? = unknown_create_checkpoint_at -967.705! -827.3005!  5.7702!
018B: show_on_radar  19564??  1?
030C: set_mission_points +=  1?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  2496??
0570:  2496?? = create_asset_radar_marker_with_icon  26? at  2208??  2212??  2216??
018B: show_on_radar  2496??  2?
029B:  4456?? = init_object -26? (LH_IMP_EXP01) at -981.754! -841.278!  8.586!
01C7: spawn_object  4456??
015C: set_zone_gang_info "CARYRD"  1? (day)  13?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "CARYRD"  0? (night)  5?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -1031.494! -902.312!  0! -949.479! -821.592!  30!
004F: create_thread Label00F9B3 
004F: create_thread Label010AD8 
004F: create_thread Label022924 
02FA: garage  2748?? change_to_type  8?
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03EA: (unknown)  0? 
02EB: restore_camera_with_jumpcut
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 38---------------
; Originally: (no description)


:Label0BC845
03A4: name_thread "BUYPRO2"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  1024??
0164: disable_marker  2516??
030C: set_mission_points +=  1?
015C: set_zone_gang_info "PORNSTU"  1? (day)  4?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "PORNSTU"  0? (night)  5?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -112.495!  920.349!  0!  9.705!  1025.694!  30!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BC8EF
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BC932
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BC92B
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
004F: create_thread Label00C3D0 
004E: end_thread

:Label0BC92B
0002: jump Label0BC8EF

:Label0BC932
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0108: destroy_object $FILM_STUDIO_BACK_GATE_CLOSED
029B: $FILM_STUDIO_FRONT_GATE_OPEN = init_object -163& (CI_GATESOPEN) at  10.273!  963.308!  12.258!
01C7: spawn_object $FILM_STUDIO_FRONT_GATE_OPEN
029B: $FILM_STUDIO_BACK_GATE_OPEN = init_object -164& (CI_BACKGATEOPEN) at -14.381!  884.12!  13.542!
01C7: spawn_object $FILM_STUDIO_BACK_GATE_OPEN
0108: destroy_object  7244??
029B:  7240?? = init_object -165& (CI_JETYGATESOPEN) at -115.825!  1028.55!  11.334!
01C7: spawn_object  7240??
0395: clear_area  1? at  10.1629!  963.4605! range  9.8996!  1!
0055: put_player $PLAYER_CHAR at  10.1629!  963.4605!  9.8996!
0171: set_player $PLAYER_CHAR z_angle_to  84.6334!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  75.8516!  976.8268!  41.9825!  0!  0!  0!
0160: point_camera  74.8664!  976.7122!  41.855!  2?

:Label0BCA11
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BCA54
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BCA4D
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
004F: create_thread Label00C3D0 
004E: end_thread

:Label0BCA4D
0002: jump Label0BCA11

:Label0BCA54
01E3: text_1number_styled "PORNBUY"  2520??  5000& ms  6? \\ Film Studio purchased: $~1~
0529: unknown_add  2520?? to_money_spent_on_property_stats
0542: add_property  2? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  4000& ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BCAAB
043C: unknown_set_game_sounds  1?
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
004F: create_thread Label00C3D0 
004E: end_thread

:Label0BCAAB
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BCABA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BCB01
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BCAFA
043C: unknown_set_game_sounds  1?
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
004F: create_thread Label00C3D0 
004E: end_thread

:Label0BCAFA
0002: jump Label0BCABA

:Label0BCB01
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
02A7:  1024?? = create_marker  1696?? at  1884??  1888??  1892??
004F: create_thread Label00C3D0 
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms

:Label0BCB43
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BCB71
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BCB6A
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BCB6A
0002: jump Label0BCB43

:Label0BCB71
043C: unknown_set_game_sounds  1?
004F: create_thread Label011240 
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 39---------------
; Originally: Cherry Popper Icecreams


:Label0BCB8A
03A4: name_thread "ICECUT"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ICECUT"
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03AF: set_streaming  0? (disabled)
03AD: set_rubbish  0? (invisible)
03CF: load_wav "MONO_5" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSMAUDE"
02F3: load_object #CUTOBJ01 "MCANE"
038B: load_requested_models
03CB: set_camera -873.5121! -574.0815!  10.1528!

:Label0BCC03
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label0BCC26
0001: wait  0? ms
0002: jump Label0BCC03

:Label0BCC26
0247: request_model #MRWHOOP

:Label0BCC2B
00D6: if  0?
8248:   NOT   model #MRWHOOP available
004D: jump_if_false Label0BCC46
0001: wait  0? ms
0002: jump Label0BCC2B

:Label0BCC46
00A5:  19576?? = create_car #MRWHOOP at -877.8974! -562.5469!  10.2353!
0175: set_car  19576?? z_angle_to  184.4191!
02E4: load_cutscene_data "ICE_1"
0244: set_cutscene_pos -873.5121! -574.0815!  10.1528!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  19568?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  19568?? "CSMAUDE"
02E5:  19572?? = create_cutscene_object #CUTOBJ01
0524: unknown_cutscene_command  19572??  19568??  34?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCCD2
00D6: if  0?
001A:    6929& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCCF5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCCD2

:Label0BCCF5
00BC: text_highpriority "ICC1_A"  10000& ms  1? \\ Who are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD09
00D6: if  0?
001A:    8306& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCD2C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD09

:Label0BCD2C
00BC: text_highpriority "ICC1_B"  10000& ms  1? \\ Your new owner.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD40
00D6: if  0?
001A:    10381& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCD63
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD40

:Label0BCD63
00BC: text_highpriority "ICC1_C"  10000& ms  1? \\ Were you now, or at any time, a child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCD77
00D6: if  0?
001A:    13633& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCD9A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCD77

:Label0BCD9A
00BC: text_highpriority "ICC1_D"  10000& ms  1? \\ What are you talking about?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDAE
00D6: if  0?
001A:    14189& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCDD1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCDAE

:Label0BCDD1
00BC: text_highpriority "ICC1_E"  10000& ms  1? \\ Were you a child?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCDE5
00D6: if  0?
001A:    15441& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCE08
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCDE5

:Label0BCE08
00BC: text_highpriority "ICC1_F"  10000& ms  1? \\ Yes! Calm down! What's wrong with you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE1C
00D6: if  0?
001A:    16881& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCE3F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE1C

:Label0BCE3F
00BC: text_highpriority "ICC1_G"  10000& ms  1? \\ I knew it. A child.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE53
00D6: if  0?
001A:    20281& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCE76
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE53

:Label0BCE76
00BC: text_highpriority "ICC1_H"  10000& ms  1? \\ A dirty, stinking, sniveling, snotting, vile, puking, crying little baby!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCE8A
00D6: if  0?
001A:    25045& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCEAD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCE8A

:Label0BCEAD
00BC: text_highpriority "ICC1_I"  10000& ms  1? \\ A baby.. an awful, horrible, disgusting little boo hoo.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEC1
00D6: if  0?
001A:    29698& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCEE4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCEC1

:Label0BCEE4
00BC: text_highpriority "ICC1_J"  10000& ms  1? \\ Mommy doesn't love you. You little shit!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCEF8
00D6: if  0?
001A:    32513& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCF1B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCEF8

:Label0BCF1B
00BC: text_highpriority "ICC1_K"  10000& ms  1? \\ Ow! Calm down.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCF2F
00D6: if  0?
001A:    35215&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCF54
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCF2F

:Label0BCF54
00BC: text_highpriority "ICC1_L"  10000& ms  1? \\ I HATE babies, and I hate children.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCF68
00D6: if  0?
001A:    38544&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCF8D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCF68

:Label0BCF8D
00BC: text_highpriority "ICC1_M"  10000& ms  1? \\ They're dirty, sniveling, snotting, vile, puking little..
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFA1
00D6: if  0?
001A:    40042&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCFC6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCFA1

:Label0BCFC6
00BC: text_highpriority "ICC1_N"  10000& ms  1? \\ Enough already!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BCFDA
00D6: if  0?
001A:    41685&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BCFFF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BCFDA

:Label0BCFFF
00BC: text_highpriority "ICC1_O"  10000& ms  1? \\ What is wrong with you??
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD013
00D6: if  0?
001A:    43879&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD038
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD013

:Label0BD038
00BC: text_highpriority "ICC1_P"  10000& ms  1? \\ You make soft ice cream, okay? It's purely for kids.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD04C
00D6: if  0?
001A:    48927&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD071
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD04C

:Label0BD071
00BC: text_highpriority "ICC1_Q"  10000& ms  1? \\ What kind of psycho are you?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD085
00D6: if  0?
001A:    51501&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD0AA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD085

:Label0BD0AA
00BC: text_highpriority "ICC1_R"  10000& ms  1? \\ Just so I understand this, why make children happy if you hate them?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0BE
00D6: if  0?
001A:    55814&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD0E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD0BE

:Label0BD0E3
00BC: text_highpriority "ICC1_S"  10000& ms  1? \\ Oh, you stupid, sniveling, snotty-
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD0F7
00D6: if  0?
001A:    59535&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD11C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD0F7

:Label0BD11C
00BC: text_highpriority "ICC1_T"  10000& ms  1? \\ Shut up!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD130
00D6: if  0?
001A:    60379&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD155
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD130

:Label0BD155
00BC: text_highpriority "ICC1_U"  10000& ms  1? \\ - Brat!
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD169
00D6: if  0?
001A:    62496&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD18E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD169

:Label0BD18E
00BC: text_highpriority "ICC1_V"  10000& ms  1? \\ The ice cream is a front.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1A2
00D6: if  0?
001A:    64801&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD1C7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD1A2

:Label0BD1C7
00BC: text_highpriority "ICC1_W"  10000& ms  1? \\ We distribute other, non-dairy products.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD1DB
00D6: if  0?
001A:    68699&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD200
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD1DB

:Label0BD200
00BC: text_highpriority "ICC1_X"  10000& ms  1? \\ And if I see a kid, I put him to good use.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD214
00D6: if  0?
001A:    72778&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD239
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD214

:Label0BD239
00BC: text_highpriority "ICC1_Y"  10000& ms  1? \\ Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you.
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD24D
00D6: if  0?
001A:    78390&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD272
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD24D

:Label0BD272
00BC: text_highpriority "ICC1_Z"  10000& ms  1? \\ She HATES you!

:Label0BD281
00D6: if  0?
001A:    81000&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD2A6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD281

:Label0BD2A6
03AD: set_rubbish  1? (visible)
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label0BD2D8
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0BD2D8
03D1: play_wav  1?

:Label0BD2D8
00BE: text_clear_all

:Label0BD2DA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BD2F2
0001: wait  0? ms
0002: jump Label0BD2DA

:Label0BD2F2
03AD: set_rubbish  1? (visible)
03CB: set_camera -839.512! -582.021!  24.777!
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01C3: remove_references_to_car  19576??  \\ Like turning a car into any random car
00A6: destroy_car  19576??
0004:  1352?? =  1?  \\ integer values
0529: unknown_add  2436?? to_money_spent_on_property_stats
014C: set_parked_car_generator  7364?? cars_to_generate_to  101?
0164: disable_marker  2432??
0570:  2432?? = create_asset_radar_marker_with_icon  21? at -878.5! -575.1!  11.2!
018B: show_on_radar  2432??  2?
015C: set_zone_gang_info "ICCREAM"  1? (day)  13?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "ICCREAM"  0? (night)  10?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -896.098! -593.101!  0! -855.09! -548.64!  30!
0542: add_property  3? to_property_own_stats
004F: create_thread Label010FC4 
0001: wait  1000& ms
016A: fade  1? (back)  1500& ms
034E: unknown_move_object  7276?? to -866.689! -572.095!  15.573! unknown_angle  0!  0!  4.5!  0?
0395: clear_area  1? at -874.324! -565.683! range  11.194!  1!
0055: put_player $PLAYER_CHAR at -874.324! -565.683!  11.194!
0171: set_player $PLAYER_CHAR z_angle_to  183.398!
01C4: remove_references_to_object  7276??  \\ This object will now disappear when the player looks away
015F: set_camera_position -839.512! -582.021!  24.777!  0!  0!  0!
0160: point_camera -840.451! -581.759!  24.553!  2?
0394: play_music  1?
01E3: text_1number_styled "ICEBUY"  2436??  7000& ms  6? \\ Ice Cream Factory purchased: $~1~
0001: wait  7000& ms
0004: $ONMISSION =  0?  \\ integer values
030C: set_mission_points +=  1?
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 40---------------
; Originally: Kaufman Cabs


:Label0BD496
0004: $ONMISSION =  1?  \\ integer values
0108: destroy_object  7140??
03A4: name_thread "TAXCUT"
0001: wait  0? ms
054C: use_GXT_table "TAXICUT"
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0BD4DC
0570:  2476?? = create_asset_radar_marker_with_icon  25? at  2244??  2248??  2252??

:Label0BD4DC
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03AF: set_streaming  0? (disabled)
03AD: set_rubbish  0? (invisible)
0522: (unknown)
0247: request_model #KAUFMAN

:Label0BD4F9
00D6: if  0?
8248:   NOT   model #KAUFMAN available
004D: jump_if_false Label0BD514
0001: wait  0? ms
0002: jump Label0BD4F9

:Label0BD514
0395: clear_area  1? at -1001.7!  198.8! range  11.4!  4!
00A5:  3@ = create_car #KAUFMAN at -1001.7!  198.8!  11.3!
0175: set_car  3@ z_angle_to  180!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDORIS"
023C: load_special_actor  3? "CDRIVRA"
023C: load_special_actor  4? "CDRIVRB"
038B: load_requested_models

:Label0BD57F
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label0BD5A5
0001: wait  0? ms
0002: jump Label0BD57F

:Label0BD5A5
02E4: load_cutscene_data "TAX_1"
0244: set_cutscene_pos -1002.4!  202!  10.4!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  0@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  0@ "CSDORIS"
02E5:  1@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  1@ "CDRIVRA"
02E5:  2@ = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  2@ "CDRIVRB"
0395: clear_area  1? at -999.1!  193! range  10.4!  1!
0055: put_player $PLAYER_CHAR at -999.1!  193!  10.4!
0171: set_player $PLAYER_CHAR z_angle_to  80!
0001: wait  700& ms
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BD668
00D6: if  0?
001A:    10228& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD68B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD668

:Label0BD68B
00BC: text_highpriority "TAXC_A"  10000& ms  1? \\ Guess you're the new owner.

:Label0BD69A
00D6: if  0?
001A:    11538& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD6BD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD69A

:Label0BD6BD
00BC: text_highpriority "TAXC_B"  10000& ms  1? \\ What are you, mob? Cartel? You don't look Mexican...

:Label0BD6CC
00D6: if  0?
001A:    15232& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD6EF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD6CC

:Label0BD6EF
00BC: text_highpriority "TAXC_C"  10000& ms  1? \\ Anyhoo, I guess you better get on with the 'things are gonna change around here' crap,

:Label0BD6FE
00D6: if  0?
001A:    19887& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD721
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD6FE

:Label0BD721
00BC: text_highpriority "TAXC_D"  10000& ms  1? \\ maybe threaten one of the drivers -

:Label0BD730
00D6: if  0?
001A:    22198& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD753
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD730

:Label0BD753
00BC: text_highpriority "TAXC_E"  10000& ms  1? \\ go steady on Ted over there, he's just had his hernia fixed.

:Label0BD762
00D6: if  0?
001A:    27570& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD785
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD762

:Label0BD785
00BC: text_highpriority "TAXC_F"  10000& ms  1? \\ Well, yeah. Things are going to change around here, lady.

:Label0BD794
00D6: if  0?
001A:    30477& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD7B7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD794

:Label0BD7B7
00BC: text_highpriority "TAXC_G"  10000& ms  1? \\ Oh crap, sonny. Might as well leave this to me -

:Label0BD7C6
00D6: if  0?
001A:    33933&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD7EB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD7C6

:Label0BD7EB
00BC: text_highpriority "TAXC_H"  10000& ms  1? \\ I've been doing this for years.

:Label0BD7FA
00D6: if  0?
001A:    36327&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD81F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD7FA

:Label0BD81F
00BC: text_highpriority "TAXC_I"  10000& ms  1? \\ Now hear this.

:Label0BD82E
00D6: if  0?
001A:    38262&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD853
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD82E

:Label0BD853
00BC: text_highpriority "TAXC_J"  10000& ms  1? \\ We are now under new management and things are going to change around here again.

:Label0BD862
00D6: if  0?
001A:    43042&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD887
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD862

:Label0BD887
00BC: text_highpriority "TAXC_K"  10000& ms  1? \\ Our new management, the

:Label0BD896
00D6: if  0?
001A:    45254&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD8BB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD896

:Label0BD8BB
00BC: text_highpriority "TAXC_L"  10000& ms  1? \\ - Which gang are you?

:Label0BD8CA
00D6: if  0?
001A:    46583&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD8EF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD8CA

:Label0BD8EF
00BC: text_highpriority "TAXC_M"  10000& ms  1? \\ Well, I'm not part of any gang actually.

:Label0BD8FE
00D6: if  0?
001A:    48993&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD923
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD8FE

:Label0BD923
00BC: text_highpriority "TAXC_N"  10000& ms  1? \\ What's your goddamned name, kid?

:Label0BD932
00D6: if  0?
001A:    51083&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD957
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD932

:Label0BD957
00BC: text_highpriority "TAXC_O"  10000& ms  1? \\ Vercetti, Tommy Vercetti.

:Label0BD966
00D6: if  0?
001A:    52858&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD98B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD966

:Label0BD98B
00BC: text_highpriority "TAXC_P"  10000& ms  1? \\ Our new management, the Vercetti Gang,

:Label0BD99A
00D6: if  0?
001A:    55674&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD9BF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD99A

:Label0BD9BF
00BC: text_highpriority "TAXC_Q"  10000& ms  1? \\ is gonna make sure we get no trouble.

:Label0BD9CE
00D6: if  0?
001A:    57991&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BD9F3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BD9CE

:Label0BD9F3
00BC: text_highpriority "TAXC_R"  10000& ms  1? \\ Capiche? Out!

:Label0BDA02
00D6: if  0?
001A:    59837&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDA27
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA02

:Label0BDA27
00BC: text_highpriority "TAXC_S"  10000& ms  1? \\ Did you like the 'capiche'? I liked the 'capiche'.

:Label0BDA36
00D6: if  0?
001A:    62496&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDA5B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA36

:Label0BDA5B
00BC: text_highpriority "TAXC_T"  10000& ms  1? \\ So this is how it's worked in the past,

:Label0BDA6A
00D6: if  0?
001A:    64179&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDA8F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA6A

:Label0BDA8F
00BC: text_highpriority "TAXC_U"  10000& ms  1? \\ We run the firm as usual.

:Label0BDA9E
00D6: if  0?
001A:    65671&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDAC3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDA9E

:Label0BDAC3
00BC: text_highpriority "TAXC_V"  10000& ms  1? \\ If we get any trouble from rival firms, you beat the crap out of them.

:Label0BDAD2
00D6: if  0?
001A:    68752&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDAF7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDAD2

:Label0BDAF7
00BC: text_highpriority "TAXC_W"  10000& ms  1? \\ Then they beat the crap out of us,

:Label0BDB06
00D6: if  0?
001A:    70262&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDB2B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB06

:Label0BDB2B
00BC: text_highpriority "TAXC_X"  10000& ms  1? \\ then you beat the crap out of them,

:Label0BDB3A
00D6: if  0?
001A:    71555&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDB5F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB3A

:Label0BDB5F
00BC: text_highpriority "TAXC_Y"  10000& ms  1? \\ etcetera, etcetera. You got it?

:Label0BDB6E
00D6: if  0?
001A:    73865&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDB93
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDB6E

:Label0BDB93
00BC: text_highpriority "TAXC_Z"  10000& ms  1? \\ Uh, yeah, I guess...

:Label0BDBA2
00D6: if  0?
001A:    76173&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDBC7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBA2

:Label0BDBC7
00BC: text_highpriority "TAXC_A1"  10000& ms  1? \\ Just grab a taxi from the garage if you feel like jumping in.

:Label0BDBD6
00D6: if  0?
001A:    77173&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDBFB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBD6

:Label0BDBFB
00D6: if  0?
001A:    81852&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BDC20
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BDBFB

:Label0BDC20
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0BDC29
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BDC41
0001: wait  0? ms
0002: jump Label0BDC29

:Label0BDC41
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
03CB: set_camera -999.1!  193!  10.4!
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0249: release_model #KAUFMAN
0004:  1228?? =  1?  \\ integer values
0001: wait  1000& ms
02A3: toggle_widescreen  1? (on)
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03CB: set_camera -1017.904!  207.165!  15.09!
015F: set_camera_position -1018.54!  207.931!  15.185!  0!  0!  0!
0160: point_camera -1017.904!  207.165!  15.09!  2?
0394: play_music  1?
01E3: text_1number_styled "TAXIBUY"  2480??  7000& ms  6? \\ Taxi Firm purchased: $~1~
0529: unknown_add  2480?? to_money_spent_on_property_stats
0542: add_property  5? to_property_own_stats
0001: wait  7000& ms
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  2476??
0164: disable_marker  1224??
02A7:  1224?? = create_marker  1728?? at  1956??  1960??  1964??
004F: create_thread Label010C16 
030C: set_mission_points +=  1?
02EB: restore_camera_with_jumpcut
015C: set_zone_gang_info "KAUFCAB"  1? (day)  13?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "KAUFCAB"  0? (night)  10?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -1012.06!  181.561!  0! -982.06!  216.561!  30!
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 41---------------
; Originally: (no description)


:Label0BDD94
03A4: name_thread "BUYPRO3"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  988??
0164: disable_marker  2552??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BDDD8
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BDE22
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BDE1B
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
004F: create_thread Label00BE66 
0004:  4368?? =  1?  \\ integer values
004E: end_thread

:Label0BDE1B
0002: jump Label0BDDD8

:Label0BDE22
0395: clear_area  1? at  495.651! -84.2263! range  8.9929!  1!
0055: put_player $PLAYER_CHAR at  495.651! -84.2263!  8.9929!
0171: set_player $PLAYER_CHAR z_angle_to  47.6086!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  505.4001! -107.8699!  12.9888!  0!  0!  0!
0160: point_camera  504.9025! -107.0028!  12.9664!  2?

:Label0BDE9E
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BDEE8
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BDEE1
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
004F: create_thread Label00BE66 
0004:  4368?? =  1?  \\ integer values
004E: end_thread

:Label0BDEE1
0002: jump Label0BDE9E

:Label0BDEE8
01E3: text_1number_styled "BANKBUY"  2556??  5000& ms  6? \\ The Malibu purchased: $~1~
0529: unknown_add  2556?? to_money_spent_on_property_stats
0542: add_property  0? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  4000& ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BDF46
043C: unknown_set_game_sounds  1?
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
004F: create_thread Label00BE66 
0004:  4368?? =  1?  \\ integer values
004E: end_thread

:Label0BDF46
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BDF55
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BDFA3
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BDF9C
043C: unknown_set_game_sounds  1?
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
004F: create_thread Label00BE66 
0004:  4368?? =  1?  \\ integer values
004E: end_thread

:Label0BDF9C
0002: jump Label0BDF55

:Label0BDFA3
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
02A7:  988?? = create_marker  1688?? at  1872??  1876??  1880??
004F: create_thread Label00BE66 
0004:  4368?? =  1?  \\ integer values
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms

:Label0BDFEC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE01A
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE013
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BE013
0002: jump Label0BDFEC

:Label0BE01A
043C: unknown_set_game_sounds  1?
004F: create_thread Label01137E 
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 42---------------
; Originally: The Boatyard


:Label0BE033
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "BOATBY"
0001: wait  0? ms
0108: destroy_object  7144??
054C: use_GXT_table "BOATBUY"
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSDWAYN"
023C: load_special_actor  3? "CSJETRO"
029B:  0@ = init_object -166& (DK_REEF) at -651! -1481.21!  16.647!
01C7: spawn_object  0@
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0BE0BF
04CE:  2412?? = unknown_create_marker  9? at -664.1! -1476.3!  13.8!

:Label0BE0BF
0001: wait  0? ms
03CB: set_camera -649.7202! -1482.1!  14.9076!
038B: load_requested_models

:Label0BE0D6
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0BE0F8
0001: wait  0? ms
0002: jump Label0BE0D6

:Label0BE0F8
0569: "CSPLAY"
0569: "CSDWAYN"
0569: "CSJETRO"
02E4: load_cutscene_data "DRUG_1"
0244: set_cutscene_pos -690! -1568!  11.4!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  1@ = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  1@ "CSDWAYN"
02E5:  2@ = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  2@ "CSJETRO"
0395: clear_area  1? at -633.2! -1488.8! range  12.7!  1!
0055: put_player $PLAYER_CHAR at -633.2! -1488.8!  12.7!
0171: set_player $PLAYER_CHAR z_angle_to  250!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BE1C8
00D6: if  0?
001A:    142& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE1EB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE1C8

:Label0BE1EB
00BC: text_highpriority "DRUG_1"  10000& ms  1? \\ Hello? Hel-lo?! Hello?

:Label0BE1FA
00D6: if  0?
001A:    9838& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE21D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE1FA

:Label0BE21D
00BC: text_highpriority "DRUG_2"  10000& ms  1? \\ Put it out. There's a dude here.

:Label0BE22C
00D6: if  0?
001A:    12335& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE24F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE22C

:Label0BE24F
00BC: text_highpriority "DRUG_3"  10000& ms  1? \\ Hey suit dude! I guess you're the new owner?

:Label0BE25E
00D6: if  0?
001A:    14831& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE281
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE25E

:Label0BE281
00BC: text_highpriority "DRUG_4"  10000& ms  1? \\ Yeah. Which one of the boats is the fastest?

:Label0BE290
00D6: if  0?
001A:    17624& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE2B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE290

:Label0BE2B3
00BC: text_highpriority "DRUG_5"  10000& ms  1? \\ It's already in the water, dude,

:Label0BE2C2
00D6: if  0?
001A:    19626& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE2E5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE2C2

:Label0BE2E5
00BC: text_highpriority "DRUG_6"  10000& ms  1? \\ I though you might want to try her out.

:Label0BE2F4
00D6: if  0?
001A:    21916& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE317
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE2F4

:Label0BE317
00BC: text_highpriority "DRUG_7"  10000& ms  1? \\ Dude, she's already running with a 300 horse power engine...

:Label0BE326
00D6: if  0?
001A:    24845& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE349
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE326

:Label0BE349
00BC: text_highpriority "DRUG_8"  10000& ms  1? \\ ...and the fiberglass hull, she just shoots through the waves.!

:Label0BE358
00D6: if  0?
001A:    29051& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE37B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE358

:Label0BE37B
00BC: text_highpriority "DRUG_9"  10000& ms  1? \\ She can do like zero to sixty in four seconds flat dude...

:Label0BE38A
00D6: if  0?
001A:    33053&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE3AF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE38A

:Label0BE3AF
00BC: text_highpriority "DRUG_10"  10000& ms  1? \\ and she can hold like twenty bales of the best Jamaican smoke right in the hull!

:Label0BE3BE
00D6: if  0?
001A:    37627&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE3E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE3BE

:Label0BE3E3
00BC: text_highpriority "DRUG_11"  10000& ms  1? \\ So go ahead dude, she's ready to fly!

:Label0BE3F2
00D6: if  0?
001A:    40309&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE417
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE3F2

:Label0BE417
00BC: text_highpriority "DRUG_12"  10000& ms  1? \\ Yo yo, uh, suit dude, you gotta light?

:Label0BE426
00D6: if  0?
001A:    44071&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE44B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE426

:Label0BE44B
00BC: text_highpriority "DRUG_13"  10000& ms  1? \\ Dude?

:Label0BE45A
00D6: if  0?
001A:    45000&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BE47F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BE45A

:Label0BE47F
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label0BE48E
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE4A6
0001: wait  0? ms
0002: jump Label0BE48E

:Label0BE4A6
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0BE4BE
0001: wait  0? ms
0002: jump Label0BE4A6

:Label0BE4BE
03AD: set_rubbish  1? (visible)
00BE: text_clear_all
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0247: request_model #JETMAX
0247: request_model #SQUALO
038B: load_requested_models

:Label0BE4EA
00D6: if  21?
8248:   NOT   model #JETMAX available
8248:   NOT   model #SQUALO available
004D: jump_if_false Label0BE50A
0001: wait  0? ms
0002: jump Label0BE4EA

:Label0BE50A
00A5:  3@ = create_car #JETMAX at -586.6! -1512.2!  5!
0175: set_car  3@ z_angle_to  253!
00A5:  4@ = create_car #SQUALO at -581.2! -1503.2!  5!
0175: set_car  4@ z_angle_to  250!
0001: wait  0? ms
0001: wait  0? ms
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03CB: set_camera -565.647! -1506.333!  8.906!
015F: set_camera_position -564.65! -1506.31!  8.99!  0!  0!  0!
0160: point_camera -565.647! -1506.333!  8.906!  2?

:Label0BE5B2
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE5CA
0001: wait  0? ms
0002: jump Label0BE5B2

:Label0BE5CA
0394: play_music  1?
01E3: text_1number_styled "BOATBUY"  2416??  7000& ms  6? \\ Boatyard purchased: $~1~
0529: unknown_add  2416?? to_money_spent_on_property_stats
0542: add_property  6? to_property_own_stats
0001: wait  7000& ms
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
030C: set_mission_points +=  1?
014C: set_parked_car_generator  7928?? cars_to_generate_to  101?
014C: set_parked_car_generator  7932?? cars_to_generate_to  101?
0164: disable_marker  2412??
0570:  2412?? = create_asset_radar_marker_with_icon  12? at -664.1! -1476.3!  13.8!
018B: show_on_radar  2412??  2?
015C: set_zone_gang_info "BOATYRD"  1? (day)  13?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "BOATYRD"  0? (night)  10?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -692.193! -1522.901!  0! -575.311! -1453.378!  30!
004F: create_thread Label010E86 
004F: create_thread Label010600 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0001: wait  0? ms
0249: release_model #JETMAX
0249: release_model #SQUALO
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread

;-------------Mission 43---------------
; Originally: (no description)


:Label0BE6BA
03A4: name_thread "BUYPRO4"
0004: $ONMISSION =  1?  \\ integer values
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0BE6F4
0570:  2452?? = create_asset_radar_marker_with_icon  20? at  2280??  2284??  2288??
018B: show_on_radar  2452??  2?

:Label0BE6F4
0001: wait  0? ms
0164: disable_marker  2452??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BE722
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE76A
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE763
0570:  2452?? = create_asset_radar_marker_with_icon  20? at  2280??  2284??  2288??
018B: show_on_radar  2452??  2?
0004:  3996?? =  1?  \\ integer values
004E: end_thread

:Label0BE763
0002: jump Label0BE722

:Label0BE76A
0570:  2452?? = create_asset_radar_marker_with_icon  20? at  2280??  2284??  2288??
018B: show_on_radar  2452??  2?
004F: create_thread Label010D54 
0004:  3996?? =  1?  \\ integer values
055B:  5164?? = create_clothes_pickup  9? at  158.3! -1275.9!  10.6!
0004:  5084?? =  1?  \\ integer values
004F: create_thread Label02B57F 
0395: clear_area  1? at  100.9297! -1470.622! range  9.3871!  1!
0055: put_player $PLAYER_CHAR at  100.9297! -1470.622!  9.3871!
0171: set_player $PLAYER_CHAR z_angle_to  218.0275!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  112.9674! -1486.218!  11.2691!  0!  0!  0!
0160: point_camera  112.1791! -1485.63!  11.4509!  2?

:Label0BE831
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE85B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE854
004E: end_thread

:Label0BE854
0002: jump Label0BE831

:Label0BE85B
01E3: text_1number_styled "STRPBUY"  2456??  5000& ms  6? \\ Pole Position Club purchased: $~1~
0529: unknown_add  2456?? to_money_spent_on_property_stats
0542: add_property  7? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  4000& ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE899
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BE899
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BE8A8
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE8D6
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE8CF
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BE8CF
0002: jump Label0BE8A8

:Label0BE8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms

:Label0BE8FF
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE917
0001: wait  0? ms
0002: jump Label0BE8FF

:Label0BE917
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 44---------------
; Originally: (no description)


:Label0BE928
03A4: name_thread "BUYPRO5"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2640??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BE967
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BE9B0
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BE9A9
0570:  2640?? = create_asset_radar_marker_with_icon  19? at  2292??  2296??  2300??
018B: show_on_radar  2640??  2?
004F: create_thread Label0114BC 
004E: end_thread

:Label0BE9A9
0002: jump Label0BE967

:Label0BE9B0
0570:  2640?? = create_asset_radar_marker_with_icon  19? at  2292??  2296??  2300??
018B: show_on_radar  2640??  2?
004F: create_thread Label0114BC 
0395: clear_area  1? at  428.373!  608.9806! range  11.6898!  1!
0055: put_player $PLAYER_CHAR at  428.373!  608.9806!  11.6898!
0171: set_player $PLAYER_CHAR z_angle_to  0!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  415.9304!  640.0891!  12.9833!  0!  0!  0!
0160: point_camera  416.2365!  639.1425!  13.0847!  2?

:Label0BEA4B
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEA75
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEA6E
004E: end_thread

:Label0BEA6E
0002: jump Label0BEA4B

:Label0BEA75
0004:  7192?? =  1?  \\ integer values
0004:  5212?? =  1?  \\ integer values
01E3: text_1number_styled "NBMNBUY"  2644??  5000& ms  6? \\ El Swanko Casa purchased: $~1~
0529: unknown_add  2644?? to_money_spent_on_property_stats
0542: add_property  10? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
015F: set_camera_position  427.813!  650.6702!  15.3209!  0!  0!  0!
0160: point_camera  428.6758!  650.2003!  15.1346!  2?
00BC: text_highpriority "BUYGARG"  3000& ms  1? \\ ~g~You can also store vehicles in this garage.
02FA: garage  2652?? change_to_type  16?
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BEB1C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEB4A
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEB43
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BEB43
0002: jump Label0BEB1C

:Label0BEB4A
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 45---------------
; Originally: (no description)


:Label0BEB8B
03A4: name_thread "LNKVBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2608??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BEBCA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEC13
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEC0C
0570:  2608?? = create_asset_radar_marker_with_icon  19? at  2340??  2344??  2348??
018B: show_on_radar  2608??  2?
004F: create_thread Label0115EE 
004E: end_thread

:Label0BEC0C
0002: jump Label0BEBCA

:Label0BEC13
0570:  2608?? = create_asset_radar_marker_with_icon  19? at  2340??  2344??  2348??
018B: show_on_radar  2608??  2?
004F: create_thread Label0115EE 
0395: clear_area  1? at  306.5728!  376.2928! range  12.1856!  1!
0055: put_player $PLAYER_CHAR at  306.5728!  376.2928!  12.1856!
0171: set_player $PLAYER_CHAR z_angle_to  276.3156!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  241.4097!  420.0691!  10.388!  0!  0!  0!
0160: point_camera  242.141!  419.4232!  10.6071!  2?

:Label0BECAE
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BECD8
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BECD1
004E: end_thread

:Label0BECD1
0002: jump Label0BECAE

:Label0BECD8
0004:  7196?? =  1?  \\ integer values
0004:  5216?? =  1?  \\ integer values
01E3: text_1number_styled "LNKVBUY"  2612??  5000& ms  6? \\ Links View Apartment purchased: $~1~
0529: unknown_add  2612?? to_money_spent_on_property_stats
0542: add_property  9? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
015F: set_camera_position  313.6496!  390.976!  14.5314!  0!  0!  0!
0160: point_camera  313.0024!  391.738!  14.5534!  2?
00BC: text_highpriority "BUYGARG"  3000& ms  1? \\ ~g~You can also store vehicles in this garage.
02FA: garage  2620?? change_to_type  26?
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BED7F
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEDAD
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEDA6
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BEDA6
0002: jump Label0BED7F

:Label0BEDAD
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 46---------------
; Originally: (no description)


:Label0BEDEE
03A4: name_thread "HYCOBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2656??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BEE2D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEE76
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEE6F
0570:  2656?? = create_asset_radar_marker_with_icon  19? at  2352??  2356??  2360??
018B: show_on_radar  2656??  2?
004F: create_thread Label011720 
004E: end_thread

:Label0BEE6F
0002: jump Label0BEE2D

:Label0BEE76
0570:  2656?? = create_asset_radar_marker_with_icon  19? at  2352??  2356??  2360??
018B: show_on_radar  2656??  2?
004F: create_thread Label011720 
0395: clear_area  1? at -833.811!  1304.07! range  10.5131!  1!
0055: put_player $PLAYER_CHAR at -833.811!  1304.07!  10.5131!
0171: set_player $PLAYER_CHAR z_angle_to  200.4458!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position -905.0276!  1352.564!  50.7682!  0!  0!  0!
0160: point_camera -904.088!  1352.261!  50.9287!  2?

:Label0BEF11
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BEF3B
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BEF34
004E: end_thread

:Label0BEF34
0002: jump Label0BEF11

:Label0BEF3B
0004:  7180?? =  1?  \\ integer values
055B:  5192?? = create_clothes_pickup  1? at -820.2!  1364.1!  66.4!
0004:  5200?? =  1?  \\ integer values
01E3: text_1number_styled "HYCOBUY"  2660??  5000& ms  6? \\ Hyman Condo purchased: $~1~
0529: unknown_add  2660?? to_money_spent_on_property_stats
0542: add_property  14? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
015F: set_camera_position -848.3207!  1292.835!  11.4866!  0!  0!  0!
0160: point_camera -847.6996!  1293.611!  11.5998!  2?
00BC: text_highpriority "BUYGARS"  3000& ms  1? \\ ~g~You can also store vehicles in these garages.
02FA: garage  2668?? change_to_type  17?
02FA: garage  2672?? change_to_type  18?
02FA: garage  2676?? change_to_type  24?
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BF006
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF034
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF02D
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BF02D
0002: jump Label0BF006

:Label0BF034
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 47---------------
; Originally: (no description)


:Label0BF075
03A4: name_thread "OCHEBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2624??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BF0B4
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF0FD
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF0F6
0570:  2624?? = create_asset_radar_marker_with_icon  19? at  2364??  2368??  2372??
018B: show_on_radar  2624??  2?
004F: create_thread Label011984 
004E: end_thread

:Label0BF0F6
0002: jump Label0BF0B4

:Label0BF0FD
0570:  2624?? = create_asset_radar_marker_with_icon  19? at  2364??  2368??  2372??
018B: show_on_radar  2624??  2?
004F: create_thread Label011984 
0395: clear_area  1? at  14.4571! -1498.594! range  12.1974!  1!
0055: put_player $PLAYER_CHAR at  14.4571! -1498.594!  12.1974!
0171: set_player $PLAYER_CHAR z_angle_to  353.8286!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position -9.9202! -1467.05!  10.114!  0!  0!  0!
0160: point_camera -9.376! -1467.813!  10.4639!  2?

:Label0BF198
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF1C2
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF1BB
004E: end_thread

:Label0BF1BB
0002: jump Label0BF198

:Label0BF1C2
0004:  7200?? =  1?  \\ integer values
0004:  5220?? =  1?  \\ integer values
01E3: text_1number_styled "OCHEBUY"  2628??  5000& ms  6? \\ Ocean Heights Apartment purchased: $~1~
0529: unknown_add  2628?? to_money_spent_on_property_stats
0542: add_property  12? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
015F: set_camera_position  17.7346! -1467.674!  18.6329!  0!  0!  0!
0160: point_camera  18.0802! -1468.512!  18.2106!  2?
00BC: text_highpriority "BUYGARG"  3000& ms  1? \\ ~g~You can also store vehicles in this garage.
02FA: garage  2636?? change_to_type  25?
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BF269
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF297
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF290
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BF290
0002: jump Label0BF269

:Label0BF297
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 48---------------
; Originally: (no description)


:Label0BF2D8
03A4: name_thread "WASHBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2596??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BF317
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF360
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF359
0570:  2596?? = create_asset_radar_marker_with_icon  19? at  2376??  2380??  2384??
018B: show_on_radar  2596??  2?
004F: create_thread Label011852 
004E: end_thread

:Label0BF359
0002: jump Label0BF317

:Label0BF360
0570:  2596?? = create_asset_radar_marker_with_icon  19? at  2376??  2380??  2384??
018B: show_on_radar  2596??  2?
004F: create_thread Label011852 
0395: clear_area  1? at  90.781! -806.1213! range  10.3349!  1!
0055: put_player $PLAYER_CHAR at  90.781! -806.1213!  10.3349!
0171: set_player $PLAYER_CHAR z_angle_to  238.8605!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  57.5999! -681.8762!  10.4095!  0!  0!  0!
0160: point_camera  57.8653! -682.802!  10.6787!  2?

:Label0BF3FB
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF425
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF41E
004E: end_thread

:Label0BF41E
0002: jump Label0BF3FB

:Label0BF425
0004:  7184?? =  1?  \\ integer values
0004:  5204?? =  1?  \\ integer values
01E3: text_1number_styled "WASHBUY"  2600??  5000& ms  6? \\ 1102 Washington Street purchased: $~1~
0529: unknown_add  2600?? to_money_spent_on_property_stats
0542: add_property  11? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BF47E
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF4AC
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF4A5
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BF4A5
0002: jump Label0BF47E

:Label0BF4AC
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 49---------------
; Originally: (no description)


:Label0BF4ED
03A4: name_thread "VCPTBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2584??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BF52C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF575
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF56E
0570:  2584?? = create_asset_radar_marker_with_icon  19? at  2388??  2392??  2396??
018B: show_on_radar  2584??  2?
004F: create_thread Label011AB6 
004E: end_thread

:Label0BF56E
0002: jump Label0BF52C

:Label0BF575
0570:  2584?? = create_asset_radar_marker_with_icon  19? at  2388??  2392??  2396??
018B: show_on_radar  2584??  2?
004F: create_thread Label011AB6 
0395: clear_area  1? at  529.6626!  1272.155! range  16.822!  1!
0055: put_player $PLAYER_CHAR at  529.6626!  1272.155!  16.822!
0171: set_player $PLAYER_CHAR z_angle_to  131.5277!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position  468.3571!  1259.458!  21.8848!  0!  0!  0!
0160: point_camera  469.2978!  1259.797!  21.8834!  2?

:Label0BF610
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF63A
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF633
004E: end_thread

:Label0BF633
0002: jump Label0BF610

:Label0BF63A
0004:  7188?? =  1?  \\ integer values
0004:  5208?? =  1?  \\ integer values
01E3: text_1number_styled "VCPTBUY"  2588??  5000& ms  6? \\ 3321 Vice Point purchased: $~1~
0529: unknown_add  2588?? to_money_spent_on_property_stats
0542: add_property  8? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BF693
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF6C1
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF6BA
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BF6BA
0002: jump Label0BF693

:Label0BF6C1
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 50---------------
; Originally: (no description)


:Label0BF702
03A4: name_thread "SKUMBUY"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0164: disable_marker  2572??
030C: set_mission_points +=  1?
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged

:Label0BF741
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF78A
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF783
0570:  2572?? = create_asset_radar_marker_with_icon  19? at  2400??  2404??  2408??
018B: show_on_radar  2572??  2?
004F: create_thread Label011BE8 
004E: end_thread

:Label0BF783
0002: jump Label0BF741

:Label0BF78A
0570:  2572?? = create_asset_radar_marker_with_icon  19? at  2400??  2404??  2408??
018B: show_on_radar  2572??  2?
004F: create_thread Label011BE8 
0395: clear_area  1? at -559.9!  705.4! range  19.8!  1!
0055: put_player $PLAYER_CHAR at -559.9!  705.4!  19.8!
0171: set_player $PLAYER_CHAR z_angle_to  243!
02A3: toggle_widescreen  1? (on)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
015F: set_camera_position -570.4593!  708.1309!  24.3593!  0!  0!  0!
0160: point_camera -569.6928!  707.5626!  24.0599!  2?

:Label0BF825
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF84F
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF848
004E: end_thread

:Label0BF848
0002: jump Label0BF825

:Label0BF84F
0004:  7176?? =  1?  \\ integer values
0004:  5196?? =  1?  \\ integer values
01E3: text_1number_styled "SKUMBUY"  2576??  5000& ms  6? \\ Skumole Shack purchased: $~1~
0529: unknown_add  2576?? to_money_spent_on_property_stats
0542: add_property  13? to_property_own_stats
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0001: wait  2000& ms
00BC: text_highpriority "BUYSAVE"  3000& ms  1? \\ ~g~You can now save your game here when not on a mission.
0001: wait  3000& ms
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0BF8A8
00D6: if  0?
016B:   fading
004D: jump_if_false Label0BF8D6
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0BF8CF
043C: unknown_set_game_sounds  1?
004E: end_thread

:Label0BF8CF
0002: jump Label0BF8A8

:Label0BF8D6
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
0050: gosub Label0128AA
043C: unknown_set_game_sounds  1?
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
004E: end_thread
0051: return

;-------------Mission 51---------------
; Originally: Cap the Collector


:Label0BF917
0050: gosub Label0BF93B
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0BF932
0050: gosub Label0C1CDE

:Label0BF932
0050: gosub Label0C1D58
004E: end_thread

:Label0BF93B
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
03A4: name_thread "CAP_1"
0001: wait  0? ms
054C: use_GXT_table "CAP_1"
058E: unknown_point_command -1045.726! -292.454!  9.758! angle  97.607!
0004:  19580?? = -1?  \\ integer values
0004:  19584?? = -1?  \\ integer values
0004:  19588?? = -1?  \\ integer values
0004:  19760?? =  0?  \\ integer values
0004:  19764?? =  0?  \\ integer values
0004:  19768?? =  0?  \\ integer values
0004:  19772?? =  0?  \\ integer values
0004:  19776?? =  0?  \\ integer values
0004:  19780?? =  0?  \\ integer values
0005:  19864?? =  0!  \\ floating-point values
0005:  19868?? =  0!  \\ floating-point values
0005:  19872?? =  0!  \\ floating-point values
0005:  19876?? =  0!  \\ floating-point values
0005:  19880?? =  0!  \\ floating-point values
0004:  19592?? = -1?  \\ integer values
0004:  19596?? = -1?  \\ integer values
0004:  19600?? = -1?  \\ integer values
0004:  19784?? =  0?  \\ integer values
0004:  19788?? =  0?  \\ integer values
0004:  19792?? =  0?  \\ integer values
0004:  19796?? =  0?  \\ integer values
0004:  19800?? =  0?  \\ integer values
0004:  19804?? =  0?  \\ integer values
0007:  0@ =  0!  \\ floating-point values
0007:  1@ =  0!  \\ floating-point values
0007:  2@ =  0!  \\ floating-point values
0007:  3@ =  0!  \\ floating-point values
0007:  4@ =  0!  \\ floating-point values
0004:  19604?? = -1?  \\ integer values
0004:  19608?? = -1?  \\ integer values
0004:  19612?? = -1?  \\ integer values
0004:  19808?? =  0?  \\ integer values
0004:  19812?? =  0?  \\ integer values
0004:  19816?? =  0?  \\ integer values
0004:  19820?? =  0?  \\ integer values
0004:  19824?? =  0?  \\ integer values
0004:  19828?? =  0?  \\ integer values
0007:  5@ =  0!  \\ floating-point values
0007:  6@ =  0!  \\ floating-point values
0007:  7@ =  0!  \\ floating-point values
0007:  8@ =  0!  \\ floating-point values
0007:  9@ =  0!  \\ floating-point values
0004:  19616?? = -1?  \\ integer values
0004:  19620?? = -1?  \\ integer values
0004:  19624?? = -1?  \\ integer values
0004:  19836?? =  0?  \\ integer values
0004:  19840?? =  0?  \\ integer values
0004:  19844?? =  0?  \\ integer values
0004:  19848?? =  0?  \\ integer values
0004:  19852?? =  0?  \\ integer values
0004:  19856?? =  0?  \\ integer values
0007:  10@ =  0!  \\ floating-point values
0007:  11@ =  0!  \\ floating-point values
0007:  12@ =  0!  \\ floating-point values
0007:  13@ =  0!  \\ floating-point values
0007:  14@ =  0!  \\ floating-point values
0004:  19664?? =  0?  \\ integer values
0004:  19668?? =  0?  \\ integer values
0004:  19672?? =  0?  \\ integer values
0004:  19676?? =  0?  \\ integer values
0004:  19680?? =  0?  \\ integer values
0004:  19684?? =  0?  \\ integer values
0004:  19688?? =  0?  \\ integer values
0004:  19700?? =  0?  \\ integer values
0004:  19704?? =  0?  \\ integer values
0004:  19708?? =  0?  \\ integer values
0004:  19712?? =  0?  \\ integer values
0004:  19716?? =  0?  \\ integer values
0004:  19720?? =  0?  \\ integer values
0004:  19724?? =  0?  \\ integer values
0004:  19728?? =  0?  \\ integer values
0004:  19732?? =  0?  \\ integer values
0004:  19736?? =  0?  \\ integer values
0004:  19692?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0004:  10240?? =  0?  \\ integer values
0004:  10244?? =  0?  \\ integer values
0004:  10248?? =  0?  \\ integer values
0004:  10252?? =  0?  \\ integer values
0004:  10256?? =  0?  \\ integer values
0004:  10268?? =  0?  \\ integer values
0004:  10272?? =  0?  \\ integer values
0004:  10276?? =  0?  \\ integer values
0004:  10280?? =  0?  \\ integer values
0004:  10284?? =  0?  \\ integer values
0004:  10292?? =  0?  \\ integer values
0004:  19740?? =  0?  \\ integer values
0004:  19744?? =  0?  \\ integer values
0004:  19748?? =  0?  \\ integer values
0004:  19752?? =  0?  \\ integer values
0004:  11188?? =  0?  \\ integer values
0005:  19488?? =  0!  \\ floating-point values
0005:  19492?? =  0!  \\ floating-point values
0005:  19496?? =  0!  \\ floating-point values
0004:  10340?? =  0?  \\ integer values
0004:  10344?? =  0?  \\ integer values
0004:  10348?? =  0?  \\ integer values
0004:  10352?? =  0?  \\ integer values
0004:  10356?? =  0?  \\ integer values
0004:  10360?? =  0?  \\ integer values
0004:  10364?? =  0?  \\ integer values
0004:  10368?? =  0?  \\ integer values
0004:  10372?? =  0?  \\ integer values
0004:  10376?? =  0?  \\ integer values
0004:  10384?? =  0?  \\ integer values
0004:  19832?? =  0?  \\ integer values
0004:  19860?? =  0?  \\ integer values
0004:  19696?? =  0?  \\ integer values
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKELLY"
023C: load_special_actor  3? "PRINTRA"
023C: load_special_actor  4? "PRINTRB"
023C: load_special_actor  5? "PRINTRC"
04BB: select_interiour  18?  \\ select render area
03CB: set_camera -1071.56! -278.9497!  12.3606!
038B: load_requested_models

:Label0BFCFE
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0BFD28
0001: wait  0? ms
0002: jump Label0BFCFE

:Label0BFD28
02E4: load_cutscene_data "CAP_1"
041D: set_camera_near_clip  .1!
0244: set_cutscene_pos -1064.103! -276.39!  11.066!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  668?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  668?? "CSKELLY"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "PRINTRA"
02E5:  552?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  552?? "PRINTRB"
02E5:  516?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  516?? "PRINTRC"
0395: clear_area  1? at -1059.841! -278.7214! range  10.4044!  1!
0055: put_player $PLAYER_CHAR at -1059.841! -278.7214!  10.4044!
0171: set_player $PLAYER_CHAR z_angle_to  272.2088!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0BFE02
00D6: if  0?
001A:    2420& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFE25
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE02

:Label0BFE25
00BC: text_highpriority "CAP_01"  10000& ms  1? \\ Ok, what's the emergency?

:Label0BFE34
00D6: if  0?
001A:    5636& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFE57
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE34

:Label0BFE57
00BC: text_highpriority "CAP_02"  10000& ms  1? \\ WHO?

:Label0BFE66
00D6: if  0?
001A:    6065& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFE89
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE66

:Label0BFE89
00BC: text_highpriority "CAP_03"  10000& ms  1? \\ Tommy...some mob thugs ...said they'd come to take their cut...

:Label0BFE98
00D6: if  0?
001A:    10876& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFEBB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFE98

:Label0BFEBB
00BC: text_highpriority "CAP_04"  10000& ms  1? \\ ...said it was a Mr. Forello's money...I feel like crap.

:Label0BFECA
00D6: if  0?
001A:    14640& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFEED
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFECA

:Label0BFEED
00BC: text_highpriority "CAP_05"  10000& ms  1? \\ Forelli? SONNY Forelli?

:Label0BFEFC
00D6: if  0?
001A:    17053& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFF1F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFEFC

:Label0BFF1F
00BC: text_highpriority "CAP_06"  10000& ms  1? \\ Yeah, that's the guy...I think...they were very insistent...

:Label0BFF2E
00D6: if  0?
001A:    20816& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFF51
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF2E

:Label0BFF51
00BC: text_highpriority "CAP_07"  10000& ms  1? \\ Don't you worry, pop, I'm not angry with you.

:Label0BFF60
00D6: if  0?
001A:    22129& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFF83
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF60

:Label0BFF83
00BC: text_highpriority "CAP_08"  10000& ms  1? \\ Get him to the hospital.

:Label0BFF92
00D6: if  0?
001A:    24218& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFFB5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFF92

:Label0BFFB5
00BC: text_highpriority "CAP_09"  10000& ms  1? \\ Tommy...rip that guy a new asshole for me...

:Label0BFFC4
00D6: if  0?
001A:    27085& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0BFFE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFFC4

:Label0BFFE7
00BC: text_highpriority "CAP_10"  10000& ms  1? \\ I'm gonna rip him two!

:Label0BFFF6
00D6: if  0?
001A:    27367& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C0019
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0BFFF6

:Label0C0019
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
0001: wait  1000& ms
00BE: text_clear_all

:Label0C002F
00D6: if  0?
016B:   fading
004D: jump_if_false Label0C0047
0001: wait  0? ms
0002: jump Label0C002F

:Label0C0047
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0C005F
0001: wait  0? ms
0002: jump Label0C0047

:Label0C005F
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -1059.841! -278.7214!  10.4044!
023C: load_special_actor  1? "MBA"
023C: load_special_actor  2? "MBB"
0247: request_model #M4
0247: request_model #CHROMEGUN
0247: request_model #SANCHEZ
038B: load_requested_models

:Label0C00B9
00D6: if  24?
8248:   NOT   model #M4 available
8248:   NOT   model #CHROMEGUN available
8248:   NOT   model #SANCHEZ available
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0C00E6
0001: wait  0? ms
0002: jump Label0C00B9

:Label0C00E6
00D6: if  0?
0038:    2568?? ==  1?  \\ integer values
004D: jump_if_false Label0C0123
04CE:  19656?? = unknown_create_marker  13? at  499.791! -63.8411!  10.4539!
0168: show_on_radar  19656??  2?
0165: set_marker  19656?? color_to  5?
0002: jump Label0C012A

:Label0C0123
0004:  19664?? =  2?  \\ integer values

:Label0C012A
00D6: if  0?
0038:    2532?? ==  1?  \\ integer values
004D: jump_if_false Label0C015E
04CE:  19660?? = unknown_create_marker  15? at  8.5461!  968.7767!  9.8996!
0108: destroy_object $FILM_STUDIO_FRONT_GATE_CLOSED
0002: jump Label0C0165

:Label0C015E
0004:  19676?? =  2?  \\ integer values

:Label0C0165
00D6: if  0?
0038:    2448?? ==  1?  \\ integer values
004D: jump_if_false Label0C0194
04CE:  19640?? = unknown_create_marker  21? at -863.9365! -576.4991!  10.0646!
0002: jump Label0C019B

:Label0C0194
0004:  19680?? =  2?  \\ integer values

:Label0C019B
00D6: if  0?
0038:    2492?? ==  1?  \\ integer values
004D: jump_if_false Label0C01CA
04CE:  19644?? = unknown_create_marker  22? at -997.1398!  189.8333!  10.3916!
0002: jump Label0C01D1

:Label0C01CA
0004:  19684?? =  2?  \\ integer values

:Label0C01D1
00D6: if  0?
0038:    2428?? ==  1?  \\ integer values
004D: jump_if_false Label0C0200
04CE:  19648?? = unknown_create_marker  12? at -640.8567! -1491.843!  12.758!
0002: jump Label0C0207

:Label0C0200
0004:  19668?? =  2?  \\ integer values

:Label0C0207
00D6: if  0?
0038:    2512?? ==  1?  \\ integer values
004D: jump_if_false Label0C0236
04CE:  19652?? = unknown_create_marker  26? at -1014.468! -833.3465!  12.0452!
0002: jump Label0C023D

:Label0C0236
0004:  19672?? =  2?  \\ integer values

:Label0C023D
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0C02C7
04A6:  2488?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??
04A6:  2528?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??
04A6:  2564?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??
04A6:  2444?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??
04A6:  2424?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??
04A6:  2508?? = create_asset_money_pickup_at  1780??  1784??  1788?? money  2524??  2524??

:Label0C02C7
00A5:  19596?? = create_car #SANCHEZ at -866.8224! -448.586!  9.8801!
0175: set_car  19596?? z_angle_to  198!
02AA: set_car  19596?? immune_to_nonplayer  1?
0466: unknown_car  19596?? flag  0?
04BA: unknown_car  19596??  10!
0129:  19592?? = create_actor  4? #SPECIAL01 in_car  19596?? driverseat
01B2: give_actor  19592?? weapon  26? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19592??
011A: set_actor  19592?? flags  1?
0243: set_actor  19592?? ped_stats_to  16?
0223: set_actor  19592?? health_to  250&
0483: unknown_actor  19592??  1150&
0291: unknown_actor  19592?? unknown_behavior_flag  1?
0350: unknown_actor  19592?? not_scared_flag  1?
0319: set_actor  19592?? wander_state_to  1? (off)
01C8:  19600?? = create_actor  4? #SPECIAL02 in_car  19596?? passenger_seat  0?
01B2: give_actor  19600?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19600??
011A: set_actor  19600?? flags  1?
0243: set_actor  19600?? ped_stats_to  16?
0223: set_actor  19600?? health_to  250&
0291: unknown_actor  19600?? unknown_behavior_flag  1?
0350: unknown_actor  19600?? not_scared_flag  1?
0319: set_actor  19600?? wander_state_to  1? (off)
01DE: tie_actor  19600?? to_actor  19592??
0050: gosub Label0C3EAB
0089:  0@ =  19864??  \\ floating-point values only
0089:  1@ =  19868??  \\ floating-point values only
0089:  2@ =  19872??  \\ floating-point values only
00D6: if  0?
8119:   NOT   car  19596?? wrecked
004D: jump_if_false Label0C03EC
02C2: car  19596?? drive_to_point  0@  1@  2@
00AD: set_car  19596?? max_speed_to  100!
00AE: unknown_set_car  19596?? to_ignore_traffic_lights  2?

:Label0C03EC
0481:  10!

:Label0C03F3
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
0038:    19692?? ==  3?  \\ integer values
004D: jump_if_false Label0C0493
00D6: if  0?
816B:   NOT   fading
004D: jump_if_false Label0C0493
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged
03EA: (unknown)  0? 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0054:  1780?? = player $PLAYER_CHAR x_pos,  1784?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
03CB: set_camera  1780??  1784??  1788??
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
00D6: if  0?
8118:   NOT   actor  19592?? dead
004D: jump_if_false Label0C0480
0187:  19628?? = create_marker_above_actor  19592??
0165: set_marker  19628?? color_to  0?

:Label0C0480
04E3: unknown_player $PLAYER_CHAR  2?  60000&&
0004:  19692?? =  4?  \\ integer values

:Label0C0493
00D6: if  0?
0038:    19692?? ==  2?  \\ integer values
004D: jump_if_false Label0C04CE
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label0C04CE
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
0004:  19692?? =  3?  \\ integer values

:Label0C04CE
00D6: if  0?
0038:    19692?? ==  1?  \\ integer values
004D: jump_if_false Label0C0523
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label0C0523
00D6: if  0?
8119:   NOT   car  19596?? wrecked
004D: jump_if_false Label0C051C
0158: camera_on_vehicle  19596??  18?  2?
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  2000&  \\ integer values

:Label0C051C
0004:  19692?? =  2?  \\ integer values

:Label0C0523
00D6: if  0?
0038:    19692?? ==  0?  \\ integer values
004D: jump_if_false Label0C0609
00D6: if  0?
001C:    19244?? >  11188??  \\ integer values
004D: jump_if_false Label0C0609
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
03EA: (unknown)  1? 
015F: set_camera_position -856.1546! -497.3885!  10.7677!  0!  0!  0!
00D6: if  0?
8119:   NOT   car  19596?? wrecked
004D: jump_if_false Label0C059B
0158: camera_on_vehicle  19596??  15?  2?

:Label0C059B
00D6: if  0?
8118:   NOT   actor  19592?? dead
004D: jump_if_false Label0C05B9
00A0:  1780?? = actor  19592?? x_pos,  1784?? = actor  19592?? y_pos,  1788?? = actor  19592?? z_pos

:Label0C05B9
03CB: set_camera  1780??  1784??  1788??
0084:  11188?? =  19244??  \\ integer values and handles
0008:  11188?? +=  4000&  \\ integer values
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "CAP1_B1"  20000& ms  1? \\ ~g~The Mafia is taxing your businesses. Find them and kill them.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  20000&  \\ integer values
0004:  19692?? =  1?  \\ integer values

:Label0C0609
00D6: if  0?
8118:   NOT   actor  19592?? dead
004D: jump_if_false Label0C0707
0084:  19580?? =  19592??  \\ integer values and handles
0084:  19584?? =  19596??  \\ integer values and handles
0084:  19760?? =  19784??  \\ integer values and handles
0088:  19864?? =  0@  \\ floating-point values only
0088:  19868?? =  1@  \\ floating-point values only
0088:  19872?? =  2@  \\ floating-point values only
0084:  19764?? =  19788??  \\ integer values and handles
0088:  19876?? =  3@  \\ floating-point values only
0088:  19880?? =  4@  \\ floating-point values only
0084:  19768?? =  19792??  \\ integer values and handles
0084:  19772?? =  19796??  \\ integer values and handles
0084:  19588?? =  19600??  \\ integer values and handles
0084:  19776?? =  19800??  \\ integer values and handles
0084:  19780?? =  19804??  \\ integer values and handles
0050: gosub Label0C1ED5
0084:  19592?? =  19580??  \\ integer values and handles
0084:  19596?? =  19584??  \\ integer values and handles
0084:  19784?? =  19760??  \\ integer values and handles
0089:  0@ =  19864??  \\ floating-point values only
0089:  1@ =  19868??  \\ floating-point values only
0089:  2@ =  19872??  \\ floating-point values only
0084:  19788?? =  19764??  \\ integer values and handles
0089:  3@ =  19876??  \\ floating-point values only
0089:  4@ =  19880??  \\ floating-point values only
0084:  19792?? =  19768??  \\ integer values and handles
0084:  19796?? =  19772??  \\ integer values and handles
0084:  19600?? =  19588??  \\ integer values and handles
0084:  19800?? =  19776??  \\ integer values and handles
0084:  19804?? =  19780??  \\ integer values and handles
0002: jump Label0C099D

:Label0C0707
0164: disable_marker  19628??
00D6: if  0?
8118:   NOT   actor  19600?? dead
004D: jump_if_false Label0C079B
00D6: if  0?
056D:   unknown_actor  19592?? dead_but_active
004D: jump_if_false Label0C073A
04A5: unknown_store_dead_actor  19592?? position_to  1780??  1784??  1788??

:Label0C073A
00D6: if  0?
00EC:   actor  19600??  0? ()near_point  1780??  1784?? radius  30!  30!
004D: jump_if_false Label0C0788
0084:  19592?? =  19600??  \\ integer values and handles
0004:  19600?? = -1?  \\ integer values
0004:  19800?? =  0?  \\ integer values
0187:  19628?? = create_marker_above_actor  19592??
0165: set_marker  19628?? color_to  0?
0002: jump Label0C0794

:Label0C0788
01C2: remove_references_to_actor  19600??  \\ Like turning an actor into a random pedestrian
0004:  19600?? = -1?  \\ integer values

:Label0C0794
0002: jump Label0C099D

:Label0C079B
00D6: if  0?
8043:   NOT    0@ ==  1E+9!  \\ floating-point values
004D: jump_if_false Label0C099D
00D6: if  0?
0043:    0@ == -852.5533!  \\ floating-point values
004D: jump_if_false Label0C07FE
00D6: if  0?
0038:    19680?? ==  1?  \\ integer values
004D: jump_if_false Label0C07DE
0004:  19680?? =  0?  \\ integer values

:Label0C07DE
00D6: if  1?
0038:    19716?? ==  0?  \\ integer values
0038:    19680?? ==  2?  \\ integer values
004D: jump_if_false Label0C07FE
0004:  19680?? =  0?  \\ integer values

:Label0C07FE
00D6: if  0?
0043:    0@ == -1016.264!  \\ floating-point values
004D: jump_if_false Label0C084C
00D6: if  0?
0038:    19684?? ==  1?  \\ integer values
004D: jump_if_false Label0C082C
0004:  19684?? =  0?  \\ integer values

:Label0C082C
00D6: if  1?
0038:    19720?? ==  0?  \\ integer values
0038:    19684?? ==  2?  \\ integer values
004D: jump_if_false Label0C084C
0004:  19684?? =  0?  \\ integer values

:Label0C084C
00D6: if  0?
0043:    0@ == -726.0752!  \\ floating-point values
004D: jump_if_false Label0C089A
00D6: if  0?
0038:    19668?? ==  1?  \\ integer values
004D: jump_if_false Label0C087A
0004:  19668?? =  0?  \\ integer values

:Label0C087A
00D6: if  1?
0038:    19724?? ==  0?  \\ integer values
0038:    19668?? ==  2?  \\ integer values
004D: jump_if_false Label0C089A
0004:  19668?? =  0?  \\ integer values

:Label0C089A
00D6: if  0?
0043:    0@ == -1025.169!  \\ floating-point values
004D: jump_if_false Label0C08E8
00D6: if  0?
0038:    19672?? ==  1?  \\ integer values
004D: jump_if_false Label0C08C8
0004:  19672?? =  0?  \\ integer values

:Label0C08C8
00D6: if  1?
0038:    19732?? ==  0?  \\ integer values
0038:    19672?? ==  2?  \\ integer values
004D: jump_if_false Label0C08E8
0004:  19672?? =  0?  \\ integer values

:Label0C08E8
00D6: if  0?
0043:    0@ ==  506.2871!  \\ floating-point values
004D: jump_if_false Label0C0936
00D6: if  0?
0038:    19664?? ==  1?  \\ integer values
004D: jump_if_false Label0C0916
0004:  19664?? =  0?  \\ integer values

:Label0C0916
00D6: if  1?
0038:    19728?? ==  0?  \\ integer values
0038:    19664?? ==  2?  \\ integer values
004D: jump_if_false Label0C0936
0004:  19664?? =  0?  \\ integer values

:Label0C0936
00D6: if  0?
0043:    0@ ==  17.6185!  \\ floating-point values
004D: jump_if_false Label0C0984
00D6: if  0?
0038:    19676?? ==  1?  \\ integer values
004D: jump_if_false Label0C0964
0004:  19676?? =  0?  \\ integer values

:Label0C0964
00D6: if  1?
0038:    19736?? ==  0?  \\ integer values
0038:    19676?? ==  2?  \\ integer values
004D: jump_if_false Label0C0984
0004:  19676?? =  0?  \\ integer values

:Label0C0984
0007:  0@ =  1E+9!  \\ floating-point values
00BC: text_highpriority "CAP1B10"  5000& ms  1? \\ You've capped the Collectors. More are on their way.

:Label0C099D
00D6: if  0?
0038:    19832?? ==  0?  \\ integer values
004D: jump_if_false Label0C0AFA
00D6: if  0?
0118:   actor  19592?? dead
004D: jump_if_false Label0C0AFA
00A5:  19608?? = create_car #SANCHEZ at -830.2028!  756.1009!  9.8816!
0175: set_car  19608?? z_angle_to  264.7463!
02AA: set_car  19608?? immune_to_nonplayer  1?
0466: unknown_car  19608?? flag  0?
04BA: unknown_car  19608??  10!
0129:  19604?? = create_actor  4? #SPECIAL01 in_car  19608?? driverseat
01B2: give_actor  19604?? weapon  26? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19604??
011A: set_actor  19604?? flags  1?
0243: set_actor  19604?? ped_stats_to  16?
0223: set_actor  19604?? health_to  250&
0483: unknown_actor  19604??  1150&
0291: unknown_actor  19604?? unknown_behavior_flag  1?
0350: unknown_actor  19604?? not_scared_flag  1?
0319: set_actor  19604?? wander_state_to  1? (off)
0187:  19632?? = create_marker_above_actor  19604??
0165: set_marker  19632?? color_to  0?
01C8:  19612?? = create_actor  4? #SPECIAL02 in_car  19608?? passenger_seat  0?
01B2: give_actor  19612?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19612??
011A: set_actor  19612?? flags  1?
0243: set_actor  19612?? ped_stats_to  16?
0223: set_actor  19612?? health_to  250&
0291: unknown_actor  19612?? unknown_behavior_flag  1?
0350: unknown_actor  19612?? not_scared_flag  1?
0319: set_actor  19612?? wander_state_to  1? (off)
01DE: tie_actor  19612?? to_actor  19604??
0050: gosub Label0C3EAB
0089:  5@ =  19864??  \\ floating-point values only
0089:  6@ =  19868??  \\ floating-point values only
0089:  7@ =  19872??  \\ floating-point values only
00D6: if  0?
8119:   NOT   car  19608?? wrecked
004D: jump_if_false Label0C0AF3
02C2: car  19608?? drive_to_point  5@  6@  7@
00AD: set_car  19608?? max_speed_to  100!
00AE: unknown_set_car  19608?? to_ignore_traffic_lights  2?

:Label0C0AF3
0004:  19832?? =  1?  \\ integer values

:Label0C0AFA
00D6: if  0?
0118:   actor  19592?? dead
004D: jump_if_false Label0C0E9E
00D6: if  0?
8118:   NOT   actor  19604?? dead
004D: jump_if_false Label0C0C08
0084:  19580?? =  19604??  \\ integer values and handles
0084:  19584?? =  19608??  \\ integer values and handles
0084:  19760?? =  19808??  \\ integer values and handles
0088:  19864?? =  5@  \\ floating-point values only
0088:  19868?? =  6@  \\ floating-point values only
0088:  19872?? =  7@  \\ floating-point values only
0084:  19764?? =  19812??  \\ integer values and handles
0088:  19876?? =  8@  \\ floating-point values only
0088:  19880?? =  9@  \\ floating-point values only
0084:  19768?? =  19816??  \\ integer values and handles
0084:  19772?? =  19820??  \\ integer values and handles
0084:  19588?? =  19612??  \\ integer values and handles
0084:  19776?? =  19824??  \\ integer values and handles
0084:  19780?? =  19828??  \\ integer values and handles
0050: gosub Label0C1ED5
0084:  19604?? =  19580??  \\ integer values and handles
0084:  19608?? =  19584??  \\ integer values and handles
0084:  19808?? =  19760??  \\ integer values and handles
0089:  5@ =  19864??  \\ floating-point values only
0089:  6@ =  19868??  \\ floating-point values only
0089:  7@ =  19872??  \\ floating-point values only
0084:  19812?? =  19764??  \\ integer values and handles
0089:  8@ =  19876??  \\ floating-point values only
0089:  9@ =  19880??  \\ floating-point values only
0084:  19816?? =  19768??  \\ integer values and handles
0084:  19820?? =  19772??  \\ integer values and handles
0084:  19612?? =  19588??  \\ integer values and handles
0084:  19824?? =  19776??  \\ integer values and handles
0084:  19828?? =  19780??  \\ integer values and handles
0002: jump Label0C0E9E

:Label0C0C08
0164: disable_marker  19632??
00D6: if  0?
8118:   NOT   actor  19612?? dead
004D: jump_if_false Label0C0C9C
00D6: if  0?
056D:   unknown_actor  19604?? dead_but_active
004D: jump_if_false Label0C0C3B
04A5: unknown_store_dead_actor  19604?? position_to  1780??  1784??  1788??

:Label0C0C3B
00D6: if  0?
00EC:   actor  19612??  0? ()near_point  1780??  1784?? radius  30!  30!
004D: jump_if_false Label0C0C89
0084:  19604?? =  19612??  \\ integer values and handles
0004:  19612?? = -1?  \\ integer values
0004:  19824?? =  0?  \\ integer values
0187:  19632?? = create_marker_above_actor  19604??
0165: set_marker  19632?? color_to  0?
0002: jump Label0C0C95

:Label0C0C89
01C2: remove_references_to_actor  19612??  \\ Like turning an actor into a random pedestrian
0004:  19612?? = -1?  \\ integer values

:Label0C0C95
0002: jump Label0C0E9E

:Label0C0C9C
00D6: if  0?
8043:   NOT    5@ ==  1E+9!  \\ floating-point values
004D: jump_if_false Label0C0E9E
00D6: if  0?
0043:    5@ == -852.5533!  \\ floating-point values
004D: jump_if_false Label0C0CFF
00D6: if  0?
0038:    19680?? ==  1?  \\ integer values
004D: jump_if_false Label0C0CDF
0004:  19680?? =  0?  \\ integer values

:Label0C0CDF
00D6: if  1?
0038:    19716?? ==  0?  \\ integer values
0038:    19680?? ==  2?  \\ integer values
004D: jump_if_false Label0C0CFF
0004:  19680?? =  0?  \\ integer values

:Label0C0CFF
00D6: if  0?
0043:    5@ == -1016.264!  \\ floating-point values
004D: jump_if_false Label0C0D4D
00D6: if  0?
0038:    19684?? ==  1?  \\ integer values
004D: jump_if_false Label0C0D2D
0004:  19684?? =  0?  \\ integer values

:Label0C0D2D
00D6: if  1?
0038:    19720?? ==  0?  \\ integer values
0038:    19684?? ==  2?  \\ integer values
004D: jump_if_false Label0C0D4D
0004:  19684?? =  0?  \\ integer values

:Label0C0D4D
00D6: if  0?
0043:    5@ == -726.0752!  \\ floating-point values
004D: jump_if_false Label0C0D9B
00D6: if  0?
0038:    19668?? ==  1?  \\ integer values
004D: jump_if_false Label0C0D7B
0004:  19668?? =  0?  \\ integer values

:Label0C0D7B
00D6: if  1?
0038:    19724?? ==  0?  \\ integer values
0038:    19668?? ==  2?  \\ integer values
004D: jump_if_false Label0C0D9B
0004:  19668?? =  0?  \\ integer values

:Label0C0D9B
00D6: if  0?
0043:    5@ == -1025.169!  \\ floating-point values
004D: jump_if_false Label0C0DE9
00D6: if  0?
0038:    19672?? ==  1?  \\ integer values
004D: jump_if_false Label0C0DC9
0004:  19672?? =  0?  \\ integer values

:Label0C0DC9
00D6: if  1?
0038:    19732?? ==  0?  \\ integer values
0038:    19672?? ==  2?  \\ integer values
004D: jump_if_false Label0C0DE9
0004:  19672?? =  0?  \\ integer values

:Label0C0DE9
00D6: if  0?
0043:    5@ ==  506.2871!  \\ floating-point values
004D: jump_if_false Label0C0E37
00D6: if  0?
0038:    19664?? ==  1?  \\ integer values
004D: jump_if_false Label0C0E17
0004:  19664?? =  0?  \\ integer values

:Label0C0E17
00D6: if  1?
0038:    19728?? ==  0?  \\ integer values
0038:    19664?? ==  2?  \\ integer values
004D: jump_if_false Label0C0E37
0004:  19664?? =  0?  \\ integer values

:Label0C0E37
00D6: if  0?
0043:    5@ ==  17.6185!  \\ floating-point values
004D: jump_if_false Label0C0E85
00D6: if  0?
0038:    19676?? ==  1?  \\ integer values
004D: jump_if_false Label0C0E65
0004:  19676?? =  0?  \\ integer values

:Label0C0E65
00D6: if  1?
0038:    19736?? ==  0?  \\ integer values
0038:    19676?? ==  2?  \\ integer values
004D: jump_if_false Label0C0E85
0004:  19676?? =  0?  \\ integer values

:Label0C0E85
0007:  5@ =  1E+9!  \\ floating-point values
00BC: text_highpriority "CAP1B10"  5000& ms  1? \\ You've capped the Collectors. More are on their way.

:Label0C0E9E
00D6: if  0?
0038:    19860?? ==  0?  \\ integer values
004D: jump_if_false Label0C1000
00D6: if  1?
0118:   actor  19592?? dead
0118:   actor  19604?? dead
004D: jump_if_false Label0C1000
00A5:  19620?? = create_car #SANCHEZ at -301.5698!  1245.774!  9.8718!
0175: set_car  19620?? z_angle_to  181.6262!
02AA: set_car  19620?? immune_to_nonplayer  1?
0466: unknown_car  19620?? flag  0?
04BA: unknown_car  19620??  10!
0129:  19616?? = create_actor  4? #SPECIAL01 in_car  19620?? driverseat
01B2: give_actor  19616?? weapon  26? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19616??
011A: set_actor  19616?? flags  1?
0243: set_actor  19616?? ped_stats_to  16?
0223: set_actor  19616?? health_to  250&
0483: unknown_actor  19616??  1150&
0291: unknown_actor  19616?? unknown_behavior_flag  1?
0350: unknown_actor  19616?? not_scared_flag  1?
0319: set_actor  19616?? wander_state_to  1? (off)
0187:  19636?? = create_marker_above_actor  19616??
0165: set_marker  19636?? color_to  0?
01C8:  19624?? = create_actor  4? #SPECIAL02 in_car  19620?? passenger_seat  0?
01B2: give_actor  19624?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19624??
011A: set_actor  19624?? flags  1?
0243: set_actor  19624?? ped_stats_to  16?
0223: set_actor  19624?? health_to  250&
0291: unknown_actor  19624?? unknown_behavior_flag  1?
0350: unknown_actor  19624?? not_scared_flag  1?
0319: set_actor  19624?? wander_state_to  1? (off)
01DE: tie_actor  19624?? to_actor  19616??
0050: gosub Label0C3EAB
0089:  10@ =  19864??  \\ floating-point values only
0089:  11@ =  19868??  \\ floating-point values only
0089:  12@ =  19872??  \\ floating-point values only
00D6: if  0?
8119:   NOT   car  19620?? wrecked
004D: jump_if_false Label0C0FF9
02C2: car  19620?? drive_to_point  10@  11@  12@
00AD: set_car  19620?? max_speed_to  100!
00AE: unknown_set_car  19620?? to_ignore_traffic_lights  2?

:Label0C0FF9
0004:  19860?? =  1?  \\ integer values

:Label0C1000
00D6: if  1?
0118:   actor  19592?? dead
0118:   actor  19604?? dead
004D: jump_if_false Label0C11AE
00D6: if  0?
8118:   NOT   actor  19616?? dead
004D: jump_if_false Label0C1113
0084:  19580?? =  19616??  \\ integer values and handles
0084:  19584?? =  19620??  \\ integer values and handles
0084:  19760?? =  19836??  \\ integer values and handles
0088:  19864?? =  10@  \\ floating-point values only
0088:  19868?? =  11@  \\ floating-point values only
0088:  19872?? =  12@  \\ floating-point values only
0084:  19764?? =  19840??  \\ integer values and handles
0088:  19876?? =  13@  \\ floating-point values only
0088:  19880?? =  14@  \\ floating-point values only
0084:  19768?? =  19844??  \\ integer values and handles
0084:  19772?? =  19848??  \\ integer values and handles
0084:  19588?? =  19624??  \\ integer values and handles
0084:  19776?? =  19852??  \\ integer values and handles
0084:  19780?? =  19856??  \\ integer values and handles
0050: gosub Label0C1ED5
0084:  19616?? =  19580??  \\ integer values and handles
0084:  19620?? =  19584??  \\ integer values and handles
0084:  19836?? =  19760??  \\ integer values and handles
0089:  10@ =  19864??  \\ floating-point values only
0089:  11@ =  19868??  \\ floating-point values only
0089:  12@ =  19872??  \\ floating-point values only
0084:  19840?? =  19764??  \\ integer values and handles
0089:  13@ =  19876??  \\ floating-point values only
0089:  14@ =  19880??  \\ floating-point values only
0084:  19844?? =  19768??  \\ integer values and handles
0084:  19848?? =  19772??  \\ integer values and handles
0084:  19624?? =  19588??  \\ integer values and handles
0084:  19852?? =  19776??  \\ integer values and handles
0084:  19856?? =  19780??  \\ integer values and handles
0002: jump Label0C11AE

:Label0C1113
0164: disable_marker  19636??
00D6: if  0?
8118:   NOT   actor  19624?? dead
004D: jump_if_false Label0C11A7
00D6: if  0?
056D:   unknown_actor  19616?? dead_but_active
004D: jump_if_false Label0C1146
04A5: unknown_store_dead_actor  19616?? position_to  1780??  1784??  1788??

:Label0C1146
00D6: if  0?
00EC:   actor  19624??  0? ()near_point  1780??  1784?? radius  30!  30!
004D: jump_if_false Label0C1194
0084:  19616?? =  19624??  \\ integer values and handles
0004:  19624?? = -1?  \\ integer values
0004:  19852?? =  0?  \\ integer values
0187:  19636?? = create_marker_above_actor  19616??
0165: set_marker  19636?? color_to  0?
0002: jump Label0C11A0

:Label0C1194
01C2: remove_references_to_actor  19624??  \\ Like turning an actor into a random pedestrian
0004:  19624?? = -1?  \\ integer values

:Label0C11A0
0002: jump Label0C11AE

:Label0C11A7
0002: jump Label0C1CEF

:Label0C11AE
00D6: if  3?
0038:    19672?? ==  2?  \\ integer values
0038:    19668?? ==  2?  \\ integer values
0038:    19680?? ==  2?  \\ integer values
0038:    19684?? ==  2?  \\ integer values
004D: jump_if_false Label0C11E3
0004:  19708?? =  1?  \\ integer values
0002: jump Label0C11EA

:Label0C11E3
0004:  19708?? =  0?  \\ integer values

:Label0C11EA
00D6: if  2?
0038:    19664?? ==  2?  \\ integer values
0038:    19676?? ==  2?  \\ integer values
0038:    19760?? ==  0?  \\ integer values
004D: jump_if_false Label0C1218
0004:  19712?? =  1?  \\ integer values
0002: jump Label0C121F

:Label0C1218
0004:  19712?? =  0?  \\ integer values

:Label0C121F
00D6: if  1?
0038:    19708?? ==  1?  \\ integer values
0038:    19712?? ==  1?  \\ integer values
004D: jump_if_false Label0C125E
00BC: text_highpriority "CAP1_B8"  5000& ms  1? \\ ~r~The collector has taxed all of your businesses.
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0002: jump Label0C1CDE

:Label0C125E
00D6: if  0?
0018:    10240?? >  0?  \\ integer values
004D: jump_if_false Label0C134E
00D6: if  0?
0038:    10240?? ==  3?  \\ integer values
004D: jump_if_false Label0C12B0
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C12B0
03D5: remove_text "CAP1_2" \\ You know the rules, Vercetti!
0004:  10240?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C12B0
00D6: if  0?
0038:    10240?? ==  2?  \\ integer values
004D: jump_if_false Label0C12EF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C12EF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C12E8

:Label0C12E8
0004:  10240?? =  3?  \\ integer values

:Label0C12EF
00D6: if  0?
0038:    10240?? ==  1?  \\ integer values
004D: jump_if_false Label0C134E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1334
03CF: load_wav "CAP1_2" as  1?
0004:  10240?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C134E

:Label0C1334
00D6: if  0?
001C:    19244?? >  10340??  \\ integer values
004D: jump_if_false Label0C134E
0004:  10240?? =  0?  \\ integer values

:Label0C134E
00D6: if  0?
0018:    10244?? >  0?  \\ integer values
004D: jump_if_false Label0C143E
00D6: if  0?
0038:    10244?? ==  3?  \\ integer values
004D: jump_if_false Label0C13A0
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C13A0
03D5: remove_text "CAP1_3" \\ Mr. Forelli sends his regards!
0004:  10244?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C13A0
00D6: if  0?
0038:    10244?? ==  2?  \\ integer values
004D: jump_if_false Label0C13DF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C13DF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C13D8

:Label0C13D8
0004:  10244?? =  3?  \\ integer values

:Label0C13DF
00D6: if  0?
0038:    10244?? ==  1?  \\ integer values
004D: jump_if_false Label0C143E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1424
03CF: load_wav "CAP1_3" as  1?
0004:  10244?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C143E

:Label0C1424
00D6: if  0?
001C:    19244?? >  10344??  \\ integer values
004D: jump_if_false Label0C143E
0004:  10244?? =  0?  \\ integer values

:Label0C143E
00D6: if  0?
0018:    10248?? >  0?  \\ integer values
004D: jump_if_false Label0C152E
00D6: if  0?
0038:    10248?? ==  3?  \\ integer values
004D: jump_if_false Label0C1490
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1490
03D5: remove_text "CAP1_4" \\ It's the Harwood Butcher!
0004:  10248?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1490
00D6: if  0?
0038:    10248?? ==  2?  \\ integer values
004D: jump_if_false Label0C14CF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C14CF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C14C8

:Label0C14C8
0004:  10248?? =  3?  \\ integer values

:Label0C14CF
00D6: if  0?
0038:    10248?? ==  1?  \\ integer values
004D: jump_if_false Label0C152E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1514
03CF: load_wav "CAP1_4" as  1?
0004:  10248?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C152E

:Label0C1514
00D6: if  0?
001C:    19244?? >  10348??  \\ integer values
004D: jump_if_false Label0C152E
0004:  10248?? =  0?  \\ integer values

:Label0C152E
00D6: if  0?
0018:    10252?? >  0?  \\ integer values
004D: jump_if_false Label0C161E
00D6: if  0?
0038:    10252?? ==  3?  \\ integer values
004D: jump_if_false Label0C1580
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1580
03D5: remove_text "CAP1_5" \\ You tell Sonny - stay away!
0004:  10252?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1580
00D6: if  0?
0038:    10252?? ==  2?  \\ integer values
004D: jump_if_false Label0C15BF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C15BF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C15B8

:Label0C15B8
0004:  10252?? =  3?  \\ integer values

:Label0C15BF
00D6: if  0?
0038:    10252?? ==  1?  \\ integer values
004D: jump_if_false Label0C161E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1604
03CF: load_wav "CAP1_5" as  1?
0004:  10252?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C161E

:Label0C1604
00D6: if  0?
001C:    19244?? >  10352??  \\ integer values
004D: jump_if_false Label0C161E
0004:  10252?? =  0?  \\ integer values

:Label0C161E
00D6: if  0?
0018:    10256?? >  0?  \\ integer values
004D: jump_if_false Label0C1737
00D6: if  0?
0038:    10256?? ==  3?  \\ integer values
004D: jump_if_false Label0C1670
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1670
03D5: remove_text "CAP1_6" \\ Vice City is MINE now, NOT his.
0004:  10256?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1670
00D6: if  0?
0038:    10256?? ==  2?  \\ integer values
004D: jump_if_false Label0C16AF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C16AF
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C16A8

:Label0C16A8
0004:  10256?? =  3?  \\ integer values

:Label0C16AF
00D6: if  0?
0038:    10256?? ==  1?  \\ integer values
004D: jump_if_false Label0C170E
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C16F4
03CF: load_wav "CAP1_6" as  1?
0004:  10256?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C170E

:Label0C16F4
00D6: if  0?
001C:    19244?? >  10356??  \\ integer values
004D: jump_if_false Label0C170E
0004:  10256?? =  0?  \\ integer values

:Label0C170E
00D6: if  0?
0038:    10256?? ==  0?  \\ integer values
004D: jump_if_false Label0C1737
0084:  10356?? =  19244??  \\ integer values and handles
0008:  10356?? +=  6000&  \\ integer values
0004:  10256?? =  1?  \\ integer values

:Label0C1737
00D6: if  0?
0018:    10268?? >  0?  \\ integer values
004D: jump_if_false Label0C1827
00D6: if  0?
0038:    10268?? ==  3?  \\ integer values
004D: jump_if_false Label0C1789
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1789
03D5: remove_text "CAP1_7" \\ You think you can take me down, Vercetti?
0004:  10268?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1789
00D6: if  0?
0038:    10268?? ==  2?  \\ integer values
004D: jump_if_false Label0C17C8
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C17C8
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C17C1

:Label0C17C1
0004:  10268?? =  3?  \\ integer values

:Label0C17C8
00D6: if  0?
0038:    10268?? ==  1?  \\ integer values
004D: jump_if_false Label0C1827
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C180D
03CF: load_wav "CAP1_7" as  1?
0004:  10268?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1827

:Label0C180D
00D6: if  0?
001C:    19244?? >  10360??  \\ integer values
004D: jump_if_false Label0C1827
0004:  10268?? =  0?  \\ integer values

:Label0C1827
00D6: if  0?
0018:    10272?? >  0?  \\ integer values
004D: jump_if_false Label0C1917
00D6: if  0?
0038:    10272?? ==  3?  \\ integer values
004D: jump_if_false Label0C1879
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1879
03D5: remove_text "CAP1_8" \\ We'll keep coming after you until you die, Vercetti.
0004:  10272?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1879
00D6: if  0?
0038:    10272?? ==  2?  \\ integer values
004D: jump_if_false Label0C18B8
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C18B8
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C18B1

:Label0C18B1
0004:  10272?? =  3?  \\ integer values

:Label0C18B8
00D6: if  0?
0038:    10272?? ==  1?  \\ integer values
004D: jump_if_false Label0C1917
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C18FD
03CF: load_wav "CAP1_8" as  1?
0004:  10272?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1917

:Label0C18FD
00D6: if  0?
001C:    19244?? >  10364??  \\ integer values
004D: jump_if_false Label0C1917
0004:  10272?? =  0?  \\ integer values

:Label0C1917
00D6: if  0?
0018:    10276?? >  0?  \\ integer values
004D: jump_if_false Label0C1A07
00D6: if  0?
0038:    10276?? ==  3?  \\ integer values
004D: jump_if_false Label0C1969
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1969
03D5: remove_text "CAP1_9" \\ You don't stand a chance, you psychotic prick.
0004:  10276?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1969
00D6: if  0?
0038:    10276?? ==  2?  \\ integer values
004D: jump_if_false Label0C19A8
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C19A8
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C19A1

:Label0C19A1
0004:  10276?? =  3?  \\ integer values

:Label0C19A8
00D6: if  0?
0038:    10276?? ==  1?  \\ integer values
004D: jump_if_false Label0C1A07
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C19ED
03CF: load_wav "CAP1_9" as  1?
0004:  10276?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1A07

:Label0C19ED
00D6: if  0?
001C:    19244?? >  10368??  \\ integer values
004D: jump_if_false Label0C1A07
0004:  10276?? =  0?  \\ integer values

:Label0C1A07
00D6: if  0?
0018:    10280?? >  0?  \\ integer values
004D: jump_if_false Label0C1AF7
00D6: if  0?
0038:    10280?? ==  3?  \\ integer values
004D: jump_if_false Label0C1A59
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1A59
03D5: remove_text "CAP1_10" \\ I'll murder you Vercetti.
0004:  10280?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1A59
00D6: if  0?
0038:    10280?? ==  2?  \\ integer values
004D: jump_if_false Label0C1A98
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C1A98
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C1A91

:Label0C1A91
0004:  10280?? =  3?  \\ integer values

:Label0C1A98
00D6: if  0?
0038:    10280?? ==  1?  \\ integer values
004D: jump_if_false Label0C1AF7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1ADD
03CF: load_wav "CAP1_10" as  1?
0004:  10280?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1AF7

:Label0C1ADD
00D6: if  0?
001C:    19244?? >  10372??  \\ integer values
004D: jump_if_false Label0C1AF7
0004:  10280?? =  0?  \\ integer values

:Label0C1AF7
00D6: if  0?
0018:    10284?? >  0?  \\ integer values
004D: jump_if_false Label0C1BE7
00D6: if  0?
0038:    10284?? ==  3?  \\ integer values
004D: jump_if_false Label0C1B49
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1B49
03D5: remove_text "CAP1_11" \\ You always were a jerk.
0004:  10284?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1B49
00D6: if  0?
0038:    10284?? ==  2?  \\ integer values
004D: jump_if_false Label0C1B88
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C1B88
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C1B81

:Label0C1B81
0004:  10284?? =  3?  \\ integer values

:Label0C1B88
00D6: if  0?
0038:    10284?? ==  1?  \\ integer values
004D: jump_if_false Label0C1BE7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1BCD
03CF: load_wav "CAP1_11" as  1?
0004:  10284?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1BE7

:Label0C1BCD
00D6: if  0?
001C:    19244?? >  10376??  \\ integer values
004D: jump_if_false Label0C1BE7
0004:  10284?? =  0?  \\ integer values

:Label0C1BE7
00D6: if  0?
0018:    10292?? >  0?  \\ integer values
004D: jump_if_false Label0C1CD7
00D6: if  0?
0038:    10292?? ==  3?  \\ integer values
004D: jump_if_false Label0C1C39
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C1C39
03D5: remove_text "CAP1_12" \\ You're going to die, Vercetti.
0004:  10292?? =  0?  \\ integer values
0004:  10428?? =  0?  \\ integer values
0002: jump Label0C03F3

:Label0C1C39
00D6: if  0?
0038:    10292?? ==  2?  \\ integer values
004D: jump_if_false Label0C1C78
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C1C78
03D1: play_wav  1?
00D6: if  0?
001C:    19244?? >  10188??  \\ integer values
004D: jump_if_false Label0C1C71

:Label0C1C71
0004:  10292?? =  3?  \\ integer values

:Label0C1C78
00D6: if  0?
0038:    10292?? ==  1?  \\ integer values
004D: jump_if_false Label0C1CD7
00D6: if  0?
0038:    10428?? ==  0?  \\ integer values
004D: jump_if_false Label0C1CBD
03CF: load_wav "CAP1_12" as  1?
0004:  10292?? =  2?  \\ integer values
0004:  10428?? =  1?  \\ integer values
0002: jump Label0C1CD7

:Label0C1CBD
00D6: if  0?
001C:    19244?? >  10384??  \\ integer values
004D: jump_if_false Label0C1CD7
0004:  10292?? =  0?  \\ integer values

:Label0C1CD7
0002: jump Label0C03F3

:Label0C1CDE
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0C1CEF
0004:  1076?? =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  30000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  30000&
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
0318: set_latest_mission_passed "CAP_1" \\ Cap the Collector
030C: set_mission_points +=  1?
0164: disable_marker  1084??
04CE:  1084?? = unknown_create_marker  1704?? at  1896??  1900??  1904??
0215: destroy_pickup  2548??
04A6:  2548?? = create_asset_money_pickup_at  2196??  2200??  2204?? money  2544??  2544??
0051: return

:Label0C1D58
00D6: if  0?
0038:    19716?? ==  1?  \\ integer values
004D: jump_if_false Label0C1D83
0215: destroy_pickup  2444??
04A6:  2444?? = create_asset_money_pickup_at  2232??  2236??  2240?? money  2440??  2440??

:Label0C1D83
00D6: if  0?
0038:    19720?? ==  1?  \\ integer values
004D: jump_if_false Label0C1DAE
0215: destroy_pickup  2488??
04A6:  2488?? = create_asset_money_pickup_at  2328??  2332??  2336?? money  2484??  2484??

:Label0C1DAE
00D6: if  0?
0038:    19724?? ==  1?  \\ integer values
004D: jump_if_false Label0C1DD9
0215: destroy_pickup  2424??
04A6:  2424?? = create_asset_money_pickup_at  2316??  2320??  2324?? money  2420??  2420??

:Label0C1DD9
00D6: if  0?
0038:    19728?? ==  1?  \\ integer values
004D: jump_if_false Label0C1E04
0215: destroy_pickup  2564??
04A6:  2564?? = create_asset_money_pickup_at  2256??  2260??  2264?? money  2560??  2560??

:Label0C1E04
00D6: if  0?
0038:    19732?? ==  1?  \\ integer values
004D: jump_if_false Label0C1E2F
0215: destroy_pickup  2508??
04A6:  2508?? = create_asset_money_pickup_at  2208??  2212??  2216?? money  2504??  2504??

:Label0C1E2F
00D6: if  0?
0038:    19736?? ==  1?  \\ integer values
004D: jump_if_false Label0C1E5A
0215: destroy_pickup  2528??
04A6:  2528?? = create_asset_money_pickup_at  2304??  2308??  2312?? money  2524??  2524??

:Label0C1E5A
034F: destroy_actor_with_fade  19592??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  19600??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  19604??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  19612??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  19616??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  19624??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #M4
0249: release_model #CHROMEGUN
0249: release_model #SANCHEZ
0164: disable_marker  19628??
0164: disable_marker  19632??
0164: disable_marker  19636??
0164: disable_marker  19640??
0164: disable_marker  19644??
0164: disable_marker  19648??
0164: disable_marker  19652??
0164: disable_marker  19656??
0164: disable_marker  19660??
03EA: (unknown)  0? 
03CD: car  19596?? remove_from_stuck_car_check
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label0C1ED5
00D6: if  0?
0449:   actor  19580?? in_a_car
004D: jump_if_false Label0C2660
03C0:  19584?? = actor  19580?? car
02AA: set_car  19584?? immune_to_nonplayer  1?
0466: unknown_car  19584?? flag  0?
00D6: if  3?
0038:    19672?? ==  2?  \\ integer values
0038:    19668?? ==  2?  \\ integer values
0038:    19680?? ==  2?  \\ integer values
0038:    19684?? ==  2?  \\ integer values
004D: jump_if_false Label0C1F30
0004:  19700?? =  1?  \\ integer values
0002: jump Label0C1F37

:Label0C1F30
0004:  19700?? =  0?  \\ integer values

:Label0C1F37
00D6: if  2?
0038:    19664?? ==  2?  \\ integer values
0038:    19676?? ==  2?  \\ integer values
0038:    19760?? ==  0?  \\ integer values
004D: jump_if_false Label0C1F65
0004:  19704?? =  1?  \\ integer values
0002: jump Label0C1F6C

:Label0C1F65
0004:  19704?? =  0?  \\ integer values

:Label0C1F6C
00D6: if  0?
8118:   NOT   actor  19588?? dead
004D: jump_if_false Label0C1FC9
00D6: if  0?
80F2:   NOT   actor  19580?? near_actor  19588?? radius  20!  20!  0?
004D: jump_if_false Label0C1FC2
00D6: if  0?
031F:   unknown_actor  19588?? unknown_actor  19580??
004D: jump_if_false Label0C1FC2
01E0: clear_leader  19588??
01CC: actor  19588?? kill_player $PLAYER_CHAR
0483: unknown_actor  19588??  0?

:Label0C1FC2
0002: jump Label0C1FCE

:Label0C1FC9
01C2: remove_references_to_actor  19588??  \\ Like turning an actor into a random pedestrian

:Label0C1FCE
00D6: if  0?
0038:    19760?? ==  100?  \\ integer values
004D: jump_if_false Label0C217F
00D6: if  1?
0038:    19700?? ==  1?  \\ integer values
0038:    19704?? ==  1?  \\ integer values
004D: jump_if_false Label0C2005
00A8: set_car  19584?? to_psycho_driver
0002: jump Label0C2167

:Label0C2005
02C2: car  19584?? drive_to_point  19864??  19868??  19872??
00D6: if  0?
0042:    19864?? == -852.5533!  \\ floating-point values
004D: jump_if_false Label0C2047
00BC: text_highpriority "CAP1_D3"  5000& ms  1? \\ ~g~The Mafia is leaving the Ice Cream Factory!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C2047
00D6: if  0?
0042:    19864?? == -1016.264!  \\ floating-point values
004D: jump_if_false Label0C207B
00BC: text_highpriority "CAP1_D5"  5000& ms  1? \\ ~g~The Mafia is leaving the Taxi Firm!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C207B
00D6: if  0?
0042:    19864?? == -726.0752!  \\ floating-point values
004D: jump_if_false Label0C20AF
00BC: text_highpriority "CAP1_D2"  5000& ms  1? \\ ~g~The Mafia is leaving the Boatyard!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C20AF
00D6: if  0?
0042:    19864?? == -1025.169!  \\ floating-point values
004D: jump_if_false Label0C20E3
00BC: text_highpriority "CAP1_D4"  5000& ms  1? \\ ~g~The Mafia is leaving the Car Showroom!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C20E3
00D6: if  0?
0042:    19864?? ==  506.2871!  \\ floating-point values
004D: jump_if_false Label0C2117
00BC: text_highpriority "CAP1_D9"  5000& ms  1? \\ ~g~The Mafia is leaving The Malibu!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C2117
00D6: if  0?
0042:    19864?? ==  17.6185!  \\ floating-point values
004D: jump_if_false Label0C214B
00BC: text_highpriority "CAP1_D0"  5000& ms  1? \\ ~g~The Mafia is leaving the film studio!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values

:Label0C214B
0050: gosub Label0C3EAB
00AF: set_car  19584?? driver_behaviour_to  8?
02C2: car  19584?? drive_to_point  19864??  19868??  19872??

:Label0C2167
00AD: set_car  19584?? max_speed_to  100!
00AE: unknown_set_car  19584?? to_ignore_traffic_lights  2?
0004:  19760?? =  0?  \\ integer values

:Label0C217F
00D6: if  0?
0038:    19764?? ==  1?  \\ integer values
004D: jump_if_false Label0C21D5
00D6: if  1?
0038:    19700?? ==  1?  \\ integer values
0038:    19704?? ==  1?  \\ integer values
004D: jump_if_false Label0C21B6
00A8: set_car  19584?? to_psycho_driver
0002: jump Label0C21C4

:Label0C21B6
02C2: car  19584?? drive_to_point  19864??  19868??  19872??

:Label0C21C4
00AD: set_car  19584?? max_speed_to  100!
00AE: unknown_set_car  19584?? to_ignore_traffic_lights  2?

:Label0C21D5
0004:  19764?? =  0?  \\ integer values
00D6: if  0?
00FE:   actor  19580??  0? ()near_point  19864??  19868??  19872?? radius  35!  35!  35!
004D: jump_if_false Label0C24A7
00AD: set_car  19584?? max_speed_to  8!
00D6: if  0?
0038:    19760?? ==  0?  \\ integer values
004D: jump_if_false Label0C24A0
00D6: if  0?
00FE:   actor  19580??  0? ()near_point  19864??  19868??  19872?? radius  6!  6!  6!
004D: jump_if_false Label0C2256
0477: unknown_car  19584??  1?  400&

:Label0C2256
00D6: if  0?
0101:   actor  19580?? stopped_near_point  19864??  19868??  19872?? radius  6!  6!  6! sphere  0?
004D: jump_if_false Label0C24A0
0477: unknown_car  19584??  1?  200&
00D6: if  0?
0038:    19680?? ==  1?  \\ integer values
004D: jump_if_false Label0C22E3
00D6: if  0?
0042:    19864?? == -852.5533!  \\ floating-point values
004D: jump_if_false Label0C22E3
00BC: text_highpriority "CAP1_C3"  5000& ms  1? \\ ~g~The Mafia has arrived at the Ice Cream Factory!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  1?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19680?? =  2?  \\ integer values

:Label0C22E3
00D6: if  0?
0038:    19684?? ==  1?  \\ integer values
004D: jump_if_false Label0C233C
00D6: if  0?
0042:    19864?? == -1016.264!  \\ floating-point values
004D: jump_if_false Label0C233C
00BC: text_highpriority "CAP1_C5"  5000& ms  1? \\ ~g~The Mafia has arrived at the Taxi Firm!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  2?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19684?? =  2?  \\ integer values

:Label0C233C
00D6: if  0?
0038:    19668?? ==  1?  \\ integer values
004D: jump_if_false Label0C2395
00D6: if  0?
0042:    19864?? == -726.0752!  \\ floating-point values
004D: jump_if_false Label0C2395
00BC: text_highpriority "CAP1_C2"  5000& ms  1? \\ ~g~The Mafia has arrived at the Boatyard!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  3?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19668?? =  2?  \\ integer values

:Label0C2395
00D6: if  0?
0038:    19672?? ==  1?  \\ integer values
004D: jump_if_false Label0C23EE
00D6: if  0?
0042:    19864?? == -1025.169!  \\ floating-point values
004D: jump_if_false Label0C23EE
00BC: text_highpriority "CAP1_C4"  5000& ms  1? \\ ~g~The Mafia has arrived at the Car Showroom!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  4?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19672?? =  2?  \\ integer values

:Label0C23EE
00D6: if  0?
0038:    19664?? ==  1?  \\ integer values
004D: jump_if_false Label0C2447
00D6: if  0?
0042:    19864?? ==  506.2871!  \\ floating-point values
004D: jump_if_false Label0C2447
00BC: text_highpriority "CAP1_C9"  5000& ms  1? \\ ~g~The Mafia has arrived at The Malibu!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  5?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19664?? =  2?  \\ integer values

:Label0C2447
00D6: if  0?
0038:    19676?? ==  1?  \\ integer values
004D: jump_if_false Label0C24A0
00D6: if  0?
0042:    19864?? ==  17.6185!  \\ floating-point values
004D: jump_if_false Label0C24A0
00BC: text_highpriority "CAP1_C0"  5000& ms  1? \\ ~g~The Mafia has arrived at the film studio!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  6?  \\ integer values
03E2: actor  19580?? exit_car
0004:  19676?? =  2?  \\ integer values

:Label0C24A0
0002: jump Label0C2659

:Label0C24A7
00D6: if  0?
0038:    19760?? ==  0?  \\ integer values
004D: jump_if_false Label0C2659
00D6: if  0?
00EC:   actor  19580??  0? ()near_point  19876??  19880?? radius  4!  4!
004D: jump_if_false Label0C25D4
00D6: if  0?
001C:    19244?? >  19768??  \\ integer values
004D: jump_if_false Label0C25CD
00D6: if  0?
82CA:   NOT   car  19584?? bounding_sphere_visible
004D: jump_if_false Label0C25CD
00AA:  29860?? = car  19584?? x_pos,  29864?? = car  19584?? y_pos,  29868?? = car  19584?? z_pos
02C1: set  29860??  29864??  29868?? to_car_path_coords_closest_to  29860??  29864??  29868??
00D6: if  0?
838A:   NOT   car_in_cube  29860??  29864??  29868??  4!  4!  3!
004D: jump_if_false Label0C25CD
00D6: if  0?
80C2:   NOT   sphere_onscreen  29860??  29864??  29868??  4!
004D: jump_if_false Label0C25CD
00AB: put_car  19584?? at  29860??  29864??  29868??
039F: car  19584?? race_to  19864??  19868??
00AD: set_car  19584?? max_speed_to  100!
00AE: unknown_set_car  19584?? to_ignore_traffic_lights  2?
0084:  19768?? =  19244??  \\ integer values and handles
0008:  19768?? +=  4000&  \\ integer values
00D6: if  1?
0038:    19700?? ==  1?  \\ integer values
0038:    19704?? ==  1?  \\ integer values
004D: jump_if_false Label0C25BF
00A8: set_car  19584?? to_psycho_driver
0002: jump Label0C25CD

:Label0C25BF
02C2: car  19584?? drive_to_point  19864??  19868??  19872??

:Label0C25CD
0002: jump Label0C25F2

:Label0C25D4
00AA:  19876?? = car  19584?? x_pos,  19880?? = car  19584?? y_pos,  1788?? = car  19584?? z_pos
0084:  19768?? =  19244??  \\ integer values and handles
0008:  19768?? +=  4000&  \\ integer values

:Label0C25F2
00D6: if  0?
001C:    19244?? >  19772??  \\ integer values
004D: jump_if_false Label0C2659
00AD: set_car  19584?? max_speed_to  100!
00AE: unknown_set_car  19584?? to_ignore_traffic_lights  2?
00D6: if  1?
0038:    19700?? ==  1?  \\ integer values
0038:    19704?? ==  1?  \\ integer values
004D: jump_if_false Label0C263B
00A8: set_car  19584?? to_psycho_driver
0002: jump Label0C2649

:Label0C263B
02C2: car  19584?? drive_to_point  19864??  19868??  19872??

:Label0C2649
0084:  19772?? =  19244??  \\ integer values and handles
0008:  19772?? +=  2000&  \\ integer values

:Label0C2659
0002: jump Label0C3ABE

:Label0C2660
00D6: if  0?
001C:    19244?? >  19696??  \\ integer values
004D: jump_if_false Label0C2688
011C: actor  19580?? clear_objective
0084:  19696?? =  19244??  \\ integer values and handles
0008:  19696?? +=  1500&  \\ integer values

:Label0C2688
00D6: if  21?
0038:    19760?? ==  0?  \\ integer values
0038:    19760?? ==  100?  \\ integer values
004D: jump_if_false Label0C2B75
00D6: if  0?
0038:    19764?? ==  0?  \\ integer values
004D: jump_if_false Label0C29B1
00D6: if  1?
00FE:   actor  19580??  0? ()near_point  19864??  19868??  19872?? radius  6!  6!  6!
0038:    19760?? ==  0?  \\ integer values
004D: jump_if_false Label0C28E3
00D6: if  0?
0038:    19680?? ==  1?  \\ integer values
004D: jump_if_false Label0C2738
00D6: if  0?
0042:    19864?? == -852.5533!  \\ floating-point values
004D: jump_if_false Label0C2738
00BC: text_highpriority "CAP1_C3"  5000& ms  1? \\ ~g~The Mafia has arrived at the Ice Cream Factory!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  1?  \\ integer values
0004:  19680?? =  2?  \\ integer values

:Label0C2738
00D6: if  0?
0038:    19684?? ==  1?  \\ integer values
004D: jump_if_false Label0C278C
00D6: if  0?
0042:    19864?? == -1016.264!  \\ floating-point values
004D: jump_if_false Label0C278C
00BC: text_highpriority "CAP1_C5"  5000& ms  1? \\ ~g~The Mafia has arrived at the Taxi Firm!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  2?  \\ integer values
0004:  19684?? =  2?  \\ integer values

:Label0C278C
00D6: if  0?
0038:    19668?? ==  1?  \\ integer values
004D: jump_if_false Label0C27E0
00D6: if  0?
0042:    19864?? == -726.0752!  \\ floating-point values
004D: jump_if_false Label0C27E0
00BC: text_highpriority "CAP1_C2"  5000& ms  1? \\ ~g~The Mafia has arrived at the Boatyard!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  3?  \\ integer values
0004:  19668?? =  2?  \\ integer values

:Label0C27E0
00D6: if  0?
0038:    19672?? ==  1?  \\ integer values
004D: jump_if_false Label0C2834
00D6: if  0?
0042:    19864?? == -1025.169!  \\ floating-point values
004D: jump_if_false Label0C2834
00BC: text_highpriority "CAP1_C4"  5000& ms  1? \\ ~g~The Mafia has arrived at the Car Showroom!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  4?  \\ integer values
0004:  19672?? =  2?  \\ integer values

:Label0C2834
00D6: if  0?
0038:    19664?? ==  1?  \\ integer values
004D: jump_if_false Label0C2888
00D6: if  0?
0042:    19864?? ==  506.2871!  \\ floating-point values
004D: jump_if_false Label0C2888
00BC: text_highpriority "CAP1_C9"  5000& ms  1? \\ ~g~The Mafia has arrived at The Malibu!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  5?  \\ integer values
0004:  19664?? =  2?  \\ integer values

:Label0C2888
00D6: if  0?
0038:    19676?? ==  1?  \\ integer values
004D: jump_if_false Label0C28DC
00D6: if  0?
0042:    19864?? ==  17.6185!  \\ floating-point values
004D: jump_if_false Label0C28DC
00BC: text_highpriority "CAP1_C0"  5000& ms  1? \\ ~g~The Mafia has arrived at the film studio!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0004:  19760?? =  6?  \\ integer values
0004:  19676?? =  2?  \\ integer values

:Label0C28DC
0002: jump Label0C29B1

:Label0C28E3
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  30!  30!
004D: jump_if_false Label0C29A9
00D6: if  0?
8119:   NOT   car  19584?? wrecked
004D: jump_if_false Label0C2993
00D6: if  0?
82BF:   NOT   car  19584?? sunk
004D: jump_if_false Label0C297D
00D6: if  0?
0203:   actor  19580?? near_car_on_foot  19584?? radius  30!  30! unknown  0?
004D: jump_if_false Label0C2967
01D5: actor  19580?? go_to_and_drive_car  19584??
0084:  19780?? =  19244??  \\ integer values and handles
0008:  19780?? +=  8000&  \\ integer values
0004:  19764?? =  1?  \\ integer values
0002: jump Label0C2976

:Label0C2967
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C2976
0002: jump Label0C298C

:Label0C297D
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C298C
0002: jump Label0C29A2

:Label0C2993
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C29A2
0002: jump Label0C29B1

:Label0C29A9
01CC: actor  19580?? kill_player $PLAYER_CHAR

:Label0C29B1
00D6: if  0?
0038:    19764?? ==  1?  \\ integer values
004D: jump_if_false Label0C2B6E
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  30!  30!
004D: jump_if_false Label0C2B66
00D6: if  0?
8119:   NOT   car  19584?? wrecked
004D: jump_if_false Label0C2B50
00D6: if  0?
82BF:   NOT   car  19584?? sunk
004D: jump_if_false Label0C2B3A
00D6: if  0?
0203:   actor  19580?? near_car_on_foot  19584?? radius  30!  30! unknown  0?
004D: jump_if_false Label0C2B24
01D5: actor  19580?? go_to_and_drive_car  19584??
00D6: if  0?
001C:    19244?? >  19780??  \\ integer values
004D: jump_if_false Label0C2B1D
00D6: if  0?
82CA:   NOT   car  19584?? bounding_sphere_visible
004D: jump_if_false Label0C2B1D
00D6: if  0?
82CB:   NOT   actor  19580?? bounding_sphere_visible
004D: jump_if_false Label0C2B1D
011C: actor  19580?? clear_objective
00AA:  1780?? = car  19584?? x_pos,  1784?? = car  19584?? y_pos,  1788?? = car  19584?? z_pos
0174:  19544?? = car  19584?? z_angle
00A6: destroy_car  19584??
00A5:  19584?? = create_car #SANCHEZ at  1780??  1784??  1788??
0175: set_car  19584?? z_angle_to  19544??
02AA: set_car  19584?? immune_to_nonplayer  1?
0466: unknown_car  19584?? flag  0?
036A: put_actor  19580?? in_car  19584??
00D6: if  0?
8118:   NOT   actor  19588?? dead
004D: jump_if_false Label0C2B1D
00D6: if  0?
0431: unknown_car  19584?? flag  0?
004D: jump_if_false Label0C2B1D
01C8:  19588?? = create_actor  4? #SPECIAL02 in_car  19584?? passenger_seat  0?
01B2: give_actor  19588?? weapon  19? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  19588??
011A: set_actor  19588?? flags  1?
0243: set_actor  19588?? ped_stats_to  16?
0223: set_actor  19588?? health_to  250&
0291: unknown_actor  19588?? unknown_behavior_flag  1?
0350: unknown_actor  19588?? not_scared_flag  1?
0319: set_actor  19588?? wander_state_to  1? (off)
01DE: tie_actor  19588?? to_actor  19580??

:Label0C2B1D
0002: jump Label0C2B33

:Label0C2B24
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C2B33
0002: jump Label0C2B49

:Label0C2B3A
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C2B49
0002: jump Label0C2B5F

:Label0C2B50
0084:  19476?? =  19580??  \\ integer values and handles
0050: gosub Label0C400A

:Label0C2B5F
0002: jump Label0C2B6E

:Label0C2B66
01CC: actor  19580?? kill_player $PLAYER_CHAR

:Label0C2B6E
0002: jump Label0C3ABE

:Label0C2B75
00D6: if  0?
8119:   NOT   car  19584?? wrecked
004D: jump_if_false Label0C2B8E
0477: unknown_car  19584??  1?  17?

:Label0C2B8E
00D6: if  0?
0038:    19760?? ==  1?  \\ integer values
004D: jump_if_false Label0C2BB9
0239: actor  19580?? run_to  2232??  2236??
0411: (unknown)  19580??  0? 
0004:  19760?? =  30?  \\ integer values

:Label0C2BB9
00D6: if  0?
0038:    19760?? ==  30?  \\ integer values
004D: jump_if_false Label0C2C9C
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C2C0A
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C2C0A
00A1: put_actor  19580?? at  2232??  2236??  10.5!

:Label0C2C0A
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2C2C
0239: actor  19580?? run_to  2232??  2236??
0411: (unknown)  19580??  0? 

:Label0C2C2C
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2232??  2236?? radius  1!  1!
004D: jump_if_false Label0C2C9C
00BC: text_highpriority "CAP1_B3"  5000& ms  1? \\ ~g~The Mafia has taxed the Ice Cream Factory!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0164: disable_marker  19640??
0058:  19776?? +=  2440??  \\ integer values
03FE: unknown_actor  19580??  19776??
0004:  19716?? =  1?  \\ integer values
0215: destroy_pickup  2444??
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C2C9C
00D6: if  0?
0038:    19760?? ==  2?  \\ integer values
004D: jump_if_false Label0C2CDB
0239: actor  19580?? run_to -1009.286!  196.7185!
0411: (unknown)  19580??  0? 
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  5000&  \\ integer values
0004:  19760?? =  7?  \\ integer values

:Label0C2CDB
00D6: if  0?
0038:    19760?? ==  7?  \\ integer values
004D: jump_if_false Label0C2D95
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C2D30
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C2D30
00A1: put_actor  19580?? at -1009.286!  196.7185!  10.5!

:Label0C2D30
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2D56
0239: actor  19580?? run_to -1009.286!  196.7185!
0411: (unknown)  19580??  0? 

:Label0C2D56
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -1009.286!  196.7185! radius  1!  1!
004D: jump_if_false Label0C2D95
0239: actor  19580?? run_to  2328??  2332??
0411: (unknown)  19580??  0? 
0004:  19760?? =  8?  \\ integer values

:Label0C2D95
00D6: if  0?
0038:    19760?? ==  8?  \\ integer values
004D: jump_if_false Label0C2E41
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2DC9
0239: actor  19580?? run_to  2328??  2332??
0411: (unknown)  19580??  0? 

:Label0C2DC9
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2328??  2332?? radius  1!  1!
004D: jump_if_false Label0C2E41
00BC: text_highpriority "CAP1_B5"  5000& ms  1? \\ ~g~The Mafia has taxed the Taxi Firm!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0164: disable_marker  19644??
0058:  19776?? +=  2484??  \\ integer values
03FE: unknown_actor  19580??  19776??
0004:  19720?? =  1?  \\ integer values
0215: destroy_pickup  2488??
0239: actor  19580?? run_to -1009.286!  196.7185!
0004:  19760?? =  9?  \\ integer values

:Label0C2E41
00D6: if  0?
0038:    19760?? ==  9?  \\ integer values
004D: jump_if_false Label0C2EAD
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2E79
0239: actor  19580?? run_to -1009.286!  196.7185!
0411: (unknown)  19580??  0? 

:Label0C2E79
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -1009.286!  196.7185! radius  1!  1!
004D: jump_if_false Label0C2EAD
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C2EAD
00D6: if  0?
0038:    19760?? ==  3?  \\ integer values
004D: jump_if_false Label0C2EDC
0239: actor  19580?? run_to -725.3655! -1501.66!
0411: (unknown)  19580??  0? 
0004:  19760?? =  10?  \\ integer values

:Label0C2EDC
00D6: if  0?
0038:    19760?? ==  10?  \\ integer values
004D: jump_if_false Label0C2F9A
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C2F31
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C2F31
00A1: put_actor  19580?? at -725.3655! -1501.66!  10.8!

:Label0C2F31
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2F57
0239: actor  19580?? run_to -725.3655! -1501.66!
0411: (unknown)  19580??  0? 

:Label0C2F57
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -725.3655! -1501.66! radius  1!  1!
004D: jump_if_false Label0C2F9A
0239: actor  19580?? run_to -681.0613! -1490.428!
0411: (unknown)  19580??  0? 
0004:  19760?? =  11?  \\ integer values

:Label0C2F9A
00D6: if  0?
0038:    19760?? ==  11?  \\ integer values
004D: jump_if_false Label0C3015
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C2FD2
0239: actor  19580?? run_to -681.0613! -1490.428!
0411: (unknown)  19580??  0? 

:Label0C2FD2
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -681.0613! -1490.428! radius  1!  1!
004D: jump_if_false Label0C3015
0239: actor  19580?? run_to -636.2616! -1500.152!
0411: (unknown)  19580??  0? 
0004:  19760?? =  12?  \\ integer values

:Label0C3015
00D6: if  0?
0038:    19760?? ==  12?  \\ integer values
004D: jump_if_false Label0C3090
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C304D
0239: actor  19580?? run_to -636.2616! -1500.152!
0411: (unknown)  19580??  0? 

:Label0C304D
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -636.2616! -1500.152! radius  1!  1!
004D: jump_if_false Label0C3090
0239: actor  19580?? run_to -642.8112! -1496.429!
0411: (unknown)  19580??  0? 
0004:  19760?? =  13?  \\ integer values

:Label0C3090
00D6: if  0?
0038:    19760?? ==  13?  \\ integer values
004D: jump_if_false Label0C3107
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C30C8
0239: actor  19580?? run_to -642.8112! -1496.429!
0411: (unknown)  19580??  0? 

:Label0C30C8
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -642.8112! -1496.429! radius  1!  1!
004D: jump_if_false Label0C3107
0239: actor  19580?? run_to  2316??  2320??
0411: (unknown)  19580??  0? 
0004:  19760?? =  14?  \\ integer values

:Label0C3107
00D6: if  0?
0038:    19760?? ==  14?  \\ integer values
004D: jump_if_false Label0C31B3
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C313B
0239: actor  19580?? run_to  2316??  2320??
0411: (unknown)  19580??  0? 

:Label0C313B
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2316??  2320?? radius  1!  1!
004D: jump_if_false Label0C31B3
0239: actor  19580?? run_to -642.8112! -1496.429!
00BC: text_highpriority "CAP1_B2"  5000& ms  1? \\ ~g~The Mafia has taxed the Boatyard!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0215: destroy_pickup  2424??
0004:  19724?? =  1?  \\ integer values
0058:  19776?? +=  2420??  \\ integer values
03FE: unknown_actor  19580??  19776??
0164: disable_marker  19648??
0004:  19760?? =  15?  \\ integer values

:Label0C31B3
00D6: if  0?
0038:    19760?? ==  15?  \\ integer values
004D: jump_if_false Label0C322E
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C31EB
0239: actor  19580?? run_to -642.8112! -1496.429!
0411: (unknown)  19580??  0? 

:Label0C31EB
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -642.8112! -1496.429! radius  1!  1!
004D: jump_if_false Label0C322E
0239: actor  19580?? run_to -636.2616! -1500.152!
0411: (unknown)  19580??  0? 
0004:  19760?? =  16?  \\ integer values

:Label0C322E
00D6: if  0?
0038:    19760?? ==  16?  \\ integer values
004D: jump_if_false Label0C32A9
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3266
0239: actor  19580?? run_to -636.2616! -1500.152!
0411: (unknown)  19580??  0? 

:Label0C3266
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -636.2616! -1500.152! radius  1!  1!
004D: jump_if_false Label0C32A9
0239: actor  19580?? run_to -681.0613! -1490.428!
0411: (unknown)  19580??  0? 
0004:  19760?? =  17?  \\ integer values

:Label0C32A9
00D6: if  0?
0038:    19760?? ==  17?  \\ integer values
004D: jump_if_false Label0C3324
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C32E1
0239: actor  19580?? run_to -681.0613! -1490.428!
0411: (unknown)  19580??  0? 

:Label0C32E1
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -681.0613! -1490.428! radius  1!  1!
004D: jump_if_false Label0C3324
0239: actor  19580?? run_to -725.3655! -1501.66!
0411: (unknown)  19580??  0? 
0004:  19760?? =  18?  \\ integer values

:Label0C3324
00D6: if  0?
0038:    19760?? ==  18?  \\ integer values
004D: jump_if_false Label0C3390
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C335C
0239: actor  19580?? run_to -725.3655! -1501.66!
0411: (unknown)  19580??  0? 

:Label0C335C
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -725.3655! -1501.66! radius  1!  1!
004D: jump_if_false Label0C3390
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C3390
00D6: if  0?
0038:    19760?? ==  4?  \\ integer values
004D: jump_if_false Label0C33BF
0239: actor  19580?? run_to -1023.79! -901.9847!
0411: (unknown)  19580??  0? 
0004:  19760?? =  40?  \\ integer values

:Label0C33BF
00D6: if  0?
0038:    19760?? ==  40?  \\ integer values
004D: jump_if_false Label0C3479
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C3414
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C3414
00A1: put_actor  19580?? at -1023.79! -901.9847!  13.8!

:Label0C3414
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C343A
0239: actor  19580?? run_to -1023.79! -901.9847!
0411: (unknown)  19580??  0? 

:Label0C343A
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -1023.79! -901.9847! radius  1!  1!
004D: jump_if_false Label0C3479
0239: actor  19580?? run_to  2208??  2212??
0411: (unknown)  19580??  0? 
0004:  19760?? =  41?  \\ integer values

:Label0C3479
00D6: if  0?
0038:    19760?? ==  41?  \\ integer values
004D: jump_if_false Label0C352C
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C34AD
0239: actor  19580?? run_to  2208??  2212??
0411: (unknown)  19580??  0? 

:Label0C34AD
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2208??  2212?? radius  1!  1!
004D: jump_if_false Label0C352C
0239: actor  19580?? run_to -1023.79! -901.9847!
00BC: text_highpriority "CAP1_B4"  5000& ms  1? \\ ~g~The Mafia has taxed the Car Showroom!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0215: destroy_pickup  2508??
0004:  19732?? =  1?  \\ integer values
0058:  19776?? +=  2504??  \\ integer values
03FE: unknown_actor  19580??  19776??
0164: disable_marker  19652??
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  42?  \\ integer values

:Label0C352C
00D6: if  0?
0038:    19760?? ==  42?  \\ integer values
004D: jump_if_false Label0C3598
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3564
0239: actor  19580?? run_to -1023.79! -901.9847!
0411: (unknown)  19580??  0? 

:Label0C3564
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot -1023.79! -901.9847! radius  1!  1!
004D: jump_if_false Label0C3598
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C3598
00D6: if  0?
0038:    19760?? ==  5?  \\ integer values
004D: jump_if_false Label0C35D7
0239: actor  19580?? run_to  501.5787! -81.769!
0411: (unknown)  19580??  0? 
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  5000&  \\ integer values
0004:  19760?? =  20?  \\ integer values

:Label0C35D7
00D6: if  0?
0038:    19760?? ==  20?  \\ integer values
004D: jump_if_false Label0C3695
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C362C
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C362C
00A1: put_actor  19580?? at  501.5787! -81.769!  9.5!

:Label0C362C
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3652
0239: actor  19580?? run_to  501.5787! -81.769!
0411: (unknown)  19580??  0? 

:Label0C3652
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  501.5787! -81.769! radius  1!  1!
004D: jump_if_false Label0C3695
0239: actor  19580?? run_to  491.7617! -78.5777!
0411: (unknown)  19580??  0? 
0004:  19760?? =  21?  \\ integer values

:Label0C3695
00D6: if  0?
0038:    19760?? ==  21?  \\ integer values
004D: jump_if_false Label0C370C
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C36CD
0239: actor  19580?? run_to  491.7617! -78.5777!
0411: (unknown)  19580??  0? 

:Label0C36CD
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  491.7617! -78.5777! radius  1!  1!
004D: jump_if_false Label0C370C
0239: actor  19580?? run_to  2256??  2260??
0411: (unknown)  19580??  0? 
0004:  19760?? =  23?  \\ integer values

:Label0C370C
00D6: if  0?
0038:    19760?? ==  23?  \\ integer values
004D: jump_if_false Label0C37BF
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3740
0239: actor  19580?? run_to  2256??  2260??
0411: (unknown)  19580??  0? 

:Label0C3740
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2256??  2260?? radius  1!  1!
004D: jump_if_false Label0C37BF
00BC: text_highpriority "CAP1_B9"  5000& ms  1? \\ ~g~The mafia has taxed The Malibu!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0164: disable_marker  19656??
0215: destroy_pickup  2564??
0058:  19776?? +=  2560??  \\ integer values
03FE: unknown_actor  19580??  19776??
0004:  19728?? =  1?  \\ integer values
0239: actor  19580?? run_to  491.7617! -78.5777!
0411: (unknown)  19580??  0? 
0004:  19760?? =  25?  \\ integer values

:Label0C37BF
00D6: if  0?
0038:    19760?? ==  25?  \\ integer values
004D: jump_if_false Label0C383A
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C37F7
0239: actor  19580?? run_to  491.7617! -78.5777!
0411: (unknown)  19580??  0? 

:Label0C37F7
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  491.7617! -78.5777! radius  1!  1!
004D: jump_if_false Label0C383A
0239: actor  19580?? run_to  501.5787! -81.769!
0411: (unknown)  19580??  0? 
0004:  19760?? =  26?  \\ integer values

:Label0C383A
00D6: if  0?
0038:    19760?? ==  26?  \\ integer values
004D: jump_if_false Label0C38A6
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3872
0239: actor  19580?? run_to  501.5787! -81.769!
0411: (unknown)  19580??  0? 

:Label0C3872
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  501.5787! -81.769! radius  1!  1!
004D: jump_if_false Label0C38A6
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C38A6
00D6: if  0?
0038:    19760?? ==  6?  \\ integer values
004D: jump_if_false Label0C38E5
0239: actor  19580?? run_to  12.285!  963.0108!
0411: (unknown)  19580??  0? 
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  5000&  \\ integer values
0004:  19760?? =  27?  \\ integer values

:Label0C38E5
00D6: if  0?
0038:    19760?? ==  27?  \\ integer values
004D: jump_if_false Label0C399F
00D6: if  0?
0571:  19580??
004D: jump_if_false Label0C393A
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  19580?? radius  120!  120!
004D: jump_if_false Label0C393A
00A1: put_actor  19580?? at  12.285!  963.0108!  10.5!

:Label0C393A
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3960
0239: actor  19580?? run_to  12.285!  963.0108!
0411: (unknown)  19580??  0? 

:Label0C3960
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  12.285!  963.0108! radius  1!  1!
004D: jump_if_false Label0C399F
0239: actor  19580?? run_to  2304??  2308??
0411: (unknown)  19580??  0? 
0004:  19760?? =  28?  \\ integer values

:Label0C399F
00D6: if  0?
0038:    19760?? ==  28?  \\ integer values
004D: jump_if_false Label0C3A52
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C39D3
0239: actor  19580?? run_to  2304??  2308??
0411: (unknown)  19580??  0? 

:Label0C39D3
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  2304??  2308?? radius  1!  1!
004D: jump_if_false Label0C3A52
00BC: text_highpriority "CAP1_B0"  5000& ms  1? \\ ~g~The mafia has taxed the film studio!
0084:  10188?? =  19244??  \\ integer values and handles
0008:  10188?? +=  5000&  \\ integer values
0058:  19776?? +=  2524??  \\ integer values
03FE: unknown_actor  19580??  19776??
0164: disable_marker  19660??
0215: destroy_pickup  2528??
0004:  19736?? =  1?  \\ integer values
0239: actor  19580?? run_to  12.285!  963.0108!
0411: (unknown)  19580??  0? 
0004:  19760?? =  29?  \\ integer values

:Label0C3A52
00D6: if  0?
0038:    19760?? ==  29?  \\ integer values
004D: jump_if_false Label0C3ABE
00D6: if  0?
04FF:  19580??
004D: jump_if_false Label0C3A8A
0239: actor  19580?? run_to  12.285!  963.0108!
0411: (unknown)  19580??  0? 

:Label0C3A8A
00D6: if  0?
00ED:   actor  19580??  0? ()near_point_on_foot  12.285!  963.0108! radius  1!  1!
004D: jump_if_false Label0C3ABE
0004:  19764?? =  0?  \\ integer values
0004:  19760?? =  100?  \\ integer values

:Label0C3ABE
00D6: if  0?
00EA:   player $PLAYER_CHAR  0? ()near_actor_on_foot  19580?? radius  40!  40!
004D: jump_if_false Label0C3EA9
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0C3BA4
00D6: if  0?
001C:    19244?? >  19740??  \\ integer values
004D: jump_if_false Label0C3BA4
00D6: if  0?
0038:    19744?? ==  1?  \\ integer values
004D: jump_if_false Label0C3B52
00D6: if  0?
0038:    10256?? ==  0?  \\ integer values
004D: jump_if_false Label0C3B3B
0004:  10256?? =  1?  \\ integer values
0084:  10356?? =  19244??  \\ integer values and handles
0008:  10356?? +=  6000&  \\ integer values

:Label0C3B3B
0008:  19744?? +=  1?  \\ integer values
0084:  19740?? =  19244??  \\ integer values and handles
0008:  19740?? +=  3000&  \\ integer values

:Label0C3B52
00D6: if  0?
0038:    19744?? ==  0?  \\ integer values
004D: jump_if_false Label0C3BA4
00D6: if  0?
0038:    10252?? ==  0?  \\ integer values
004D: jump_if_false Label0C3B8D
0004:  10252?? =  1?  \\ integer values
0084:  10352?? =  19244??  \\ integer values and handles
0008:  10352?? +=  6000&  \\ integer values

:Label0C3B8D
0008:  19744?? +=  1?  \\ integer values
0084:  19740?? =  19244??  \\ integer values and handles
0008:  19740?? +=  3000&  \\ integer values

:Label0C3BA4
00D6: if  0?
02E0: unknown_actor  19580??
004D: jump_if_false Label0C3EA9
00D6: if  0?
001C:    19244?? >  19748??  \\ integer values
004D: jump_if_false Label0C3EA9
00D6: if  0?
0038:    19752?? ==  8?  \\ integer values
004D: jump_if_false Label0C3C19
00D6: if  0?
0038:    10284?? ==  0?  \\ integer values
004D: jump_if_false Label0C3C02
0004:  10284?? =  1?  \\ integer values
0084:  10376?? =  19244??  \\ integer values and handles
0008:  10376?? +=  6000&  \\ integer values

:Label0C3C02
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3C19
00D6: if  0?
0038:    19752?? ==  7?  \\ integer values
004D: jump_if_false Label0C3C6B
00D6: if  0?
0038:    10280?? ==  0?  \\ integer values
004D: jump_if_false Label0C3C54
0004:  10280?? =  1?  \\ integer values
0084:  10372?? =  19244??  \\ integer values and handles
0008:  10372?? +=  6000&  \\ integer values

:Label0C3C54
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3C6B
00D6: if  0?
0038:    19752?? ==  6?  \\ integer values
004D: jump_if_false Label0C3CBD
00D6: if  0?
0038:    10268?? ==  0?  \\ integer values
004D: jump_if_false Label0C3CA6
0004:  10268?? =  1?  \\ integer values
0084:  10360?? =  19244??  \\ integer values and handles
0008:  10360?? +=  6000&  \\ integer values

:Label0C3CA6
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3CBD
00D6: if  0?
0038:    19752?? ==  5?  \\ integer values
004D: jump_if_false Label0C3D0F
00D6: if  0?
0038:    10276?? ==  0?  \\ integer values
004D: jump_if_false Label0C3CF8
0004:  10276?? =  1?  \\ integer values
0084:  10368?? =  19244??  \\ integer values and handles
0008:  10368?? +=  6000&  \\ integer values

:Label0C3CF8
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3D0F
00D6: if  0?
0038:    19752?? ==  4?  \\ integer values
004D: jump_if_false Label0C3D61
00D6: if  0?
0038:    10272?? ==  0?  \\ integer values
004D: jump_if_false Label0C3D4A
0004:  10272?? =  1?  \\ integer values
0084:  10364?? =  19244??  \\ integer values and handles
0008:  10364?? +=  6000&  \\ integer values

:Label0C3D4A
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3D61
00D6: if  0?
0038:    19752?? ==  3?  \\ integer values
004D: jump_if_false Label0C3DB3
00D6: if  0?
0038:    10244?? ==  0?  \\ integer values
004D: jump_if_false Label0C3D9C
0004:  10244?? =  1?  \\ integer values
0084:  10344?? =  19244??  \\ integer values and handles
0008:  10344?? +=  6000&  \\ integer values

:Label0C3D9C
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3DB3
00D6: if  0?
0038:    19752?? ==  2?  \\ integer values
004D: jump_if_false Label0C3E05
00D6: if  0?
0038:    10240?? ==  0?  \\ integer values
004D: jump_if_false Label0C3DEE
0004:  10240?? =  1?  \\ integer values
0084:  10340?? =  19244??  \\ integer values and handles
0008:  10340?? +=  6000&  \\ integer values

:Label0C3DEE
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3E05
00D6: if  0?
0038:    19752?? ==  1?  \\ integer values
004D: jump_if_false Label0C3E57
00D6: if  0?
0038:    10292?? ==  0?  \\ integer values
004D: jump_if_false Label0C3E40
0004:  10292?? =  1?  \\ integer values
0084:  10384?? =  19244??  \\ integer values and handles
0008:  10384?? +=  6000&  \\ integer values

:Label0C3E40
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3E57
00D6: if  0?
0038:    19752?? ==  0?  \\ integer values
004D: jump_if_false Label0C3EA9
00D6: if  0?
0038:    10248?? ==  0?  \\ integer values
004D: jump_if_false Label0C3E92
0004:  10248?? =  1?  \\ integer values
0084:  10348?? =  19244??  \\ integer values and handles
0008:  10348?? +=  6000&  \\ integer values

:Label0C3E92
0008:  19752?? +=  1?  \\ integer values
0084:  19748?? =  19244??  \\ integer values and handles
0008:  19748?? +=  3000&  \\ integer values

:Label0C3EA9
0051: return

:Label0C3EAB
00D6: if  0?
0038:    19668?? ==  0?  \\ integer values
004D: jump_if_false Label0C3EE4
0005:  19864?? = -726.0752!  \\ floating-point values
0005:  19868?? = -1494.487!  \\ floating-point values
0005:  19872?? =  10.3799!  \\ floating-point values
0004:  19668?? =  1?  \\ integer values
0051: return

:Label0C3EE4
00D6: if  0?
0038:    19672?? ==  0?  \\ integer values
004D: jump_if_false Label0C3F1D
0005:  19864?? = -1025.169!  \\ floating-point values
0005:  19868?? = -904.9712!  \\ floating-point values
0005:  19872?? =  13.2096!  \\ floating-point values
0004:  19672?? =  1?  \\ integer values
0051: return

:Label0C3F1D
00D6: if  0?
0038:    19664?? ==  0?  \\ integer values
004D: jump_if_false Label0C3F56
0005:  19864?? =  506.2871!  \\ floating-point values
0005:  19868?? = -82.8296!  \\ floating-point values
0005:  19872?? =  9.2532!  \\ floating-point values
0004:  19664?? =  1?  \\ integer values
0051: return

:Label0C3F56
00D6: if  0?
0038:    19680?? ==  0?  \\ integer values
004D: jump_if_false Label0C3F8F
0005:  19864?? = -852.5533!  \\ floating-point values
0005:  19868?? = -568.4194!  \\ floating-point values
0005:  19872?? =  10.0567!  \\ floating-point values
0004:  19680?? =  1?  \\ integer values
0051: return

:Label0C3F8F
00D6: if  0?
0038:    19684?? ==  0?  \\ integer values
004D: jump_if_false Label0C3FC8
0005:  19864?? = -1016.264!  \\ floating-point values
0005:  19868?? =  199.9105!  \\ floating-point values
0005:  19872?? =  10.2062!  \\ floating-point values
0004:  19684?? =  1?  \\ integer values
0051: return

:Label0C3FC8
00D6: if  0?
0038:    19676?? ==  0?  \\ integer values
004D: jump_if_false Label0C4001
0005:  19864?? =  17.6185!  \\ floating-point values
0005:  19868?? =  962.106!  \\ floating-point values
0005:  19872?? =  9.727!  \\ floating-point values
0004:  19676?? =  1?  \\ integer values
0051: return

:Label0C4001
0004:  19688?? =  5?  \\ integer values
0051: return

:Label0C400A
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label0C4228
00D6: if  0?
0042:    19544?? ==  919.9!  \\ floating-point values
004D: jump_if_false Label0C4040
00A5:  1804?? = create_car #SANCHEZ at  19488??  19492??  19496??

:Label0C4040
00A0:  19488?? = actor  19476?? x_pos,  19492?? = actor  19476?? y_pos,  19496?? = actor  19476?? z_pos
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19476?? radius  30!  30!
004D: jump_if_false Label0C414B
0086:  19500?? =  19488??  \\ floating-point values only
0009:  19500?? +=  40!  \\ floating-point values
0086:  19504?? =  19492??  \\ floating-point values only
0009:  19504?? +=  40!  \\ floating-point values
000D:  19488?? -=  40!  \\ floating-point values
000D:  19492?? -=  40!  \\ floating-point values
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
0004:  1804?? = -1?  \\ integer values
0327:  1804?? = create_car -1? in_area  19488??  19492??  19500??  19504??
00D6: if  21?
0038:    1804?? == -1?  \\ integer values
003A:    19596?? ==  1804??  \\ integer values and handles
004D: jump_if_false Label0C40ED
01CC: actor  19476?? kill_player $PLAYER_CHAR
0002: jump Label0C4144

:Label0C40ED
00D6: if  0?
0185:   car  1804?? health >=  400&
004D: jump_if_false Label0C4130
046D:  27592?? = unknown_actor  19476?? car car_seats
01EA:  19756?? = car  1804?? max_passengers
020A: set_car  1804?? door_status_to  1?
00AD: set_car  1804?? max_speed_to  0!
01D5: actor  19476?? go_to_and_drive_car  1804??
0002: jump Label0C4144

:Label0C4130
01CC: actor  19476?? kill_player $PLAYER_CHAR
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
0004:  1804?? = -1?  \\ integer values

:Label0C4144
0002: jump Label0C4228

:Label0C414B
03D3: point  19488??  19492??  19496?? get_nearby_vector  19488??  19492??  19496??  19544??
00D6: if  0?
80C2:   NOT   sphere_onscreen  19488??  19492??  19496??  3!
004D: jump_if_false Label0C4228
00D6: if  0?
838A:   NOT   car_in_cube  19488??  19492??  19496??  3!  3!  2!
004D: jump_if_false Label0C41DF
00D6: if  0?
0248:   model #SANCHEZ available
004D: jump_if_false Label0C41D8
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
00A5:  1804?? = create_car #SANCHEZ at  19488??  19492??  19496??
0175: set_car  1804?? z_angle_to  19544??
01D5: actor  19476?? go_to_and_drive_car  1804??

:Label0C41D8
0002: jump Label0C4228

:Label0C41DF
00D6: if  0?
00FF:   actor  19476??  0? ()near_point_on_foot  19488??  19492??  19496?? radius  3!  3!  2!
004D: jump_if_false Label0C4228
02C0: set  19488??  19492??  19496?? to_ped_path_coords_closest_to  19488??  19492??  19496??
0239: actor  19476?? run_to  19488??  19492??

:Label0C4228
0051: return

;-------------Mission 52---------------
; Originally: Keep your Friends Close...


:Label0C422A
0050: gosub Label0C424E
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0C4245
0050: gosub Label0CAC17

:Label0C4245
0050: gosub Label0CAD60
004E: end_thread

:Label0C424E
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
03A4: name_thread "FIN_1"
0001: wait  0? ms
0108: destroy_object  7152??
054C: use_GXT_table "FINALE"
058E: unknown_point_command -288.2! -487.5!  9.8! angle  275!
0005:  20056?? = -373.2288!  \\ floating-point values
0005:  20060?? = -597.0028!  \\ floating-point values
0005:  20064?? =  24.7818!  \\ floating-point values
0004:  20072?? =  0?  \\ integer values
0004:  20076?? = -1?  \\ integer values
0004:  20096?? =  0?  \\ integer values
0004:  20100?? =  0?  \\ integer values
0004:  20108?? = -1?  \\ integer values
0004:  20112?? =  0?  \\ integer values
0004:  20116?? =  0?  \\ integer values
0004:  20120?? =  0?  \\ integer values
0004:  20124?? =  0?  \\ integer values
0005:  20132?? =  0!  \\ floating-point values
0005:  20136?? =  0!  \\ floating-point values
0005:  20140?? =  0!  \\ floating-point values
0004:  20268?? = -1?  \\ integer values
0004:  20272?? =  0?  \\ integer values
0004:  20276?? =  0?  \\ integer values
0004:  20280?? =  0?  \\ integer values
0004:  20288?? = -1?  \\ integer values
0004:  20292?? =  0?  \\ integer values
0004:  20296?? =  0?  \\ integer values
0004:  20300?? =  0?  \\ integer values
0004:  20308?? = -1?  \\ integer values
0004:  20312?? =  0?  \\ integer values
0004:  20316?? =  0?  \\ integer values
0004:  20320?? =  0?  \\ integer values
0004:  20328?? = -1?  \\ integer values
0004:  20332?? =  0?  \\ integer values
0004:  20336?? =  0?  \\ integer values
0004:  20340?? =  0?  \\ integer values
0004:  20348?? = -1?  \\ integer values
0004:  20352?? =  0?  \\ integer values
0004:  20356?? =  0?  \\ integer values
0004:  20360?? =  0?  \\ integer values
0004:  20368?? = -1?  \\ integer values
0004:  20372?? =  0?  \\ integer values
0004:  20376?? =  0?  \\ integer values
0004:  20380?? =  0?  \\ integer values
0004:  20388?? = -1?  \\ integer values
0004:  20392?? =  0?  \\ integer values
0004:  20396?? =  0?  \\ integer values
0004:  20400?? =  0?  \\ integer values
0004:  20408?? = -1?  \\ integer values
0004:  20412?? =  0?  \\ integer values
0004:  20416?? =  0?  \\ integer values
0004:  20420?? =  0?  \\ integer values
0004:  20428?? = -1?  \\ integer values
0004:  20432?? =  0?  \\ integer values
0004:  20436?? =  0?  \\ integer values
0004:  20440?? =  0?  \\ integer values
0004:  19896?? =  0?  \\ integer values
0004:  19932?? =  0?  \\ integer values
0004:  19936?? =  0?  \\ integer values
0004:  19916?? =  0?  \\ integer values
0004:  19900?? =  0?  \\ integer values
0004:  19956?? =  0?  \\ integer values
0004:  19960?? =  0?  \\ integer values
0004:  19964?? =  0?  \\ integer values
0004:  19968?? =  0?  \\ integer values
0004:  20208?? =  0?  \\ integer values
0004:  20216?? =  0?  \\ integer values
0004:  20224?? =  0?  \\ integer values
0004:  20228?? =  0?  \\ integer values
0004:  20232?? =  0?  \\ integer values
0004:  20236?? =  0?  \\ integer values
0004:  20240?? =  0?  \\ integer values
0004:  20248?? =  0?  \\ integer values
0004:  20252?? =  0?  \\ integer values
0004:  20256?? =  0?  \\ integer values
0004:  20260?? =  0?  \\ integer values
0004:  20284?? =  0?  \\ integer values
0004:  20304?? =  0?  \\ integer values
0004:  20324?? =  0?  \\ integer values
0004:  20344?? =  0?  \\ integer values
0004:  20364?? =  0?  \\ integer values
0004:  20384?? =  0?  \\ integer values
0004:  20404?? =  0?  \\ integer values
0004:  20424?? =  0?  \\ integer values
0004:  20444?? =  0?  \\ integer values
0007:  0@ =  0!  \\ floating-point values
0007:  1@ =  0!  \\ floating-point values
0007:  2@ =  0!  \\ floating-point values
0007:  3@ =  0!  \\ floating-point values
0007:  4@ =  0!  \\ floating-point values
0007:  5@ =  0!  \\ floating-point values
0007:  6@ =  0!  \\ floating-point values
0007:  7@ =  0!  \\ floating-point values
0007:  8@ =  0!  \\ floating-point values
0007:  9@ =  0!  \\ floating-point values
0007:  10@ =  0!  \\ floating-point values
0007:  11@ =  0!  \\ floating-point values
0007:  12@ =  0!  \\ floating-point values
0007:  13@ =  0!  \\ floating-point values
0007:  14@ =  0!  \\ floating-point values
0005:  20448?? =  0!  \\ floating-point values
0005:  20452?? =  0!  \\ floating-point values
0005:  20456?? =  0!  \\ floating-point values
0005:  20460?? =  0!  \\ floating-point values
0005:  20464?? =  0!  \\ floating-point values
0005:  20468?? =  0!  \\ floating-point values
0005:  20472?? =  0!  \\ floating-point values
0005:  20476?? =  0!  \\ floating-point values
0005:  20480?? =  0!  \\ floating-point values
0005:  20484?? =  0!  \\ floating-point values
0005:  20488?? =  0!  \\ floating-point values
0005:  20492?? =  0!  \\ floating-point values
0004:  20080?? =  0?  \\ integer values
0004:  19904?? =  0?  \\ integer values
0004:  20156?? =  0?  \\ integer values
0004:  20160?? =  0?  \\ integer values
0004:  20104?? =  0?  \\ integer values
0004:  20084?? =  0?  \\ integer values
0004:  20088?? =  0?  \\ integer values
010B:  19940?? = player $PLAYER_CHAR money
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
022B: create_forbidden_for_peds_cube -522.414! -662.451! -9.357! -222.414! -502.451!  90.643!
03AD: set_rubbish  0? (invisible)
04F9: interiour_colors  7?  0?
03DE: set_pedestrians_density_multiplier_to  0!
0395: clear_area  0? at -354.419! -569.529! range  30!  200!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSBUDDY"
03CB: set_camera -378.466! -596.1799!  24.7818!
038B: load_requested_models

:Label0C469E
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0C46C0
0001: wait  0? ms
0002: jump Label0C469E

:Label0C46C0
0569: "CSPLAY"
0569: "CSKEN"
0569: "CSBUDDY"
02E4: load_cutscene_data "FIN"
041D: set_camera_near_clip  .1!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C475A
00D6: if  0?
001A:    1085& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C477D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C475A

:Label0C477D
00BC: text_highpriority "FIN1_01"  10000& ms  1? \\ What's going on?

:Label0C478C
00D6: if  0?
001A:    1924& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C47AF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C478C

:Label0C47AF
00BC: text_highpriority "FIN1_02"  10000& ms  1? \\ Tommy! Oh good, good. Listen, listen. Uh, listen,

:Label0C47BE
00D6: if  0?
001A:    5027& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C47E1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C47BE

:Label0C47E1
00BC: text_highpriority "FIN1_03"  10000& ms  1? \\ I like fish. I love fish.

:Label0C47F0
00D6: if  0?
001A:    7525& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4813
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C47F0

:Label0C4813
00BC: text_highpriority "FIN1_04"  10000& ms  1? \\ I love them as pets in bowls, or as food on a plate,

:Label0C4822
00D6: if  0?
001A:    10739& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4845
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4822

:Label0C4845
00BC: text_highpriority "FIN1_05"  10000& ms  1? \\ but as much as I love em, I don't want to sleep with them.

:Label0C4854
00D6: if  0?
001A:    13469& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4877
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4854

:Label0C4877
00BC: text_highpriority "FIN1_06"  10000& ms  1? \\ Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I...

:Label0C4886
00D6: if  0?
001A:    19005& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C48A9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4886

:Label0C48A9
00BC: text_highpriority "FIN1_07"  10000& ms  1? \\ Shut up Ken. Sit down.

:Label0C48B8
00D6: if  0?
001A:    24137& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C48DB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C48B8

:Label0C48DB
00BC: text_highpriority "FIN1_08"  10000& ms  1? \\ Lance, what the hell's going on?

:Label0C48EA
00D6: if  0?
001A:    26080& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C490D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C48EA

:Label0C490D
00BC: text_highpriority "FIN1_09"  10000& ms  1? \\ It's your friends up north Tommy. They ain't too happy you capped their man.

:Label0C491C
00D6: if  0?
001A:    30104& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C493F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C491C

:Label0C493F
00BC: text_highpriority "FIN1_10"  10000& ms  1? \\ They're coming down to see the business today.

:Label0C494E
00D6: if  0?
001A:    32108& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4971
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C494E

:Label0C4971
00BC: text_highpriority "FIN1_11"  10000& ms  1? \\ They took longer than I thought...

:Label0C4980
00D6: if  0?
001A:    34187&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C49A5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4980

:Label0C49A5
00BC: text_highpriority "FIN1_12"  10000& ms  1? \\ Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine!

:Label0C49B4
00D6: if  0?
001A:    39927&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C49D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C49B4

:Label0C49D9
00BC: text_highpriority "FIN1_13"  10000& ms  1? \\ Ken, you get the first run of counterfeit cash and put three mil in briefcases.

:Label0C49E8
00D6: if  0?
001A:    45104&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4A0D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C49E8

:Label0C4A0D
00BC: text_highpriority "FIN1_14"  10000& ms  1? \\ Lance, you get the guys together...

:Label0C4A1C
00D6: if  0?
001A:    52998&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4A41
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4A1C

:Label0C4A41
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0C4A52
00D6: if  0?
016B:   fading
004D: jump_if_false Label0C4A6A
0001: wait  0? ms
0002: jump Label0C4A52

:Label0C4A6A
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0C4A82
0001: wait  0? ms
0002: jump Label0C4A6A

:Label0C4A82
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
023C: load_special_actor  3? "CSBUDDY"
023C: load_special_actor  4? "CSSONNY"
023C: load_special_actor  5? "SFRENDA"
023C: load_special_actor  6? "SGOONA"
023C: load_special_actor  7? "SGOONB"
02F3: load_object #CUTOBJ01 "DELCASE"
03CB: set_camera -378.466! -596.1799!  24.7818!
038B: load_requested_models

:Label0C4AFC
00D6: if  25?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
823D:   NOT   special_actor  6? loaded
004D: jump_if_false Label0C4B2A
0001: wait  0? ms
0002: jump Label0C4AFC

:Label0C4B2A
00D6: if  21?
823D:   NOT   special_actor  7? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label0C4B49
0001: wait  0? ms
0002: jump Label0C4B2A

:Label0C4B49
02E4: load_cutscene_data "FIN_2"
041D: set_camera_near_clip  .1!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  544?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  544?? "CSBUDDY"
02E5:  552?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  552?? "CSSONNY"
02E5:  508?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  508?? "SFRENDA"
02E5:  516?? = create_cutscene_object #SPECIAL06
02E6: set_cutscene_anim  516?? "SGOONA"
02E5:  520?? = create_cutscene_object #SPECIAL07
02E6: set_cutscene_anim  520?? "SGOONB"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "DELCASE"
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C4C2A
00D6: if  0?
001A:    3853& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4C4D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C2A

:Label0C4C4D
00BC: text_highpriority "FIN2_01"  10000& ms  1? \\ Tommy!

:Label0C4C5C
00D6: if  0?
001A:    6297& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4C7F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C5C

:Label0C4C7F
00BC: text_highpriority "FIN2_02"  10000& ms  1? \\ What? No big hugs for your old buddy?

:Label0C4C8E
00D6: if  0?
001A:    8417& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4CB1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4C8E

:Label0C4CB1
00BC: text_highpriority "FIN2_03"  10000& ms  1? \\ I've had fifteen years out of the loop,

:Label0C4CC0
00D6: if  0?
001A:    10472& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4CE3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4CC0

:Label0C4CE3
00BC: text_highpriority "FIN2_04"  10000& ms  1? \\ I'm a bit rusty on family etiquette.

:Label0C4CF2
00D6: if  0?
001A:    12387& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4D15
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4CF2

:Label0C4D15
00BC: text_highpriority "FIN2_05"  10000& ms  1? \\ Always angry, eh Tommy.

:Label0C4D24
00D6: if  0?
001A:    13627& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4D47
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D24

:Label0C4D47
00BC: text_highpriority "FIN2_06"  10000& ms  1? \\ Didn't I say your temper would get you into trouble, huh?

:Label0C4D56
00D6: if  0?
001A:    16943& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4D79
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D56

:Label0C4D79
00BC: text_highpriority "FIN2_07"  10000& ms  1? \\ There's three mil in the cases...

:Label0C4D88
00D6: if  0?
001A:    18730& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4DAB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4D88

:Label0C4DAB
00BC: text_highpriority "FIN2_08"  10000& ms  1? \\ How many was it? Ten? No, eleven men.

:Label0C4DBA
00D6: if  0?
001A:    22330& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4DDD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4DBA

:Label0C4DDD
00BC: text_highpriority "FIN2_09"  10000& ms  1? \\ That's how you get to be called the Harwood Butcher! Heh-heh-heh!

:Label0C4DEC
00D6: if  0?
001A:    25267& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4E0F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4DEC

:Label0C4E0F
00BC: text_highpriority "FIN2_10"  10000& ms  1? \\ You sent me to kill one man, ONE MAN. They knew I was coming Sonny...

:Label0C4E1E
00D6: if  0?
001A:    30987& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4E41
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E1E

:Label0C4E41
00BC: text_highpriority "FIN2_11"  10000& ms  1? \\ Tommy, Tommy, watch your tone.

:Label0C4E50
00D6: if  0?
001A:    32780&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4E75
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E50

:Label0C4E75
00BC: text_highpriority "FIN2_12"  10000& ms  1? \\ Anyone would think you blame me for that unfortunate set of circumstances.

:Label0C4E84
00D6: if  0?
001A:    36617&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4EA9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4E84

:Label0C4EA9
00BC: text_highpriority "FIN2_13"  10000& ms  1? \\ Just take the money...

:Label0C4EB8
00D6: if  0?
001A:    37728&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4EDD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4EB8

:Label0C4EDD
00BC: text_highpriority "FIN2_14"  10000& ms  1? \\ Get the damn cash.

:Label0C4EEC
00D6: if  0?
001A:    40994&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4F11
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4EEC

:Label0C4F11
00BC: text_highpriority "FIN2_15"  10000& ms  1? \\ You know, Tommy? I did what I could for you, I pulled strings, called in favors.

:Label0C4F20
00D6: if  0?
001A:    45718&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4F45
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F20

:Label0C4F45
00BC: text_highpriority "FIN2_16"  10000& ms  1? \\ I was your friend, Tommy. I hoped you'd see sense, see what's good for business.

:Label0C4F54
00D6: if  0?
001A:    49615&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4F79
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F54

:Label0C4F79
00BC: text_highpriority "FIN2_17"  10000& ms  1? \\ I trusted you, Tommy, and you disappointed me.

:Label0C4F88
00D6: if  0?
001A:    53574&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4FAD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4F88

:Label0C4FAD
00BC: text_highpriority "FIN2_18"  10000& ms  1? \\ But at least someone in your chicken shit organization knows how to do business,

:Label0C4FBC
00D6: if  0?
001A:    58188&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C4FE1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4FBC

:Label0C4FE1
00BC: text_highpriority "FIN2_19"  10000& ms  1? \\ Isn't that right, Lance?

:Label0C4FF0
00D6: if  0?
001A:    60272&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C5015
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C4FF0

:Label0C5015
00BC: text_highpriority "FIN2_20"  10000& ms  1? \\ I'm sorry Tommy. This is Vice City. This is business.

:Label0C5024
00D6: if  0?
001A:    66249&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C5049
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5024

:Label0C5049
00BC: text_highpriority "FIN2_21"  10000& ms  1? \\ You sold us out...

:Label0C5058
00D6: if  0?
001A:    68133&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C507D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5058

:Label0C507D
00BC: text_highpriority "FIN2_22"  10000& ms  1? \\ No. I sold YOU out, Tommy, I sold YOU out.

:Label0C508C
00D6: if  0?
001A:    73431&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C50B1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C508C

:Label0C50B1
00BC: text_highpriority "FIN2_23"  10000& ms  1? \\ The real cash is upstairs in the safe.

:Label0C50C0
00D6: if  0?
001A:    76741&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C50E5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C50C0

:Label0C50E5
00BC: text_highpriority "FIN2_24"  10000& ms  1? \\ Tommy, what was the big plan?

:Label0C50F4
00D6: if  0?
001A:    78116&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C5119
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C50F4

:Label0C5119
00BC: text_highpriority "FIN2_25"  10000& ms  1? \\ You think I'd just take the fake cash?

:Label0C5128
00D6: if  0?
001A:    80094&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C514D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5128

:Label0C514D
00BC: text_highpriority "FIN2_26"  10000& ms  1? \\ Save face and run away with my tail between my legs?!

:Label0C515C
00D6: if  0?
001A:    83916&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C5181
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C515C

:Label0C5181
00BC: text_highpriority "FIN2_27"  10000& ms  1? \\ No.

:Label0C5190
00D6: if  0?
001A:    84910&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C51B5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C5190

:Label0C51B5
00BC: text_highpriority "FIN2_28"  10000& ms  1? \\ I just wanted to piss you off before I kill you.

:Label0C51C4
00D6: if  0?
001A:    86980&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C51E9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C51C4

:Label0C51E9
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0C51FA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0C5212
0001: wait  0? ms
0002: jump Label0C51FA

:Label0C5212
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0C522A
0001: wait  0? ms
0002: jump Label0C5212

:Label0C522A
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0296: unload_special_actor  6?
0296: unload_special_actor  7?
0249: release_model #CUTOBJ01
03DE: set_pedestrians_density_multiplier_to  1!
0395: clear_area  0? at -354.419! -569.529! range  30!  200!
0247: request_model #STRETCH
0247: request_model #RUGER
0247: request_model #TEC9
0247: request_model #COLT45
023C: load_special_actor  1? "IGBUDDY"
023C: load_special_actor  2? "IGSONNY"
023C: load_special_actor  3? "MBA"
023C: load_special_actor  4? "MBB"
038B: load_requested_models

:Label0C52B6
00D6: if  23?
8248:   NOT   model #STRETCH available
8248:   NOT   model #TEC9 available
8248:   NOT   model #RUGER available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label0C52E0
0001: wait  0? ms
0002: jump Label0C52B6

:Label0C52E0
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label0C5306
0001: wait  0? ms
0002: jump Label0C52E0

:Label0C5306
015C: set_zone_gang_info "GANG1"  1? (day)  14?  0?  0?  300&  0?  0?  0?  700&  0?  0?  0? 
015C: set_zone_gang_info "GANG1"  0? (night)  14?  0?  0?  300&  0?  0?  0?  700&  0?  0?  0? 
03F1: pedtype  13? add_threat  512&
03F1: pedtype  9? add_threat  8192&
03F1: pedtype  9? add_threat  1?
0237: set_gang  6? primary_weapon_to  17? secondary_weapon_to  17?
0237: set_gang  2? primary_weapon_to  17? secondary_weapon_to  17?
0235: set_gang  2? models_to #SPECIAL03 #SPECIAL04
0514: unknown_actor $PLAYER_ACTOR  6?  0?
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
03AD: set_rubbish  0? (invisible)
04F9: interiour_colors  7?  0?
03CB: set_camera -378.466! -596.1799!  24.7818!
0482:  2!
0395: clear_area  1? at -378.466! -596.1799! range  24.7818!  1!
0055: put_player $PLAYER_CHAR at -378.466! -596.1799!  24.7818!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
0225:  29804?? = player $PLAYER_CHAR health
00D6: if  0?
8018:   NOT    29804?? >  100?  \\ integer values
004D: jump_if_false Label0C5409
0222: set_player $PLAYER_CHAR health_to  100?

:Label0C5409
035E: set_player $PLAYER_CHAR armour_to  200&
00A5:  19884?? = create_car #STRETCH at -386.1734! -515.6445!  11.7682!
0175: set_car  19884?? z_angle_to  123.5502!
02AA: set_car  19884?? immune_to_nonplayer  1?
00A5:  19888?? = create_car #STRETCH at -375.7929! -514.4023!  11.7776!
0175: set_car  19888?? z_angle_to  75.6302!
02AA: set_car  19888?? immune_to_nonplayer  1?
00A5:  19892?? = create_car #STRETCH at -366.1754! -517.2399!  11.7561!
0175: set_car  19892?? z_angle_to  60.5286!
02AA: set_car  19892?? immune_to_nonplayer  1?
00A9: set_car  19884?? to_normal_driver
00A9: set_car  19888?? to_normal_driver
00A9: set_car  19892?? to_normal_driver
00AF: set_car  19884?? driver_behaviour_to  11?
00AF: set_car  19888?? driver_behaviour_to  11?
00AF: set_car  19892?? driver_behaviour_to  11?
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0C568A
01C8:  20108?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20268?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20288?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20308?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20328?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20348?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20368?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20388?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20408?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20428?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20164?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20168?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20172?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20176?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20180?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20184?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20188?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20192?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20196?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20200?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
01C8:  20204?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
0213:  8244?? = create_pickup -86? (HEALTH) type  2? at -336.6208! -568.994!  11.6022!
0213:  19908?? = create_pickup -18? (BODYARMOUR) type  2? at -336.6208! -570.994!  11.6022!
032B:  19912?? = create_weapon_pickup #TEC9  2? ammo  120? at -336.6208! -572.994!  11.6022!
032B:  19920?? = create_weapon_pickup #TEC9  2? ammo  120? at -336.6208! -572.994!  11.6022!
0213:  19952?? = create_pickup -86? (HEALTH) type  2? at -336.6208! -568.994!  11.6022!
0213:  19972?? = create_pickup -86? (HEALTH) type  2? at -336.6208! -568.994!  11.6022!

:Label0C568A
0215: destroy_pickup  8244??
0215: destroy_pickup  19908??
0215: destroy_pickup  19912??
0215: destroy_pickup  19920??
0213:  8244?? = create_pickup -86? (HEALTH) type  2? at -406.2503! -566.4947!  19.5804!
0213:  19908?? = create_pickup -18? (BODYARMOUR) type  2? at -406.2992! -564.582!  19.5804!
032B:  19912?? = create_weapon_pickup #PYTHON  2? ammo  120? at -401.7512! -566.0168!  19.5804!
032B:  19920?? = create_weapon_pickup #PYTHON  3? ammo  120? at -374.4366! -587.5957!  25.3355!
01BD:  19244?? = current_time_in_ms
0084:  20072?? =  19244??  \\ integer values and handles
0008:  20072?? +=  60000&&  \\ integer values
0084:  20096?? =  19244??  \\ integer values and handles
0008:  20096?? +=  120000&&  \\ integer values

:Label0C572D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0C5745
0001: wait  0? ms
0002: jump Label0C572D

:Label0C5745
00BC: text_highpriority "FIN_B3"  5000& ms  1? \\ ~g~The Mafia are trying to steal your money. Defend the safe.
010B:  19940?? = player $PLAYER_CHAR money
04E3: unknown_player $PLAYER_CHAR  2?  60000&&

:Label0C5768
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -354.419! -569.529!  30! radius  200!  120!  30!
004D: jump_if_false Label0C57C8
010D: set_player $PLAYER_CHAR wanted_level_to  0?
00D6: if  0?
0038:    19968?? ==  0?  \\ integer values
004D: jump_if_false Label0C57C1
0004:  19968?? =  1?  \\ integer values

:Label0C57C1
0002: jump Label0C57E1

:Label0C57C8
00D6: if  0?
0038:    19968?? ==  1?  \\ integer values
004D: jump_if_false Label0C57E1
0004:  19968?? =  0?  \\ integer values

:Label0C57E1
00D6: if  0?
8183:   NOT   player $PLAYER_CHAR health >  70?
004D: jump_if_false Label0C5871
00D6: if  0?
0038:    19932?? ==  1?  \\ integer values
004D: jump_if_false Label0C586A
00BC: text_highpriority "FIN_B4"  6000& ms  1? \\ ~g~You are close to death, get some ~w~health~g~ from downstairs.
00D6: if  0?
0038:    19916?? ==  0?  \\ integer values
004D: jump_if_false Label0C5863
018A:  19944?? = create_checkpoint_at -406.2503! -566.4947!  19.5804!
0165: set_marker  19944?? color_to  3?
018A:  19928?? = create_checkpoint_at -335.625! -571.77!  11!
0165: set_marker  19928?? color_to  3?
0004:  19916?? =  1?  \\ integer values

:Label0C5863
0004:  19932?? =  0?  \\ integer values

:Label0C586A
0002: jump Label0C588A

:Label0C5871
00D6: if  0?
0038:    19932?? ==  0?  \\ integer values
004D: jump_if_false Label0C588A
0004:  19932?? =  1?  \\ integer values

:Label0C588A
00D6: if  24?
0038:    20280?? ==  2?  \\ integer values
0038:    20300?? ==  2?  \\ integer values
0038:    20320?? ==  2?  \\ integer values
0038:    20340?? ==  2?  \\ integer values
0038:    20360?? ==  2?  \\ integer values
004D: jump_if_false Label0C58C6
0004:  19956?? =  1?  \\ integer values
0002: jump Label0C58CD

:Label0C58C6
0004:  19956?? =  0?  \\ integer values

:Label0C58CD
00D6: if  23?
0038:    20380?? ==  2?  \\ integer values
0038:    20400?? ==  2?  \\ integer values
0038:    20420?? ==  2?  \\ integer values
0038:    20440?? ==  2?  \\ integer values
004D: jump_if_false Label0C5902
0004:  19960?? =  1?  \\ integer values
0002: jump Label0C5909

:Label0C5902
0004:  19960?? =  0?  \\ integer values

:Label0C5909
00D6: if  21?
0038:    19956?? ==  1?  \\ integer values
0038:    19960?? ==  1?  \\ integer values
004D: jump_if_false Label0C5966
00D6: if  0?
0038:    19936?? ==  1?  \\ integer values
004D: jump_if_false Label0C595F
00BC: text_highpriority "FIN_B5"  5000& ms  1? \\ ~g~The Mafia is stealing your money, defend the ~c~safe
018A:  19948?? = create_checkpoint_at  20056??  20060??  20064??
0165: set_marker  19948?? color_to  6?
0004:  19936?? =  0?  \\ integer values

:Label0C595F
0002: jump Label0C5984

:Label0C5966
00D6: if  0?
0038:    19936?? ==  0?  \\ integer values
004D: jump_if_false Label0C5984
0164: disable_marker  19948??
0004:  19936?? =  1?  \\ integer values

:Label0C5984
00D6: if  0?
0038:    20076?? == -1?  \\ integer values
004D: jump_if_false Label0C5A3C
00D6: if  0?
001C:    19244?? >  20072??  \\ integer values
004D: jump_if_false Label0C5A3C
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -378.523! -579.67!  27.284! radius  6!  4!  3!
004D: jump_if_false Label0C59E7
0004:  20076?? =  0?  \\ integer values
0002: jump Label0C5A3C

:Label0C59E7
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -378.551! -591.784!  28.232! radius  8.114!  8!  3.44!
004D: jump_if_false Label0C5A2D
00BC: text_highpriority "FIN_B1"  200& ms  1? \\ ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0002: jump Label0C5A3C

:Label0C5A2D
00BC: text_highpriority "DEFSAFE"  200& ms  1? \\ ~g~Get back to the safe and defend it.

:Label0C5A3C
00D6: if  0?
0038:    20076?? ==  0?  \\ integer values
004D: jump_if_false Label0C5BB7
009B: destroy_actor_instantly  20268??
009B: destroy_actor_instantly  20288??
009B: destroy_actor_instantly  20308??
009B: destroy_actor_instantly  20328??
009B: destroy_actor_instantly  20348??
009B: destroy_actor_instantly  20368??
009B: destroy_actor_instantly  20388??
009B: destroy_actor_instantly  20408??
009B: destroy_actor_instantly  20428??
009B: destroy_actor_instantly  20164??
009B: destroy_actor_instantly  20168??
009B: destroy_actor_instantly  20172??
009B: destroy_actor_instantly  20176??
009B: destroy_actor_instantly  20180??
009B: destroy_actor_instantly  20184??
009B: destroy_actor_instantly  20188??
009B: destroy_actor_instantly  20192??
009B: destroy_actor_instantly  20196??
009B: destroy_actor_instantly  20200??
009B: destroy_actor_instantly  20204??
009A:  20068?? = create_actor  21? #SPECIAL01 at -357.6711! -559.5632!  26.5411!
0050: gosub Label0C8A95
03CF: load_wav "FIN_3" as  1?
03CF: load_wav "FIN_1B" as  2?
0239: actor  20068?? run_to -362.1062! -559.4869!
0411: (unknown)  20068??  0? 
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
0004:  19904?? =  1?  \\ integer values
0395: clear_area  1? at -378.0434! -579.1422! range  18.5385!  2!
0055: put_player $PLAYER_CHAR at -378.0434! -579.1422!  18.5385!
009A:  19924?? = create_actor  4? #NULL at -378.4288! -582.1033!  24.2735!
01B2: give_actor  19924?? weapon  18? ammo  9?  \\ Load the weapon model before using this
020E: actor  19924?? look_at_actor  20068??
01ED: spawn_actor  19924??
0489: unknown_actor  19924?? flag  1?
015F: set_camera_position -379.238! -583.7946!  26.1261!  0!  0!  0!
0160: point_camera -378.7026! -582.9524!  26.0619!  2?
0004:  20076?? =  1?  \\ integer values

:Label0C5BB7
00D6: if  0?
0018:    20076?? >  0?  \\ integer values
004D: jump_if_false Label0C6DE6
00D6: if  0?
8118:   NOT   actor  20068?? dead
004D: jump_if_false Label0C6D5A
00D6: if  1?
001A:    12? >  20076??  \\ integer values
0018:    20076?? >  4?  \\ integer values
004D: jump_if_false Label0C5C24
00D6: if  0?
001C:    19244?? >  20072??  \\ integer values
004D: jump_if_false Label0C5C24
00BC: text_highpriority "FIN_B1"  5000& ms  1? \\ ~g~Go and kill ~y~Lance Vance~g~ the backstabber.
0084:  20072?? =  19244??  \\ integer values and handles
0008:  20072?? +=  10000&  \\ integer values

:Label0C5C24
00D6: if  0?
0038:    20076?? ==  1?  \\ integer values
004D: jump_if_false Label0C5CAD
00D6: if  0?
00F0:   actor  20068?? stopped  0? ()near_point_on_foot -362.1062! -559.4869! radius  1!  1!
004D: jump_if_false Label0C5CAD
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C5CAD
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C5C83
04C6:  20068??  19924??

:Label0C5C83
03D1: play_wav  1?
00BC: text_highpriority "FIN_3"  5000& ms  1? \\ No one to cover your ass now, eh Tommy?
0084:  20072?? =  19244??  \\ integer values and handles
0008:  20072?? +=  500&  \\ integer values
0004:  20076?? =  2?  \\ integer values

:Label0C5CAD
00D6: if  0?
0038:    20076?? ==  2?  \\ integer values
004D: jump_if_false Label0C5D89
00D6: if  0?
001C:    19244?? >  20072??  \\ integer values
004D: jump_if_false Label0C5D89
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C5CEA
0172:  3900?? = actor  19924?? z_angle

:Label0C5CEA
0009:  3900?? +=  12!  \\ floating-point values
00D6: if  0?
0020:    3900?? >  325.2151!  \\ floating-point values
004D: jump_if_false Label0C5D64
0005:  3900?? =  325.2151!  \\ floating-point values
00D6: if  1?
03D2:   wav  1? ended
03D0:   wav  2? loaded
004D: jump_if_false Label0C5D64
03D1: play_wav  2?
00BC: text_highpriority "FIN_1B"  5000& ms  1? \\ You're going down, you back stabbing prick!
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C5D51
04C6:  19924??  20068??

:Label0C5D51
03CF: load_wav "FIN_2B" as  1?
0004:  20076?? =  3?  \\ integer values

:Label0C5D64
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C5D89
0173: set_actor  19924?? z_angle_to  3900??
022F: set_actor  19924?? stop_looking
022C: set_actor  19924?? to_look_at_actor  20068??

:Label0C5D89
00D6: if  0?
0038:    20076?? ==  3?  \\ integer values
004D: jump_if_false Label0C5E2C
00D6: if  1?
03D2:   wav  2? ended
03D0:   wav  1? loaded
004D: jump_if_false Label0C5E2C
015F: set_camera_position -362.8571! -557.6577!  28.198!  0!  0!  0!
0160: point_camera -362.9028! -558.6328!  27.9812!  2?
03D1: play_wav  1?
00BC: text_highpriority "FIN_2B"  5000& ms  1? \\ Oh you think so!
03CF: load_wav "FIN_1A" as  2?
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C5E15
022F: set_actor  19924?? stop_looking

:Label0C5E15
0084:  20072?? =  19244??  \\ integer values and handles
0008:  20072?? +=  1100&  \\ integer values
0004:  20076?? =  4?  \\ integer values

:Label0C5E2C
00D6: if  0?
0038:    20076?? ==  4?  \\ integer values
004D: jump_if_false Label0C5E78
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0C5E78
00D6: if  0?
001C:    19244?? >  20072??  \\ integer values
004D: jump_if_false Label0C5E78
011C: actor $PLAYER_ACTOR clear_objective
03CF: load_wav "FIN_4" as  1?
0004:  20076?? =  5?  \\ integer values

:Label0C5E78
00D6: if  0?
0038:    20076?? ==  5?  \\ integer values
004D: jump_if_false Label0C5FB4
00D6: if  0?
0038:    20080?? ==  2?  \\ integer values
004D: jump_if_false Label0C5F25
009B: destroy_actor_instantly  19924??
0395: clear_area  1? at -378.4288! -582.1033! range  24.2735!  2!
0055: put_player $PLAYER_CHAR at -378.4288! -582.1033!  24.2735!
0171: set_player $PLAYER_CHAR z_angle_to  3900??
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0222: set_player $PLAYER_CHAR health_to  200&
035E: set_player $PLAYER_CHAR armour_to  200&
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0084:  20104?? =  19244??  \\ integer values and handles
0008:  20104?? +=  400&  \\ integer values
0004:  19904?? =  0?  \\ integer values
00BC: text_highpriority "FIN_B1"  10000& ms  1? \\ ~g~Go and kill ~y~Lance Vance~g~ the backstabber.

:Label0C5F25
0008:  20080?? +=  1?  \\ integer values
00D6: if  0?
0018:    20080?? >  2?  \\ integer values
004D: jump_if_false Label0C5FB4
00D6: if  21?
031D:   actor  20068?? hit_by_weapon  47?
00F5:   player $PLAYER_CHAR  0? ()near_point -378.523! -561.41!  29.034! radius  18!  6!  2.5!
004D: jump_if_false Label0C5F99
0502: unknown_actor  20068?? go_to -335.4508! -560.4796!
0411: (unknown)  20068??  0? 
0004:  20076?? =  6?  \\ integer values
0002: jump Label0C5FB4

:Label0C5F99
00D6: if  0?
001C:    19244?? >  20104??  \\ integer values
004D: jump_if_false Label0C5FB4
01CA: actor  20068?? kill_player $PLAYER_CHAR

:Label0C5FB4
00D6: if  0?
0038:    20076?? ==  6?  \\ integer values
004D: jump_if_false Label0C601F
00D6: if  0?
00ED:   actor  20068??  0? ()near_point_on_foot -347.6153! -559.3744! radius  2!  2!
004D: jump_if_false Label0C601F
009B: destroy_actor_instantly  20068??
009A:  20068?? = create_actor  21? #SPECIAL01 at -335.4508! -560.4796!  26.538!
0050: gosub Label0C8A95
01CA: actor  20068?? kill_player $PLAYER_CHAR
0004:  20076?? =  7?  \\ integer values

:Label0C601F
00D6: if  0?
0038:    20076?? ==  7?  \\ integer values
004D: jump_if_false Label0C60EA
00D6: if  0?
02E0: unknown_actor  20068??
004D: jump_if_false Label0C6048
0004:  20076?? =  8?  \\ integer values

:Label0C6048
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -347.4754! -559.3594!  27.5816! radius  2!  2!  2!
031D:   actor  20068?? hit_by_weapon  47?
004D: jump_if_false Label0C6086
0004:  20076?? =  8?  \\ integer values

:Label0C6086
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C60EA
0004:  20072?? = -9999&  \\ integer values
0004:  20076?? =  12?  \\ integer values

:Label0C60EA
00D6: if  0?
0038:    20076?? ==  8?  \\ integer values
004D: jump_if_false Label0C61B4
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -347.4754! -559.3594!  27.5816! radius  2!  2!  2!
031D:   actor  20068?? hit_by_weapon  47?
004D: jump_if_false Label0C6150
0502: unknown_actor  20068?? go_to -334.3681! -579.2608!
0411: (unknown)  20068??  0? 
0004:  20076?? =  9?  \\ integer values

:Label0C6150
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C61B4
0004:  20072?? = -9999&  \\ integer values
0004:  20076?? =  12?  \\ integer values

:Label0C61B4
00D6: if  0?
0038:    20076?? ==  9?  \\ integer values
004D: jump_if_false Label0C621F
00D6: if  0?
00ED:   actor  20068??  0? ()near_point_on_foot -336.135! -567.6742! radius  2!  2!
004D: jump_if_false Label0C621F
009B: destroy_actor_instantly  20068??
009A:  20068?? = create_actor  21? #SPECIAL01 at -334.3681! -579.2608!  26.5109!
0050: gosub Label0C8A95
01CA: actor  20068?? kill_player $PLAYER_CHAR
0004:  20076?? =  10?  \\ integer values

:Label0C621F
00D6: if  0?
0038:    20076?? ==  10?  \\ integer values
004D: jump_if_false Label0C62EA
00D6: if  0?
02E0: unknown_actor  20068??
004D: jump_if_false Label0C6248
0004:  20076?? =  11?  \\ integer values

:Label0C6248
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -336.1548! -565.9336!  27.5698! radius  2!  2!  2!
031D:   actor  20068?? hit_by_weapon  47?
004D: jump_if_false Label0C6286
0004:  20076?? =  11?  \\ integer values

:Label0C6286
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C62EA
0004:  20072?? = -9999&  \\ integer values
0004:  20076?? =  12?  \\ integer values

:Label0C62EA
00D6: if  0?
0038:    20076?? ==  11?  \\ integer values
004D: jump_if_false Label0C63B4
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -336.1548! -565.9336!  27.5698! radius  2!  2!  2!
031D:   actor  20068?? hit_by_weapon  47?
004D: jump_if_false Label0C6350
0502: unknown_actor  20068?? go_to -325.5564! -578.9694!
0411: (unknown)  20068??  0? 
0004:  20076?? =  12?  \\ integer values

:Label0C6350
00D6: if  21?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C63B4
0004:  20072?? = -9999&  \\ integer values
0004:  20076?? =  12?  \\ integer values

:Label0C63B4
00D6: if  0?
0038:    20076?? ==  12?  \\ integer values
004D: jump_if_false Label0C643D
00D6: if  21?
00ED:   actor  20068??  0? ()near_point_on_foot -330.0031! -578.982! radius  2!  2!
0038:    20072?? == -9999&  \\ integer values
004D: jump_if_false Label0C643D
009B: destroy_actor_instantly  20068??
009A:  20068?? = create_actor  21? #SPECIAL01 at -317.6072! -580.8336!  32.5255!
0173: set_actor  20068?? z_angle_to  80.6458!
04EB: unknown_actor  20068?? bank  1? account_number  999999&&
0050: gosub Label0C8A95
01CA: actor  20068?? kill_player $PLAYER_CHAR
0004:  20076?? =  13?  \\ integer values

:Label0C643D
00D6: if  0?
0038:    20076?? ==  13?  \\ integer values
004D: jump_if_false Label0C650A
00D6: if  23?
00F5:   player $PLAYER_CHAR  0? ()near_point -323.0355! -573.3547!  28.5367! radius  2!  2!  2!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
031D:   actor  20068?? hit_by_weapon  47?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C650A
04EB: unknown_actor  20068?? bank  0? account_number  200&
0084:  20072?? =  19244??  \\ integer values and handles
000C:  20072?? -=  1000&  \\ integer values
0004:  20076?? =  14?  \\ integer values
00D6: if  0?
0038:    19964?? ==  0?  \\ integer values
004D: jump_if_false Label0C650A
0004:  19964?? =  1?  \\ integer values

:Label0C650A
00D6: if  0?
0038:    20076?? ==  14?  \\ integer values
004D: jump_if_false Label0C65DD
00D6: if  23?
00F5:   player $PLAYER_CHAR  0? ()near_point -323.0355! -573.3547!  28.5367! radius  2!  2!  2!
00F5:   player $PLAYER_CHAR  0? ()near_point -330.993! -578.541!  20.332! radius  3.134!  1.732!  1.81!
031D:   actor  20068?? hit_by_weapon  47?
00F5:   player $PLAYER_CHAR  0? ()near_point -330.8983! -578.8625!  11.6069! radius  2!  2!  2!
004D: jump_if_false Label0C65DD
04EB: unknown_actor  20068?? bank  0? account_number  200&
0502: unknown_actor  20068?? go_to -318.4535! -583.2459!
0411: (unknown)  20068??  0? 
00D6: if  0?
0038:    19964?? ==  0?  \\ integer values
004D: jump_if_false Label0C65D6
0004:  19964?? =  1?  \\ integer values

:Label0C65D6
0004:  20076?? =  15?  \\ integer values

:Label0C65DD
00D6: if  0?
0038:    20076?? ==  15?  \\ integer values
004D: jump_if_false Label0C6632
00D6: if  0?
00ED:   actor  20068??  0? ()near_point_on_foot -318.4535! -583.2459! radius  1!  1!
004D: jump_if_false Label0C6632
0502: unknown_actor  20068?? go_to -330.377! -582.4593!
0411: (unknown)  20068??  0? 
0004:  20076?? =  16?  \\ integer values

:Label0C6632
00D6: if  0?
0038:    20076?? ==  16?  \\ integer values
004D: jump_if_false Label0C6687
00D6: if  0?
00ED:   actor  20068??  0? ()near_point_on_foot -330.377! -582.4593! radius  1!  1!
004D: jump_if_false Label0C6687
0502: unknown_actor  20068?? go_to -330.2176! -576.3726!
0411: (unknown)  20068??  0? 
0004:  20076?? =  17?  \\ integer values

:Label0C6687
00D6: if  1?
0018:    20076?? >  4?  \\ integer values
001A:    18? >  20076??  \\ integer values
004D: jump_if_false Label0C66D2
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0020:    388?? >  35.9013!  \\ floating-point values
004D: jump_if_false Label0C66D2
0004:  20072?? = -9999&  \\ integer values
0004:  20076?? =  17?  \\ integer values

:Label0C66D2
00D6: if  0?
0038:    20076?? ==  17?  \\ integer values
004D: jump_if_false Label0C6AE4
00D6: if  21?
00ED:   actor  20068??  0? ()near_point_on_foot -330.2176! -576.3726! radius  2!  2!
0038:    20072?? == -9999&  \\ integer values
004D: jump_if_false Label0C6AE4
009B: destroy_actor_instantly  20164??
009B: destroy_actor_instantly  20168??
009B: destroy_actor_instantly  20172??
009B: destroy_actor_instantly  20176??
009B: destroy_actor_instantly  20180??
009B: destroy_actor_instantly  20184??
009B: destroy_actor_instantly  20188??
009B: destroy_actor_instantly  20192??
009B: destroy_actor_instantly  20196??
009B: destroy_actor_instantly  20200??
009B: destroy_actor_instantly  20204??
009B: destroy_actor_instantly  20068??
009A:  20068?? = create_actor  21? #SPECIAL01 at -361.9369! -571.6255!  35.9036!
0050: gosub Label0C8A95
0223: set_actor  20068?? health_to  500&
01CA: actor  20068?? kill_player $PLAYER_CHAR
009A:  20164?? = create_actor  9? #SPECIAL03 at -358.986! -573.551!  35.9023!
0084:  20108?? =  20164??  \\ integer values and handles
0050: gosub Label0C8AF8
0350: unknown_actor  20164?? not_scared_flag  0?
01CA: actor  20164?? kill_player $PLAYER_CHAR
009A:  20168?? = create_actor  9? #SPECIAL04 at -360.4153! -581.7871!  35.9036!
0084:  20108?? =  20168??  \\ integer values and handles
0050: gosub Label0C8AF8
01CA: actor  20168?? kill_player $PLAYER_CHAR
009A:  20176?? = create_actor  9? #SPECIAL04 at -358.8662! -572.5509!  35.9024!
0084:  20108?? =  20176??  \\ integer values and handles
0050: gosub Label0C8AF8
04EB: unknown_actor  20176?? bank  1? account_number  99999999&&
01CA: actor  20176?? kill_player $PLAYER_CHAR
009A:  20180?? = create_actor  9? #SPECIAL03 at -360.1348! -576.5894!  35.9036!
0084:  20108?? =  20180??  \\ integer values and handles
0050: gosub Label0C8AF8
01CA: actor  20180?? kill_player $PLAYER_CHAR
009A:  20184?? = create_actor  9? #SPECIAL04 at -359.1239! -578.4683!  35.9022!
0084:  20108?? =  20184??  \\ integer values and handles
0050: gosub Label0C8AF8
0350: unknown_actor  20184?? not_scared_flag  0?
01CA: actor  20184?? kill_player $PLAYER_CHAR
009A:  20188?? = create_actor  9? #SPECIAL03 at -357.0746! -575.2473!  35.9037!
0084:  20108?? =  20188??  \\ integer values and handles
0050: gosub Label0C8AF8
01CA: actor  20188?? kill_player $PLAYER_CHAR
029B:  19976?? = init_object -125? (BARREL2) at -359.73! -580.773!  36.291!
0392: object  19976?? toggle_in_moving_list  0?
029B:  19980?? = init_object -125? (BARREL2) at -358.514! -581.288!  36.291!
0392: object  19980?? toggle_in_moving_list  0?
029B:  19984?? = init_object -125? (BARREL2) at -358.991! -582.344!  36.291!
0392: object  19984?? toggle_in_moving_list  0?
029B:  19988?? = init_object -125? (BARREL2) at -360.921! -573.17!  37.412!
0392: object  19988?? toggle_in_moving_list  0?
029B:  19992?? = init_object -125? (BARREL2) at -361.612! -573.052!  36.291!
0392: object  19992?? toggle_in_moving_list  0?
029B:  19996?? = init_object -125? (BARREL2) at -360.718! -573.451!  36.291!
0392: object  19996?? toggle_in_moving_list  0?
029B:  20000?? = init_object -125? (BARREL2) at -361.612! -573.947!  36.291!
0392: object  20000?? toggle_in_moving_list  0?
029B:  20004?? = init_object -125? (BARREL2) at -360.917! -572.457!  36.291!
0392: object  20004?? toggle_in_moving_list  0?
029B:  20008?? = init_object -125? (BARREL2) at -360.024! -571.964!  36.291!
0392: object  20008?? toggle_in_moving_list  0?
029B:  20012?? = init_object -125? (BARREL2) at -360.917! -571.564!  36.291!
0392: object  20012?? toggle_in_moving_list  0?
029B:  20016?? = init_object -114? (BARREL4) at -365.268! -581.761!  36.281!
0392: object  20016?? toggle_in_moving_list  0?
035D: make_object  20016?? targetable
029B:  20028?? = init_object -125? (BARREL2) at -344.03! -574.41!  36.291!
0392: object  20028?? toggle_in_moving_list  0?
029B:  20032?? = init_object -125? (BARREL2) at -344.646! -575.077!  36.291!
0392: object  20032?? toggle_in_moving_list  0?
029B:  20036?? = init_object -125? (BARREL2) at -344.081! -575.753!  36.291!
0392: object  20036?? toggle_in_moving_list  0?
029B:  20040?? = init_object -125? (BARREL2) at -343.878! -576.62!  36.291!
0392: object  20040?? toggle_in_moving_list  0?
029B:  20044?? = init_object -125? (BARREL2) at -344.491! -577.278!  36.291!
0392: object  20044?? toggle_in_moving_list  0?
029B:  20048?? = init_object -125? (BARREL2) at -344.317! -576.168!  37.412!
0392: object  20048?? toggle_in_moving_list  0?
029B:  20052?? = init_object -125? (BARREL2) at -344.691! -576.371!  36.291!
0392: object  20052?? toggle_in_moving_list  0?
0215: destroy_pickup  19972??
0213:  19972?? = create_pickup -86? (HEALTH) type  2? at -408.2314! -586.6186!  38.5!
0004:  20076?? =  18?  \\ integer values

:Label0C6AE4
00D6: if  0?
0038:    20076?? ==  18?  \\ integer values
004D: jump_if_false Label0C6B21
00D6: if  0?
031D:   actor  20068?? hit_by_weapon  47?
004D: jump_if_false Label0C6B21
00D6: if  0?
0038:    19964?? ==  3?  \\ integer values
004D: jump_if_false Label0C6B21
0004:  19964?? =  4?  \\ integer values

:Label0C6B21
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6B48
00D6: if  0?
0118:   actor  20164?? dead
004D: jump_if_false Label0C6B48
01C2: remove_references_to_actor  20164??  \\ Like turning an actor into a random pedestrian

:Label0C6B48
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6B6F
00D6: if  0?
0118:   actor  20168?? dead
004D: jump_if_false Label0C6B6F
01C2: remove_references_to_actor  20168??  \\ Like turning an actor into a random pedestrian

:Label0C6B6F
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6B96
00D6: if  0?
0118:   actor  20172?? dead
004D: jump_if_false Label0C6B96
01C2: remove_references_to_actor  20172??  \\ Like turning an actor into a random pedestrian

:Label0C6B96
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6BBD
00D6: if  0?
0118:   actor  20176?? dead
004D: jump_if_false Label0C6BBD
01C2: remove_references_to_actor  20176??  \\ Like turning an actor into a random pedestrian

:Label0C6BBD
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6BE4
00D6: if  0?
0118:   actor  20180?? dead
004D: jump_if_false Label0C6BE4
01C2: remove_references_to_actor  20180??  \\ Like turning an actor into a random pedestrian

:Label0C6BE4
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6C0B
00D6: if  0?
0118:   actor  20184?? dead
004D: jump_if_false Label0C6C0B
01C2: remove_references_to_actor  20184??  \\ Like turning an actor into a random pedestrian

:Label0C6C0B
00D6: if  0?
0018:    20076?? >  17?  \\ integer values
004D: jump_if_false Label0C6C32
00D6: if  0?
0118:   actor  20188?? dead
004D: jump_if_false Label0C6C32
01C2: remove_references_to_actor  20188??  \\ Like turning an actor into a random pedestrian

:Label0C6C32
00D6: if  0?
0038:    19964?? ==  1?  \\ integer values
004D: jump_if_false Label0C6C6D
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0C6C6D
03D1: play_wav  2?
00BC: text_highpriority "FIN_1A"  5000& ms  1? \\ Come here you double-crossing piece of shit!
0004:  19964?? =  2?  \\ integer values

:Label0C6C6D
00D6: if  0?
0038:    19964?? ==  2?  \\ integer values
004D: jump_if_false Label0C6CB8
00D6: if  1?
03D2:   wav  2? ended
03D0:   wav  1? loaded
004D: jump_if_false Label0C6CB8
03D1: play_wav  1?
00BC: text_highpriority "FIN_4"  5000& ms  1? \\ You're history, Tommy, history
03CF: load_wav "FIN_1C" as  2?
0004:  19964?? =  3?  \\ integer values

:Label0C6CB8
00D6: if  0?
0038:    19964?? ==  4?  \\ integer values
004D: jump_if_false Label0C6D03
00D6: if  1?
03D2:   wav  1? ended
03D0:   wav  2? loaded
004D: jump_if_false Label0C6D03
03D1: play_wav  2?
00BC: text_highpriority "FIN_1C"  5000& ms  1? \\ This is the last dance for lance vance!
03CF: load_wav "FIN_2C" as  1?
0004:  19964?? =  5?  \\ integer values

:Label0C6D03
00D6: if  0?
0038:    19964?? ==  5?  \\ integer values
004D: jump_if_false Label0C6D4E
00D6: if  1?
03D2:   wav  2? ended
03D0:   wav  1? loaded
004D: jump_if_false Label0C6D4E
03D1: play_wav  1?
00BC: text_highpriority "FIN_2C"  5000& ms  1? \\ I said I had enough of that at school!
03CF: load_wav "FIN_5" as  2?
0004:  19964?? =  6?  \\ integer values

:Label0C6D4E
0467: unknown_actor  20068??
0002: jump Label0C6DE6

:Label0C6D5A
00D6: if  0?
8038:   NOT    20076?? == -11?  \\ integer values
004D: jump_if_false Label0C6DE6
00D6: if  0?
0038:    19964?? ==  6?  \\ integer values
004D: jump_if_false Label0C6DA7
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0C6DA7
03D1: play_wav  2?
00BC: text_highpriority "FIN_5"  5000& ms  1? \\ You picked the wrong side, Lance...
0004:  19964?? =  7?  \\ integer values

:Label0C6DA7
01C2: remove_references_to_actor  20068??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20164??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20168??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20172??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20176??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20180??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20184??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20188??  \\ Like turning an actor into a random pedestrian
0084:  20072?? =  19244??  \\ integer values and handles
0008:  20072?? +=  3000&  \\ integer values
0004:  20076?? = -11?  \\ integer values

:Label0C6DE6
00D6: if  21?
0018:    20240?? >  1?  \\ integer values
0038:    20240?? == -1?  \\ integer values
004D: jump_if_false Label0C6F0C
00D6: if  0?
0038:    20248?? ==  0?  \\ integer values
004D: jump_if_false Label0C6E78
009A:  20192?? = create_actor  9? #SPECIAL03 at -357.9117! -560.4049!  18.5529!
0350: unknown_actor  20192?? not_scared_flag  1?
01B2: give_actor  20192?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20192?? weapon_accuracy_to  75?
01ED: spawn_actor  20192??
011A: set_actor  20192?? flags  1?
0291: unknown_actor  20192?? unknown_behavior_flag  1?
0243: set_actor  20192?? ped_stats_to  16?
0239: actor  20192?? run_to -365.2909! -557.8369!
0411: (unknown)  20192??  0? 
0004:  20248?? =  1?  \\ integer values

:Label0C6E78
00D6: if  0?
8118:   NOT   actor  20192?? dead
004D: jump_if_false Label0C6F00
00D6: if  0?
0038:    20248?? ==  1?  \\ integer values
004D: jump_if_false Label0C6EDF
00D6: if  0?
00F0:   actor  20192?? stopped  0? ()near_point_on_foot -365.2909! -557.8369! radius  1!  1!
004D: jump_if_false Label0C6EDF
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C6ED8
04C6:  20192??  19924??

:Label0C6ED8
0004:  20248?? =  2?  \\ integer values

:Label0C6EDF
00D6: if  0?
0038:    20248?? ==  10?  \\ integer values
004D: jump_if_false Label0C6EF9
01CA: actor  20192?? kill_player $PLAYER_CHAR

:Label0C6EF9
0002: jump Label0C6F0C

:Label0C6F00
01C2: remove_references_to_actor  20192??  \\ Like turning an actor into a random pedestrian
0004:  20248?? = -1?  \\ integer values

:Label0C6F0C
00D6: if  21?
0018:    20240?? >  1?  \\ integer values
0038:    20240?? == -1?  \\ integer values
004D: jump_if_false Label0C7032
00D6: if  0?
0038:    20252?? ==  0?  \\ integer values
004D: jump_if_false Label0C6F9E
009A:  20196?? = create_actor  9? #SPECIAL04 at -358.561! -560.1335!  26.5396!
0350: unknown_actor  20196?? not_scared_flag  1?
01B2: give_actor  20196?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20196?? weapon_accuracy_to  75?
01ED: spawn_actor  20196??
011A: set_actor  20196?? flags  1?
0291: unknown_actor  20196?? unknown_behavior_flag  1?
0243: set_actor  20196?? ped_stats_to  16?
0239: actor  20196?? run_to -380.1727! -560.6678!
0411: (unknown)  20196??  0? 
0004:  20252?? =  1?  \\ integer values

:Label0C6F9E
00D6: if  0?
8118:   NOT   actor  20196?? dead
004D: jump_if_false Label0C7026
00D6: if  0?
0038:    20252?? ==  1?  \\ integer values
004D: jump_if_false Label0C7005
00D6: if  0?
00F0:   actor  20196?? stopped  0? ()near_point_on_foot -380.1727! -560.6678! radius  1!  1!
004D: jump_if_false Label0C7005
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C6FFE
04C6:  20196??  19924??

:Label0C6FFE
0004:  20252?? =  2?  \\ integer values

:Label0C7005
00D6: if  0?
0038:    20252?? ==  10?  \\ integer values
004D: jump_if_false Label0C701F
01CA: actor  20196?? kill_player $PLAYER_CHAR

:Label0C701F
0002: jump Label0C7032

:Label0C7026
01C2: remove_references_to_actor  20196??  \\ Like turning an actor into a random pedestrian
0004:  20252?? = -1?  \\ integer values

:Label0C7032
00D6: if  21?
0018:    20252?? >  0?  \\ integer values
0038:    20252?? == -1?  \\ integer values
004D: jump_if_false Label0C7195
00D6: if  0?
0038:    20256?? ==  0?  \\ integer values
004D: jump_if_false Label0C70EF
00D6: if  0?
838A:   NOT   car_in_cube -358.561! -560.1335!  26.5396!  1!  1!  2!
004D: jump_if_false Label0C70EF
009A:  20200?? = create_actor  9? #SPECIAL03 at -358.561! -560.1335!  26.5396!
0350: unknown_actor  20200?? not_scared_flag  1?
01B2: give_actor  20200?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20200?? weapon_accuracy_to  75?
01ED: spawn_actor  20200??
011A: set_actor  20200?? flags  1?
0291: unknown_actor  20200?? unknown_behavior_flag  1?
0243: set_actor  20200?? ped_stats_to  16?
0239: actor  20200?? run_to -375.5527! -560.7495!
0411: (unknown)  20200??  0? 
0004:  20256?? =  1?  \\ integer values

:Label0C70EF
00D6: if  0?
0018:    20256?? >  0?  \\ integer values
004D: jump_if_false Label0C7195
00D6: if  0?
8118:   NOT   actor  20200?? dead
004D: jump_if_false Label0C7189
00D6: if  0?
0038:    20256?? ==  1?  \\ integer values
004D: jump_if_false Label0C7168
00D6: if  0?
00F0:   actor  20200?? stopped  0? ()near_point_on_foot -375.5527! -560.7495! radius  1!  1!
004D: jump_if_false Label0C7168
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C7161
04C6:  20200??  19924??

:Label0C7161
0004:  20256?? =  2?  \\ integer values

:Label0C7168
00D6: if  0?
0038:    20256?? ==  10?  \\ integer values
004D: jump_if_false Label0C7182
01CA: actor  20200?? kill_player $PLAYER_CHAR

:Label0C7182
0002: jump Label0C7195

:Label0C7189
01C2: remove_references_to_actor  20200??  \\ Like turning an actor into a random pedestrian
0004:  20256?? = -1?  \\ integer values

:Label0C7195
00D6: if  21?
0018:    20256?? >  1?  \\ integer values
0038:    20256?? == -1?  \\ integer values
004D: jump_if_false Label0C7301
00D6: if  0?
0038:    20260?? ==  0?  \\ integer values
004D: jump_if_false Label0C7227
009A:  20204?? = create_actor  9? #SPECIAL04 at -358.561! -560.1335!  26.5396!
0350: unknown_actor  20204?? not_scared_flag  1?
01B2: give_actor  20204?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20204?? weapon_accuracy_to  75?
01ED: spawn_actor  20204??
011A: set_actor  20204?? flags  1?
0291: unknown_actor  20204?? unknown_behavior_flag  1?
0243: set_actor  20204?? ped_stats_to  16?
0239: actor  20204?? run_to -365.4941! -560.3325!
0411: (unknown)  20204??  0? 
0004:  20260?? =  1?  \\ integer values

:Label0C7227
00D6: if  0?
8118:   NOT   actor  20204?? dead
004D: jump_if_false Label0C72F5
00D6: if  0?
0038:    20260?? ==  1?  \\ integer values
004D: jump_if_false Label0C7290
00D6: if  0?
00F0:   actor  20204?? stopped  0? ()near_point_on_foot -365.4941! -560.3325! radius  1!  1!
004D: jump_if_false Label0C7290
04EB: unknown_actor  20204?? bank  1? account_number  15000&
0084:  20264?? =  19244??  \\ integer values and handles
0008:  20264?? +=  800&  \\ integer values
0004:  20260?? =  2?  \\ integer values

:Label0C7290
00D6: if  0?
0038:    20260?? ==  2?  \\ integer values
004D: jump_if_false Label0C72D4
00D6: if  0?
001C:    19244?? >  20264??  \\ integer values
004D: jump_if_false Label0C72D4
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C72CD
04C6:  20204??  19924??

:Label0C72CD
0004:  20260?? =  3?  \\ integer values

:Label0C72D4
00D6: if  0?
0038:    20260?? ==  10?  \\ integer values
004D: jump_if_false Label0C72EE
01CA: actor  20204?? kill_player $PLAYER_CHAR

:Label0C72EE
0002: jump Label0C7301

:Label0C72F5
01C2: remove_references_to_actor  20204??  \\ Like turning an actor into a random pedestrian
0004:  20260?? = -1?  \\ integer values

:Label0C7301
00D6: if  1?
0038:    20100?? ==  0?  \\ integer values
0038:    20076?? == -11?  \\ integer values
004D: jump_if_false Label0C7675
00D6: if  0?
001C:    19244?? >  20096??  \\ integer values
004D: jump_if_false Label0C7675
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -378.671! -588.595!  28.17! radius  8.5!  13!  4!
004D: jump_if_false Label0C7675
009B: destroy_actor_instantly  20268??
009B: destroy_actor_instantly  20288??
009B: destroy_actor_instantly  20308??
009B: destroy_actor_instantly  20328??
009B: destroy_actor_instantly  20348??
009B: destroy_actor_instantly  20368??
009B: destroy_actor_instantly  20388??
009B: destroy_actor_instantly  20408??
009B: destroy_actor_instantly  20428??
009B: destroy_actor_instantly  20164??
009B: destroy_actor_instantly  20168??
009B: destroy_actor_instantly  20172??
009B: destroy_actor_instantly  20176??
009B: destroy_actor_instantly  20180??
009B: destroy_actor_instantly  20184??
009B: destroy_actor_instantly  20188??
009B: destroy_actor_instantly  20192??
009B: destroy_actor_instantly  20196??
009B: destroy_actor_instantly  20200??
009B: destroy_actor_instantly  20204??
0004:  19904?? =  1?  \\ integer values
009A:  20092?? = create_actor  21? #SPECIAL02 at -378.4445! -556.8553!  18.5385!
0173: set_actor  20092?? z_angle_to  180!
01ED: spawn_actor  20092??
0243: set_actor  20092?? ped_stats_to  16?
01B2: give_actor  20092?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
0350: unknown_actor  20092?? not_scared_flag  1?
0223: set_actor  20092?? health_to  1000&
02E2: set_actor  20092?? weapon_accuracy_to  100?
02A9: set_actor  20092?? immune_to_nonplayer  1?
0291: unknown_actor  20092?? unknown_behavior_flag  1?
04F5: unknown_actor  20092?? kiss_player $PLAYER_CHAR on  1?
0446: (unknown)  20092??  0? 
054A: unknown_actor  20092?? flag  0?
0514: unknown_actor  20092??  6?  0?
0514: unknown_actor  20092??  2?  0?
03CF: load_wav "FIN_11A" as  1?
03CF: load_wav "FIN_11B" as  2?
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
02A3: toggle_widescreen  1? (on)
03F4:  0? (clear) cars_can_be_damaged
03DE: set_pedestrians_density_multiplier_to  0!
0395: clear_area  0? at -354.419! -569.529! range  30!  200!
0395: clear_area  1? at -378.0434! -579.1422! range  18.5385!  2!
0055: put_player $PLAYER_CHAR at -378.0434! -579.1422!  18.5385!
009A:  19924?? = create_actor  4? #NULL at -378.7225! -581.9664!  24.2737!
01B2: give_actor  19924?? weapon  18? ammo  9?  \\ Load the weapon model before using this
01ED: spawn_actor  19924??
0211: actor  19924?? walk_to -378.7615! -578.0532!
0411: (unknown)  19924??  0? 
0489: unknown_actor  19924?? flag  1?
009A:  20164?? = create_actor  9? #SPECIAL03 at -377.4021! -556.0059!  18.6338!
0350: unknown_actor  20164?? not_scared_flag  1?
01B2: give_actor  20164?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20164?? weapon_accuracy_to  75?
01ED: spawn_actor  20164??
011A: set_actor  20164?? flags  1?
0291: unknown_actor  20164?? unknown_behavior_flag  1?
0243: set_actor  20164?? ped_stats_to  16?
04C6:  20164??  19924??
009A:  20168?? = create_actor  9? #SPECIAL04 at -379.5223! -556.0323!  18.6338!
0350: unknown_actor  20168?? not_scared_flag  1?
01B2: give_actor  20168?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20168?? weapon_accuracy_to  75?
01ED: spawn_actor  20168??
011A: set_actor  20168?? flags  1?
0291: unknown_actor  20168?? unknown_behavior_flag  1?
0243: set_actor  20168?? ped_stats_to  16?
03CF: load_wav "FIN_11A" as  1?
03CF: load_wav "FIN_11B" as  2?
04C6:  20168??  19924??
015F: set_camera_position -380.8234! -580.5767!  26.8352!  0!  0!  0!
0160: point_camera -380.5664! -579.6381!  26.6052!  2?
0004:  20208?? =  1?  \\ integer values
0084:  20212?? =  19244??  \\ integer values and handles
0008:  20212?? +=  1500&  \\ integer values
0004:  20216?? =  1?  \\ integer values
0084:  20220?? =  19244??  \\ integer values and handles
0008:  20220?? +=  2000&  \\ integer values
0004:  20224?? =  0?  \\ integer values
0004:  20228?? =  0?  \\ integer values
0004:  20232?? =  0?  \\ integer values
0004:  20236?? =  0?  \\ integer values
0004:  20240?? =  0?  \\ integer values
0004:  20248?? =  0?  \\ integer values
0004:  20252?? =  0?  \\ integer values
0004:  20256?? =  0?  \\ integer values
0004:  20260?? =  0?  \\ integer values
01CA: actor  20092?? kill_player $PLAYER_CHAR
0004:  20100?? =  1?  \\ integer values

:Label0C7675
00D6: if  0?
0018:    20100?? >  0?  \\ integer values
004D: jump_if_false Label0C7C1E
00D6: if  0?
8118:   NOT   actor  20092?? dead
004D: jump_if_false Label0C7BB9
00D6: if  0?
0038:    20100?? ==  1?  \\ integer values
004D: jump_if_false Label0C76E6
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C76E6
00D6: if  0?
00ED:   actor  19924??  0? ()near_point_on_foot -378.7615! -578.0532! radius  1!  1!
004D: jump_if_false Label0C76E6
0004:  20100?? =  2?  \\ integer values

:Label0C76E6
00D6: if  0?
0038:    20100?? ==  2?  \\ integer values
004D: jump_if_false Label0C7721
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0C7721
03D1: play_wav  1?
00BC: text_highpriority "FIN_11A"  5000& ms  1? \\ You took fifteen years from me Sonny...
0004:  20100?? =  3?  \\ integer values

:Label0C7721
00D6: if  0?
0038:    20100?? ==  3?  \\ integer values
004D: jump_if_false Label0C7784
00D6: if  1?
03D0:   wav  2? loaded
03D2:   wav  1? ended
004D: jump_if_false Label0C7784
03D1: play_wav  2?
00BC: text_highpriority "FIN_11B"  5000& ms  1? \\ And now I'm gonna make you pay!
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C7771
04C6:  19924??  20092??

:Label0C7771
03CF: load_wav "FIN_12A" as  1?
0004:  20100?? =  4?  \\ integer values

:Label0C7784
00D6: if  0?
0038:    20100?? ==  4?  \\ integer values
004D: jump_if_false Label0C7811
00D6: if  1?
03D0:   wav  1? loaded
03D2:   wav  2? ended
004D: jump_if_false Label0C7811
015F: set_camera_position -382.2642! -559.3823!  20.6255!  0!  0!  0!
0160: point_camera -381.31! -559.3243!  20.3318!  2?
0211: actor  20092?? walk_to -378.5504! -558.9965!
03D1: play_wav  1?
00BC: text_highpriority "FIN_12A"  5000& ms  1? \\ You still don't get it do you!
03CF: load_wav "FIN_12B" as  2?
0004:  20100?? =  5?  \\ integer values

:Label0C7811
00D6: if  0?
0038:    20100?? ==  5?  \\ integer values
004D: jump_if_false Label0C785C
00D6: if  1?
03D0:   wav  2? loaded
03D2:   wav  1? ended
004D: jump_if_false Label0C785C
03D1: play_wav  2?
00BC: text_highpriority "FIN_12B"  5000& ms  1? \\ I OWN you, Tommy.
03CF: load_wav "FIN_12C" as  1?
0004:  20100?? =  6?  \\ integer values

:Label0C785C
00D6: if  0?
0038:    20100?? ==  6?  \\ integer values
004D: jump_if_false Label0C78E9
00D6: if  1?
03D0:   wav  1? loaded
03D2:   wav  2? ended
004D: jump_if_false Label0C78E9
0211: actor  20092?? walk_to -378.5504! -558.9965!
03D1: play_wav  1?
015F: set_camera_position -381.7876! -555.27!  20.6022!  0!  0!  0!
0160: point_camera -381.1512! -556.0339!  20.4956!  2?
00BC: text_highpriority "FIN_12C"  5000& ms  1? \\ Those fifteen years were mine to spend!
03CF: load_wav "FIN_13" as  2?
0004:  20100?? =  7?  \\ integer values

:Label0C78E9
00D6: if  0?
0038:    20100?? ==  7?  \\ integer values
004D: jump_if_false Label0C792F
00D6: if  1?
03D0:   wav  2? loaded
03D2:   wav  1? ended
004D: jump_if_false Label0C792F
0084:  20096?? =  19244??  \\ integer values and handles
0008:  20096?? +=  2000&  \\ integer values
0372: set_actor  20092?? anim  3? wait_state_time  2000& ms
0004:  20100?? =  8?  \\ integer values

:Label0C792F
00D6: if  0?
0038:    20100?? ==  8?  \\ integer values
004D: jump_if_false Label0C7B31
00D6: if  0?
001C:    19244?? >  20096??  \\ integer values
004D: jump_if_false Label0C7B31
03D1: play_wav  2?
00BC: text_highpriority "FIN_13"  5000& ms  1? \\ Get him boys, he never understood a thing.
03CF: load_wav "FINKILL" as  1?
0084:  20104?? =  19244??  \\ integer values and handles
0008:  20104?? +=  500&  \\ integer values
009B: destroy_actor_instantly  19924??
0395: clear_area  1? at -378.7374! -578.8705! range  24.2774!  2!
0055: put_player $PLAYER_CHAR at -378.7374! -578.8705!  24.2774!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0222: set_player $PLAYER_CHAR health_to  200&
035E: set_player $PLAYER_CHAR armour_to  200&
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0?
8118:   NOT   actor  20164?? dead
004D: jump_if_false Label0C7A04
011C: actor  20164?? clear_objective

:Label0C7A04
00D6: if  0?
8118:   NOT   actor  20168?? dead
004D: jump_if_false Label0C7A19
011C: actor  20168?? clear_objective

:Label0C7A19
00D6: if  0?
8118:   NOT   actor  20172?? dead
004D: jump_if_false Label0C7A2E
011C: actor  20172?? clear_objective

:Label0C7A2E
00D6: if  0?
8118:   NOT   actor  20176?? dead
004D: jump_if_false Label0C7A43
011C: actor  20176?? clear_objective

:Label0C7A43
00D6: if  0?
8118:   NOT   actor  20180?? dead
004D: jump_if_false Label0C7A58
011C: actor  20180?? clear_objective

:Label0C7A58
00D6: if  0?
8118:   NOT   actor  20184?? dead
004D: jump_if_false Label0C7A6D
011C: actor  20184?? clear_objective

:Label0C7A6D
00D6: if  0?
8118:   NOT   actor  20188?? dead
004D: jump_if_false Label0C7A82
011C: actor  20188?? clear_objective

:Label0C7A82
00D6: if  0?
8118:   NOT   actor  20192?? dead
004D: jump_if_false Label0C7A97
011C: actor  20192?? clear_objective

:Label0C7A97
00D6: if  0?
8118:   NOT   actor  20196?? dead
004D: jump_if_false Label0C7AAC
011C: actor  20196?? clear_objective

:Label0C7AAC
00D6: if  0?
8118:   NOT   actor  20200?? dead
004D: jump_if_false Label0C7AC1
011C: actor  20200?? clear_objective

:Label0C7AC1
00D6: if  0?
8118:   NOT   actor  20204?? dead
004D: jump_if_false Label0C7AD6
011C: actor  20204?? clear_objective

:Label0C7AD6
0004:  19904?? =  0?  \\ integer values
0215: destroy_pickup  19952??
0213:  19952?? = create_pickup -86? (HEALTH) type  2? at -378.568! -598.7501!  25.4!
0215: destroy_pickup  19920??
032B:  19920?? = create_weapon_pickup #SHOTGSPA  3? ammo  400& at -374.4366! -587.5957!  25.3355!
00BB: text_lowpriority "FIN_B2"  5000& ms  1? \\ ~g~Kill ~p~Sonny~g~ and finish this once and for all.
0004:  20100?? =  9?  \\ integer values

:Label0C7B31
00D6: if  0?
0038:    20100?? ==  9?  \\ integer values
004D: jump_if_false Label0C7BB2
00D6: if  0?
001C:    19244?? >  20104??  \\ integer values
004D: jump_if_false Label0C7BB2
0004:  20208?? =  10?  \\ integer values
0004:  20216?? =  10?  \\ integer values
0004:  20224?? =  10?  \\ integer values
0004:  20228?? =  10?  \\ integer values
0004:  20232?? =  10?  \\ integer values
0004:  20236?? =  10?  \\ integer values
0004:  20240?? =  10?  \\ integer values
0004:  20248?? =  10?  \\ integer values
0004:  20252?? =  10?  \\ integer values
0004:  20256?? =  10?  \\ integer values
0004:  20260?? =  10?  \\ integer values
01CA: actor  20092?? kill_player $PLAYER_CHAR
0004:  20100?? =  10?  \\ integer values

:Label0C7BB2
0002: jump Label0C7C1E

:Label0C7BB9
00D6: if  0?
8038:   NOT    20100?? == -11?  \\ integer values
004D: jump_if_false Label0C7C1E
01C2: remove_references_to_actor  20092??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20164??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20168??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20172??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20176??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20180??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20184??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20188??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20192??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20196??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20200??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  20204??  \\ Like turning an actor into a random pedestrian
0084:  20096?? =  19244??  \\ integer values and handles
0008:  20096?? +=  3000&  \\ integer values
0004:  20100?? = -11?  \\ integer values

:Label0C7C1E
00D6: if  0?
8118:   NOT   actor  20164?? dead
004D: jump_if_false Label0C7D2E
00D6: if  0?
0038:    20208?? ==  1?  \\ integer values
004D: jump_if_false Label0C7C70
00D6: if  0?
001C:    19244?? >  20212??  \\ integer values
004D: jump_if_false Label0C7C70
0239: actor  20164?? run_to -376.9825! -559.1848!
0411: (unknown)  20164??  0? 
0004:  20208?? =  2?  \\ integer values

:Label0C7C70
00D6: if  0?
0038:    20208?? ==  2?  \\ integer values
004D: jump_if_false Label0C7CC9
00D6: if  0?
00F0:   actor  20164?? stopped  0? ()near_point_on_foot -376.9825! -559.1848! radius  1!  1!
004D: jump_if_false Label0C7CC9
04EB: unknown_actor  20164?? bank  1? account_number  15000&
0084:  20212?? =  19244??  \\ integer values and handles
0008:  20212?? +=  800&  \\ integer values
0004:  20208?? =  3?  \\ integer values

:Label0C7CC9
00D6: if  0?
0038:    20208?? ==  3?  \\ integer values
004D: jump_if_false Label0C7D0D
00D6: if  0?
001C:    19244?? >  20212??  \\ integer values
004D: jump_if_false Label0C7D0D
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C7D06
04C6:  20164??  19924??

:Label0C7D06
0004:  20208?? =  4?  \\ integer values

:Label0C7D0D
00D6: if  0?
0038:    20208?? ==  10?  \\ integer values
004D: jump_if_false Label0C7D27
01CA: actor  20164?? kill_player $PLAYER_CHAR

:Label0C7D27
0002: jump Label0C7D3A

:Label0C7D2E
01C2: remove_references_to_actor  20164??  \\ Like turning an actor into a random pedestrian
0004:  20208?? = -1?  \\ integer values

:Label0C7D3A
00D6: if  0?
8118:   NOT   actor  20168?? dead
004D: jump_if_false Label0C7E04
00D6: if  0?
0038:    20216?? ==  1?  \\ integer values
004D: jump_if_false Label0C7D8C
00D6: if  0?
001C:    19244?? >  20220??  \\ integer values
004D: jump_if_false Label0C7D8C
0239: actor  20168?? run_to -382.3959! -563.701!
0411: (unknown)  20168??  0? 
0004:  20216?? =  2?  \\ integer values

:Label0C7D8C
00D6: if  0?
0038:    20216?? ==  2?  \\ integer values
004D: jump_if_false Label0C7DE3
00D6: if  0?
00F0:   actor  20168?? stopped  0? ()near_point_on_foot -382.3959! -563.701! radius  1!  1!
004D: jump_if_false Label0C7DE3
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C7DDC
04C6:  20168??  19924??

:Label0C7DDC
0004:  20216?? =  3?  \\ integer values

:Label0C7DE3
00D6: if  0?
0038:    20216?? ==  10?  \\ integer values
004D: jump_if_false Label0C7DFD
01CA: actor  20168?? kill_player $PLAYER_CHAR

:Label0C7DFD
0002: jump Label0C7E10

:Label0C7E04
01C2: remove_references_to_actor  20168??  \\ Like turning an actor into a random pedestrian
0004:  20216?? = -1?  \\ integer values

:Label0C7E10
00D6: if  21?
0018:    20216?? >  1?  \\ integer values
0038:    20216?? == -1?  \\ integer values
004D: jump_if_false Label0C7FE0
00D6: if  0?
0038:    20224?? ==  0?  \\ integer values
004D: jump_if_false Label0C7EA2
009A:  20172?? = create_actor  9? #SPECIAL04 at -384.182! -553.5216!  18.5431!
0350: unknown_actor  20172?? not_scared_flag  1?
01B2: give_actor  20172?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20172?? weapon_accuracy_to  75?
01ED: spawn_actor  20172??
011A: set_actor  20172?? flags  1?
0291: unknown_actor  20172?? unknown_behavior_flag  1?
0243: set_actor  20172?? ped_stats_to  16?
0239: actor  20172?? run_to -379.5186! -553.2346!
0411: (unknown)  20172??  0? 
0004:  20224?? =  1?  \\ integer values

:Label0C7EA2
00D6: if  0?
8118:   NOT   actor  20172?? dead
004D: jump_if_false Label0C7FD4
00D6: if  0?
0038:    20224?? ==  1?  \\ integer values
004D: jump_if_false Label0C7F07
00D6: if  0?
00ED:   actor  20172??  0? ()near_point_on_foot -379.5186! -553.2346! radius  1!  1!
004D: jump_if_false Label0C7F07
0239: actor  20172?? run_to -379.5223! -556.0323!
0411: (unknown)  20172??  0? 
0004:  20224?? =  2?  \\ integer values

:Label0C7F07
00D6: if  0?
0038:    20224?? ==  2?  \\ integer values
004D: jump_if_false Label0C7F5C
00D6: if  0?
00ED:   actor  20172??  0? ()near_point_on_foot -379.5223! -556.0323! radius  1!  1!
004D: jump_if_false Label0C7F5C
0239: actor  20172?? run_to -383.4772! -558.1151!
0411: (unknown)  20172??  0? 
0004:  20224?? =  3?  \\ integer values

:Label0C7F5C
00D6: if  0?
0038:    20224?? ==  3?  \\ integer values
004D: jump_if_false Label0C7FB3
00D6: if  0?
00F0:   actor  20172?? stopped  0? ()near_point_on_foot -383.4772! -558.1151! radius  1!  1!
004D: jump_if_false Label0C7FB3
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C7FAC
04C6:  20172??  19924??

:Label0C7FAC
0004:  20224?? =  4?  \\ integer values

:Label0C7FB3
00D6: if  0?
0038:    20224?? ==  10?  \\ integer values
004D: jump_if_false Label0C7FCD
01CA: actor  20172?? kill_player $PLAYER_CHAR

:Label0C7FCD
0002: jump Label0C7FE0

:Label0C7FD4
01C2: remove_references_to_actor  20172??  \\ Like turning an actor into a random pedestrian
0004:  20224?? = -1?  \\ integer values

:Label0C7FE0
00D6: if  21?
0018:    20208?? >  1?  \\ integer values
0038:    20208?? == -1?  \\ integer values
004D: jump_if_false Label0C81B0
00D6: if  0?
0038:    20228?? ==  0?  \\ integer values
004D: jump_if_false Label0C8072
009A:  20176?? = create_actor  9? #SPECIAL03 at -373.98! -553.4843!  18.5448!
0350: unknown_actor  20176?? not_scared_flag  1?
01B2: give_actor  20176?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20176?? weapon_accuracy_to  75?
01ED: spawn_actor  20176??
011A: set_actor  20176?? flags  1?
0291: unknown_actor  20176?? unknown_behavior_flag  1?
0243: set_actor  20176?? ped_stats_to  16?
0239: actor  20176?? run_to -377.2835! -553.6105!
0411: (unknown)  20176??  0? 
0004:  20228?? =  1?  \\ integer values

:Label0C8072
00D6: if  0?
8118:   NOT   actor  20176?? dead
004D: jump_if_false Label0C81A4
00D6: if  0?
0038:    20228?? ==  1?  \\ integer values
004D: jump_if_false Label0C80D7
00D6: if  0?
00ED:   actor  20176??  0? ()near_point_on_foot -377.2835! -553.6105! radius  1!  1!
004D: jump_if_false Label0C80D7
0239: actor  20176?? run_to -377.4021! -556.0059!
0411: (unknown)  20176??  0? 
0004:  20228?? =  2?  \\ integer values

:Label0C80D7
00D6: if  0?
0038:    20228?? ==  2?  \\ integer values
004D: jump_if_false Label0C812C
00D6: if  0?
00ED:   actor  20176??  0? ()near_point_on_foot -377.4021! -556.0059! radius  1!  1!
004D: jump_if_false Label0C812C
0239: actor  20176?? run_to -373.7734! -558.1152!
0411: (unknown)  20176??  0? 
0004:  20228?? =  3?  \\ integer values

:Label0C812C
00D6: if  0?
0038:    20228?? ==  3?  \\ integer values
004D: jump_if_false Label0C8183
00D6: if  0?
00F0:   actor  20176?? stopped  0? ()near_point_on_foot -373.7734! -558.1152! radius  1!  1!
004D: jump_if_false Label0C8183
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C817C
04C6:  20176??  19924??

:Label0C817C
0004:  20228?? =  4?  \\ integer values

:Label0C8183
00D6: if  0?
0038:    20228?? ==  10?  \\ integer values
004D: jump_if_false Label0C819D
01CA: actor  20176?? kill_player $PLAYER_CHAR

:Label0C819D
0002: jump Label0C81B0

:Label0C81A4
01C2: remove_references_to_actor  20176??  \\ Like turning an actor into a random pedestrian
0004:  20228?? = -1?  \\ integer values

:Label0C81B0
00D6: if  21?
0018:    20228?? >  1?  \\ integer values
0038:    20228?? == -1?  \\ integer values
004D: jump_if_false Label0C832B
00D6: if  0?
0038:    20232?? ==  0?  \\ integer values
004D: jump_if_false Label0C8242
009A:  20180?? = create_actor  9? #SPECIAL04 at -373.98! -553.4843!  18.5448!
0350: unknown_actor  20180?? not_scared_flag  1?
01B2: give_actor  20180?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20180?? weapon_accuracy_to  75?
01ED: spawn_actor  20180??
011A: set_actor  20180?? flags  1?
0291: unknown_actor  20180?? unknown_behavior_flag  1?
0243: set_actor  20180?? ped_stats_to  16?
0239: actor  20180?? run_to -377.2835! -553.6105!
0411: (unknown)  20180??  0? 
0004:  20232?? =  1?  \\ integer values

:Label0C8242
00D6: if  0?
8118:   NOT   actor  20180?? dead
004D: jump_if_false Label0C831F
00D6: if  0?
0038:    20232?? ==  1?  \\ integer values
004D: jump_if_false Label0C82A7
00D6: if  0?
00ED:   actor  20180??  0? ()near_point_on_foot -377.2835! -553.6105! radius  1!  1!
004D: jump_if_false Label0C82A7
0239: actor  20180?? run_to -377.4021! -556.0059!
0411: (unknown)  20180??  0? 
0004:  20232?? =  2?  \\ integer values

:Label0C82A7
00D6: if  0?
0038:    20232?? ==  2?  \\ integer values
004D: jump_if_false Label0C82FE
00D6: if  0?
00F0:   actor  20180?? stopped  0? ()near_point_on_foot -377.4021! -556.0059! radius  1!  1!
004D: jump_if_false Label0C82FE
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C82F7
04C6:  20180??  19924??

:Label0C82F7
0004:  20232?? =  3?  \\ integer values

:Label0C82FE
00D6: if  0?
0038:    20232?? ==  10?  \\ integer values
004D: jump_if_false Label0C8318
01CA: actor  20180?? kill_player $PLAYER_CHAR

:Label0C8318
0002: jump Label0C832B

:Label0C831F
01C2: remove_references_to_actor  20180??  \\ Like turning an actor into a random pedestrian
0004:  20232?? = -1?  \\ integer values

:Label0C832B
00D6: if  21?
0018:    20224?? >  1?  \\ integer values
0038:    20224?? == -1?  \\ integer values
004D: jump_if_false Label0C84A6
00D6: if  0?
0038:    20236?? ==  0?  \\ integer values
004D: jump_if_false Label0C83BD
009A:  20184?? = create_actor  9? #SPECIAL04 at -384.182! -553.5216!  18.5431!
0350: unknown_actor  20184?? not_scared_flag  1?
01B2: give_actor  20184?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20184?? weapon_accuracy_to  75?
01ED: spawn_actor  20184??
011A: set_actor  20184?? flags  1?
0291: unknown_actor  20184?? unknown_behavior_flag  1?
0243: set_actor  20184?? ped_stats_to  16?
0239: actor  20184?? run_to -379.5186! -553.2346!
0411: (unknown)  20184??  0? 
0004:  20236?? =  1?  \\ integer values

:Label0C83BD
00D6: if  0?
8118:   NOT   actor  20184?? dead
004D: jump_if_false Label0C849A
00D6: if  0?
0038:    20236?? ==  1?  \\ integer values
004D: jump_if_false Label0C8422
00D6: if  0?
00ED:   actor  20184??  0? ()near_point_on_foot -379.5186! -553.2346! radius  1!  1!
004D: jump_if_false Label0C8422
0239: actor  20184?? run_to -379.5223! -556.0323!
0411: (unknown)  20184??  0? 
0004:  20236?? =  2?  \\ integer values

:Label0C8422
00D6: if  0?
0038:    20236?? ==  2?  \\ integer values
004D: jump_if_false Label0C8479
00D6: if  0?
00F0:   actor  20184?? stopped  0? ()near_point_on_foot -379.5223! -556.0323! radius  1!  1!
004D: jump_if_false Label0C8479
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C8472
04C6:  20184??  19924??

:Label0C8472
0004:  20236?? =  3?  \\ integer values

:Label0C8479
00D6: if  0?
0038:    20236?? ==  10?  \\ integer values
004D: jump_if_false Label0C8493
01CA: actor  20184?? kill_player $PLAYER_CHAR

:Label0C8493
0002: jump Label0C84A6

:Label0C849A
01C2: remove_references_to_actor  20184??  \\ Like turning an actor into a random pedestrian
0004:  20236?? = -1?  \\ integer values

:Label0C84A6
00D6: if  21?
0018:    20228?? >  2?  \\ integer values
0038:    20228?? == -1?  \\ integer values
004D: jump_if_false Label0C8612
00D6: if  0?
0038:    20240?? ==  0?  \\ integer values
004D: jump_if_false Label0C8538
009A:  20188?? = create_actor  9? #SPECIAL03 at -357.9117! -560.4049!  18.5529!
0350: unknown_actor  20188?? not_scared_flag  1?
01B2: give_actor  20188?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
02E2: set_actor  20188?? weapon_accuracy_to  75?
01ED: spawn_actor  20188??
011A: set_actor  20188?? flags  1?
0291: unknown_actor  20188?? unknown_behavior_flag  1?
0243: set_actor  20188?? ped_stats_to  16?
0239: actor  20188?? run_to -370.8983! -561.2952!
0411: (unknown)  20188??  0? 
0004:  20240?? =  1?  \\ integer values

:Label0C8538
00D6: if  0?
8118:   NOT   actor  20188?? dead
004D: jump_if_false Label0C8606
00D6: if  0?
0038:    20240?? ==  1?  \\ integer values
004D: jump_if_false Label0C85A1
00D6: if  0?
00F0:   actor  20188?? stopped  0? ()near_point_on_foot -370.8983! -561.2952! radius  1!  1!
004D: jump_if_false Label0C85A1
04EB: unknown_actor  20188?? bank  1? account_number  15000&
0084:  20244?? =  19244??  \\ integer values and handles
0008:  20244?? +=  800&  \\ integer values
0004:  20240?? =  2?  \\ integer values

:Label0C85A1
00D6: if  0?
0038:    20240?? ==  2?  \\ integer values
004D: jump_if_false Label0C85E5
00D6: if  0?
001C:    19244?? >  20244??  \\ integer values
004D: jump_if_false Label0C85E5
00D6: if  0?
8118:   NOT   actor  19924?? dead
004D: jump_if_false Label0C85DE
04C6:  20188??  19924??

:Label0C85DE
0004:  20240?? =  3?  \\ integer values

:Label0C85E5
00D6: if  0?
0038:    20240?? ==  10?  \\ integer values
004D: jump_if_false Label0C85FF
01CA: actor  20188?? kill_player $PLAYER_CHAR

:Label0C85FF
0002: jump Label0C8612

:Label0C8606
01C2: remove_references_to_actor  20188??  \\ Like turning an actor into a random pedestrian
0004:  20240?? = -1?  \\ integer values

:Label0C8612
00D6: if  1?
0038:    20100?? == -11?  \\ integer values
0038:    20076?? == -11?  \\ integer values
004D: jump_if_false Label0C864D
00D6: if  1?
001C:    19244?? >  20096??  \\ integer values
001C:    19244?? >  20072??  \\ integer values
004D: jump_if_false Label0C864D
0002: jump Label0C9B90

:Label0C864D
00D6: if  0?
0038:    19904?? ==  0?  \\ integer values
004D: jump_if_false Label0C8A8E
00D6: if  0?
8118:   NOT   actor  20268?? dead
004D: jump_if_false Label0C869E
0084:  20108?? =  20268??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C8697
0002: jump Label0CAC17

:Label0C8697
0002: jump Label0C86D6

:Label0C869E
01C2: remove_references_to_actor  20268??  \\ Like turning an actor into a random pedestrian
0004:  20268?? = -1?  \\ integer values
0004:  20272?? =  0?  \\ integer values
0004:  20276?? =  0?  \\ integer values
0004:  20280?? =  0?  \\ integer values
0084:  20108?? =  20268??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20268?? =  20108??  \\ integer values and handles

:Label0C86D6
00D6: if  0?
8118:   NOT   actor  20288?? dead
004D: jump_if_false Label0C8715
0084:  20108?? =  20288??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C870E
0002: jump Label0CAC17

:Label0C870E
0002: jump Label0C874D

:Label0C8715
01C2: remove_references_to_actor  20288??  \\ Like turning an actor into a random pedestrian
0004:  20288?? = -1?  \\ integer values
0004:  20292?? =  0?  \\ integer values
0004:  20296?? =  0?  \\ integer values
0004:  20300?? =  0?  \\ integer values
0084:  20108?? =  20288??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20288?? =  20108??  \\ integer values and handles

:Label0C874D
00D6: if  0?
8118:   NOT   actor  20308?? dead
004D: jump_if_false Label0C878C
0084:  20108?? =  20308??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C8785
0002: jump Label0CAC17

:Label0C8785
0002: jump Label0C87C4

:Label0C878C
01C2: remove_references_to_actor  20308??  \\ Like turning an actor into a random pedestrian
0004:  20308?? = -1?  \\ integer values
0004:  20312?? =  0?  \\ integer values
0004:  20316?? =  0?  \\ integer values
0004:  20320?? =  0?  \\ integer values
0084:  20108?? =  20308??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20308?? =  20108??  \\ integer values and handles

:Label0C87C4
00D6: if  0?
8118:   NOT   actor  20328?? dead
004D: jump_if_false Label0C8803
0084:  20108?? =  20328??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C87FC
0002: jump Label0CAC17

:Label0C87FC
0002: jump Label0C883B

:Label0C8803
01C2: remove_references_to_actor  20328??  \\ Like turning an actor into a random pedestrian
0004:  20328?? = -1?  \\ integer values
0004:  20332?? =  0?  \\ integer values
0004:  20336?? =  0?  \\ integer values
0004:  20340?? =  0?  \\ integer values
0084:  20108?? =  20328??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20328?? =  20108??  \\ integer values and handles

:Label0C883B
00D6: if  0?
8118:   NOT   actor  20348?? dead
004D: jump_if_false Label0C887A
0084:  20108?? =  20348??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C8873
0002: jump Label0CAC17

:Label0C8873
0002: jump Label0C88B2

:Label0C887A
01C2: remove_references_to_actor  20348??  \\ Like turning an actor into a random pedestrian
0004:  20348?? = -1?  \\ integer values
0004:  20352?? =  0?  \\ integer values
0004:  20356?? =  0?  \\ integer values
0004:  20360?? =  0?  \\ integer values
0084:  20108?? =  20348??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20348?? =  20108??  \\ integer values and handles

:Label0C88B2
00D6: if  0?
8118:   NOT   actor  20368?? dead
004D: jump_if_false Label0C88F1
0084:  20108?? =  20368??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C88EA
0002: jump Label0CAC17

:Label0C88EA
0002: jump Label0C8929

:Label0C88F1
01C2: remove_references_to_actor  20368??  \\ Like turning an actor into a random pedestrian
0004:  20368?? = -1?  \\ integer values
0004:  20372?? =  0?  \\ integer values
0004:  20376?? =  0?  \\ integer values
0004:  20380?? =  0?  \\ integer values
0084:  20108?? =  20368??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20368?? =  20108??  \\ integer values and handles

:Label0C8929
00D6: if  0?
8118:   NOT   actor  20388?? dead
004D: jump_if_false Label0C8968
0084:  20108?? =  20388??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C8961
0002: jump Label0CAC17

:Label0C8961
0002: jump Label0C89A0

:Label0C8968
01C2: remove_references_to_actor  20388??  \\ Like turning an actor into a random pedestrian
0004:  20388?? = -1?  \\ integer values
0004:  20392?? =  0?  \\ integer values
0004:  20396?? =  0?  \\ integer values
0004:  20400?? =  0?  \\ integer values
0084:  20108?? =  20388??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20388?? =  20108??  \\ integer values and handles

:Label0C89A0
00D6: if  0?
8118:   NOT   actor  20408?? dead
004D: jump_if_false Label0C89DF
0084:  20108?? =  20408??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C89D8
0002: jump Label0CAC17

:Label0C89D8
0002: jump Label0C8A17

:Label0C89DF
01C2: remove_references_to_actor  20408??  \\ Like turning an actor into a random pedestrian
0004:  20408?? = -1?  \\ integer values
0004:  20412?? =  0?  \\ integer values
0004:  20416?? =  0?  \\ integer values
0004:  20420?? =  0?  \\ integer values
0084:  20108?? =  20408??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20408?? =  20108??  \\ integer values and handles

:Label0C8A17
00D6: if  0?
8118:   NOT   actor  20428?? dead
004D: jump_if_false Label0C8A56
0084:  20108?? =  20428??  \\ integer values and handles
0050: gosub Label0C91A3
00D6: if  0?
0038:    19900?? ==  1?  \\ integer values
004D: jump_if_false Label0C8A4F
0002: jump Label0CAC17

:Label0C8A4F
0002: jump Label0C8A8E

:Label0C8A56
01C2: remove_references_to_actor  20428??  \\ Like turning an actor into a random pedestrian
0004:  20428?? = -1?  \\ integer values
0004:  20432?? =  0?  \\ integer values
0004:  20436?? =  0?  \\ integer values
0004:  20440?? =  0?  \\ integer values
0084:  20108?? =  20428??  \\ integer values and handles
0050: gosub Label0C8B2D
0084:  20428?? =  20108??  \\ integer values and handles

:Label0C8A8E
0002: jump Label0C5768

:Label0C8A95
0489: unknown_actor  20068?? flag  1?
01ED: spawn_actor  20068??
0243: set_actor  20068?? ped_stats_to  16?
011A: set_actor  20068?? flags  1?
01B2: give_actor  20068?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
0223: set_actor  20068?? health_to  1000&
02E2: set_actor  20068?? weapon_accuracy_to  85?
0350: unknown_actor  20068?? not_scared_flag  1?
02A9: set_actor  20068?? immune_to_nonplayer  1?
0514: unknown_actor  20068??  6?  0?
0514: unknown_actor  20068??  2?  0?
0446: (unknown)  20068??  0? 
054A: unknown_actor  20068?? flag  0?
0051: return

:Label0C8AF8
0350: unknown_actor  20108?? not_scared_flag  1?
01B2: give_actor  20108?? weapon  17? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  20108??
011A: set_actor  20108?? flags  1?
0291: unknown_actor  20108?? unknown_behavior_flag  1?
0243: set_actor  20108?? ped_stats_to  16?
020E: actor  20108?? look_at_actor $PLAYER_ACTOR
0051: return

:Label0C8B2D
0209:  20124?? = random_int  0?  11?
00D6: if  0?
0038:    20124?? ==  0?  \\ integer values
004D: jump_if_false Label0C8BC3
00D6: if  0?
8119:   NOT   car  19884?? wrecked
004D: jump_if_false Label0C8BC1
00D6: if  0?
0431: unknown_car  19884?? flag  1?
004D: jump_if_false Label0C8BB8
00AA:  1780?? = car  19884?? x_pos,  1784?? = car  19884?? y_pos,  1788?? = car  19884?? z_pos
00D6: if  0?
80C2:   NOT   sphere_onscreen  1780??  1784??  1788??  4!
004D: jump_if_false Label0C8BAF
01C8:  20108?? = create_actor  9? #SPECIAL03 in_car  19884?? passenger_seat  1?
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8BB1

:Label0C8BAF
0051: return

:Label0C8BB1
0002: jump Label0C8BBA

:Label0C8BB8
0051: return

:Label0C8BBA
0002: jump Label0C8BC3

:Label0C8BC1
0051: return

:Label0C8BC3
00D6: if  0?
0038:    20124?? ==  1?  \\ integer values
004D: jump_if_false Label0C8C50
00D6: if  0?
8119:   NOT   car  19888?? wrecked
004D: jump_if_false Label0C8C4E
00D6: if  0?
0431: unknown_car  19888?? flag  1?
004D: jump_if_false Label0C8C45
00AA:  1780?? = car  19888?? x_pos,  1784?? = car  19888?? y_pos,  1788?? = car  19888?? z_pos
00D6: if  0?
80C2:   NOT   sphere_onscreen  1780??  1784??  1788??  4!
004D: jump_if_false Label0C8C3C
01C8:  20108?? = create_actor  9? #SPECIAL04 in_car  19888?? passenger_seat  1?
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8C3E

:Label0C8C3C
0051: return

:Label0C8C3E
0002: jump Label0C8C47

:Label0C8C45
0051: return

:Label0C8C47
0002: jump Label0C8C50

:Label0C8C4E
0051: return

:Label0C8C50
00D6: if  0?
0038:    20124?? ==  2?  \\ integer values
004D: jump_if_false Label0C8CDD
00D6: if  0?
8119:   NOT   car  19892?? wrecked
004D: jump_if_false Label0C8CDB
00D6: if  0?
0431: unknown_car  19892?? flag  1?
004D: jump_if_false Label0C8CD2
00AA:  1780?? = car  19892?? x_pos,  1784?? = car  19892?? y_pos,  1788?? = car  19892?? z_pos
00D6: if  0?
80C2:   NOT   sphere_onscreen  1780??  1784??  1788??  4!
004D: jump_if_false Label0C8CC9
01C8:  20108?? = create_actor  9? #SPECIAL03 in_car  19892?? passenger_seat  1?
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8CCB

:Label0C8CC9
0051: return

:Label0C8CCB
0002: jump Label0C8CD4

:Label0C8CD2
0051: return

:Label0C8CD4
0002: jump Label0C8CDD

:Label0C8CDB
0051: return

:Label0C8CDD
00D6: if  0?
0038:    20124?? ==  3?  \\ integer values
004D: jump_if_false Label0C8D6C
00D6: if  0?
838A:   NOT   car_in_cube -354.0382! -527.9669!  11.7155!  1!  1!  2!
004D: jump_if_false Label0C8D6A
00D6: if  0?
80C2:   NOT   sphere_onscreen -354.0382! -527.9669!  11.7155!  2!
004D: jump_if_false Label0C8D61
009A:  20108?? = create_actor  9? #SPECIAL04 at -354.0382! -527.9669!  11.7155!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8D63

:Label0C8D61
0051: return

:Label0C8D63
0002: jump Label0C8D6C

:Label0C8D6A
0051: return

:Label0C8D6C
00D6: if  0?
0038:    20124?? ==  4?  \\ integer values
004D: jump_if_false Label0C8DFB
00D6: if  0?
838A:   NOT   car_in_cube -390.1438! -541.0243!  16.2431!  1!  1!  2!
004D: jump_if_false Label0C8DF9
00D6: if  0?
80C2:   NOT   sphere_onscreen -390.1438! -541.0243!  16.2431!  2!
004D: jump_if_false Label0C8DF0
009A:  20108?? = create_actor  9? #SPECIAL03 at -390.1438! -541.0243!  16.2431!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8DF2

:Label0C8DF0
0051: return

:Label0C8DF2
0002: jump Label0C8DFB

:Label0C8DF9
0051: return

:Label0C8DFB
00D6: if  0?
0038:    20124?? ==  5?  \\ integer values
004D: jump_if_false Label0C8E8A
00D6: if  0?
838A:   NOT   car_in_cube -458.3071! -606.5378!  11.7988!  1!  1!  2!
004D: jump_if_false Label0C8E88
00D6: if  0?
80C2:   NOT   sphere_onscreen -458.3071! -606.5378!  11.7988!  2!
004D: jump_if_false Label0C8E7F
009A:  20108?? = create_actor  9? #SPECIAL04 at -458.3071! -606.5378!  11.7988!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8E81

:Label0C8E7F
0051: return

:Label0C8E81
0002: jump Label0C8E8A

:Label0C8E88
0051: return

:Label0C8E8A
00D6: if  0?
0038:    20124?? ==  6?  \\ integer values
004D: jump_if_false Label0C8F19
00D6: if  0?
838A:   NOT   car_in_cube -455.4113! -561.619!  11.762!  1!  1!  2!
004D: jump_if_false Label0C8F17
00D6: if  0?
80C2:   NOT   sphere_onscreen -455.4113! -561.619!  11.762!  2!
004D: jump_if_false Label0C8F0E
009A:  20108?? = create_actor  9? #SPECIAL03 at -455.4113! -561.619!  11.762!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8F10

:Label0C8F0E
0051: return

:Label0C8F10
0002: jump Label0C8F19

:Label0C8F17
0051: return

:Label0C8F19
00D6: if  0?
0038:    20124?? ==  7?  \\ integer values
004D: jump_if_false Label0C8FA8
00D6: if  0?
838A:   NOT   car_in_cube -412.1893! -605.7213!  16.2433!  1!  1!  2!
004D: jump_if_false Label0C8FA6
00D6: if  0?
80C2:   NOT   sphere_onscreen -412.1893! -605.7213!  16.2433!  2!
004D: jump_if_false Label0C8F9D
009A:  20108?? = create_actor  9? #SPECIAL04 at -412.1893! -605.7213!  16.2433!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C8F9F

:Label0C8F9D
0051: return

:Label0C8F9F
0002: jump Label0C8FA8

:Label0C8FA6
0051: return

:Label0C8FA8
00D6: if  0?
0038:    20124?? ==  8?  \\ integer values
004D: jump_if_false Label0C9037
00D6: if  0?
838A:   NOT   car_in_cube -370.0882! -615.1937!  9.3386!  1!  1!  2!
004D: jump_if_false Label0C9035
00D6: if  0?
80C2:   NOT   sphere_onscreen -370.0882! -615.1937!  9.3386!  2!
004D: jump_if_false Label0C902C
009A:  20108?? = create_actor  9? #SPECIAL03 at -370.0882! -615.1937!  9.3386!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C902E

:Label0C902C
0051: return

:Label0C902E
0002: jump Label0C9037

:Label0C9035
0051: return

:Label0C9037
00D6: if  0?
0038:    20124?? ==  9?  \\ integer values
004D: jump_if_false Label0C90C6
00D6: if  0?
838A:   NOT   car_in_cube -335.9248! -579.002!  18.5231!  1!  1!  2!
004D: jump_if_false Label0C90C4
00D6: if  0?
80C2:   NOT   sphere_onscreen -335.9248! -579.002!  18.5231!  2!
004D: jump_if_false Label0C90BB
009A:  20108?? = create_actor  9? #SPECIAL03 at -335.9248! -579.002!  18.5231!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C90BD

:Label0C90BB
0051: return

:Label0C90BD
0002: jump Label0C90C6

:Label0C90C4
0051: return

:Label0C90C6
00D6: if  0?
0038:    20124?? ==  10?  \\ integer values
004D: jump_if_false Label0C9155
00D6: if  0?
838A:   NOT   car_in_cube -329.9831! -582.3398!  34.5103!  1!  1!  2!
004D: jump_if_false Label0C9153
00D6: if  0?
80C2:   NOT   sphere_onscreen -329.9831! -582.3398!  34.5103!  2!
004D: jump_if_false Label0C914A
009A:  20108?? = create_actor  9? #SPECIAL04 at -329.9831! -582.3398!  34.5103!
0004:  20124?? = -1?  \\ integer values
0002: jump Label0C914C

:Label0C914A
0051: return

:Label0C914C
0002: jump Label0C9155

:Label0C9153
0051: return

:Label0C9155
00D6: if  0?
0038:    20124?? == -1?  \\ integer values
004D: jump_if_false Label0C91A1
0350: unknown_actor  20108?? not_scared_flag  1?
01B2: give_actor  20108?? weapon  22? ammo  9999&  \\ Load the weapon model before using this
01ED: spawn_actor  20108??
011A: set_actor  20108?? flags  1?
0483: unknown_actor  20108??  1500&
0291: unknown_actor  20108?? unknown_behavior_flag  1?
0243: set_actor  20108?? ped_stats_to  16?
02E2: set_actor  20108?? weapon_accuracy_to  75?

:Label0C91A1
0051: return

:Label0C91A3
00D6: if  0?
003A:    20108?? ==  20268??  \\ integer values and handles
004D: jump_if_false Label0C920C
0084:  20116?? =  20272??  \\ integer values and handles
0084:  20120?? =  20276??  \\ integer values and handles
0084:  20112?? =  20280??  \\ integer values and handles
0005:  20132?? = -373.7542!  \\ floating-point values
0005:  20136?? = -590.6248!  \\ floating-point values
0005:  20140?? =  24.2896!  \\ floating-point values
0084:  20128?? =  20284??  \\ integer values and handles
0088:  20144?? =  0@  \\ floating-point values only
0088:  20148?? =  1@  \\ floating-point values only
0088:  20152?? =  2@  \\ floating-point values only

:Label0C920C
00D6: if  0?
003A:    20108?? ==  20288??  \\ integer values and handles
004D: jump_if_false Label0C9275
0084:  20116?? =  20292??  \\ integer values and handles
0084:  20120?? =  20296??  \\ integer values and handles
0084:  20112?? =  20300??  \\ integer values and handles
0005:  20132?? = -381.0802!  \\ floating-point values
0005:  20136?? = -595.4677!  \\ floating-point values
0005:  20140?? =  24.7818!  \\ floating-point values
0084:  20128?? =  20304??  \\ integer values and handles
0088:  20144?? =  3@  \\ floating-point values only
0088:  20148?? =  4@  \\ floating-point values only
0088:  20152?? =  5@  \\ floating-point values only

:Label0C9275
00D6: if  0?
003A:    20108?? ==  20308??  \\ integer values and handles
004D: jump_if_false Label0C92DE
0084:  20116?? =  20312??  \\ integer values and handles
0084:  20120?? =  20316??  \\ integer values and handles
0084:  20112?? =  20320??  \\ integer values and handles
0005:  20132?? = -378.687!  \\ floating-point values
0005:  20136?? = -597.9142!  \\ floating-point values
0005:  20140?? =  24.7818!  \\ floating-point values
0084:  20128?? =  20324??  \\ integer values and handles
0088:  20144?? =  6@  \\ floating-point values only
0088:  20148?? =  7@  \\ floating-point values only
0088:  20152?? =  8@  \\ floating-point values only

:Label0C92DE
00D6: if  0?
003A:    20108?? ==  20328??  \\ integer values and handles
004D: jump_if_false Label0C9347
0084:  20116?? =  20332??  \\ integer values and handles
0084:  20120?? =  20336??  \\ integer values and handles
0084:  20112?? =  20340??  \\ integer values and handles
0005:  20132?? = -382.3163!  \\ floating-point values
0005:  20136?? = -589.9626!  \\ floating-point values
0005:  20140?? =  24.2934!  \\ floating-point values
0084:  20128?? =  20344??  \\ integer values and handles
0088:  20144?? =  9@  \\ floating-point values only
0088:  20148?? =  10@  \\ floating-point values only
0088:  20152?? =  11@  \\ floating-point values only

:Label0C9347
00D6: if  0?
003A:    20108?? ==  20348??  \\ integer values and handles
004D: jump_if_false Label0C93B0
0084:  20116?? =  20352??  \\ integer values and handles
0084:  20120?? =  20356??  \\ integer values and handles
0084:  20112?? =  20360??  \\ integer values and handles
0005:  20132?? = -379.9821!  \\ floating-point values
0005:  20136?? = -591.7104!  \\ floating-point values
0005:  20140?? =  24.5318!  \\ floating-point values
0084:  20128?? =  20364??  \\ integer values and handles
0088:  20144?? =  12@  \\ floating-point values only
0088:  20148?? =  13@  \\ floating-point values only
0088:  20152?? =  14@  \\ floating-point values only

:Label0C93B0
00D6: if  0?
003A:    20108?? ==  20368??  \\ integer values and handles
004D: jump_if_false Label0C9419
0084:  20116?? =  20372??  \\ integer values and handles
0084:  20120?? =  20376??  \\ integer values and handles
0084:  20112?? =  20380??  \\ integer values and handles
0005:  20132?? = -380.1006!  \\ floating-point values
0005:  20136?? = -586.4345!  \\ floating-point values
0005:  20140?? =  24.2804!  \\ floating-point values
0084:  20128?? =  20384??  \\ integer values and handles
0086:  20144?? =  20448??  \\ floating-point values only
0086:  20148?? =  20452??  \\ floating-point values only
0086:  20152?? =  20456??  \\ floating-point values only

:Label0C9419
00D6: if  0?
003A:    20108?? ==  20388??  \\ integer values and handles
004D: jump_if_false Label0C9482
0084:  20116?? =  20392??  \\ integer values and handles
0084:  20120?? =  20396??  \\ integer values and handles
0084:  20112?? =  20400??  \\ integer values and handles
0005:  20132?? = -374.6616!  \\ floating-point values
0005:  20136?? = -586.1156!  \\ floating-point values
0005:  20140?? =  24.2952!  \\ floating-point values
0084:  20128?? =  20404??  \\ integer values and handles
0086:  20144?? =  20460??  \\ floating-point values only
0086:  20148?? =  20464??  \\ floating-point values only
0086:  20152?? =  20468??  \\ floating-point values only

:Label0C9482
00D6: if  0?
003A:    20108?? ==  20408??  \\ integer values and handles
004D: jump_if_false Label0C94EB
0084:  20116?? =  20412??  \\ integer values and handles
0084:  20120?? =  20416??  \\ integer values and handles
0084:  20112?? =  20420??  \\ integer values and handles
0005:  20132?? = -376.7446!  \\ floating-point values
0005:  20136?? = -586.6362!  \\ floating-point values
0005:  20140?? =  24.2921!  \\ floating-point values
0084:  20128?? =  20424??  \\ integer values and handles
0086:  20144?? =  20472??  \\ floating-point values only
0086:  20148?? =  20476??  \\ floating-point values only
0086:  20152?? =  20480??  \\ floating-point values only

:Label0C94EB
00D6: if  0?
003A:    20108?? ==  20428??  \\ integer values and handles
004D: jump_if_false Label0C9554
0084:  20116?? =  20432??  \\ integer values and handles
0084:  20120?? =  20436??  \\ integer values and handles
0084:  20112?? =  20440??  \\ integer values and handles
0005:  20132?? = -378.8374!  \\ floating-point values
0005:  20136?? = -591.7079!  \\ floating-point values
0005:  20140?? =  24.5318!  \\ floating-point values
0084:  20128?? =  20444??  \\ integer values and handles
0086:  20144?? =  20484??  \\ floating-point values only
0086:  20148?? =  20488??  \\ floating-point values only
0086:  20152?? =  20492??  \\ floating-point values only

:Label0C9554
00D6: if  0?
0038:    20112?? ==  0?  \\ integer values
004D: jump_if_false Label0C95E4
00D6: if  0?
00FF:   actor  20108??  0? ()near_point_on_foot  20056??  20060??  20064?? radius  1!  1!  2!
004D: jump_if_false Label0C95E4
00D6: if  0?
04FF:  20108??
004D: jump_if_false Label0C95E4
0173: set_actor  20108?? z_angle_to  226.1973!
03FE: unknown_actor  20108??  20120??
0549:  20108??
009F: set_actor  20108?? objective_to 1
011C: actor  20108?? clear_objective
04EB: unknown_actor  20108?? bank  1? account_number  999999999&&
0084:  20088?? =  19244??  \\ integer values and handles
0008:  20088?? +=  1000&  \\ integer values
0004:  20112?? =  2?  \\ integer values

:Label0C95E4
00D6: if  0?
0038:    20112?? ==  0?  \\ integer values
004D: jump_if_false Label0C979A
00D6: if  0?
001C:    19244?? >  20116??  \\ integer values
004D: jump_if_false Label0C96E2
00D6: if  0?
80DF:   NOT   actor  20108?? driving
004D: jump_if_false Label0C96DD
0004:  20084?? =  0?  \\ integer values
00D6: if  24?
0038:    20280?? ==  2?  \\ integer values
0038:    20300?? ==  2?  \\ integer values
0038:    20320?? ==  2?  \\ integer values
0038:    20340?? ==  2?  \\ integer values
0038:    20360?? ==  2?  \\ integer values
004D: jump_if_false Label0C9655
0004:  20084?? =  1?  \\ integer values

:Label0C9655
00D6: if  23?
0038:    20380?? ==  2?  \\ integer values
0038:    20400?? ==  2?  \\ integer values
0038:    20420?? ==  2?  \\ integer values
0038:    20440?? ==  2?  \\ integer values
004D: jump_if_false Label0C9683
0004:  20084?? =  1?  \\ integer values

:Label0C9683
00D6: if  0?
0038:    20084?? ==  0?  \\ integer values
004D: jump_if_false Label0C96B1
009E: unknown_set_actor  20108?? path  20056??  20060??  20064?? radius  4!  1?
0002: jump Label0C96C6

:Label0C96B1
009E: unknown_set_actor  20108?? path  20132??  20136??  20140?? radius  3!  1?

:Label0C96C6
0084:  20116?? =  19244??  \\ integer values and handles
0008:  20116?? +=  1000&  \\ integer values
0002: jump Label0C96E2

:Label0C96DD
03E2: actor  20108?? exit_car

:Label0C96E2
00D6: if  0?
8042:   NOT    20132?? ==  0!  \\ floating-point values
004D: jump_if_false Label0C979A
00D6: if  0?
00FF:   actor  20108??  0? ()near_point_on_foot  20132??  20136??  20140?? radius  1!  1!  2!
004D: jump_if_false Label0C979A
011C: actor  20108?? clear_objective
0549:  20108??
009F: set_actor  20108?? objective_to 1
00D6: if  0?
8057:   NOT   player $PLAYER_CHAR  0? ()in_cube -386.123! -599.355!  24.786! -370.926! -584.437!  31.667!
004D: jump_if_false Label0C977B
01BE: set_actor  20108?? to_look_at_spot -378.4397! -582.1611!  24.2722!
0002: jump Label0C9783

:Label0C977B
01CA: actor  20108?? kill_player $PLAYER_CHAR

:Label0C9783
0084:  20116?? =  19244??  \\ integer values and handles
0008:  20116?? +=  3000&  \\ integer values
0004:  20112?? =  3?  \\ integer values

:Label0C979A
00D6: if  0?
0038:    20112?? ==  2?  \\ integer values
004D: jump_if_false Label0C9854
00D6: if  0?
00FF:   actor  20108??  0? ()near_point_on_foot  20056??  20060??  20064?? radius  1!  1!  2!
004D: jump_if_false Label0C984D
00D6: if  0?
04FF:  20108??
004D: jump_if_false Label0C984D
00D6: if  0?
001C:    19244?? >  20088??  \\ integer values
004D: jump_if_false Label0C9805
04EB: unknown_actor  20108?? bank  1? account_number  999999999&&

:Label0C9805
010B:  19896?? = player $PLAYER_CHAR money
00D6: if  0?
001A:    1? >  19896??  \\ integer values
004D: jump_if_false Label0C9837
00BC: text_highpriority "FIN_B7"  5000& ms  1? \\ ~r~The mafia has stolen all your money.
0004:  19900?? =  1?  \\ integer values
0051: return

:Label0C9837
0109: player $PLAYER_CHAR money += -1?
0008:  20120?? +=  1?  \\ integer values
03FE: unknown_actor  20108??  20120??

:Label0C984D
0002: jump Label0C98EB

:Label0C9854
00D6: if  0?
80A4:   NOT   actor  20108??  0? ()in_cube -386.507! -600.089!  24.286! -370.542! -583.413!  31.667!
004D: jump_if_false Label0C98EB
00D6: if  0?
00FF:   actor  20108??  0? ()near_point_on_foot  20144??  20148??  20152?? radius  2!  2!  2!
004D: jump_if_false Label0C98CD
00D6: if  0?
001C:    20128?? >  19244??  \\ integer values
004D: jump_if_false Label0C98C6
01C2: remove_references_to_actor  20108??  \\ Like turning an actor into a random pedestrian

:Label0C98C6
0002: jump Label0C98EB

:Label0C98CD
0084:  20128?? =  19244??  \\ integer values and handles
0008:  20128?? +=  5000&  \\ integer values
00A0:  20144?? = actor  20108?? x_pos,  20148?? = actor  20108?? y_pos,  20152?? = actor  20108?? z_pos

:Label0C98EB
00D6: if  0?
003A:    20108?? ==  20268??  \\ integer values and handles
004D: jump_if_false Label0C9936
0084:  20272?? =  20116??  \\ integer values and handles
0084:  20276?? =  20120??  \\ integer values and handles
0084:  20280?? =  20112??  \\ integer values and handles
0084:  20284?? =  20128??  \\ integer values and handles
0089:  0@ =  20144??  \\ floating-point values only
0089:  1@ =  20148??  \\ floating-point values only
0089:  2@ =  20152??  \\ floating-point values only

:Label0C9936
00D6: if  0?
003A:    20108?? ==  20288??  \\ integer values and handles
004D: jump_if_false Label0C9981
0084:  20292?? =  20116??  \\ integer values and handles
0084:  20296?? =  20120??  \\ integer values and handles
0084:  20300?? =  20112??  \\ integer values and handles
0084:  20304?? =  20128??  \\ integer values and handles
0089:  3@ =  20144??  \\ floating-point values only
0089:  4@ =  20148??  \\ floating-point values only
0089:  5@ =  20152??  \\ floating-point values only

:Label0C9981
00D6: if  0?
003A:    20108?? ==  20308??  \\ integer values and handles
004D: jump_if_false Label0C99CC
0084:  20312?? =  20116??  \\ integer values and handles
0084:  20316?? =  20120??  \\ integer values and handles
0084:  20320?? =  20112??  \\ integer values and handles
0084:  20324?? =  20128??  \\ integer values and handles
0089:  6@ =  20144??  \\ floating-point values only
0089:  7@ =  20148??  \\ floating-point values only
0089:  8@ =  20152??  \\ floating-point values only

:Label0C99CC
00D6: if  0?
003A:    20108?? ==  20328??  \\ integer values and handles
004D: jump_if_false Label0C9A17
0084:  20332?? =  20116??  \\ integer values and handles
0084:  20336?? =  20120??  \\ integer values and handles
0084:  20340?? =  20112??  \\ integer values and handles
0084:  20344?? =  20128??  \\ integer values and handles
0089:  9@ =  20144??  \\ floating-point values only
0089:  10@ =  20148??  \\ floating-point values only
0089:  11@ =  20152??  \\ floating-point values only

:Label0C9A17
00D6: if  0?
003A:    20108?? ==  20348??  \\ integer values and handles
004D: jump_if_false Label0C9A62
0084:  20352?? =  20116??  \\ integer values and handles
0084:  20356?? =  20120??  \\ integer values and handles
0084:  20360?? =  20112??  \\ integer values and handles
0084:  20364?? =  20128??  \\ integer values and handles
0089:  12@ =  20144??  \\ floating-point values only
0089:  13@ =  20148??  \\ floating-point values only
0089:  14@ =  20152??  \\ floating-point values only

:Label0C9A62
00D6: if  0?
003A:    20108?? ==  20368??  \\ integer values and handles
004D: jump_if_false Label0C9AAD
0084:  20372?? =  20116??  \\ integer values and handles
0084:  20376?? =  20120??  \\ integer values and handles
0084:  20380?? =  20112??  \\ integer values and handles
0084:  20384?? =  20128??  \\ integer values and handles
0086:  20448?? =  20144??  \\ floating-point values only
0086:  20452?? =  20148??  \\ floating-point values only
0086:  20456?? =  20152??  \\ floating-point values only

:Label0C9AAD
00D6: if  0?
003A:    20108?? ==  20388??  \\ integer values and handles
004D: jump_if_false Label0C9AF8
0084:  20392?? =  20116??  \\ integer values and handles
0084:  20396?? =  20120??  \\ integer values and handles
0084:  20400?? =  20112??  \\ integer values and handles
0084:  20404?? =  20128??  \\ integer values and handles
0086:  20460?? =  20144??  \\ floating-point values only
0086:  20464?? =  20148??  \\ floating-point values only
0086:  20468?? =  20152??  \\ floating-point values only

:Label0C9AF8
00D6: if  0?
003A:    20108?? ==  20408??  \\ integer values and handles
004D: jump_if_false Label0C9B43
0084:  20412?? =  20116??  \\ integer values and handles
0084:  20416?? =  20120??  \\ integer values and handles
0084:  20420?? =  20112??  \\ integer values and handles
0084:  20424?? =  20128??  \\ integer values and handles
0086:  20472?? =  20144??  \\ floating-point values only
0086:  20476?? =  20148??  \\ floating-point values only
0086:  20480?? =  20152??  \\ floating-point values only

:Label0C9B43
00D6: if  0?
003A:    20108?? ==  20428??  \\ integer values and handles
004D: jump_if_false Label0C9B8E
0084:  20432?? =  20116??  \\ integer values and handles
0084:  20436?? =  20120??  \\ integer values and handles
0084:  20440?? =  20112??  \\ integer values and handles
0084:  20444?? =  20128??  \\ integer values and handles
0086:  20484?? =  20144??  \\ floating-point values only
0086:  20488?? =  20148??  \\ floating-point values only
0086:  20492?? =  20152??  \\ floating-point values only

:Label0C9B8E
0051: return

:Label0C9B90
03EF: player $PLAYER_CHAR make_safe
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  0? (disabled)

:Label0C9BAC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0C9BC4
0001: wait  0? ms
0002: jump Label0C9BAC

:Label0C9BC4
03DE: set_pedestrians_density_multiplier_to  0!
0395: clear_area  0? at -354.419! -569.529! range  30!  200!
009B: destroy_actor_instantly  20268??
009B: destroy_actor_instantly  20288??
009B: destroy_actor_instantly  20308??
009B: destroy_actor_instantly  20328??
009B: destroy_actor_instantly  20348??
009B: destroy_actor_instantly  20368??
009B: destroy_actor_instantly  20388??
009B: destroy_actor_instantly  20408??
009B: destroy_actor_instantly  20428??
009B: destroy_actor_instantly  20092??
009B: destroy_actor_instantly  20068??
009B: destroy_actor_instantly  20164??
009B: destroy_actor_instantly  20168??
009B: destroy_actor_instantly  20172??
009B: destroy_actor_instantly  20176??
009B: destroy_actor_instantly  20180??
009B: destroy_actor_instantly  20184??
009B: destroy_actor_instantly  20188??
009B: destroy_actor_instantly  20192??
009B: destroy_actor_instantly  20196??
009B: destroy_actor_instantly  20200??
009B: destroy_actor_instantly  20204??
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSKEN"
02F3: load_object #CUTOBJ01 "MFOUR"
038B: load_requested_models

:Label0C9C88
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label0C9CAB
0001: wait  0? ms
0002: jump Label0C9C88

:Label0C9CAB
02E4: load_cutscene_data "FINALE"
0451: load_end_of_game_audio
041D: set_camera_near_clip  .1!
0244: set_cutscene_pos -378.62! -552.676!  18.534!
04BB: select_interiour  2?  \\ select render area
0004:  3964?? =  1?  \\ integer values
03AD: set_rubbish  0? (invisible)
04F9: interiour_colors  7?  0?
03CB: set_camera -378.466! -596.1799!  24.7818!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "CSKEN"
02E5:  764?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  764?? "MFOUR01"
0171: set_player $PLAYER_CHAR z_angle_to  270!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
043F: play_cutscene_music
043C: unknown_set_game_sounds  0?
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0C9D60
00D6: if  0?
001A:    12797& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9D83
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9D60

:Label0C9D83
00BC: text_highpriority "FIN3_01"  10000& ms  1? \\ Tommy?

:Label0C9D92
00D6: if  0?
001A:    14715& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9DB5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9D92

:Label0C9DB5
00BC: text_highpriority "FIN3_02"  10000& ms  1? \\ Oh my god, Tommy! What happened?

:Label0C9DC4
00D6: if  0?
001A:    17875& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9DE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9DC4

:Label0C9DE7
00BC: text_highpriority "FIN3_03"  10000& ms  1? \\ What does it look like?

:Label0C9DF6
00D6: if  0?
001A:    19401& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9E19
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9DF6

:Label0C9E19
00BC: text_highpriority "FIN3_04"  10000& ms  1? \\ It looks like you ruined your suit!

:Label0C9E28
00D6: if  0?
001A:    21176& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9E4B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E28

:Label0C9E4B
00BC: text_highpriority "FIN3_05"  10000& ms  1? \\ and Tommy, that was a beautiful suit! Tommy, what on earth happened?

:Label0C9E5A
00D6: if  0?
001A:    26212& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9E7D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E5A

:Label0C9E7D
00BC: text_highpriority "FIN3_06"  10000& ms  1? \\ I had a disagreement with a business associate, you know how it is.

:Label0C9E8C
00D6: if  0?
001A:    29463& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9EAF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9E8C

:Label0C9EAF
00BC: text_highpriority "FIN3_07"  10000& ms  1? \\ Tommy, I have a disagreement, I send them an angry letter.

:Label0C9EBE
00D6: if  0?
001A:    32477& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9EE1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9EBE

:Label0C9EE1
00BC: text_highpriority "FIN3_08"  10000& ms  1? \\ Maybe I pee in their mailbox. I don't start World War III.

:Label0C9EF0
00D6: if  0?
001A:    36719&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9F15
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9EF0

:Label0C9F15
00BC: text_highpriority "FIN3_09"  10000& ms  1? \\ You know, maybe you should speak to my shrink...

:Label0C9F24
00D6: if  0?
001A:    39025&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9F49
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F24

:Label0C9F49
00BC: text_highpriority "FIN3_10"  10000& ms  1? \\ That stupid prick, Lance...

:Label0C9F58
00D6: if  0?
001A:    41031&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9F7D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F58

:Label0C9F7D
00BC: text_highpriority "FIN3_11"  10000& ms  1? \\ Tommy. I never liked that guy, okay?

:Label0C9F8C
00D6: if  0?
001A:    43337&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9FB1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9F8C

:Label0C9FB1
00BC: text_highpriority "FIN3_12"  10000& ms  1? \\ He's neurotic, he's insecure, he's self-centered - the guy's an asshole!

:Label0C9FC0
00D6: if  0?
001A:    47738&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0C9FE5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9FC0

:Label0C9FE5
00BC: text_highpriority "FIN3_13"  10000& ms  1? \\ I'm glad you took him out!

:Label0C9FF4
00D6: if  0?
001A:    49016&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA019
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0C9FF4

:Label0CA019
00BC: text_highpriority "FIN3_14"  10000& ms  1? \\ I don't think we're gonna be getting any more heat from up north either...

:Label0CA028
00D6: if  0?
001A:    54048&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA04D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA028

:Label0CA04D
00BC: text_highpriority "FIN3_15"  10000& ms  1? \\ ...'cause there ain't no 'up north', anymore.

:Label0CA05C
00D6: if  0?
001A:    57610&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA081
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA05C

:Label0CA081
00BC: text_highpriority "FIN3_16"  10000& ms  1? \\ It's all down south now.

:Label0CA090
00D6: if  0?
001A:    59960&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA0B5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA090

:Label0CA0B5
00BC: text_highpriority "FIN3_17"  10000& ms  1? \\ Wait, does that mean what I think it means..? Tommy, baby!

:Label0CA0C4
00D6: if  0?
001A:    62722&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA0E9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA0C4

:Label0CA0E9
00BC: text_highpriority "FIN3_18"  10000& ms  1? \\ What do you think it means?

:Label0CA0F8
00D6: if  0?
001A:    64406&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA11D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA0F8

:Label0CA11D
00BC: text_highpriority "FIN3_19"  10000& ms  1? \\ That we're in charge... I mean, that you're in charge. Oh, Tommy!

:Label0CA12C
00D6: if  0?
001A:    69535&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA151
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA12C

:Label0CA151
00BC: text_highpriority "FIN3_20"  10000& ms  1? \\ You know, Ken. I think this could be the beginning of a beautiful business relationship....

:Label0CA160
00D6: if  0?
001A:    74550&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA185
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA160

:Label0CA185
00BC: text_highpriority "FIN3_21"  10000& ms  1? \\ After all, you're a conniving, backstabbing, two-bit thief

:Label0CA194
00D6: if  0?
001A:    77761&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA1B9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA194

:Label0CA1B9
00BC: text_highpriority "FIN3_22"  10000& ms  1? \\ and I'm a convicted psychotic killer and drug dealer.

:Label0CA1C8
00D6: if  0?
001A:    81486&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA1ED
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA1C8

:Label0CA1ED
00BC: text_highpriority "FIN3_23"  10000& ms  1? \\ I know. Ain't it just beautiful?

:Label0CA1FC
00D6: if  0?
001A:    86784&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CA221
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CA1FC

:Label0CA221
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0CA232
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CA24A
0001: wait  0? ms
0002: jump Label0CA232

:Label0CA24A
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0CA262
0001: wait  0? ms
0002: jump Label0CA24A

:Label0CA262
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
04BB: select_interiour  0?  \\ select render area
0004:  3964?? =  0?  \\ integer values
03AD: set_rubbish  1? (visible)
04FA: reset_interior_colors  0?
0055: put_player $PLAYER_CHAR at  198.4252! -434.6284!  9.5332!
0434: show_credits
0004:  244?? =  0?  \\ integer values
03EA: (unknown)  1? 
01BD:  19244?? = current_time_in_ms
0001: wait  0? ms
0001: wait  0? ms
02A3: toggle_widescreen  1? (on)
01BD:  19244?? = current_time_in_ms
0084:  20160?? =  19244??  \\ integer values and handles
01B6: set_weather  0?

:Label0CA2E3
00D6: if  0?
8436:   NOT   reached_end_of_credits
004D: jump_if_false Label0CAB4B
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0CA325
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0CA31E
0435: end_credits

:Label0CA31E
0002: jump Label0CA32C

:Label0CA325
0004:  244?? =  1?  \\ integer values

:Label0CA32C
00D6: if  0?
0038:    20156?? ==  0?  \\ integer values
004D: jump_if_false Label0CA3BE
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA3BE
015F: set_camera_position  315.4413! -606.3295!  10.9994!  0!  0!  0!
0160: point_camera  315.8044! -605.4032!  11.1004!  2?
00C0: set_current_time  18?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at  315.4413! -606.3295!  10.9994!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA3BE
00D6: if  0?
0038:    20156?? ==  1?  \\ integer values
004D: jump_if_false Label0CA409
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA409
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA409
00D6: if  0?
0038:    20156?? ==  2?  \\ integer values
004D: jump_if_false Label0CA454
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA454
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA454
00D6: if  0?
0038:    20156?? ==  3?  \\ integer values
004D: jump_if_false Label0CA4E6
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA4E6
015F: set_camera_position -57.009! -1579.473!  11.6604!  0!  0!  0!
0160: point_camera -57.1214! -1578.485!  11.765!  2?
00C0: set_current_time  14?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at -57.009! -1579.473!  11.6604!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA4E6
00D6: if  0?
0038:    20156?? ==  4?  \\ integer values
004D: jump_if_false Label0CA531
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA531
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA531
00D6: if  0?
0038:    20156?? ==  5?  \\ integer values
004D: jump_if_false Label0CA57C
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA57C
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA57C
00D6: if  0?
0038:    20156?? ==  6?  \\ integer values
004D: jump_if_false Label0CA60E
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA60E
015F: set_camera_position -31.4477! -942.5128!  11.2897!  0!  0!  0!
0160: point_camera -30.4814! -942.2845!  11.4088!  2?
00C0: set_current_time  15?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at -31.4477! -942.5128!  11.2897!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA60E
00D6: if  0?
0038:    20156?? ==  7?  \\ integer values
004D: jump_if_false Label0CA659
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA659
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA659
00D6: if  0?
0038:    20156?? ==  8?  \\ integer values
004D: jump_if_false Label0CA6A4
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA6A4
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA6A4
00D6: if  0?
0038:    20156?? ==  9?  \\ integer values
004D: jump_if_false Label0CA736
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA736
015F: set_camera_position  527.1948! -1101.658!  12.3979!  0!  0!  0!
0160: point_camera  526.1959! -1101.612!  12.4088!  2?
00C0: set_current_time  12?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at  527.1948! -1101.658!  12.3979!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA736
00D6: if  0?
0038:    20156?? ==  10?  \\ integer values
004D: jump_if_false Label0CA781
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA781
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA781
00D6: if  0?
0038:    20156?? ==  11?  \\ integer values
004D: jump_if_false Label0CA7CC
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA7CC
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA7CC
00D6: if  0?
0038:    20156?? ==  12?  \\ integer values
004D: jump_if_false Label0CA85E
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA85E
015F: set_camera_position  329.8244! -1123.419!  29.418!  0!  0!  0!
0160: point_camera  329.5483! -1122.458!  29.4027!  2?
00C0: set_current_time  2?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at  329.8244! -1123.419!  29.418!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA85E
00D6: if  0?
0038:    20156?? ==  13?  \\ integer values
004D: jump_if_false Label0CA8A9
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA8A9
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA8A9
00D6: if  0?
0038:    20156?? ==  14?  \\ integer values
004D: jump_if_false Label0CA8F4
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA8F4
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA8F4
00D6: if  0?
0038:    20156?? ==  15?  \\ integer values
004D: jump_if_false Label0CA986
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA986
015F: set_camera_position  420.3749! -179.7319!  12.2077!  0!  0!  0!
0160: point_camera  420.3214! -178.7335!  12.193!  2?
00C0: set_current_time  11?  0?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at  420.3749! -179.7319!  12.2077!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA986
00D6: if  0?
0038:    20156?? ==  16?  \\ integer values
004D: jump_if_false Label0CA9D1
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CA9D1
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CA9D1
00D6: if  0?
0038:    20156?? ==  17?  \\ integer values
004D: jump_if_false Label0CAA1C
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CAA1C
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CAA1C
00D6: if  0?
0038:    20156?? ==  18?  \\ integer values
004D: jump_if_false Label0CAAAE
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CAAAE
015F: set_camera_position -397.3825!  22.9746!  47.9553!  0!  0!  0!
0160: point_camera -396.5451!  23.4814!  47.7505!  2?
00C0: set_current_time  5?  45?
009B: destroy_actor_instantly  20108??
009A:  20108?? = create_actor  4? #MALE01 at -391.2471!  26.5135!  25.2721!
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CAAAE
00D6: if  0?
0038:    20156?? ==  19?  \\ integer values
004D: jump_if_false Label0CAAF9
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CAAF9
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  20000&  \\ integer values
0008:  20156?? +=  1?  \\ integer values

:Label0CAAF9
00D6: if  0?
0038:    20156?? ==  20?  \\ integer values
004D: jump_if_false Label0CAB44
00D6: if  0?
001C:    19244?? >  20160??  \\ integer values
004D: jump_if_false Label0CAB44
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  3000& ms
0084:  20160?? =  19244??  \\ integer values and handles
0008:  20160?? +=  3500&  \\ integer values
0004:  20156?? =  21?  \\ integer values

:Label0CAB44
0002: jump Label0CA2E3

:Label0CAB4B
043C: unknown_set_game_sounds  1?
0440: stop_cutscene_music
009B: destroy_actor_instantly  20108??
02A3: toggle_widescreen  0? (off)
03EA: (unknown)  0? 
01B7: release_weather
0395: clear_area  1? at -379.2! -536.4! range  16.2!  1!
0055: put_player $PLAYER_CHAR at -379.2! -536.4!  16.2!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
04BB: select_interiour  0?  \\ select render area
0004:  3964?? =  0?  \\ integer values
03AD: set_rubbish  1? (visible)
04FA: reset_interior_colors  0?
03CB: set_camera -379.2! -536.4!  16.2!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03DE: set_pedestrians_density_multiplier_to  1!
0395: clear_area  0? at -354.419! -569.529! range  30!  200!
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0002: jump Label0CAC7C

:Label0CAC17
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
03F2: pedgroup  13? remove_threat  512&
03F2: pedgroup  9? remove_threat  8192&
03F2: pedgroup  9? remove_threat  1?
0237: set_gang  6? primary_weapon_to  22? secondary_weapon_to  0?
0237: set_gang  2? primary_weapon_to  17? secondary_weapon_to  0?
0235: set_gang  2? models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR  6?  1?
010B:  19896?? = player $PLAYER_CHAR money
0010:  19896?? *= -1?  \\ integer values
0109: player $PLAYER_CHAR money +=  19896??
0109: player $PLAYER_CHAR money +=  19940??
0051: return

:Label0CAC7C
0004:  1080?? =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  30000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  30000&
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
0318: set_latest_mission_passed "FIN_1" \\ Keep your Friends Close...
030C: set_mission_points +=  1?
03F2: pedgroup  13? remove_threat  512&
03F2: pedgroup  9? remove_threat  8192&
03F2: pedgroup  9? remove_threat  1?
0237: set_gang  6? primary_weapon_to  23? secondary_weapon_to  0?
0237: set_gang  2? primary_weapon_to  17? secondary_weapon_to  0?
0235: set_gang  2? models_to #SGA #SGB
0514: unknown_actor $PLAYER_ACTOR  6?  1?
004F: create_thread Label00D1DB 
057C:  1?
0164: disable_marker  936??
0164: disable_marker  1060??
04CE:  1060?? = unknown_create_marker  29? at -378.3! -579.8!  24.5!
03DE: set_pedestrians_density_multiplier_to  1!
00D6: if  0?
0038:    8388?? ==  0?  \\ integer values
004D: jump_if_false Label0CAD4D
03E5: text_box "PICK10" \\ Hunter now available from the Army Barracks!
014C: set_parked_car_generator  7916?? cars_to_generate_to  101?
0004:  8388?? =  1?  \\ integer values
0002: jump Label0CAD5E

:Label0CAD4D
03E5: text_box "APACHE" \\ Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator  8392?? cars_to_generate_to  101?

:Label0CAD5E
0051: return

:Label0CAD60
0164: disable_marker  19944??
0164: disable_marker  19948??
0164: disable_marker  19928??
015C: set_zone_gang_info "GANG1"  1? (day)  12?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
015C: set_zone_gang_info "GANG1"  0? (night)  12?  0?  0?  0?  0?  0?  0?  1000&  0?  0?  0? 
022A: remove_forbidden_for_peds_cube -522.414! -662.451! -9.357! -222.414! -502.451!  90.643!
0249: release_model #STRETCH
0249: release_model #COLT45
0249: release_model #RUGER
0249: release_model #TEC9
034F: destroy_actor_with_fade  20268??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20288??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20308??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20328??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20348??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20368??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20388??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20408??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20428??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20092??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20068??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20164??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20168??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20172??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20176??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20180??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20184??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20188??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20192??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20196??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20200??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  20204??  \\ The actor fades away like a ghost
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0215: destroy_pickup  19972??
0215: destroy_pickup  19952??
0215: destroy_pickup  19920??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

;-------------Mission 53---------------
; Originally: Alloy Wheels of Steel


:Label0CAE86
03A4: name_thread "BIKE1"
0050: gosub Label0CAED0
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0CAEAB
0050: gosub Label0CC9CD

:Label0CAEAB
0050: gosub Label0CCB45
004E: end_thread
0004:  21084?? =  0?  \\ integer values
0004:  21088?? =  0?  \\ integer values
0004:  21092?? =  0?  \\ integer values
0004:  21096?? =  0?  \\ integer values

:Label0CAED0
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  20536?? =  0?  \\ integer values
0004:  20580?? =  0?  \\ integer values
0005:  20548?? =  7!  \\ floating-point values
0004:  20544?? =  100?  \\ integer values
0004:  20628?? =  0?  \\ integer values
0005:  20596?? =  7!  \\ floating-point values
0004:  20592?? =  100?  \\ integer values
0004:  20680?? =  0?  \\ integer values
0005:  20648?? =  7!  \\ floating-point values
0004:  20644?? =  100?  \\ integer values
0004:  21004?? =  0?  \\ integer values
0004:  21020?? =  0?  \\ integer values
0004:  21052?? =  100?  \\ integer values
0005:  21040?? =  0!  \\ floating-point values
0005:  21044?? =  0!  \\ floating-point values
0005:  21028?? =  0!  \\ floating-point values
0005:  21032?? =  0!  \\ floating-point values
0005:  21036?? =  0!  \\ floating-point values
0004:  21048?? =  0?  \\ integer values
0004:  21056?? =  0?  \\ integer values
0004:  21060?? =  0?  \\ integer values
0004:  21064?? =  0?  \\ integer values
0004:  21068?? =  0?  \\ integer values
0004:  21072?? =  0?  \\ integer values
0004:  21012?? =  0?  \\ integer values
0004:  21080?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BIKE1"
058E: unknown_point_command -609.723!  658.861!  9.908! angle  279.44!
023C: load_special_actor  1? "CSBIGM"
023C: load_special_actor  2? "CSPLAY"
023C: load_special_actor  3? "MGOONA"
0247: request_model #BKA
0247: request_model #BKB
02F3: load_object #CUTOBJ01 "POOLQ"
02F3: load_object #CUTOBJ02 "POLBALS"
04BB: select_interiour  11?  \\ select render area
03CB: set_camera -597.02!  642.46!  11!
04F9: interiour_colors  15?  0?
038B: load_requested_models

:Label0CB02E
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
004D: jump_if_false Label0CB058
0001: wait  0? ms
0002: jump Label0CB02E

:Label0CB058
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0CB078
0001: wait  0? ms
0002: jump Label0CB058

:Label0CB078
02E4: load_cutscene_data "BIKE_1"
0244: set_cutscene_pos -602.052!  636.289!  10.636!
041D: set_camera_near_clip  .1!
02E5:  620?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  620?? "CSBIGM"
02E5:  500?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  576?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  576?? "MGOONA"
02E5:  672?? = create_cutscene_object #BKA
02E6: set_cutscene_anim  672?? "BKA"
02E5:  676?? = create_cutscene_object #BKB
02E6: set_cutscene_anim  676?? "BKB"
02E5:  632?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  632?? "POOLQ01"
02E5:  636?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  636?? "POOLQ02"
02E5:  640?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  640?? "POLBALS"
0395: clear_area  1? at -597.25!  655.87! range  10.06!  1!
0055: put_player $PLAYER_CHAR at -597.25!  655.87!  10.06!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CB189
00D6: if  0?
001A:    5467& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB1AC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB189

:Label0CB1AC
00BC: text_highpriority "BM1_A"  10000& ms  1? \\ Where's Baker?

:Label0CB1BB
00D6: if  0?
001A:    11136& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB1DE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB1BB

:Label0CB1DE
00BC: text_highpriority "BM1_B"  10000& ms  1? \\ I'm looking for Big Mitch Baker...

:Label0CB1ED
00D6: if  0?
001A:    13361& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB210
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB1ED

:Label0CB210
00BC: text_highpriority "BM1_C"  10000& ms  1? \\ Who's lookin'?

:Label0CB21F
00D6: if  0?
001A:    14457& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB242
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB21F

:Label0CB242
00BC: text_highpriority "BM1_D"  10000& ms  1? \\ Tommy Vercetti.

:Label0CB251
00D6: if  0?
001A:    16423& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB274
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB251

:Label0CB274
00BC: text_highpriority "BM1_E"  10000& ms  1? \\ Vercetti

:Label0CB283
00D6: if  0?
001A:    18634& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB2A6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB283

:Label0CB2A6
00BC: text_highpriority "BM1_F"  10000& ms  1? \\ You don't look like the law, so that's bought you a minute.

:Label0CB2B5
00D6: if  0?
001A:    21688& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB2D8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB2B5

:Label0CB2D8
00BC: text_highpriority "BM1_G"  10000& ms  1? \\ You better talk fast.

:Label0CB2E7
00D6: if  0?
001A:    22905& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB30A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB2E7

:Label0CB30A
00BC: text_highpriority "BM1_H"  10000& ms  1? \\ Kent Paul said you might be interested in pulling security for a gig he's got set up.

:Label0CB319
00D6: if  0?
001A:    26588& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB33C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB319

:Label0CB33C
00BC: text_highpriority "BM1_I"  10000& ms  1? \\ Kent Paul? Sheesh! No wonder he sent ya.

:Label0CB34B
00D6: if  0?
001A:    30208& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB36E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB34B

:Label0CB36E
00BC: text_highpriority "BM1_J"  10000& ms  1? \\ The last time he was here he left through the window in nothing but his limey birthday suit.

:Label0CB37D
00D6: if  0?
001A:    34442&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB3A2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB37D

:Label0CB3A2
00BC: text_highpriority "BM1_K"  10000& ms  1? \\ Are you interested or not?

:Label0CB3B1
00D6: if  0?
001A:    36593&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB3D6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB3B1

:Label0CB3D6
00BC: text_highpriority "BM1_L"  10000& ms  1? \\ We only do favors for our own.

:Label0CB3E5
00D6: if  0?
001A:    39183&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB40A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB3E5

:Label0CB40A
00BC: text_highpriority "BM1_M"  10000& ms  1? \\ How do I join?

:Label0CB419
00D6: if  0?
001A:    41838&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB43E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB419

:Label0CB43E
00BC: text_highpriority "BM1_N"  10000& ms  1? \\ This ain't no country club, boy. Can you handle a bike?

:Label0CB44D
00D6: if  0?
001A:    45261&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB472
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB44D

:Label0CB472
00BC: text_highpriority "BM1_O"  10000& ms  1? \\ Can you sit on a stool and drink?

:Label0CB481
00D6: if  0?
001A:    47270&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB4A6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB481

:Label0CB4A6
00BC: text_highpriority "BM1_P"  10000& ms  1? \\ Cougar, Zeppelin, go see how this girl handles a bike...

:Label0CB4B5
00D6: if  0?
001A:    51712&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB4DA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB4B5

:Label0CB4DA
00BE: text_clear_all

:Label0CB4DC
00D6: if  0?
001A:    55482&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CB501
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CB4DC

:Label0CB501
016A: fade  0? ()  2000& ms

:Label0CB508
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CB520
0001: wait  0? ms
0002: jump Label0CB508

:Label0CB520
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -597.25!  655.87!  10.06!
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
0481:  6!
041E: set_radio_station  4? -1?
0004:  21016?? =  18?  \\ integer values
0005:  20524?? = -592.65!  \\ floating-point values
0005:  20528?? =  667.08!  \\ floating-point values
0005:  20532?? =  9.91!  \\ floating-point values
0005:  20748?? = -537.77!  \\ floating-point values
0005:  20752?? =  674.27!  \\ floating-point values
0005:  20756?? =  9.9!  \\ floating-point values
0005:  20760?? = -478.51!  \\ floating-point values
0005:  20764?? =  803.08!  \\ floating-point values
0005:  20768?? =  9.91!  \\ floating-point values
0005:  20772?? = -387.36!  \\ floating-point values
0005:  20776?? =  1017.69!  \\ floating-point values
0005:  20780?? =  8.46!  \\ floating-point values
0005:  20784?? = -300.36!  \\ floating-point values
0005:  20788?? =  1285.44!  \\ floating-point values
0005:  20792?? =  10.59!  \\ floating-point values
0005:  20796?? = -487.11!  \\ floating-point values
0005:  20800?? =  1337.11!  \\ floating-point values
0005:  20804?? =  10.59!  \\ floating-point values
0005:  20808?? = -735.62!  \\ floating-point values
0005:  20812?? =  1314.6!  \\ floating-point values
0005:  20816?? =  10.59!  \\ floating-point values
0005:  20820?? = -817.54!  \\ floating-point values
0005:  20824?? =  1374.86!  \\ floating-point values
0005:  20828?? =  10.41!  \\ floating-point values
0005:  20832?? = -880.23!  \\ floating-point values
0005:  20836?? =  1441.79!  \\ floating-point values
0005:  20840?? =  10.74!  \\ floating-point values
0005:  20844?? = -683.27!  \\ floating-point values
0005:  20848?? =  1465.76!  \\ floating-point values
0005:  20852?? =  10.92!  \\ floating-point values
0005:  20856?? = -776.75!  \\ floating-point values
0005:  20860?? =  1383.71!  \\ floating-point values
0005:  20864?? =  10.86!  \\ floating-point values
0005:  20868?? = -873.98!  \\ floating-point values
0005:  20872?? =  1328.55!  \\ floating-point values
0005:  20876?? =  10.29!  \\ floating-point values
0005:  20880?? = -869.53!  \\ floating-point values
0005:  20884?? =  1107.01!  \\ floating-point values
0005:  20888?? =  9.9!  \\ floating-point values
0005:  20892?? = -873.4!  \\ floating-point values
0005:  20896?? =  953.7!  \\ floating-point values
0005:  20900?? =  9.9!  \\ floating-point values
0005:  20904?? = -871.27!  \\ floating-point values
0005:  20908?? =  775.91!  \\ floating-point values
0005:  20912?? =  9.9!  \\ floating-point values
0005:  20916?? = -726.25!  \\ floating-point values
0005:  20920?? =  749.28!  \\ floating-point values
0005:  20924?? =  9.92!  \\ floating-point values
0005:  20928?? = -623.68!  \\ floating-point values
0005:  20932?? =  743.44!  \\ floating-point values
0005:  20936?? =  9.42!  \\ floating-point values
0005:  20940?? = -516.6!  \\ floating-point values
0005:  20944?? =  733.58!  \\ floating-point values
0005:  20948?? =  9.65!  \\ floating-point values
0005:  20952?? = -596.92!  \\ floating-point values
0005:  20956?? =  666.82!  \\ floating-point values
0005:  20960?? =  9.91!  \\ floating-point values
0005:  20552?? = -592.65!  \\ floating-point values
0005:  20556?? =  665.35!  \\ floating-point values
0005:  20560?? =  9.91!  \\ floating-point values
0005:  20600?? = -592.65!  \\ floating-point values
0005:  20604?? =  663.15!  \\ floating-point values
0005:  20608?? =  9.91!  \\ floating-point values
0005:  20652?? = -592.65!  \\ floating-point values
0005:  20656?? =  661.26!  \\ floating-point values
0005:  20660?? =  9.91!  \\ floating-point values
0005:  20704?? =  270!  \\ floating-point values
0005:  20724?? = -648.52!  \\ floating-point values
0005:  20728?? =  629.85!  \\ floating-point values
0005:  20732?? =  8!  \\ floating-point values
0005:  20736?? = -499.21!  \\ floating-point values
0005:  20740?? =  702.38!  \\ floating-point values
0005:  20744?? =  15!  \\ floating-point values
0004:  21076?? =  0?  \\ integer values
0247: request_model #BKA
0247: request_model #BKB
0247: request_model #ANGEL
0247: request_model #UZI
03CF: load_wav "BIKEREV" as  1?
03CF: load_wav "BIKE1_1" as  2?

:Label0CB88A
00D6: if  25?
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
8248:   NOT   model #ANGEL available
8248:   NOT   model #UZI available
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0CB8BA
0001: wait  0? ms
0002: jump Label0CB88A

:Label0CB8BA
01EB: set_car_density_to  .5!
03BA: clear_cars_from_cube  20724??  20728??  20732??  20736??  20740??  20744??
01E8: create_forbidden_for_cars_cube  20724??  20728??  20732??  20736??  20740??  20744??
00A5:  20576?? = create_car #ANGEL at  20552??  20556??  20560??
0423: unknown_car  20576?? amount  2!
0175: set_car  20576?? z_angle_to  20704??
00AE: unknown_set_car  20576?? to_ignore_traffic_lights  2?
00AD: set_car  20576?? max_speed_to  63!
02AA: set_car  20576?? immune_to_nonplayer  1?
0129:  20540?? = create_actor  4? #BKA in_car  20576?? driverseat
0489: unknown_actor  20540?? flag  1?
04D8:  20540??  0?
01ED: spawn_actor  20540??
011C: actor  20540?? clear_objective
02A9: set_actor  20540?? immune_to_nonplayer  1?
00A9: set_car  20576?? to_normal_driver
00A5:  20624?? = create_car #ANGEL at  20600??  20604??  20608??
0423: unknown_car  20624?? amount  2!
0175: set_car  20624?? z_angle_to  20704??
00AE: unknown_set_car  20624?? to_ignore_traffic_lights  2?
00AD: set_car  20624?? max_speed_to  63!
02AA: set_car  20624?? immune_to_nonplayer  1?
0129:  20588?? = create_actor  4? #BKB in_car  20624?? driverseat
0489: unknown_actor  20588?? flag  1?
04D8:  20588??  0?
01ED: spawn_actor  20588??
011C: actor  20588?? clear_objective
02A9: set_actor  20588?? immune_to_nonplayer  1?
00A9: set_car  20624?? to_normal_driver
00A5:  20676?? = create_car #ANGEL at  20652??  20656??  20660??
0423: unknown_car  20676?? amount  2!
0175: set_car  20676?? z_angle_to  20704??
00AE: unknown_set_car  20676?? to_ignore_traffic_lights  2?
00AD: set_car  20676?? max_speed_to  63!
02AA: set_car  20676?? immune_to_nonplayer  1?
0129:  20640?? = create_actor  4? #BKA in_car  20676?? driverseat
0489: unknown_actor  20640?? flag  1?
04D8:  20640??  0?
01ED: spawn_actor  20640??
011C: actor  20640?? clear_objective
02A9: set_actor  20640?? immune_to_nonplayer  1?
00A9: set_car  20676?? to_normal_driver
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
0336: (unknown) $PLAYER_CHAR  1? 
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
018A:  20988?? = create_checkpoint_at  20524??  20528??  20532??
00BC: text_highpriority "BM1_1"  5000& ms  1? \\ ~g~Get a Freeway or an Angel and get to the starting grid.

:Label0CBA7A
00D6: if  21?
80F8:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point  20524??  20528??  20532?? radius  2!  2!  2!
0038:    21076?? ==  0?  \\ integer values
004D: jump_if_false Label0CBE3D
0001: wait  0? ms
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CBAD8
0004:  21076?? =  1?  \\ integer values
0002: jump Label0CBADF

:Label0CBAD8
0004:  21076?? =  0?  \\ integer values

:Label0CBADF
00D6: if  0?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point  20524??  20528??  20532?? radius  2!  2!  2!
004D: jump_if_false Label0CBB53
00D6: if  1?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CBB4C
00D6: if  0?
0038:    21060?? ==  0?  \\ integer values
004D: jump_if_false Label0CBB4C
00BC: text_highpriority "BM1_2"  5000& ms  1? \\ ~g~You need a Freeway or an Angel to compete!
0004:  21060?? =  1?  \\ integer values

:Label0CBB4C
0002: jump Label0CBB5A

:Label0CBB53
0004:  21060?? =  0?  \\ integer values

:Label0CBB5A
00D6: if  0?
0119:   car  20576?? wrecked
004D: jump_if_false Label0CBB87
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBBA8

:Label0CBB87
00D6: if  0?
0546:   unknown_player $PLAYER_CHAR angel_bike  20576??
004D: jump_if_false Label0CBBA8
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBBA8
00D6: if  0?
0119:   car  20624?? wrecked
004D: jump_if_false Label0CBBD5
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBBF6

:Label0CBBD5
00D6: if  0?
0546:   unknown_player $PLAYER_CHAR angel_bike  20624??
004D: jump_if_false Label0CBBF6
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBBF6
00D6: if  0?
0119:   car  20676?? wrecked
004D: jump_if_false Label0CBC23
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBC44

:Label0CBC23
00D6: if  0?
0546:   unknown_player $PLAYER_CHAR angel_bike  20676??
004D: jump_if_false Label0CBC44
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBC44
0227:  20996?? = car  20576?? health
00D6: if  21?
002A:    999& >=  20996??  \\ integer values
0496:   unknown_car_check  20576??  4?
004D: jump_if_false Label0CBC74
0004:  20996?? =  9?  \\ integer values
0002: jump Label0CBE3D

:Label0CBC74
00D6: if  0?
8118:   NOT   actor  20540?? dead
004D: jump_if_false Label0CBCD4
0226:  20544?? = actor  20540?? health
00D6: if  0?
002A:    99? >=  20544??  \\ integer values
004D: jump_if_false Label0CBCAC
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBCAC
00D6: if  0?
80DB:   NOT   actor  20540?? in_car  20576??
004D: jump_if_false Label0CBCCD
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBCCD
0002: jump Label0CBCEA

:Label0CBCD4
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBCEA
0227:  20636?? = car  20624?? health
00D6: if  21?
002A:    999& >=  20636??  \\ integer values
0496:   unknown_car_check  20624??  4?
004D: jump_if_false Label0CBD1A
0004:  20636?? =  9?  \\ integer values
0002: jump Label0CBE3D

:Label0CBD1A
00D6: if  0?
8118:   NOT   actor  20588?? dead
004D: jump_if_false Label0CBD7A
0226:  20592?? = actor  20588?? health
00D6: if  0?
002A:    99? >=  20592??  \\ integer values
004D: jump_if_false Label0CBD52
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBD52
00D6: if  0?
80DB:   NOT   actor  20588?? in_car  20624??
004D: jump_if_false Label0CBD73
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBD73
0002: jump Label0CBD90

:Label0CBD7A
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBD90
0227:  20688?? = car  20676?? health
00D6: if  21?
002A:    999& >=  20688??  \\ integer values
0496:   unknown_car_check  20676??  4?
004D: jump_if_false Label0CBDC0
0004:  20688?? =  9?  \\ integer values
0002: jump Label0CBE3D

:Label0CBDC0
00D6: if  0?
8118:   NOT   actor  20640?? dead
004D: jump_if_false Label0CBE20
0226:  20644?? = actor  20640?? health
00D6: if  0?
002A:    99? >=  20644??  \\ integer values
004D: jump_if_false Label0CBDF8
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBDF8
00D6: if  0?
80DB:   NOT   actor  20640?? in_car  20676??
004D: jump_if_false Label0CBE19
0004:  21048?? =  1?  \\ integer values
0002: jump Label0CBE3D

:Label0CBE19
0002: jump Label0CBE36

:Label0CBE20
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CBE36
0002: jump Label0CBA7A

:Label0CBE3D
03D1: play_wav  1?
03D1: play_wav  2?
00BC: text_highpriority "BIKE1_1"  5000& ms  1? \\ All right, fancy clothes. Let's see what you can do.
00D6: if  23?
0038:    20996?? ==  9?  \\ integer values
0038:    21048?? ==  1?  \\ integer values
0038:    20636?? ==  9?  \\ integer values
0038:    20688?? ==  9?  \\ integer values
004D: jump_if_false Label0CBE91
00BA: text_styled "RACE1"  1200& ms  4? \\ ~g~3..2..1.. GO GO GO!
0002: jump Label0CBF97

:Label0CBE91
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100& ms  4? \\ ~g~3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE3"  1100& ms  4? \\ ~g~2
018C: play_sound  8? at  0!  0!  0!
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0CBF05
03D5: remove_text "BIKE1_1" \\ All right, fancy clothes. Let's see what you can do.

:Label0CBF05
0001: wait  1000& ms
00BA: text_styled "RACE4"  1100& ms  4? \\ ~g~1
018C: play_sound  9? at  0!  0!  0!
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0CBF45
03D5: remove_text "BIKE1_1" \\ All right, fancy clothes. Let's see what you can do.

:Label0CBF45
0001: wait  1000& ms
00BA: text_styled "RACE5"  800& ms  4? \\ ~g~GO!
018C: play_sound  10? at  0!  0!  0!
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0CBF85
03D5: remove_text "BIKE1_1" \\ All right, fancy clothes. Let's see what you can do.

:Label0CBF85
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged

:Label0CBF97
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0CBFB0
03D5: remove_text "BIKE1_1" \\ All right, fancy clothes. Let's see what you can do.

:Label0CBFB0
00D6: if  0?
0119:   car  20576?? wrecked
004D: jump_if_false Label0CBFDD
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CBFEA

:Label0CBFDD
03CC: car  20576?? add_to_stuck_car_check  1! =  2000&

:Label0CBFEA
00D6: if  0?
8118:   NOT   actor  20540?? dead
004D: jump_if_false Label0CC008
0489: unknown_actor  20540?? flag  0?
0002: jump Label0CC01E

:Label0CC008
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC01E
00D6: if  0?
0119:   car  20624?? wrecked
004D: jump_if_false Label0CC04B
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CC058

:Label0CC04B
03CC: car  20624?? add_to_stuck_car_check  1! =  2000&

:Label0CC058
00D6: if  0?
8118:   NOT   actor  20588?? dead
004D: jump_if_false Label0CC076
0489: unknown_actor  20588?? flag  0?
0002: jump Label0CC08C

:Label0CC076
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC08C
00D6: if  0?
0119:   car  20676?? wrecked
004D: jump_if_false Label0CC0B9
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD
0002: jump Label0CC0C6

:Label0CC0B9
03CC: car  20676?? add_to_stuck_car_check  1! =  2000&

:Label0CC0C6
00D6: if  0?
8118:   NOT   actor  20640?? dead
004D: jump_if_false Label0CC0E4
0489: unknown_actor  20640?? flag  0?
0002: jump Label0CC0FA

:Label0CC0E4
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC0FA
0164: disable_marker  20988??
0162: tie_marker  20584?? to_actor  20540??  1?  1?
0162: tie_marker  20632?? to_actor  20588??  1?  1?
0162: tie_marker  20684?? to_actor  20640??  1?  1?
0050: gosub Label0CCBA0
0086:  20500?? =  20964??  \\ floating-point values only
0086:  20504?? =  20968??  \\ floating-point values only
0086:  20508?? =  20972??  \\ floating-point values only
0086:  20512?? =  20976??  \\ floating-point values only
0086:  20516?? =  20980??  \\ floating-point values only
0086:  20520?? =  20984??  \\ floating-point values only
0086:  20564?? =  20964??  \\ floating-point values only
0086:  20568?? =  20968??  \\ floating-point values only
0086:  20572?? =  20972??  \\ floating-point values only
0086:  20612?? =  20964??  \\ floating-point values only
0086:  20616?? =  20968??  \\ floating-point values only
0086:  20620?? =  20972??  \\ floating-point values only
0086:  20664?? =  20964??  \\ floating-point values only
0086:  20668?? =  20968??  \\ floating-point values only
0086:  20672?? =  20972??  \\ floating-point values only
018A:  20988?? = create_checkpoint_at  20500??  20504??  20508??
0167:  20992?? = create_marker_at  20512??  20516??  20520??  5?  2?
0168: show_on_radar  20992??  2?
0166: set_marker  20992?? brightness_to  1?
00D6: if  0?
8118:   NOT   actor  20540?? dead
004D: jump_if_false Label0CC218
00D6: if  0?
8119:   NOT   car  20576?? wrecked
004D: jump_if_false Label0CC211
00D6: if  0?
00DB:   actor  20540?? in_car  20576??
004D: jump_if_false Label0CC211
00A7: unknown_car  20576?? drive_to  20564??  20568??  20572??

:Label0CC211
0002: jump Label0CC22E

:Label0CC218
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC22E
0001: wait  70? ms
00D6: if  0?
8118:   NOT   actor  20588?? dead
004D: jump_if_false Label0CC27A
00D6: if  0?
8119:   NOT   car  20624?? wrecked
004D: jump_if_false Label0CC273
00D6: if  0?
00DB:   actor  20588?? in_car  20624??
004D: jump_if_false Label0CC273
00A7: unknown_car  20624?? drive_to  20612??  20616??  20620??

:Label0CC273
0002: jump Label0CC290

:Label0CC27A
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC290
0001: wait  90? ms
00D6: if  0?
8118:   NOT   actor  20640?? dead
004D: jump_if_false Label0CC2DC
00D6: if  0?
8119:   NOT   car  20676?? wrecked
004D: jump_if_false Label0CC2D5
00D6: if  0?
00DB:   actor  20640?? in_car  20676??
004D: jump_if_false Label0CC2D5
00A7: unknown_car  20676?? drive_to  20664??  20668??  20672??

:Label0CC2D5
0002: jump Label0CC2F2

:Label0CC2DC
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC2F2
03C3: set_timer_with_text_to  21012?? type  0? text "R_TIME" \\ RACE TIME:

:Label0CC301
00D6: if  0?
001C:    21016?? >  20536??  \\ integer values
004D: jump_if_false Label0CC9B2
0001: wait  0? ms
0004:  21008?? =  0?  \\ integer values
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  20500??  20504??  20508?? radius  6!  6!  6!
004D: jump_if_false Label0CC421
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #FREEWAY
00DE:   player $PLAYER_CHAR driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC421
018C: play_sound  1? at  0!  0!  0!
0008:  20536?? +=  1?  \\ integer values
0164: disable_marker  20988??
0164: disable_marker  20992??
0084:  21004?? =  20536??  \\ integer values and handles
0050: gosub Label0CCBA0
0086:  20500?? =  20964??  \\ floating-point values only
0086:  20504?? =  20968??  \\ floating-point values only
0086:  20508?? =  20972??  \\ floating-point values only
0086:  20512?? =  20976??  \\ floating-point values only
0086:  20516?? =  20980??  \\ floating-point values only
0086:  20520?? =  20984??  \\ floating-point values only
00D6: if  0?
003A:    20536?? ==  21016??  \\ integer values and handles
004D: jump_if_false Label0CC3E1
0002: jump Label0CC9DE

:Label0CC3E1
018A:  20988?? = create_checkpoint_at  20500??  20504??  20508??
00D6: if  0?
001A:    17? >  20536??  \\ integer values
004D: jump_if_false Label0CC421
0167:  20992?? = create_marker_at  20512??  20516??  20520??  5?  2?
0166: set_marker  20992?? brightness_to  1?
0168: show_on_radar  20992??  2?

:Label0CC421
00D6: if  0?
8118:   NOT   actor  20540?? dead
004D: jump_if_false Label0CC59E
00D6: if  0?
8119:   NOT   car  20576?? wrecked
004D: jump_if_false Label0CC597
0084:  21000?? =  20576??  \\ integer values and handles
0084:  21004?? =  20580??  \\ integer values and handles
0084:  21024?? =  20540??  \\ integer values and handles
0086:  20964?? =  20564??  \\ floating-point values only
0086:  20968?? =  20568??  \\ floating-point values only
0086:  20972?? =  20572??  \\ floating-point values only
0084:  21084?? =  21088??  \\ integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084:  20540?? =  21024??  \\ integer values and handles
0084:  20576?? =  21000??  \\ integer values and handles
0084:  21088?? =  21084??  \\ integer values and handles
00D6: if  1?
00FE:   actor  20540??  0? ()near_point  20564??  20568??  20572?? radius  20548??  20548??  20548??
00DD:   actor  20540?? driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC597
0008:  20580?? +=  1?  \\ integer values
0084:  21004?? =  20580??  \\ integer values and handles
0050: gosub Label0CCBA0
0086:  20564?? =  20964??  \\ floating-point values only
0086:  20568?? =  20968??  \\ floating-point values only
0086:  20572?? =  20972??  \\ floating-point values only
00D6: if  0?
0038:    20580?? ==  17?  \\ integer values
004D: jump_if_false Label0CC523
0005:  20548?? =  6!  \\ floating-point values

:Label0CC523
00D6: if  0?
003A:    20580?? ==  21016??  \\ integer values and handles
004D: jump_if_false Label0CC54C
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label0CC9CD

:Label0CC54C
00D6: if  0?
00DB:   actor  20540?? in_car  20576??
004D: jump_if_false Label0CC597
00D6: if  0?
0042:    20548?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CC589
00A7: unknown_car  20576?? drive_to  20564??  20568??  20572??
0002: jump Label0CC597

:Label0CC589
02C2: car  20576?? drive_to_point  20564??  20568??  20572??

:Label0CC597
0002: jump Label0CC5B4

:Label0CC59E
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC5B4
00D6: if  0?
8118:   NOT   actor  20588?? dead
004D: jump_if_false Label0CC731
00D6: if  0?
8119:   NOT   car  20624?? wrecked
004D: jump_if_false Label0CC72A
0084:  21000?? =  20624??  \\ integer values and handles
0084:  21004?? =  20628??  \\ integer values and handles
0084:  21024?? =  20588??  \\ integer values and handles
0086:  20964?? =  20612??  \\ floating-point values only
0086:  20968?? =  20616??  \\ floating-point values only
0086:  20972?? =  20620??  \\ floating-point values only
0084:  21084?? =  21092??  \\ integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084:  20588?? =  21024??  \\ integer values and handles
0084:  20624?? =  21000??  \\ integer values and handles
0084:  21092?? =  21084??  \\ integer values and handles
00D6: if  1?
00FE:   actor  20588??  0? ()near_point  20612??  20616??  20620?? radius  20596??  20596??  20596??
00DD:   actor  20588?? driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC72A
0008:  20628?? +=  1?  \\ integer values
0084:  21004?? =  20628??  \\ integer values and handles
0050: gosub Label0CCBA0
0086:  20612?? =  20964??  \\ floating-point values only
0086:  20616?? =  20968??  \\ floating-point values only
0086:  20620?? =  20972??  \\ floating-point values only
00D6: if  0?
0038:    20628?? ==  17?  \\ integer values
004D: jump_if_false Label0CC6B6
0005:  20596?? =  6!  \\ floating-point values

:Label0CC6B6
00D6: if  0?
003A:    20628?? ==  21016??  \\ integer values and handles
004D: jump_if_false Label0CC6DF
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label0CC9CD

:Label0CC6DF
00D6: if  0?
00DB:   actor  20588?? in_car  20624??
004D: jump_if_false Label0CC72A
00D6: if  0?
0042:    20596?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CC71C
00A7: unknown_car  20624?? drive_to  20612??  20616??  20620??
0002: jump Label0CC72A

:Label0CC71C
02C2: car  20624?? drive_to_point  20612??  20616??  20620??

:Label0CC72A
0002: jump Label0CC747

:Label0CC731
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC747
00D6: if  0?
8118:   NOT   actor  20640?? dead
004D: jump_if_false Label0CC8C4
00D6: if  0?
8119:   NOT   car  20676?? wrecked
004D: jump_if_false Label0CC8BD
0084:  21000?? =  20676??  \\ integer values and handles
0084:  21004?? =  20680??  \\ integer values and handles
0084:  21024?? =  20640??  \\ integer values and handles
0086:  20964?? =  20664??  \\ floating-point values only
0086:  20968?? =  20668??  \\ floating-point values only
0086:  20972?? =  20672??  \\ floating-point values only
0084:  21084?? =  21096??  \\ integer values and handles
0050: gosub Label0CD7A0
0050: gosub Label0CD046
0050: gosub Label0CD89C
0050: gosub Label0CD390
0084:  20640?? =  21024??  \\ integer values and handles
0084:  20676?? =  21000??  \\ integer values and handles
0084:  21096?? =  21084??  \\ integer values and handles
00D6: if  1?
00FE:   actor  20640??  0? ()near_point  20664??  20668??  20672?? radius  20648??  20648??  20648??
00DD:   actor  20640?? driving_vehicle_type #ANGEL
004D: jump_if_false Label0CC8BD
0008:  20680?? +=  1?  \\ integer values
0084:  21004?? =  20680??  \\ integer values and handles
0050: gosub Label0CCBA0
0086:  20664?? =  20964??  \\ floating-point values only
0086:  20668?? =  20968??  \\ floating-point values only
0086:  20672?? =  20972??  \\ floating-point values only
00D6: if  0?
0038:    20680?? ==  17?  \\ integer values
004D: jump_if_false Label0CC849
0005:  20648?? =  6!  \\ floating-point values

:Label0CC849
00D6: if  0?
003A:    20680?? ==  21016??  \\ integer values and handles
004D: jump_if_false Label0CC872
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label0CC9CD

:Label0CC872
00D6: if  0?
00DB:   actor  20640?? in_car  20676??
004D: jump_if_false Label0CC8BD
00D6: if  0?
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CC8AF
00A7: unknown_car  20676?? drive_to  20664??  20668??  20672??
0002: jump Label0CC8BD

:Label0CC8AF
02C2: car  20676?? drive_to_point  20664??  20668??  20672??

:Label0CC8BD
0002: jump Label0CC8DA

:Label0CC8C4
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CC8DA
00D6: if  0?
0038:    21008?? ==  0?  \\ integer values
004D: jump_if_false Label0CC8FA
00BC: text_highpriority "FIRST"  100? ms  1? \\ ~b~1st

:Label0CC8FA
00D6: if  0?
0038:    21008?? ==  1?  \\ integer values
004D: jump_if_false Label0CC91A
00BC: text_highpriority "SECOND"  100? ms  1? \\ ~b~2nd

:Label0CC91A
00D6: if  0?
0038:    21008?? ==  2?  \\ integer values
004D: jump_if_false Label0CC93A
00BC: text_highpriority "THIRD"  100? ms  1? \\ ~b~3rd

:Label0CC93A
00D6: if  0?
0038:    21008?? ==  3?  \\ integer values
004D: jump_if_false Label0CC95A
00BC: text_highpriority "FOURTH"  100? ms  1? \\ ~b~4th

:Label0CC95A
00D6: if  0?
0038:    20536?? ==  17?  \\ integer values
004D: jump_if_false Label0CC98E
024F: create_corona  5.5!  6?  0? with_color  255&  0?  0? at_point  20500??  20504??  20508??
0002: jump Label0CC9AB

:Label0CC98E
024F: create_corona  5.5!  6?  0? with_color  255&  137&  205& at_point  20500??  20504??  20508??

:Label0CC9AB
0002: jump Label0CC301

:Label0CC9B2
014F: stop_timer  21012??
03CD: car  20576?? remove_from_stuck_car_check
03CD: car  20624?? remove_from_stuck_car_check
03CD: car  20676?? remove_from_stuck_car_check
0002: jump Label0CC9DE

:Label0CC9CD
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0CC9DE
0004:  1100?? =  1?  \\ integer values
0318: set_latest_mission_passed "BIKE_1" \\ Alloy Wheels of Steel
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    6236?? ==  1?  \\ integer values
004D: jump_if_false Label0CCA1A
018E: stop_sound  6224??
0004:  6236?? =  0?  \\ integer values

:Label0CCA1A
00D6: if  0?
0038:    6240?? ==  1?  \\ integer values
004D: jump_if_false Label0CCA38
018E: stop_sound  6228??
0004:  6240?? =  0?  \\ integer values

:Label0CCA38
00D6: if  0?
0038:    6244?? ==  1?  \\ integer values
004D: jump_if_false Label0CCA56
018E: stop_sound  6232??
0004:  6244?? =  0?  \\ integer values

:Label0CCA56
00D6: if  0?
0038:    6240?? ==  0?  \\ integer values
004D: jump_if_false Label0CCA85
018D:  6228?? = create_sound  37? at -596.018!  640.916!  12!
0004:  6240?? =  1?  \\ integer values

:Label0CCA85
0084:  21068?? =  21012??  \\ integer values and handles
0014:  21068?? /=  1000&  \\ integer values
042E:  0?  21068??
0084:  21064?? =  21068??  \\ integer values and handles
0014:  21064?? /=  60?  \\ integer values
0084:  21072?? =  21064??  \\ integer values and handles
0010:  21072?? *=  60?  \\ integer values
0060:  21068?? -=  21072??  \\ integer values
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000&
00D6: if  0?
0028:    21068?? >=  10?  \\ integer values
004D: jump_if_false Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM"  21064??  21068??  5000& ms  1? \\ ~b~RACE TIME: ~1~:~1~
0002: jump Label0CCB1F

:Label0CCB0A
02FD: text_2numbers_lowpriority "RACETM2"  21064??  21068??  5000& ms  1? \\ ~b~RACE TIME: ~1~:0~1~

:Label0CCB1F
00D6: if  0?
040C:   is_german_game
004D: jump_if_false Label0CCB3B
004F: create_thread Label00D937 
0002: jump Label0CCB43

:Label0CCB3B
004F: create_thread Label00D889 

:Label0CCB43
0051: return

:Label0CCB45
0004: $ONMISSION =  0?  \\ integer values
01EB: set_car_density_to  1!
01E7: remove_forbidden_for_cars_cube  20724??  20728??  20732??  20736??  20740??  20744??
0164: disable_marker  20988??
0164: disable_marker  20992??
0164: disable_marker  20584??
0164: disable_marker  20632??
0164: disable_marker  20684??
0249: release_model #BKA
0249: release_model #BKB
0249: release_model #ANGEL
0249: release_model #UZI
014F: stop_timer  21012??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CCBA0
00D6: if  0?
0038:    21004?? ==  0?  \\ integer values
004D: jump_if_false Label0CCBE2
0086:  20964?? =  20748??  \\ floating-point values only
0086:  20968?? =  20752??  \\ floating-point values only
0086:  20972?? =  20756??  \\ floating-point values only
0086:  20976?? =  20760??  \\ floating-point values only
0086:  20980?? =  20764??  \\ floating-point values only
0086:  20984?? =  20768??  \\ floating-point values only

:Label0CCBE2
00D6: if  0?
0038:    21004?? ==  1?  \\ integer values
004D: jump_if_false Label0CCC24
0086:  20964?? =  20760??  \\ floating-point values only
0086:  20968?? =  20764??  \\ floating-point values only
0086:  20972?? =  20768??  \\ floating-point values only
0086:  20976?? =  20772??  \\ floating-point values only
0086:  20980?? =  20776??  \\ floating-point values only
0086:  20984?? =  20780??  \\ floating-point values only

:Label0CCC24
00D6: if  0?
0038:    21004?? ==  2?  \\ integer values
004D: jump_if_false Label0CCC66
0086:  20964?? =  20772??  \\ floating-point values only
0086:  20968?? =  20776??  \\ floating-point values only
0086:  20972?? =  20780??  \\ floating-point values only
0086:  20976?? =  20784??  \\ floating-point values only
0086:  20980?? =  20788??  \\ floating-point values only
0086:  20984?? =  20792??  \\ floating-point values only

:Label0CCC66
00D6: if  0?
0038:    21004?? ==  3?  \\ integer values
004D: jump_if_false Label0CCCA8
0086:  20964?? =  20784??  \\ floating-point values only
0086:  20968?? =  20788??  \\ floating-point values only
0086:  20972?? =  20792??  \\ floating-point values only
0086:  20976?? =  20796??  \\ floating-point values only
0086:  20980?? =  20800??  \\ floating-point values only
0086:  20984?? =  20804??  \\ floating-point values only

:Label0CCCA8
00D6: if  0?
0038:    21004?? ==  4?  \\ integer values
004D: jump_if_false Label0CCCEA
0086:  20964?? =  20796??  \\ floating-point values only
0086:  20968?? =  20800??  \\ floating-point values only
0086:  20972?? =  20804??  \\ floating-point values only
0086:  20976?? =  20808??  \\ floating-point values only
0086:  20980?? =  20812??  \\ floating-point values only
0086:  20984?? =  20816??  \\ floating-point values only

:Label0CCCEA
00D6: if  0?
0038:    21004?? ==  5?  \\ integer values
004D: jump_if_false Label0CCD2C
0086:  20964?? =  20808??  \\ floating-point values only
0086:  20968?? =  20812??  \\ floating-point values only
0086:  20972?? =  20816??  \\ floating-point values only
0086:  20976?? =  20820??  \\ floating-point values only
0086:  20980?? =  20824??  \\ floating-point values only
0086:  20984?? =  20828??  \\ floating-point values only

:Label0CCD2C
00D6: if  0?
0038:    21004?? ==  6?  \\ integer values
004D: jump_if_false Label0CCD6E
0086:  20964?? =  20820??  \\ floating-point values only
0086:  20968?? =  20824??  \\ floating-point values only
0086:  20972?? =  20828??  \\ floating-point values only
0086:  20976?? =  20832??  \\ floating-point values only
0086:  20980?? =  20836??  \\ floating-point values only
0086:  20984?? =  20840??  \\ floating-point values only

:Label0CCD6E
00D6: if  0?
0038:    21004?? ==  7?  \\ integer values
004D: jump_if_false Label0CCDB0
0086:  20964?? =  20832??  \\ floating-point values only
0086:  20968?? =  20836??  \\ floating-point values only
0086:  20972?? =  20840??  \\ floating-point values only
0086:  20976?? =  20844??  \\ floating-point values only
0086:  20980?? =  20848??  \\ floating-point values only
0086:  20984?? =  20852??  \\ floating-point values only

:Label0CCDB0
00D6: if  0?
0038:    21004?? ==  8?  \\ integer values
004D: jump_if_false Label0CCDF2
0086:  20964?? =  20844??  \\ floating-point values only
0086:  20968?? =  20848??  \\ floating-point values only
0086:  20972?? =  20852??  \\ floating-point values only
0086:  20976?? =  20856??  \\ floating-point values only
0086:  20980?? =  20860??  \\ floating-point values only
0086:  20984?? =  20864??  \\ floating-point values only

:Label0CCDF2
00D6: if  0?
0038:    21004?? ==  9?  \\ integer values
004D: jump_if_false Label0CCE34
0086:  20964?? =  20856??  \\ floating-point values only
0086:  20968?? =  20860??  \\ floating-point values only
0086:  20972?? =  20864??  \\ floating-point values only
0086:  20976?? =  20868??  \\ floating-point values only
0086:  20980?? =  20872??  \\ floating-point values only
0086:  20984?? =  20876??  \\ floating-point values only

:Label0CCE34
00D6: if  0?
0038:    21004?? ==  10?  \\ integer values
004D: jump_if_false Label0CCE76
0086:  20964?? =  20868??  \\ floating-point values only
0086:  20968?? =  20872??  \\ floating-point values only
0086:  20972?? =  20876??  \\ floating-point values only
0086:  20976?? =  20880??  \\ floating-point values only
0086:  20980?? =  20884??  \\ floating-point values only
0086:  20984?? =  20888??  \\ floating-point values only

:Label0CCE76
00D6: if  0?
0038:    21004?? ==  11?  \\ integer values
004D: jump_if_false Label0CCEB8
0086:  20964?? =  20880??  \\ floating-point values only
0086:  20968?? =  20884??  \\ floating-point values only
0086:  20972?? =  20888??  \\ floating-point values only
0086:  20976?? =  20892??  \\ floating-point values only
0086:  20980?? =  20896??  \\ floating-point values only
0086:  20984?? =  20900??  \\ floating-point values only

:Label0CCEB8
00D6: if  0?
0038:    21004?? ==  12?  \\ integer values
004D: jump_if_false Label0CCEFA
0086:  20964?? =  20892??  \\ floating-point values only
0086:  20968?? =  20896??  \\ floating-point values only
0086:  20972?? =  20900??  \\ floating-point values only
0086:  20976?? =  20904??  \\ floating-point values only
0086:  20980?? =  20908??  \\ floating-point values only
0086:  20984?? =  20912??  \\ floating-point values only

:Label0CCEFA
00D6: if  0?
0038:    21004?? ==  13?  \\ integer values
004D: jump_if_false Label0CCF3C
0086:  20964?? =  20904??  \\ floating-point values only
0086:  20968?? =  20908??  \\ floating-point values only
0086:  20972?? =  20912??  \\ floating-point values only
0086:  20976?? =  20916??  \\ floating-point values only
0086:  20980?? =  20920??  \\ floating-point values only
0086:  20984?? =  20924??  \\ floating-point values only

:Label0CCF3C
00D6: if  0?
0038:    21004?? ==  14?  \\ integer values
004D: jump_if_false Label0CCF7E
0086:  20964?? =  20916??  \\ floating-point values only
0086:  20968?? =  20920??  \\ floating-point values only
0086:  20972?? =  20924??  \\ floating-point values only
0086:  20976?? =  20928??  \\ floating-point values only
0086:  20980?? =  20932??  \\ floating-point values only
0086:  20984?? =  20936??  \\ floating-point values only

:Label0CCF7E
00D6: if  0?
0038:    21004?? ==  15?  \\ integer values
004D: jump_if_false Label0CCFC0
0086:  20964?? =  20928??  \\ floating-point values only
0086:  20968?? =  20932??  \\ floating-point values only
0086:  20972?? =  20936??  \\ floating-point values only
0086:  20976?? =  20940??  \\ floating-point values only
0086:  20980?? =  20944??  \\ floating-point values only
0086:  20984?? =  20948??  \\ floating-point values only

:Label0CCFC0
00D6: if  0?
0038:    21004?? ==  16?  \\ integer values
004D: jump_if_false Label0CD002
0086:  20964?? =  20940??  \\ floating-point values only
0086:  20968?? =  20944??  \\ floating-point values only
0086:  20972?? =  20948??  \\ floating-point values only
0086:  20976?? =  20952??  \\ floating-point values only
0086:  20980?? =  20956??  \\ floating-point values only
0086:  20984?? =  20960??  \\ floating-point values only

:Label0CD002
00D6: if  0?
0038:    21004?? ==  17?  \\ integer values
004D: jump_if_false Label0CD044
0086:  20964?? =  20952??  \\ floating-point values only
0086:  20968?? =  20956??  \\ floating-point values only
0086:  20972?? =  20960??  \\ floating-point values only
0086:  20976?? =  20952??  \\ floating-point values only
0086:  20980?? =  20956??  \\ floating-point values only
0086:  20984?? =  20960??  \\ floating-point values only

:Label0CD044
0051: return

:Label0CD046
0227:  20996?? = car  21000?? health
00D6: if  0?
001A:    500& >  20996??  \\ integer values
004D: jump_if_false Label0CD069
0224: set_car  21000?? health_to  1000&

:Label0CD069
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD2C6
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CD2C6
00D6: if  0?
03CE:   car  21000?? stuck
004D: jump_if_false Label0CD2C6
00D6: if  1?
82CA:   NOT   car  21000?? bounding_sphere_visible
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  21024?? radius  30!  30!  30!
004D: jump_if_false Label0CD2C6
00AA:  20692?? = car  21000?? x_pos,  20696?? = car  21000?? y_pos,  20700?? = car  21000?? z_pos
02C1: set  20692??  20696??  20700?? to_car_path_coords_closest_to  20692??  20696??  20700??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CD1CF
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CD1C8
00AB: put_car  21000?? at  20692??  20696??  20700??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD1C1
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD1A2
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CD1C1

:Label0CD1A2
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CD1C1
0004:  21020?? =  0?  \\ integer values

:Label0CD1C8
0002: jump Label0CD2C6

:Label0CD1CF
04D3: unknown_race_stuff  20692??  20696??  20700??  2?  20692??  20696??  20700??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CD2C6
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CD2C6
00AB: put_car  21000?? at  20692??  20696??  20700??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD2BF
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD2A0
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CD2BF

:Label0CD2A0
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CD2BF
0004:  21020?? =  0?  \\ integer values

:Label0CD2C6
0084:  21080?? =  20536??  \\ integer values and handles
000C:  21080?? -=  2?  \\ integer values
00D6: if  0?
001C:    21080?? >  21004??  \\ integer values
004D: jump_if_false Label0CD38E
00D6: if  0?
8119:   NOT   car  21000?? wrecked
004D: jump_if_false Label0CD38E
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CD38E
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD38E
00D6: if  0?
82CA:   NOT   car  21000?? bounding_sphere_visible
004D: jump_if_false Label0CD38E
00D6: if  0?
838A:   NOT   car_in_cube  20964??  20968??  20972??  4!  4!  3!
004D: jump_if_false Label0CD38E
00D6: if  0?
80C2:   NOT   sphere_onscreen  20964??  20968??  20972??  4!
004D: jump_if_false Label0CD38E
00AB: put_car  21000?? at  20964??  20968??  20972??
039F: car  21000?? race_to  20500??  20504??
04BA: unknown_car  21000??  30!

:Label0CD38E
0051: return

:Label0CD390
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CD79E
0226:  21052?? = actor  21024?? health
00D6: if  0?
80DF:   NOT   actor  21024?? driving
004D: jump_if_false Label0CD6FD
0004:  21084?? =  1?  \\ integer values
00D6: if  0?
82CB:   NOT   actor  21024?? bounding_sphere_visible
004D: jump_if_false Label0CD63B
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  21024?? radius  20!  20!  10!
004D: jump_if_false Label0CD634
00A0:  21028?? = actor  21024?? x_pos,  21032?? = actor  21024?? y_pos,  21036?? = actor  21024?? z_pos
02C1: set  20692??  20696??  20700?? to_car_path_coords_closest_to  21028??  21032??  21036??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CD634
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CD51D
03CD: car  21000?? remove_from_stuck_car_check
01C3: remove_references_to_car  21000??  \\ Like turning a car into any random car
00A5:  21000?? = create_car #ANGEL at  20692??  20696??  20700??
03CC: car  21000?? add_to_stuck_car_check  1! =  2000&
011C: actor  21024?? clear_objective
036A: put_actor  21024?? in_car  21000??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD516
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD4F7
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CD516

:Label0CD4F7
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CD516
0002: jump Label0CD634

:Label0CD51D
04D3: unknown_race_stuff  20692??  20696??  20700??  2?  20692??  20696??  20700??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CD634
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CD634
03CD: car  21000?? remove_from_stuck_car_check
01C3: remove_references_to_car  21000??  \\ Like turning a car into any random car
00A5:  21000?? = create_car #ANGEL at  20692??  20696??  20700??
03CC: car  21000?? add_to_stuck_car_check  1! =  2000&
011C: actor  21024?? clear_objective
036A: put_actor  21024?? in_car  21000??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD634
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD615
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CD634

:Label0CD615
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CD634
0002: jump Label0CD6F6

:Label0CD63B
00D6: if  0?
8119:   NOT   car  21000?? wrecked
004D: jump_if_false Label0CD6E2
0319: set_actor  21024?? wander_state_to  1? (off)
01D5: actor  21024?? go_to_and_drive_car  21000??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD6DB
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD6BC
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CD6DB

:Label0CD6BC
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CD6DB
0002: jump Label0CD6F6

:Label0CD6E2
01CA: actor  21024?? kill_player $PLAYER_CHAR
01B2: give_actor  21024?? weapon  23? ammo  300000&&  \\ Load the weapon model before using this

:Label0CD6F6
0002: jump Label0CD79E

:Label0CD6FD
00D6: if  0?
0038:    21084?? ==  1?  \\ integer values
004D: jump_if_false Label0CD79E
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CD79E
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CD778
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0004:  21084?? =  0?  \\ integer values
0002: jump Label0CD79E

:Label0CD778
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??
0004:  21084?? =  0?  \\ integer values

:Label0CD79E
0051: return

:Label0CD7A0
00D6: if  0?
003A:    20536?? ==  21004??  \\ integer values and handles
004D: jump_if_false Label0CD880
00A0:  20692?? = actor  21024?? x_pos,  20696?? = actor  21024?? y_pos,  20700?? = actor  21024?? z_pos
0086:  20708?? =  20692??  \\ floating-point values only
0061:  20708?? -=  20500??  \\ floating-point values
0086:  20712?? =  20696??  \\ floating-point values only
0061:  20712?? -=  20504??  \\ floating-point values
0069:  20708?? *=  20708??  \\ floating-point values
0069:  20712?? *=  20712??  \\ floating-point values
0086:  20716?? =  20708??  \\ floating-point values only
0059:  20716?? +=  20712??  \\ floating-point values
01FB:  20720?? = square_root  20716??
0054:  20692?? = player $PLAYER_CHAR x_pos,  20696?? = player $PLAYER_CHAR y_pos,  20700?? = player $PLAYER_CHAR z_pos
0086:  20708?? =  20692??  \\ floating-point values only
0061:  20708?? -=  20500??  \\ floating-point values
0086:  20712?? =  20696??  \\ floating-point values only
0061:  20712?? -=  20504??  \\ floating-point values
0069:  20708?? *=  20708??  \\ floating-point values
0069:  20712?? *=  20712??  \\ floating-point values
0086:  20716?? =  20708??  \\ floating-point values only
0059:  20716?? +=  20712??  \\ floating-point values
01FB:  20496?? = square_root  20716??
00D6: if  0?
0024:    20496?? >  20720??  \\ floating-point values only
004D: jump_if_false Label0CD879
0008:  21008?? +=  1?  \\ integer values

:Label0CD879
0002: jump Label0CD89A

:Label0CD880
00D6: if  0?
001C:    21004?? >  20536??  \\ integer values
004D: jump_if_false Label0CD89A
0008:  21008?? +=  1?  \\ integer values

:Label0CD89A
0051: return

:Label0CD89C
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CDB92
00D6: if  0?
04AD:  21024??
004D: jump_if_false Label0CDB8B
00D6: if  0?
82CB:   NOT   actor  21024?? bounding_sphere_visible
004D: jump_if_false Label0CDB8B
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  21024?? radius  10!  10!  10!
004D: jump_if_false Label0CDB8B
00A0:  21028?? = actor  21024?? x_pos,  21032?? = actor  21024?? y_pos,  21036?? = actor  21024?? z_pos
02C1: set  20692??  20696??  20700?? to_car_path_coords_closest_to  21028??  21032??  21036??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CDA47
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CDA2A
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CDA23
03CD: car  21000?? remove_from_stuck_car_check
01C3: remove_references_to_car  21000??  \\ Like turning a car into any random car
00A5:  21000?? = create_car #ANGEL at  20692??  20696??  20700??
03CC: car  21000?? add_to_stuck_car_check  1! =  2000&
011C: actor  21024?? clear_objective
036A: put_actor  21024?? in_car  21000??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CDA23
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CDA04
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CDA23

:Label0CDA04
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CDA23
0002: jump Label0CDA40

:Label0CDA2A
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDA40
0002: jump Label0CDB8B

:Label0CDA47
04D3: unknown_race_stuff  20692??  20696??  20700??  2?  20692??  20696??  20700??
00D6: if  0?
838A:   NOT   car_in_cube  20692??  20696??  20700??  4!  4!  3!
004D: jump_if_false Label0CDB8B
00D6: if  0?
8118:   NOT   actor  21024?? dead
004D: jump_if_false Label0CDB75
00D6: if  0?
80C2:   NOT   sphere_onscreen  20692??  20696??  20700??  4!
004D: jump_if_false Label0CDB6E
03CD: car  21000?? remove_from_stuck_car_check
01C3: remove_references_to_car  21000??  \\ Like turning a car into any random car
00A5:  21000?? = create_car #ANGEL at  20692??  20696??  20700??
03CC: car  21000?? add_to_stuck_car_check  1! =  2000&
011C: actor  21024?? clear_objective
036A: put_actor  21024?? in_car  21000??
039F: car  21000?? race_to  20964??  20968??
00D6: if  0?
00DB:   actor  21024?? in_car  21000??
004D: jump_if_false Label0CDB6E
00D6: if  22?
0042:    20548?? ==  7!  \\ floating-point values
0042:    20596?? ==  7!  \\ floating-point values
0042:    20648?? ==  7!  \\ floating-point values
004D: jump_if_false Label0CDB4F
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
00A7: unknown_car  21000?? drive_to  20964??  20968??  20972??
0002: jump Label0CDB6E

:Label0CDB4F
00AE: unknown_set_car  21000?? to_ignore_traffic_lights  2?
00AD: set_car  21000?? max_speed_to  63!
02C2: car  21000?? drive_to_point  20964??  20968??  20972??

:Label0CDB6E
0002: jump Label0CDB8B

:Label0CDB75
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDB8B
0002: jump Label0CDBA8

:Label0CDB92
00BC: text_highpriority "BM1_3"  5000& ms  1? \\ ~r~The racers have been attacked!
0002: jump Label0CC9CD

:Label0CDBA8
0051: return

;-------------Mission 54---------------
; Originally: Messing with the Man


:Label0CDBAA
03A4: name_thread "BIKE2"
0050: gosub Label0CDBD8
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0CDBCF
0050: gosub Label0CE310

:Label0CDBCF
0050: gosub Label0CE3E7
004E: end_thread

:Label0CDBD8
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0004:  21100?? =  0?  \\ integer values
0004:  21104?? =  0?  \\ integer values
0004:  21108?? =  0?  \\ integer values
0004:  21112?? =  0?  \\ integer values
0004:  21116?? =  0?  \\ integer values
0004:  21120?? =  0?  \\ integer values
0004:  21124?? =  121000&&  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BIKE2"
058E: unknown_point_command -609.723!  658.861!  9.908! angle  279.44!
023C: load_special_actor  1? "CSBIGM"
023C: load_special_actor  2? "CSPLAY"
023C: load_special_actor  3? "MGOONA"
023C: load_special_actor  4? "MSERVER"
04BB: select_interiour  11?  \\ select render area
03CB: set_camera -597.02!  642.46!  11!
04F9: interiour_colors  15?  0?
038B: load_requested_models

:Label0CDC86
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
004D: jump_if_false Label0CDCAC
0001: wait  0? ms
0002: jump Label0CDC86

:Label0CDCAC
02E4: load_cutscene_data "BIKE_3"
0244: set_cutscene_pos -602.052!  636.289!  10.636!
041D: set_camera_near_clip  .1!
02E5:  620?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  620?? "CSBIGM"
02E5:  500?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  576?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  576?? "MGOONA"
02E5:  624?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  624?? "MSERVER"
0395: clear_area  1? at -597.25!  655.87! range  10.06!  1!
0055: put_player $PLAYER_CHAR at -597.25!  655.87!  10.06!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CDD6A
00D6: if  0?
001A:    3004& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDD8D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDD6A

:Label0CDD8D
00BC: text_highpriority "BM2_A"  10000& ms  1? \\ Ah, got ya again.

:Label0CDD9C
00D6: if  0?
001A:    5135& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDDBF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDD9C

:Label0CDDBF
00BC: text_highpriority "BM2_B"  10000& ms  1? \\ Hey Vercetti.

:Label0CDDCE
00D6: if  0?
001A:    6423& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDDF1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDDCE

:Label0CDDF1
00BC: text_highpriority "BM2_C"  10000& ms  1? \\ Cougar says you can handle a bike pretty good.

:Label0CDE00
00D6: if  0?
001A:    8568& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDE23
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE00

:Label0CDE23
00BC: text_highpriority "BM2_D"  10000& ms  1? \\ Yeah, how many more errands am I gonna to have to run?

:Label0CDE32
00D6: if  0?
001A:    10974& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDE55
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE32

:Label0CDE55
00BC: text_highpriority "BM2_E"  10000& ms  1? \\ I'm a very busy man.

:Label0CDE64
00D6: if  0?
001A:    12703& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDE87
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE64

:Label0CDE87
00BC: text_highpriority "BM2_F"  10000& ms  1? \\ If it's a fight that's gonna settle this then bring it on.

:Label0CDE96
00D6: if  0?
001A:    14662& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDEB9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDE96

:Label0CDEB9
00BC: text_highpriority "BM2_G"  10000& ms  1? \\ Being one of us ain't just about brawlin'. It's about being part of a family.

:Label0CDEC8
00D6: if  0?
001A:    18829& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDEEB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDEC8

:Label0CDEEB
00BC: text_highpriority "BM2_H"  10000& ms  1? \\ Yeah, I've been part of a family before alright. It didn't work out.

:Label0CDEFA
00D6: if  0?
001A:    21584& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDF1D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDEFA

:Label0CDF1D
00BC: text_highpriority "BM2_I"  10000& ms  1? \\ Yeah, right, but this family takes care of its own.

:Label0CDF2C
00D6: if  0?
001A:    24017& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDF4F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF2C

:Label0CDF4F
00BC: text_highpriority "BM2_J"  10000& ms  1? \\ We don't ask a man to do the dirty work and then let him do fifteen years hard time.

:Label0CDF5E
00D6: if  0?
001A:    28016& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDF81
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF5E

:Label0CDF81
00BC: text_highpriority "BM2_K"  10000& ms  1? \\ Yeah, that's right. I've done my homework.

:Label0CDF90
00D6: if  0?
001A:    30132& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDFB3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDF90

:Label0CDFB3
00BC: text_highpriority "BM2_L"  10000& ms  1? \\ This here's the biggest family of misfits, outcasts and badasses.

:Label0CDFC2
00D6: if  0?
001A:    34034&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CDFE7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDFC2

:Label0CDFE7
00BC: text_highpriority "BM2_M"  10000& ms  1? \\ Hell, some of us has even been betrayed by our own country.

:Label0CDFF6
00D6: if  0?
001A:    36593&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE01B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CDFF6

:Label0CE01B
00BC: text_highpriority "BM2_N"  10000& ms  1? \\ I was locked up during 'Nam. Ugly business.

:Label0CE02A
00D6: if  0?
001A:    38862&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE04F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE02A

:Label0CE04F
00BC: text_highpriority "BM2_O"  10000& ms  1? \\ Which is why I'm gonna ask you to go mess with the man.

:Label0CE05E
00D6: if  0?
001A:    41401&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE083
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE05E

:Label0CE083
00BC: text_highpriority "BM2_P"  10000& ms  1? \\ This whole damn country needs a kick in the ass, and we're the ones to deliver it.

:Label0CE092
00D6: if  0?
001A:    44782&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE0B7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE092

:Label0CE0B7
00BC: text_highpriority "BM2_Q"  10000& ms  1? \\ So get out there, grab a bike and show this city how pissed you are!

:Label0CE0C6
00D6: if  0?
001A:    49441&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE0EB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE0C6

:Label0CE0EB
00BC: text_highpriority "BM2_R"  10000& ms  1? \\ Alright, alright.

:Label0CE0FA
00D6: if  0?
001A:    50560&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE11F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE0FA

:Label0CE11F
00BE: text_clear_all
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0CE12A
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CE142
0001: wait  0? ms
0002: jump Label0CE12A

:Label0CE142
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03CB: set_camera -597.25!  655.87!  10.06!
04E3: unknown_player $PLAYER_CHAR  2?  60000&&
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "BM2_2"  5000& ms  1? \\ ~g~You must fill the Chaos Meter in the time given to show us how much of a badass you are!
03C4: set_status_text_to  21100??  1? (bar) "BM2_1" \\ CHAOSMETER:
03C7: unknown_maby_cops_density  3!
0006:  16@ =  0?  \\ integer values
014E: set_timer_to  21124?? type  1?

:Label0CE1C6
00D6: if  0?
0038:    21104?? ==  0?  \\ integer values
004D: jump_if_false Label0CE309
0001: wait  0? ms
00D6: if  0?
0038:    21124?? ==  0?  \\ integer values
004D: jump_if_false Label0CE204
00BC: text_highpriority "BM2_4"  5000& ms  1? \\ ~r~You failed to fill the Chaos Meter in time!
0002: jump Label0CE310

:Label0CE204
00D6: if  0?
0038:    21120?? ==  0?  \\ integer values
004D: jump_if_false Label0CE236
00D6: if  0?
010F:   player $PLAYER_CHAR wanted_level >  2?
004D: jump_if_false Label0CE236
03C7: unknown_maby_cops_density  1!
0004:  21120?? =  1?  \\ integer values

:Label0CE236
00D6: if  0?
0038:    21100?? ==  100?  \\ integer values
004D: jump_if_false Label0CE24F
0004:  21104?? =  1?  \\ integer values

:Label0CE24F
04BF:  21108?? = unknown_player $PLAYER_CHAR chaos_level
00D6: if  0?
0028:    21108?? >=  25?  \\ integer values
004D: jump_if_false Label0CE302
00D6: if  0?
0038:    21112?? ==  0?  \\ integer values
004D: jump_if_false Label0CE2E4
00D6: if  0?
002A:    99? >=  21100??  \\ integer values
004D: jump_if_false Label0CE2AE
0008:  21100?? +=  5?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0002: jump Label0CE2B5

:Label0CE2AE
0004:  21100?? =  100?  \\ integer values

:Label0CE2B5
00D6: if  0?
0038:    21116?? ==  0?  \\ integer values
004D: jump_if_false Label0CE2DD
00BC: text_highpriority "BM2_3"  5000& ms  1? \\ ~g~This sound indicates that you have filled a part of the meter, continue to do so.
0004:  21116?? =  1?  \\ integer values

:Label0CE2DD
0004:  21112?? =  1?  \\ integer values

:Label0CE2E4
00D6: if  0?
0038:    21112?? ==  1?  \\ integer values
004D: jump_if_false Label0CE302
04BE: unknown_reset_player $PLAYER_CHAR chaos_level
0004:  21112?? =  0?  \\ integer values

:Label0CE302
0002: jump Label0CE1C6

:Label0CE309
0002: jump Label0CE321

:Label0CE310
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0CE321
0004:  1104?? =  1?  \\ integer values
0318: set_latest_mission_passed "BIKE_2" \\ Messing with the Man
030C: set_mission_points +=  1?
0394: play_music  1?
00D6: if  0?
0038:    6236?? ==  1?  \\ integer values
004D: jump_if_false Label0CE358
018E: stop_sound  6224??
0004:  6236?? =  0?  \\ integer values

:Label0CE358
00D6: if  0?
0038:    6240?? ==  1?  \\ integer values
004D: jump_if_false Label0CE376
018E: stop_sound  6228??
0004:  6240?? =  0?  \\ integer values

:Label0CE376
00D6: if  0?
0038:    6244?? ==  1?  \\ integer values
004D: jump_if_false Label0CE394
018E: stop_sound  6232??
0004:  6244?? =  0?  \\ integer values

:Label0CE394
00D6: if  0?
0038:    6244?? ==  0?  \\ integer values
004D: jump_if_false Label0CE3C3
018D:  6232?? = create_sound  38? at -596.018!  640.916!  12!
0004:  6244?? =  1?  \\ integer values

:Label0CE3C3
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000&
004F: create_thread Label00D937 
0051: return

:Label0CE3E7
0004: $ONMISSION =  0?  \\ integer values
014F: stop_timer  21124??
0151: remove_status_text  21100??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 55---------------
; Originally: Hog Tied


:Label0CE401
03A4: name_thread "BIKE3"
0050: gosub Label0CE42F
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0CE426
0050: gosub Label0CF77A

:Label0CE426
0050: gosub Label0CF7CA
004E: end_thread

:Label0CE42F
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  21164?? =  0?  \\ integer values
0004:  21164?? =  0?  \\ integer values
0004:  21168?? =  0?  \\ integer values
0004:  21172?? =  0?  \\ integer values
0004:  21176?? =  0?  \\ integer values
0004:  21180?? =  0?  \\ integer values
0004:  21184?? =  0?  \\ integer values
0004:  21188?? =  0?  \\ integer values
0004:  21192?? =  0?  \\ integer values
0004:  21196?? =  0?  \\ integer values
0004:  21200?? =  0?  \\ integer values
0004:  21204?? =  0?  \\ integer values
0004:  21208?? =  0?  \\ integer values
0004:  21240?? =  0?  \\ integer values
0004:  21248?? =  0?  \\ integer values
0004:  21256?? =  0?  \\ integer values
0004:  21264?? =  0?  \\ integer values
0004:  21272?? =  0?  \\ integer values
0004:  21280?? =  0?  \\ integer values
0004:  21288?? =  0?  \\ integer values
0004:  21296?? =  0?  \\ integer values
0004:  21304?? =  0?  \\ integer values
0004:  21312?? =  0?  \\ integer values
0004:  21320?? =  0?  \\ integer values
0004:  21328?? =  0?  \\ integer values
0004:  21336?? =  0?  \\ integer values
0004:  21344?? =  0?  \\ integer values
0004:  21352?? =  0?  \\ integer values
0004:  21360?? =  0?  \\ integer values
0004:  21220?? =  0?  \\ integer values
0004:  21228?? =  0?  \\ integer values
0004:  21232?? =  0?  \\ integer values
0004:  21364?? =  0?  \\ integer values
0005:  21368?? =  0!  \\ floating-point values
0005:  21372?? =  0!  \\ floating-point values
0005:  21376?? =  0!  \\ floating-point values
0004:  21416?? =  0?  \\ integer values
0004:  21420?? =  0?  \\ integer values
0004:  21440?? =  0?  \\ integer values
0004:  21448?? =  0?  \\ integer values
0004:  21452?? =  0?  \\ integer values
0004:  21456?? =  0?  \\ integer values
0004:  21460?? =  0?  \\ integer values
0004:  21464?? =  0?  \\ integer values
0004:  21468?? =  0?  \\ integer values
0004:  21472?? =  0?  \\ integer values
0004:  21476?? =  0?  \\ integer values
0004:  21480?? =  0?  \\ integer values
0004:  21484?? =  0?  \\ integer values
0004:  21488?? =  0?  \\ integer values
0004:  21492?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BIKE3"
058E: unknown_point_command -609.723!  658.861!  9.908! angle  279.44!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSBIGM"
023C: load_special_actor  3? "MSERVER"
04BB: select_interiour  11?  \\ select render area
03CB: set_camera -597.02!  642.46!  11!
04F9: interiour_colors  15?  0?
038B: load_requested_models

:Label0CE60B
00D6: if  22?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
004D: jump_if_false Label0CE62D
0001: wait  0? ms
0002: jump Label0CE60B

:Label0CE62D
02E4: load_cutscene_data "BIKE_2"
0244: set_cutscene_pos -602.052!  636.289!  10.636!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  620?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  620?? "CSBIGM"
02E5:  628?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  628?? "MSERVER"
0395: clear_area  1? at -597.25!  655.87! range  10.06!  1!
0055: put_player $PLAYER_CHAR at -597.25!  655.87!  10.06!
0171: set_player $PLAYER_CHAR z_angle_to  0!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0CE6D7
00D6: if  0?
001A:    4538& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE6FA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE6D7

:Label0CE6FA
00BC: text_highpriority "BM3_A"  10000& ms  1? \\ Hey there, Mitch.

:Label0CE709
00D6: if  0?
001A:    6581& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE72C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE709

:Label0CE72C
00BC: text_highpriority "BM3_B"  10000& ms  1? \\ Well, if it ain't 'bad ass' Vercetti.

:Label0CE73B
00D6: if  0?
001A:    8775& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE75E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE73B

:Label0CE75E
00BC: text_highpriority "BM3_C"  10000& ms  1? \\ Now I wanna see how good you can fight for your patch.

:Label0CE76D
00D6: if  0?
001A:    11662& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE790
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE76D

:Label0CE790
00BC: text_highpriority "BM3_D"  10000& ms  1? \\ A local street gang made the mistake of stealing my hog...

:Label0CE79F
00D6: if  0?
001A:    14895& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE7C2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE79F

:Label0CE7C2
00BC: text_highpriority "BM3_E"  10000& ms  1? \\ probably because of some machismo thing or somethin'.

:Label0CE7D1
00D6: if  0?
001A:    17616& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE7F4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE7D1

:Label0CE7F4
00BC: text_highpriority "BM3_F"  10000& ms  1? \\ Me and the boys would go over there and teach them a lesson in respect an'all.

:Label0CE803
00D6: if  0?
001A:    22783& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE826
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE803

:Label0CE826
00BC: text_highpriority "BM3_G"  10000& ms  1? \\ Anyways.

:Label0CE835
00D6: if  0?
001A:    24681& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE858
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE835

:Label0CE858
00BC: text_highpriority "BM3_H"  10000& ms  1? \\ Then I got to thinking - this would make a good initiation for you.

:Label0CE867
00D6: if  0?
001A:    28415& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE88A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE867

:Label0CE88A
00BC: text_highpriority "BM3_I"  10000& ms  1? \\ You get my bike back, you can tell Paul he's got his security.

:Label0CE899
00D6: if  0?
001A:    32256& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE8BC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE899

:Label0CE8BC
00BE: text_clear_all

:Label0CE8BE
00D6: if  0?
001A:    37916&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0CE8E3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0CE8BE

:Label0CE8E3
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0CE8EC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CE904
0001: wait  0? ms
0002: jump Label0CE8EC

:Label0CE904
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03CB: set_camera -597.25!  655.87!  10.06!
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0247: request_model -167& (DOONTOON50)
0247: request_model -168& (ROAD_DOWNTOWN_NEW2)
0247: request_model -169& (ROAD_DOWNTOWN02)
0247: request_model -170& (AMMUNATION_DT)
0247: request_model -171& (DOONTOON19)
0247: request_model -172& (DT_COMPOUND_ROOF)
0247: request_model -173& (DOONTOON51)
0247: request_model -174& (LODNTOON28)
0247: request_model -175& (AMMU_WINDOWS1)

:Label0CE97F
00D6: if  25?
8248:   NOT   model -167& (DOONTOON50) available
8248:   NOT   model -168& (ROAD_DOWNTOWN_NEW2) available
8248:   NOT   model -169& (ROAD_DOWNTOWN02) available
8248:   NOT   model -170& (AMMUNATION_DT) available
8248:   NOT   model -171& (DOONTOON19) available
8248:   NOT   model -172& (DT_COMPOUND_ROOF) available
004D: jump_if_false Label0CE9B3
0001: wait  0? ms
0002: jump Label0CE97F

:Label0CE9B3
00D6: if  22?
8248:   NOT   model -173& (DOONTOON51) available
8248:   NOT   model -174& (LODNTOON28) available
8248:   NOT   model -175& (AMMU_WINDOWS1) available
004D: jump_if_false Label0CE9D8
0001: wait  0? ms
0002: jump Label0CE9B3

:Label0CE9D8
0169: set_fade_color  0?  0?  0?
02A3: toggle_widescreen  1? (on)
0001: wait  1000& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "BM3_1"  4000& ms  1? \\ ~g~A local gang has stolen Mitch Baker's Angel. Get it back!
0006:  16@ =  0?  \\ integer values

:Label0CEA06
00D6: if  0?
001B:    3500& >  16@  \\ integer values
004D: jump_if_false Label0CEA42
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0CEA3B
0002: jump Label0CEC36

:Label0CEA3B
0002: jump Label0CEA06

:Label0CEA42
00BC: text_highpriority "BM3_6"  6000& ms  1? \\ ~g~They are holed up behind Ammu-Nation in the Downtown area.
0006:  16@ =  0?  \\ integer values

:Label0CEA58
00D6: if  0?
001B:    5500& >  16@  \\ integer values
004D: jump_if_false Label0CEAE4
0001: wait  0? ms
00D6: if  0?
0029:    16@ >=  4000&  \\ integer values
004D: jump_if_false Label0CEAAC
00D6: if  0?
0038:    21492?? ==  0?  \\ integer values
004D: jump_if_false Label0CEAAC
016A: fade  0? ()  1500& ms
03D5: remove_text "BM3_6" \\ ~g~They are holed up behind Ammu-Nation in the Downtown area.
0004:  21492?? =  1?  \\ integer values

:Label0CEAAC
00D6: if  0?
001B:    4000& >  16@  \\ integer values
004D: jump_if_false Label0CEADD
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0CEADD
0002: jump Label0CEC36

:Label0CEADD
0002: jump Label0CEA58

:Label0CEAE4
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CEAFC
0001: wait  0? ms
0002: jump Label0CEAE4

:Label0CEAFC
03CB: set_camera -675.93!  1116.28!  14.35!
015F: set_camera_position -675.93!  1116.28!  14.35!  0!  0!  0!
0160: point_camera -675.81!  1117.19!  14.4!  2?
016A: fade  1? (back)  2000& ms

:Label0CEB47
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CEB5F
0001: wait  0? ms
0002: jump Label0CEB47

:Label0CEB5F
00BC: text_highpriority "BM3_7"  5000& ms  1? \\ ~g~You will need a fast bike to gain access to the roof.
0006:  17@ =  0?  \\ integer values

:Label0CEB75
00D6: if  0?
001B:    4000& >  17@  \\ integer values
004D: jump_if_false Label0CEBB1
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0CEBAA
0002: jump Label0CEC36

:Label0CEBAA
0002: jump Label0CEB75

:Label0CEBB1
015F: set_camera_position -678.97!  1147.28!  25.48!  0!  0!  0!
0160: point_camera -678.65!  1148.22!  25.44!  2?
00BC: text_highpriority "BM3_8"  5000& ms  1? \\ ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0006:  16@ =  0?  \\ integer values

:Label0CEBFA
00D6: if  0?
001B:    4000& >  16@  \\ integer values
004D: jump_if_false Label0CEC36
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0CEC2F
0002: jump Label0CEC36

:Label0CEC2F
0002: jump Label0CEBFA

:Label0CEC36
00BE: text_clear_all
016A: fade  0? ()  1500& ms

:Label0CEC3F
00D6: if  0?
016B:   fading
004D: jump_if_false Label0CEC57
0001: wait  0? ms
0002: jump Label0CEC3F

:Label0CEC57
03CB: set_camera -597.25!  655.87!  10.06!
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
02EB: restore_camera_with_jumpcut
03D5: remove_text "BM3_8" \\ ~g~Use the bike to jump from these stairs to the roof on the far side of the road.
0249: release_model -167& (DOONTOON50)
0249: release_model -168& (ROAD_DOWNTOWN_NEW2)
0249: release_model -169& (ROAD_DOWNTOWN02)
0249: release_model -170& (AMMUNATION_DT)
0249: release_model -171& (DOONTOON19)
0249: release_model -172& (DT_COMPOUND_ROOF)
0249: release_model -173& (DOONTOON51)
0249: release_model -174& (LODNTOON28)
0249: release_model -175& (AMMU_WINDOWS1)
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #BKA
0247: request_model #ANGEL
0247: request_model #TEC9
0247: request_model #M4
0247: request_model #GANGBUR

:Label0CECDA
00D6: if  25?
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #ANGEL available
8248:   NOT   model #TEC9 available
8248:   NOT   model #M4 available
8248:   NOT   model #BKA available
004D: jump_if_false Label0CED0B
0001: wait  0? ms
0002: jump Label0CECDA

:Label0CED0B
00D6: if  0?
8248:   NOT   model #GANGBUR available
004D: jump_if_false Label0CED26
0001: wait  0? ms
0002: jump Label0CED0B

:Label0CED26
018D:  21224?? = create_sound  0? at -702.16!  1215.37!  23.17!
018E: stop_sound  21224??
00A5:  21424?? = create_car #GANGBUR at -518.54!  694.1!  10.89!
0129:  21384?? = create_actor  9? #SGB in_car  21424?? driverseat
01C8:  21400?? = create_actor  9? #SGB in_car  21424?? passenger_seat  0?
009B: destroy_actor_instantly  21384??
009B: destroy_actor_instantly  21400??
00A6: destroy_car  21424??
00A5:  21428?? = create_car #GANGBUR at -296.53!  1254.6!  10.11!
0129:  21388?? = create_actor  9? #SGA in_car  21428?? driverseat
01C8:  21404?? = create_actor  9? #SGB in_car  21428?? passenger_seat  0?
009B: destroy_actor_instantly  21388??
009B: destroy_actor_instantly  21404??
00A6: destroy_car  21428??
00A5:  21432?? = create_car #GANGBUR at -857.96!  1137.78!  9.79!
0129:  21392?? = create_actor  9? #SGA in_car  21432?? driverseat
01C8:  21408?? = create_actor  9? #SGB in_car  21432?? passenger_seat  0?
009B: destroy_actor_instantly  21392??
009B: destroy_actor_instantly  21408??
00A6: destroy_car  21432??
00A5:  21436?? = create_car #GANGBUR at -604.24!  664.34!  9.91!
0129:  21396?? = create_actor  9? #SGB in_car  21436?? driverseat
01C8:  21412?? = create_actor  9? #SGB in_car  21436?? passenger_seat  0?
009B: destroy_actor_instantly  21396??
009B: destroy_actor_instantly  21412??
00A6: destroy_car  21436??
0169: set_fade_color  0?  0?  0?
0001: wait  1000& ms
016A: fade  1? (back)  2000& ms
018A:  21444?? = create_checkpoint_at -674.59!  1128.49!  10.08!
0004:  21448?? =  1?  \\ integer values
0005:  392?? =  0!  \\ floating-point values
00A5:  21128?? = create_car #ANGEL at -700.08!  1300.14!  10.76!
0294: unknown_car  21128?? flag  0?
0175: set_car  21128?? z_angle_to  180!
009A:  21140?? = create_actor  9? #SGA at -750.93!  1235.44!  23.73!
01ED: spawn_actor  21140??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
009A:  21144?? = create_actor  9? #SGA at -659.81!  1257.07!  23.17!
01ED: spawn_actor  21144??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
009A:  21148?? = create_actor  9? #SGA at -692.32!  1250.27!  10.2!
01ED: spawn_actor  21148??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
009A:  21152?? = create_actor  9? #SGB at -757.7!  1214.37!  10.07!
01ED: spawn_actor  21152??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
009A:  21156?? = create_actor  9? #SGA at -699.21!  1300.28!  10.76!
01ED: spawn_actor  21156??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
009A:  21160?? = create_actor  9? #SGB at -701.04!  1300.24!  10.76!
01ED: spawn_actor  21160??
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
0004:  492?? =  0?  \\ integer values

:Label0CEFAB
00D6: if  0?
81B0:   NOT   car  21128?? stopped  492?? (in-sphere)near_point -596.63!  658.2!  10.06! radius  4!  4!  4!
004D: jump_if_false Label0CF42B
0001: wait  0? ms
0008:  21488?? +=  1?  \\ integer values
00D6: if  0?
0018:    21488?? >  20?  \\ integer values
004D: jump_if_false Label0CF000
0004:  21488?? =  0?  \\ integer values

:Label0CF000
00D6: if  0?
001A:    6? >  21480??  \\ integer values
004D: jump_if_false Label0CF019
0050: gosub Label0D11BA

:Label0CF019
00D6: if  22?
0057:   player $PLAYER_CHAR  0? ()in_cube -642.32!  1198.51!  22! -768.194!  1306.725!  30!
0057:   player $PLAYER_CHAR  0? ()in_cube -685.75!  1239.31!  9! -768.194!  1306.725!  30!
0057:   player $PLAYER_CHAR  0? ()in_cube -753.43!  1213!  9! -768.194!  1306.725!  30!
004D: jump_if_false Label0CF133
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    21448?? ==  1?  \\ integer values
004D: jump_if_false Label0CF0B6
0164: disable_marker  21444??
0004:  21448?? =  0?  \\ integer values

:Label0CF0B6
00D6: if  0?
0038:    21420?? ==  0?  \\ integer values
004D: jump_if_false Label0CF125
00D6: if  0?
0038:    21452?? ==  0?  \\ integer values
004D: jump_if_false Label0CF125
00D6: if  0?
8119:   NOT   car  21128?? wrecked
004D: jump_if_false Label0CF10F
00BC: text_highpriority "BM3_9"  5000& ms  1? \\ ~g~Get Mitch's Angel and get out of there!
0186:  21136?? = create_marker_above_car  21128??
0004:  21452?? =  1?  \\ integer values
0002: jump Label0CF125

:Label0CF10F
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF125
0004:  21440?? =  1?  \\ integer values
0002: jump Label0CF1A9

:Label0CF133
00D6: if  0?
0038:    21420?? ==  0?  \\ integer values
004D: jump_if_false Label0CF163
00D6: if  0?
0038:    21452?? ==  1?  \\ integer values
004D: jump_if_false Label0CF163
0164: disable_marker  21136??
0004:  21452?? =  0?  \\ integer values

:Label0CF163
00D6: if  0?
0038:    21420?? ==  0?  \\ integer values
004D: jump_if_false Label0CF1A2
00D6: if  0?
0038:    21448?? ==  0?  \\ integer values
004D: jump_if_false Label0CF1A2
018A:  21444?? = create_checkpoint_at -674.59!  1128.49!  10.08!
0004:  21448?? =  1?  \\ integer values

:Label0CF1A2
0004:  21440?? =  0?  \\ integer values

:Label0CF1A9
00D6: if  0?
0038:    21416?? ==  0?  \\ integer values
004D: jump_if_false Label0CF1E6
00D6: if  0?
0038:    21420?? ==  1?  \\ integer values
004D: jump_if_false Label0CF1E6
00D6: if  0?
0038:    21440?? ==  0?  \\ integer values
004D: jump_if_false Label0CF1E6
0050: gosub Label0D0F73

:Label0CF1E6
00D6: if  0?
0038:    21416?? ==  1?  \\ integer values
004D: jump_if_false Label0CF2B8
00D6: if  0?
8118:   NOT   actor  21384?? dead
004D: jump_if_false Label0CF210
01CC: actor  21384?? kill_player $PLAYER_CHAR

:Label0CF210
00D6: if  0?
8118:   NOT   actor  21388?? dead
004D: jump_if_false Label0CF228
01CC: actor  21388?? kill_player $PLAYER_CHAR

:Label0CF228
00D6: if  0?
8118:   NOT   actor  21392?? dead
004D: jump_if_false Label0CF240
01CC: actor  21392?? kill_player $PLAYER_CHAR

:Label0CF240
00D6: if  0?
8118:   NOT   actor  21396?? dead
004D: jump_if_false Label0CF258
01CC: actor  21396?? kill_player $PLAYER_CHAR

:Label0CF258
00D6: if  0?
8118:   NOT   actor  21400?? dead
004D: jump_if_false Label0CF270
01CC: actor  21400?? kill_player $PLAYER_CHAR

:Label0CF270
00D6: if  0?
8118:   NOT   actor  21404?? dead
004D: jump_if_false Label0CF288
01CC: actor  21404?? kill_player $PLAYER_CHAR

:Label0CF288
00D6: if  0?
8118:   NOT   actor  21408?? dead
004D: jump_if_false Label0CF2A0
01CC: actor  21408?? kill_player $PLAYER_CHAR

:Label0CF2A0
00D6: if  0?
8118:   NOT   actor  21412?? dead
004D: jump_if_false Label0CF2B8
01CC: actor  21412?? kill_player $PLAYER_CHAR

:Label0CF2B8
0054:  21368?? = player $PLAYER_CHAR x_pos,  21372?? = player $PLAYER_CHAR y_pos,  21376?? = player $PLAYER_CHAR z_pos
0050: gosub Label0CF84B
00D6: if  0?
0119:   car  21128?? wrecked
004D: jump_if_false Label0CF2FA
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A
0002: jump Label0CF3D6

:Label0CF2FA
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  21128??
004D: jump_if_false Label0CF39A
00D6: if  0?
0038:    21164?? ==  0?  \\ integer values
004D: jump_if_false Label0CF393
0004:  492?? =  1?  \\ integer values
0004:  21192?? =  1?  \\ integer values
00D6: if  0?
0038:    21420?? ==  0?  \\ integer values
004D: jump_if_false Label0CF35D
00D6: if  0?
0038:    21452?? ==  1?  \\ integer values
004D: jump_if_false Label0CF35D
0164: disable_marker  21136??
0004:  21452?? =  2?  \\ integer values

:Label0CF35D
0164: disable_marker  21136??
018A:  21132?? = create_checkpoint_at -596.63!  658.2!  10.06!
00BC: text_highpriority "BM3_3"  5000& ms  1? \\ ~g~Get the bike back to the bar!
0004:  21420?? =  1?  \\ integer values
0004:  21164?? =  1?  \\ integer values

:Label0CF393
0002: jump Label0CF3D6

:Label0CF39A
00D6: if  0?
0038:    21164?? ==  1?  \\ integer values
004D: jump_if_false Label0CF3D6
0004:  492?? =  0?  \\ integer values
0164: disable_marker  21132??
0186:  21136?? = create_marker_above_car  21128??
00BC: text_highpriority "BM3_4"  5000& ms  1? \\ ~g~Get on the bike!
0004:  21164?? =  0?  \\ integer values

:Label0CF3D6
00D6: if  0?
0038:    21192?? ==  1?  \\ integer values
004D: jump_if_false Label0CF424
00D6: if  0?
0038:    21208?? ==  0?  \\ integer values
004D: jump_if_false Label0CF40F
0006:  17@ =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values
0004:  21208?? =  1?  \\ integer values

:Label0CF40F
0050: gosub Label0CFE85
0050: gosub Label0D064F
0050: gosub Label0D07C3

:Label0CF424
0002: jump Label0CEFAB

:Label0CF42B
0004:  492?? =  1?  \\ integer values
0164: disable_marker  21136??
0164: disable_marker  21132??
02A3: toggle_widescreen  1? (on)
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
015F: set_camera_position -607.076!  666.146!  13.891!  0!  0!  0!
0395: clear_area  0? at -596.63!  658.2! range  10.06!  1!
0160: point_camera -606.531!  665.364!  13.589!  2?
01D3: actor $PLAYER_ACTOR leave_car  21128??

:Label0CF4AD
00D6: if  0?
00DB:   actor $PLAYER_ACTOR in_car  21128??
004D: jump_if_false Label0CF4F1
0001: wait  0? ms
00D6: if  0?
0119:   car  21128?? wrecked
004D: jump_if_false Label0CF4EA
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF4EA
0002: jump Label0CF4AD

:Label0CF4F1
0211: actor $PLAYER_ACTOR walk_to -594.99!  654.58!
0006:  16@ =  0?  \\ integer values

:Label0CF507
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -594.99!  654.58! radius  1!  1!
004D: jump_if_false Label0CF59E
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  6000&  \\ integer values
004D: jump_if_false Label0CF571
00D6: if  0?
80ED:   NOT   actor $PLAYER_ACTOR  0? ()near_point_on_foot -594.99!  654.58! radius  1!  1!
004D: jump_if_false Label0CF571
0002: jump Label0CF59E

:Label0CF571
00D6: if  0?
0119:   car  21128?? wrecked
004D: jump_if_false Label0CF597
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF597
0002: jump Label0CF507

:Label0CF59E
011C: actor $PLAYER_ACTOR clear_objective
009A:  21380?? = create_actor  12? #BKA at -608.72!  650.2!  10.06!
01ED: spawn_actor  21380??
0319: set_actor  21380?? wander_state_to  1? (off)
020E: actor $PLAYER_ACTOR look_at_actor  21380??
00D6: if  0?
8119:   NOT   car  21128?? wrecked
004D: jump_if_false Label0CF5EE
01D5: actor  21380?? go_to_and_drive_car  21128??
0002: jump Label0CF604

:Label0CF5EE
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF604
0006:  16@ =  0?  \\ integer values

:Label0CF60B
00D6: if  0?
80DF:   NOT   actor  21380?? driving
004D: jump_if_false Label0CF691
0001: wait  0? ms
00D6: if  0?
0119:   car  21128?? wrecked
004D: jump_if_false Label0CF645
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF645
00D6: if  0?
0118:   actor  21380?? dead
004D: jump_if_false Label0CF65C
0002: jump Label0CF77A

:Label0CF65C
00D6: if  0?
0019:    16@ >  20000&  \\ integer values
004D: jump_if_false Label0CF68A
00D6: if  0?
80DB:   NOT   actor  21380?? in_car  21128??
004D: jump_if_false Label0CF68A
036A: put_actor  21380?? in_car  21128??

:Label0CF68A
0002: jump Label0CF60B

:Label0CF691
00D6: if  0?
8119:   NOT   car  21128?? wrecked
004D: jump_if_false Label0CF6BE
00AD: set_car  21128?? max_speed_to  30!
00AE: unknown_set_car  21128?? to_ignore_traffic_lights  2?
00A8: set_car  21128?? to_psycho_driver
0002: jump Label0CF6D4

:Label0CF6BE
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF6D4
00D6: if  1?
02CA:   car  21128?? bounding_sphere_visible
001B:    4000& >  16@  \\ integer values
004D: jump_if_false Label0CF734
0001: wait  0? ms
00D6: if  0?
0119:   car  21128?? wrecked
004D: jump_if_false Label0CF716
00BC: text_highpriority "BM3_2"  5000& ms  1? \\ ~r~You were supposed to bring the bike back, not destroy it!
0002: jump Label0CF77A

:Label0CF716
00D6: if  0?
0118:   actor  21380?? dead
004D: jump_if_false Label0CF72D
0002: jump Label0CF77A

:Label0CF72D
0002: jump Label0CF6D4

:Label0CF734
0001: wait  3000& ms
00D6: if  0?
8119:   NOT   car  21128?? wrecked
004D: jump_if_false Label0CF74E
00A9: set_car  21128?? to_normal_driver

:Label0CF74E
009B: destroy_actor_instantly  21380??
00A6: destroy_car  21128??
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02EB: restore_camera_with_jumpcut
0002: jump Label0CF78B

:Label0CF77A
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0CF78B
0004:  1108?? =  1?  \\ integer values
0318: set_latest_mission_passed "BIKE_3" \\ Hog Tied
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  4000&
0164: disable_marker  1096??
0051: return

:Label0CF7CA
0004: $ONMISSION =  0?  \\ integer values
0249: release_model -167& (DOONTOON50)
0249: release_model -168& (ROAD_DOWNTOWN_NEW2)
0249: release_model -169& (ROAD_DOWNTOWN02)
0249: release_model -170& (AMMUNATION_DT)
0249: release_model -171& (DOONTOON19)
0249: release_model -172& (DT_COMPOUND_ROOF)
0249: release_model -173& (DOONTOON51)
0249: release_model -174& (LODNTOON28)
0249: release_model -175& (AMMU_WINDOWS1)
03AC: remove_route_point  0?
03AC: remove_route_point  1?
03AC: remove_route_point  2?
03AC: remove_route_point  3?
018E: stop_sound  21224??
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #ANGEL
0249: release_model #BKA
0249: release_model #TEC9
0249: release_model #M4
0249: release_model #GANGBUR
0164: disable_marker  21444??
0164: disable_marker  21136??
0164: disable_marker  21132??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0CF84B
00D6: if  0?
0038:    21440?? ==  1?  \\ integer values
004D: jump_if_false Label0CFE3A
00D6: if  0?
0038:    21488?? ==  0?  \\ integer values
004D: jump_if_false Label0CF9DB
00D6: if  0?
0038:    21168?? ==  0?  \\ integer values
004D: jump_if_false Label0CF9DB
00D6: if  0?
0118:   actor  21140?? dead
004D: jump_if_false Label0CF8BF
000C:  21196?? -=  1?  \\ integer values
00D6: if  0?
0038:    21228?? ==  1?  \\ integer values
004D: jump_if_false Label0CF8B1
0004:  21192?? =  1?  \\ integer values

:Label0CF8B1
0004:  21168?? =  1?  \\ integer values
0002: jump Label0CF9DB

:Label0CF8BF
00D6: if  0?
0038:    21220?? ==  0?  \\ integer values
004D: jump_if_false Label0CF922
00D6: if  0?
0038:    21228?? ==  0?  \\ integer values
004D: jump_if_false Label0CF922
00D6: if  21?
0123:   actor  21140?? spotted_player $PLAYER_CHAR
0038:    21172?? ==  1?  \\ integer values
004D: jump_if_false Label0CF922
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0239: actor  21140?? run_to -693.58!  1213.18!
0004:  21228?? =  1?  \\ integer values

:Label0CF922
00D6: if  0?
0038:    21220?? ==  0?  \\ integer values
004D: jump_if_false Label0CF9BE
00D6: if  0?
0038:    21228?? ==  1?  \\ integer values
004D: jump_if_false Label0CF9B7
00D6: if  0?
0102:   actor  21140?? stopped_near_point_on_foot -693.58!  1213.18!  23.16! radius  1!  1!  2! sphere  0?
004D: jump_if_false Label0CF9B7
018D:  21224?? = create_sound  0? at -693.58!  1213.18!  23.16!
0004:  21192?? =  1?  \\ integer values
009E: unknown_set_actor  21140?? path  21368??  21372??  21376?? radius  1!  1?
01CA: actor  21140?? kill_player $PLAYER_CHAR
0004:  21220?? =  1?  \\ integer values

:Label0CF9B7
0002: jump Label0CF9DB

:Label0CF9BE
009E: unknown_set_actor  21140?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21140?? kill_player $PLAYER_CHAR

:Label0CF9DB
00D6: if  0?
0038:    21488?? ==  1?  \\ integer values
004D: jump_if_false Label0CFB59
00D6: if  0?
0038:    21172?? ==  0?  \\ integer values
004D: jump_if_false Label0CFB59
00D6: if  0?
0118:   actor  21144?? dead
004D: jump_if_false Label0CFA3D
00D6: if  0?
0038:    21232?? ==  1?  \\ integer values
004D: jump_if_false Label0CFA28
0004:  21192?? =  1?  \\ integer values

:Label0CFA28
000C:  21196?? -=  1?  \\ integer values
0004:  21172?? =  1?  \\ integer values
0002: jump Label0CFB59

:Label0CFA3D
00D6: if  0?
0038:    21220?? ==  0?  \\ integer values
004D: jump_if_false Label0CFAA0
00D6: if  0?
0038:    21232?? ==  0?  \\ integer values
004D: jump_if_false Label0CFAA0
00D6: if  21?
0123:   actor  21144?? spotted_player $PLAYER_CHAR
0038:    21168?? ==  1?  \\ integer values
004D: jump_if_false Label0CFAA0
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0239: actor  21144?? run_to -693.58!  1213.18!
0004:  21232?? =  1?  \\ integer values

:Label0CFAA0
00D6: if  0?
0038:    21220?? ==  0?  \\ integer values
004D: jump_if_false Label0CFB3C
00D6: if  0?
0038:    21232?? ==  1?  \\ integer values
004D: jump_if_false Label0CFB35
00D6: if  0?
0102:   actor  21144?? stopped_near_point_on_foot -693.58!  1213.18!  23.16! radius  1!  1!  2! sphere  0?
004D: jump_if_false Label0CFB35
018D:  21224?? = create_sound  0? at -693.58!  1213.18!  23.16!
0004:  21192?? =  1?  \\ integer values
009E: unknown_set_actor  21144?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21144?? kill_player $PLAYER_CHAR
0004:  21220?? =  1?  \\ integer values

:Label0CFB35
0002: jump Label0CFB59

:Label0CFB3C
009E: unknown_set_actor  21144?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21144?? kill_player $PLAYER_CHAR

:Label0CFB59
00D6: if  0?
0038:    21488?? ==  2?  \\ integer values
004D: jump_if_false Label0CFC0C
00D6: if  0?
0038:    21176?? ==  0?  \\ integer values
004D: jump_if_false Label0CFC0C
00D6: if  0?
0118:   actor  21148?? dead
004D: jump_if_false Label0CFBA2
000C:  21196?? -=  1?  \\ integer values
0004:  21176?? =  1?  \\ integer values
0002: jump Label0CFC0C

:Label0CFBA2
00D6: if  0?
0038:    21192?? ==  0?  \\ integer values
004D: jump_if_false Label0CFBDD
00D6: if  0?
0123:   actor  21148?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFBDD
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0004:  21192?? =  1?  \\ integer values

:Label0CFBDD
00D6: if  0?
0038:    21192?? ==  1?  \\ integer values
004D: jump_if_false Label0CFC0C
009E: unknown_set_actor  21148?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21148?? kill_player $PLAYER_CHAR

:Label0CFC0C
00D6: if  0?
0038:    21488?? ==  3?  \\ integer values
004D: jump_if_false Label0CFCBF
00D6: if  0?
0038:    21180?? ==  0?  \\ integer values
004D: jump_if_false Label0CFCBF
00D6: if  0?
0118:   actor  21152?? dead
004D: jump_if_false Label0CFC55
000C:  21196?? -=  1?  \\ integer values
0004:  21180?? =  1?  \\ integer values
0002: jump Label0CFCBF

:Label0CFC55
00D6: if  0?
0038:    21192?? ==  0?  \\ integer values
004D: jump_if_false Label0CFC90
00D6: if  0?
0123:   actor  21152?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFC90
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0004:  21192?? =  1?  \\ integer values

:Label0CFC90
00D6: if  0?
0038:    21192?? ==  1?  \\ integer values
004D: jump_if_false Label0CFCBF
009E: unknown_set_actor  21152?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21152?? kill_player $PLAYER_CHAR

:Label0CFCBF
00D6: if  0?
0038:    21488?? ==  4?  \\ integer values
004D: jump_if_false Label0CFD79
00D6: if  0?
0038:    21184?? ==  0?  \\ integer values
004D: jump_if_false Label0CFD79
00D6: if  0?
0118:   actor  21156?? dead
004D: jump_if_false Label0CFD08
000C:  21196?? -=  1?  \\ integer values
0004:  21184?? =  1?  \\ integer values
0002: jump Label0CFD79

:Label0CFD08
00D6: if  0?
0038:    21192?? ==  0?  \\ integer values
004D: jump_if_false Label0CFD43
00D6: if  0?
0123:   actor  21156?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFD43
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0004:  21192?? =  1?  \\ integer values

:Label0CFD43
00D6: if  21?
0038:    21192?? ==  1?  \\ integer values
0038:    21188?? ==  1?  \\ integer values
004D: jump_if_false Label0CFD79
009E: unknown_set_actor  21156?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21156?? kill_player $PLAYER_CHAR

:Label0CFD79
00D6: if  0?
0038:    21488?? ==  5?  \\ integer values
004D: jump_if_false Label0CFE33
00D6: if  0?
0038:    21188?? ==  0?  \\ integer values
004D: jump_if_false Label0CFE33
00D6: if  0?
0118:   actor  21160?? dead
004D: jump_if_false Label0CFDC2
000C:  21196?? -=  1?  \\ integer values
0004:  21188?? =  1?  \\ integer values
0002: jump Label0CFE33

:Label0CFDC2
00D6: if  0?
0038:    21192?? ==  0?  \\ integer values
004D: jump_if_false Label0CFDFD
00D6: if  0?
0123:   actor  21160?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0CFDFD
00BB: text_lowpriority "INTRUDE"  5000& ms  1? \\ ~g~You've been spotted!
0004:  21192?? =  1?  \\ integer values

:Label0CFDFD
00D6: if  21?
0038:    21192?? ==  1?  \\ integer values
0038:    21184?? ==  1?  \\ integer values
004D: jump_if_false Label0CFE33
009E: unknown_set_actor  21160?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21160?? kill_player $PLAYER_CHAR

:Label0CFE33
0002: jump Label0CFE6A

:Label0CFE3A
00D6: if  0?
0038:    21420?? ==  1?  \\ integer values
004D: jump_if_false Label0CFE6A
01C2: remove_references_to_actor  21140??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21144??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21148??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21152??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21156??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21160??  \\ Like turning an actor into a random pedestrian

:Label0CFE6A
00D6: if  0?
0038:    21484?? ==  2?  \\ integer values
004D: jump_if_false Label0CFE83
0004:  21484?? =  0?  \\ integer values

:Label0CFE83
0051: return

:Label0CFE85
00D6: if  0?
0038:    21440?? ==  1?  \\ integer values
004D: jump_if_false Label0D064D
00D6: if  0?
002A:    29? >=  21364??  \\ integer values
004D: jump_if_false Label0D064D
00D6: if  0?
001A:    8? >  21196??  \\ integer values
004D: jump_if_false Label0D064D
00D6: if  0?
0038:    21200?? ==  2?  \\ integer values
004D: jump_if_false Label0CFEDB
0006:  17@ =  0?  \\ integer values
0004:  21200?? =  0?  \\ integer values

:Label0CFEDB
00D6: if  0?
0038:    21204?? ==  2?  \\ integer values
004D: jump_if_false Label0CFEFB
0006:  16@ =  0?  \\ integer values
0004:  21204?? =  0?  \\ integer values

:Label0CFEFB
00D6: if  0?
8339:   NOT   objects_in_cube -695.11!  1301.01!  8! -688.96!  1294.68!  14!  0?  1?  1?  0?  0?
004D: jump_if_false Label0D02A4
00D6: if  0?
0029:    17@ >=  4000&  \\ integer values
004D: jump_if_false Label0D02A4
00D6: if  0?
0038:    21200?? ==  0?  \\ integer values
004D: jump_if_false Label0D02A4
0004:  21212?? = -1?  \\ integer values
00D6: if  21?
0038:    21240?? ==  0?  \\ integer values
0038:    21240?? ==  2?  \\ integer values
004D: jump_if_false Label0CFFBB
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21236?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21236??  \\ integer values and handles
0004:  21240?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0CFFBB
00D6: if  21?
0038:    21248?? ==  0?  \\ integer values
0038:    21248?? ==  2?  \\ integer values
004D: jump_if_false Label0D001A
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21244?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21244??  \\ integer values and handles
0004:  21248?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D001A
00D6: if  21?
0038:    21256?? ==  0?  \\ integer values
0038:    21256?? ==  2?  \\ integer values
004D: jump_if_false Label0D0079
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21252?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21252??  \\ integer values and handles
0004:  21256?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D0079
00D6: if  21?
0038:    21264?? ==  0?  \\ integer values
0038:    21264?? ==  2?  \\ integer values
004D: jump_if_false Label0D00D8
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21260?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21260??  \\ integer values and handles
0004:  21264?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D00D8
00D6: if  21?
0038:    21272?? ==  0?  \\ integer values
0038:    21272?? ==  2?  \\ integer values
004D: jump_if_false Label0D0137
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21268?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21268??  \\ integer values and handles
0004:  21272?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D0137
00D6: if  21?
0038:    21280?? ==  0?  \\ integer values
0038:    21280?? ==  2?  \\ integer values
004D: jump_if_false Label0D0196
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21276?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21276??  \\ integer values and handles
0004:  21280?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D0196
00D6: if  21?
0038:    21288?? ==  0?  \\ integer values
0038:    21288?? ==  2?  \\ integer values
004D: jump_if_false Label0D01F5
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21284?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21284??  \\ integer values and handles
0004:  21288?? =  1?  \\ integer values
0002: jump Label0D024D

:Label0D01F5
00D6: if  21?
0038:    21296?? ==  0?  \\ integer values
0038:    21296?? ==  2?  \\ integer values
004D: jump_if_false Label0D024D
0395: clear_area  0? at -690.84!  1298.62! range  10.76!  4!
009A:  21292?? = create_actor  9? #SGA at -690.84!  1298.62!  10.76!
0084:  21212?? =  21292??  \\ integer values and handles
0004:  21296?? =  1?  \\ integer values

:Label0D024D
00D6: if  0?
8118:   NOT   actor  21212?? dead
004D: jump_if_false Label0D02A4
00D6: if  0?
8038:   NOT    21212?? == -1?  \\ integer values
004D: jump_if_false Label0D02A4
0243: set_actor  21212?? ped_stats_to  16?
0173: set_actor  21212?? z_angle_to  174.08!
0239: actor  21212?? run_to -691.25!  1294.99!
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
0004:  21200?? =  1?  \\ integer values

:Label0D02A4
00D6: if  0?
8339:   NOT   objects_in_cube -735.7!  1261.3!  8! -728.2!  1264.8!  14!  0?  1?  1?  0?  0?
004D: jump_if_false Label0D064D
00D6: if  0?
0029:    16@ >=  7000&  \\ integer values
004D: jump_if_false Label0D064D
00D6: if  0?
0038:    21204?? ==  0?  \\ integer values
004D: jump_if_false Label0D064D
0004:  21216?? = -1?  \\ integer values
00D6: if  21?
0038:    21304?? ==  0?  \\ integer values
0038:    21304?? ==  2?  \\ integer values
004D: jump_if_false Label0D0364
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21300?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21300??  \\ integer values and handles
0004:  21304?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D0364
00D6: if  21?
0038:    21312?? ==  0?  \\ integer values
0038:    21312?? ==  2?  \\ integer values
004D: jump_if_false Label0D03C3
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21308?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21308??  \\ integer values and handles
0004:  21312?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D03C3
00D6: if  21?
0038:    21320?? ==  0?  \\ integer values
0038:    21320?? ==  2?  \\ integer values
004D: jump_if_false Label0D0422
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21316?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21316??  \\ integer values and handles
0004:  21320?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D0422
00D6: if  21?
0038:    21328?? ==  0?  \\ integer values
0038:    21328?? ==  2?  \\ integer values
004D: jump_if_false Label0D0481
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21324?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21324??  \\ integer values and handles
0004:  21328?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D0481
00D6: if  21?
0038:    21336?? ==  0?  \\ integer values
0038:    21336?? ==  2?  \\ integer values
004D: jump_if_false Label0D04E0
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21332?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21332??  \\ integer values and handles
0004:  21336?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D04E0
00D6: if  21?
0038:    21344?? ==  0?  \\ integer values
0038:    21344?? ==  2?  \\ integer values
004D: jump_if_false Label0D053F
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21340?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21340??  \\ integer values and handles
0004:  21344?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D053F
00D6: if  21?
0038:    21352?? ==  0?  \\ integer values
0038:    21352?? ==  2?  \\ integer values
004D: jump_if_false Label0D059E
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21348?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21348??  \\ integer values and handles
0004:  21352?? =  1?  \\ integer values
0002: jump Label0D05F6

:Label0D059E
00D6: if  21?
0038:    21360?? ==  0?  \\ integer values
0038:    21360?? ==  2?  \\ integer values
004D: jump_if_false Label0D05F6
0395: clear_area  0? at -733.7!  1263! range  10.8!  4!
009A:  21356?? = create_actor  9? #SGB at -733.7!  1263!  10.8!
0084:  21216?? =  21356??  \\ integer values and handles
0004:  21360?? =  1?  \\ integer values

:Label0D05F6
00D6: if  0?
8118:   NOT   actor  21216?? dead
004D: jump_if_false Label0D064D
00D6: if  0?
8038:   NOT    21216?? == -1?  \\ integer values
004D: jump_if_false Label0D064D
0243: set_actor  21216?? ped_stats_to  16?
0173: set_actor  21216?? z_angle_to  174.08!
0239: actor  21216?? run_to -730.6!  1262.8!
0008:  21196?? +=  1?  \\ integer values
0008:  21364?? +=  1?  \\ integer values
0004:  21204?? =  1?  \\ integer values

:Label0D064D
0051: return

:Label0D064F
00D6: if  0?
0038:    21200?? ==  1?  \\ integer values
004D: jump_if_false Label0D0708
00D6: if  0?
8118:   NOT   actor  21212?? dead
004D: jump_if_false Label0D0701
00D6: if  0?
00FF:   actor  21212??  0? ()near_point_on_foot -691.25!  1294.99!  10.76! radius  1!  1!  2!
004D: jump_if_false Label0D06FA
00D6: if  0?
0018:    21364?? >  29?  \\ integer values
004D: jump_if_false Label0D06CC
0223: set_actor  21212?? health_to  200&
01B2: give_actor  21212?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
0002: jump Label0D06D6

:Label0D06CC
01B2: give_actor  21212?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0D06D6
009E: unknown_set_actor  21212?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21212?? kill_player $PLAYER_CHAR
0004:  21200?? =  2?  \\ integer values

:Label0D06FA
0002: jump Label0D0708

:Label0D0701
0004:  21200?? =  2?  \\ integer values

:Label0D0708
00D6: if  0?
0038:    21204?? ==  1?  \\ integer values
004D: jump_if_false Label0D07C1
00D6: if  0?
8118:   NOT   actor  21216?? dead
004D: jump_if_false Label0D07BA
00D6: if  0?
00FF:   actor  21216??  0? ()near_point_on_foot -730.6!  1262.8!  10.8! radius  1!  1!  2!
004D: jump_if_false Label0D07B3
00D6: if  0?
0018:    21364?? >  29?  \\ integer values
004D: jump_if_false Label0D0785
0223: set_actor  21216?? health_to  200&
01B2: give_actor  21216?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
0002: jump Label0D078F

:Label0D0785
01B2: give_actor  21216?? weapon  22? ammo  30000&  \\ Load the weapon model before using this

:Label0D078F
009E: unknown_set_actor  21216?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21216?? kill_player $PLAYER_CHAR
0004:  21204?? =  2?  \\ integer values

:Label0D07B3
0002: jump Label0D07C1

:Label0D07BA
0004:  21204?? =  2?  \\ integer values

:Label0D07C1
0051: return

:Label0D07C3
00D6: if  0?
0038:    21440?? ==  1?  \\ integer values
004D: jump_if_false Label0D0E21
00D6: if  0?
0038:    21488?? ==  6?  \\ integer values
004D: jump_if_false Label0D0840
00D6: if  0?
0038:    21240?? ==  1?  \\ integer values
004D: jump_if_false Label0D0840
00D6: if  0?
0118:   actor  21236?? dead
004D: jump_if_false Label0D0823
034F: destroy_actor_with_fade  21236??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21240?? =  2?  \\ integer values
0002: jump Label0D0840

:Label0D0823
009E: unknown_set_actor  21236?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21236?? kill_player $PLAYER_CHAR

:Label0D0840
00D6: if  0?
0038:    21488?? ==  7?  \\ integer values
004D: jump_if_false Label0D08AB
00D6: if  0?
0038:    21248?? ==  1?  \\ integer values
004D: jump_if_false Label0D08AB
00D6: if  0?
0118:   actor  21244?? dead
004D: jump_if_false Label0D088E
034F: destroy_actor_with_fade  21244??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21248?? =  2?  \\ integer values
0002: jump Label0D08AB

:Label0D088E
009E: unknown_set_actor  21244?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21244?? kill_player $PLAYER_CHAR

:Label0D08AB
00D6: if  0?
0038:    21488?? ==  8?  \\ integer values
004D: jump_if_false Label0D0916
00D6: if  0?
0038:    21256?? ==  1?  \\ integer values
004D: jump_if_false Label0D0916
00D6: if  0?
0118:   actor  21252?? dead
004D: jump_if_false Label0D08F9
034F: destroy_actor_with_fade  21252??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21256?? =  2?  \\ integer values
0002: jump Label0D0916

:Label0D08F9
009E: unknown_set_actor  21252?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21252?? kill_player $PLAYER_CHAR

:Label0D0916
00D6: if  0?
0038:    21488?? ==  9?  \\ integer values
004D: jump_if_false Label0D0981
00D6: if  0?
0038:    21264?? ==  1?  \\ integer values
004D: jump_if_false Label0D0981
00D6: if  0?
0118:   actor  21260?? dead
004D: jump_if_false Label0D0964
034F: destroy_actor_with_fade  21260??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21264?? =  2?  \\ integer values
0002: jump Label0D0981

:Label0D0964
009E: unknown_set_actor  21260?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21260?? kill_player $PLAYER_CHAR

:Label0D0981
00D6: if  0?
0038:    21488?? ==  10?  \\ integer values
004D: jump_if_false Label0D09EC
00D6: if  0?
0038:    21272?? ==  1?  \\ integer values
004D: jump_if_false Label0D09EC
00D6: if  0?
0118:   actor  21268?? dead
004D: jump_if_false Label0D09CF
034F: destroy_actor_with_fade  21268??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21272?? =  2?  \\ integer values
0002: jump Label0D09EC

:Label0D09CF
009E: unknown_set_actor  21268?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21268?? kill_player $PLAYER_CHAR

:Label0D09EC
00D6: if  0?
0038:    21488?? ==  11?  \\ integer values
004D: jump_if_false Label0D0A57
00D6: if  0?
0038:    21288?? ==  1?  \\ integer values
004D: jump_if_false Label0D0A57
00D6: if  0?
0118:   actor  21284?? dead
004D: jump_if_false Label0D0A3A
034F: destroy_actor_with_fade  21284??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21288?? =  2?  \\ integer values
0002: jump Label0D0A57

:Label0D0A3A
009E: unknown_set_actor  21284?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21284?? kill_player $PLAYER_CHAR

:Label0D0A57
00D6: if  0?
0038:    21488?? ==  12?  \\ integer values
004D: jump_if_false Label0D0AC2
00D6: if  0?
0038:    21296?? ==  1?  \\ integer values
004D: jump_if_false Label0D0AC2
00D6: if  0?
0118:   actor  21292?? dead
004D: jump_if_false Label0D0AA5
034F: destroy_actor_with_fade  21292??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21296?? =  2?  \\ integer values
0002: jump Label0D0AC2

:Label0D0AA5
009E: unknown_set_actor  21292?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21292?? kill_player $PLAYER_CHAR

:Label0D0AC2
00D6: if  0?
0038:    21488?? ==  13?  \\ integer values
004D: jump_if_false Label0D0B2D
00D6: if  0?
0038:    21304?? ==  1?  \\ integer values
004D: jump_if_false Label0D0B2D
00D6: if  0?
0118:   actor  21300?? dead
004D: jump_if_false Label0D0B10
034F: destroy_actor_with_fade  21300??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21304?? =  2?  \\ integer values
0002: jump Label0D0B2D

:Label0D0B10
009E: unknown_set_actor  21300?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21300?? kill_player $PLAYER_CHAR

:Label0D0B2D
00D6: if  0?
0038:    21488?? ==  14?  \\ integer values
004D: jump_if_false Label0D0B98
00D6: if  0?
0038:    21312?? ==  1?  \\ integer values
004D: jump_if_false Label0D0B98
00D6: if  0?
0118:   actor  21308?? dead
004D: jump_if_false Label0D0B7B
034F: destroy_actor_with_fade  21308??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21312?? =  2?  \\ integer values
0002: jump Label0D0B98

:Label0D0B7B
009E: unknown_set_actor  21308?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21308?? kill_player $PLAYER_CHAR

:Label0D0B98
00D6: if  0?
0038:    21488?? ==  15?  \\ integer values
004D: jump_if_false Label0D0C03
00D6: if  0?
0038:    21320?? ==  1?  \\ integer values
004D: jump_if_false Label0D0C03
00D6: if  0?
0118:   actor  21316?? dead
004D: jump_if_false Label0D0BE6
034F: destroy_actor_with_fade  21316??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21320?? =  2?  \\ integer values
0002: jump Label0D0C03

:Label0D0BE6
009E: unknown_set_actor  21316?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21316?? kill_player $PLAYER_CHAR

:Label0D0C03
00D6: if  0?
0038:    21488?? ==  16?  \\ integer values
004D: jump_if_false Label0D0C6E
00D6: if  0?
0038:    21328?? ==  1?  \\ integer values
004D: jump_if_false Label0D0C6E
00D6: if  0?
0118:   actor  21324?? dead
004D: jump_if_false Label0D0C51
034F: destroy_actor_with_fade  21324??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21328?? =  2?  \\ integer values
0002: jump Label0D0C6E

:Label0D0C51
009E: unknown_set_actor  21324?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21324?? kill_player $PLAYER_CHAR

:Label0D0C6E
00D6: if  0?
0038:    21488?? ==  17?  \\ integer values
004D: jump_if_false Label0D0CD9
00D6: if  0?
0038:    21336?? ==  1?  \\ integer values
004D: jump_if_false Label0D0CD9
00D6: if  0?
0118:   actor  21332?? dead
004D: jump_if_false Label0D0CBC
034F: destroy_actor_with_fade  21332??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21336?? =  2?  \\ integer values
0002: jump Label0D0CD9

:Label0D0CBC
009E: unknown_set_actor  21332?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21332?? kill_player $PLAYER_CHAR

:Label0D0CD9
00D6: if  0?
0038:    21488?? ==  18?  \\ integer values
004D: jump_if_false Label0D0D44
00D6: if  0?
0038:    21344?? ==  1?  \\ integer values
004D: jump_if_false Label0D0D44
00D6: if  0?
0118:   actor  21340?? dead
004D: jump_if_false Label0D0D27
034F: destroy_actor_with_fade  21340??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21344?? =  2?  \\ integer values
0002: jump Label0D0D44

:Label0D0D27
009E: unknown_set_actor  21340?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21340?? kill_player $PLAYER_CHAR

:Label0D0D44
00D6: if  0?
0038:    21488?? ==  19?  \\ integer values
004D: jump_if_false Label0D0DAF
00D6: if  0?
0038:    21352?? ==  1?  \\ integer values
004D: jump_if_false Label0D0DAF
00D6: if  0?
0118:   actor  21348?? dead
004D: jump_if_false Label0D0D92
034F: destroy_actor_with_fade  21348??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21352?? =  2?  \\ integer values
0002: jump Label0D0DAF

:Label0D0D92
009E: unknown_set_actor  21348?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21348?? kill_player $PLAYER_CHAR

:Label0D0DAF
00D6: if  0?
0038:    21488?? ==  20?  \\ integer values
004D: jump_if_false Label0D0E1A
00D6: if  0?
0038:    21360?? ==  1?  \\ integer values
004D: jump_if_false Label0D0E1A
00D6: if  0?
0118:   actor  21356?? dead
004D: jump_if_false Label0D0DFD
034F: destroy_actor_with_fade  21356??  \\ The actor fades away like a ghost
000C:  21196?? -=  1?  \\ integer values
0004:  21360?? =  2?  \\ integer values
0002: jump Label0D0E1A

:Label0D0DFD
009E: unknown_set_actor  21356?? path  21368??  21372??  21376?? radius  .5!  1?
01CA: actor  21356?? kill_player $PLAYER_CHAR

:Label0D0E1A
0002: jump Label0D0F71

:Label0D0E21
00D6: if  0?
8118:   NOT   actor  21236?? dead
004D: jump_if_false Label0D0E36
01C2: remove_references_to_actor  21236??  \\ Like turning an actor into a random pedestrian

:Label0D0E36
00D6: if  0?
8118:   NOT   actor  21244?? dead
004D: jump_if_false Label0D0E4B
01C2: remove_references_to_actor  21244??  \\ Like turning an actor into a random pedestrian

:Label0D0E4B
00D6: if  0?
8118:   NOT   actor  21252?? dead
004D: jump_if_false Label0D0E60
01C2: remove_references_to_actor  21252??  \\ Like turning an actor into a random pedestrian

:Label0D0E60
00D6: if  0?
8118:   NOT   actor  21260?? dead
004D: jump_if_false Label0D0E75
01C2: remove_references_to_actor  21260??  \\ Like turning an actor into a random pedestrian

:Label0D0E75
00D6: if  0?
8118:   NOT   actor  21268?? dead
004D: jump_if_false Label0D0E8A
01C2: remove_references_to_actor  21268??  \\ Like turning an actor into a random pedestrian

:Label0D0E8A
00D6: if  0?
8118:   NOT   actor  21276?? dead
004D: jump_if_false Label0D0E9F
01C2: remove_references_to_actor  21276??  \\ Like turning an actor into a random pedestrian

:Label0D0E9F
00D6: if  0?
8118:   NOT   actor  21284?? dead
004D: jump_if_false Label0D0EB4
01C2: remove_references_to_actor  21284??  \\ Like turning an actor into a random pedestrian

:Label0D0EB4
00D6: if  0?
8118:   NOT   actor  21292?? dead
004D: jump_if_false Label0D0EC9
01C2: remove_references_to_actor  21292??  \\ Like turning an actor into a random pedestrian

:Label0D0EC9
00D6: if  0?
8118:   NOT   actor  21300?? dead
004D: jump_if_false Label0D0EDE
01C2: remove_references_to_actor  21300??  \\ Like turning an actor into a random pedestrian

:Label0D0EDE
00D6: if  0?
8118:   NOT   actor  21308?? dead
004D: jump_if_false Label0D0EF3
01C2: remove_references_to_actor  21308??  \\ Like turning an actor into a random pedestrian

:Label0D0EF3
00D6: if  0?
8118:   NOT   actor  21316?? dead
004D: jump_if_false Label0D0F08
01C2: remove_references_to_actor  21316??  \\ Like turning an actor into a random pedestrian

:Label0D0F08
00D6: if  0?
8118:   NOT   actor  21324?? dead
004D: jump_if_false Label0D0F1D
01C2: remove_references_to_actor  21324??  \\ Like turning an actor into a random pedestrian

:Label0D0F1D
00D6: if  0?
8118:   NOT   actor  21332?? dead
004D: jump_if_false Label0D0F32
01C2: remove_references_to_actor  21332??  \\ Like turning an actor into a random pedestrian

:Label0D0F32
00D6: if  0?
8118:   NOT   actor  21340?? dead
004D: jump_if_false Label0D0F47
01C2: remove_references_to_actor  21340??  \\ Like turning an actor into a random pedestrian

:Label0D0F47
00D6: if  0?
8118:   NOT   actor  21348?? dead
004D: jump_if_false Label0D0F5C
01C2: remove_references_to_actor  21348??  \\ Like turning an actor into a random pedestrian

:Label0D0F5C
00D6: if  0?
8118:   NOT   actor  21356?? dead
004D: jump_if_false Label0D0F71
01C2: remove_references_to_actor  21356??  \\ Like turning an actor into a random pedestrian

:Label0D0F71
0051: return

:Label0D0F73
00D6: if  0?
0038:    21416?? ==  0?  \\ integer values
004D: jump_if_false Label0D11B8
00A5:  21424?? = create_car #GANGBUR at -783.346!  1367.562!  10.603!
0175: set_car  21424?? z_angle_to  192!
0129:  21384?? = create_actor  9? #SGB in_car  21424?? driverseat
01C8:  21400?? = create_actor  9? #SGA in_car  21424?? passenger_seat  0?
01ED: spawn_actor  21384??
01ED: spawn_actor  21400??
011A: set_actor  21384?? flags  1?
01B2: give_actor  21384?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  21400?? flags  1?
01B2: give_actor  21400?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01CC: actor  21384?? kill_player $PLAYER_CHAR
01CC: actor  21400?? kill_player $PLAYER_CHAR
04BA: unknown_car  21424??  30!
00AD: set_car  21424?? max_speed_to  40!
00A5:  21428?? = create_car #GANGBUR at -791.841!  1376.64!  10.422!
0175: set_car  21428?? z_angle_to  258.512!
0129:  21388?? = create_actor  9? #SGA in_car  21428?? driverseat
01ED: spawn_actor  21388??
011A: set_actor  21388?? flags  1?
01B2: give_actor  21388?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01C8:  21404?? = create_actor  9? #SGB in_car  21428?? passenger_seat  0?
01ED: spawn_actor  21404??
011A: set_actor  21404?? flags  1?
01B2: give_actor  21404?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01CC: actor  21388?? kill_player $PLAYER_CHAR
01CC: actor  21404?? kill_player $PLAYER_CHAR
04BA: unknown_car  21428??  30!
00AD: set_car  21428?? max_speed_to  40!
00A5:  21432?? = create_car #GANGBUR at -295.967!  1255.681!  10.142!
0175: set_car  21432?? z_angle_to  357.556!
0129:  21392?? = create_actor  9? #SGA in_car  21432?? driverseat
01ED: spawn_actor  21392??
011A: set_actor  21392?? flags  1?
01B2: give_actor  21392?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01C8:  21408?? = create_actor  9? #SGB in_car  21432?? passenger_seat  0?
01ED: spawn_actor  21408??
011A: set_actor  21408?? flags  1?
01B2: give_actor  21408?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01CC: actor  21392?? kill_player $PLAYER_CHAR
01CC: actor  21408?? kill_player $PLAYER_CHAR
04BA: unknown_car  21432??  30!
00AD: set_car  21432?? max_speed_to  40!
00A5:  21436?? = create_car #GANGBUR at -585.145!  666.533!  9.917!
0175: set_car  21436?? z_angle_to  286.737!
0129:  21396?? = create_actor  9? #SGB in_car  21436?? driverseat
01ED: spawn_actor  21396??
011A: set_actor  21396?? flags  1?
01B2: give_actor  21396?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01C8:  21412?? = create_actor  9? #SGB in_car  21436?? passenger_seat  0?
01ED: spawn_actor  21412??
011A: set_actor  21412?? flags  1?
01B2: give_actor  21412?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01CC: actor  21396?? kill_player $PLAYER_CHAR
01CC: actor  21412?? kill_player $PLAYER_CHAR
04BA: unknown_car  21436??  30!
00AD: set_car  21436?? max_speed_to  40!
0004:  21416?? =  1?  \\ integer values

:Label0D11B8
0051: return

:Label0D11BA
00D6: if  0?
001A:    6? >  21480??  \\ integer values
004D: jump_if_false Label0D16D3
00D6: if  0?
0038:    21456?? ==  0?  \\ integer values
004D: jump_if_false Label0D130F
00D6: if  0?
8118:   NOT   actor  21140?? dead
004D: jump_if_false Label0D130F
00D6: if  0?
84F0:   NOT   unknown_actor_check  21140??
004D: jump_if_false Label0D130F
01ED: spawn_actor  21140??
011A: set_actor  21140?? flags  1?
01B2: give_actor  21140?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  0? at -751.91!  1212.63!  23.17!
01E2: add_route_point  0? at -751.87!  1204.57!  23.17!
01E2: add_route_point  0? at -746.22!  1200.42!  23.17!
01E2: add_route_point  0? at -728.07!  1200.61!  23.17!
01E2: add_route_point  0? at -703.98!  1201.18!  23.17!
01E2: add_route_point  0? at -700.81!  1200.92!  23.17!
01E2: add_route_point  0? at -703.98!  1201.18!  23.17!
01E2: add_route_point  0? at -728.07!  1200.61!  23.17!
01E2: add_route_point  0? at -746.22!  1200.42!  23.17!
01E2: add_route_point  0? at -751.87!  1204.57!  23.17!
01E2: add_route_point  0? at -751.91!  1212.63!  23.17!
01E2: add_route_point  0? at -750.93!  1235.44!  23.73!
01E1: set_actor  21140?? objective_to 27  0?  3?
0008:  21480?? +=  1?  \\ integer values
0004:  21456?? =  1?  \\ integer values

:Label0D130F
00D6: if  0?
0038:    21460?? ==  0?  \\ integer values
004D: jump_if_false Label0D1452
00D6: if  0?
8118:   NOT   actor  21144?? dead
004D: jump_if_false Label0D1452
00D6: if  0?
84F0:   NOT   unknown_actor_check  21144??
004D: jump_if_false Label0D1452
01ED: spawn_actor  21144??
011A: set_actor  21144?? flags  1?
01B2: give_actor  21144?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  1? at -659.65!  1239.53!  23.17!
01E2: add_route_point  1? at -659.42!  1214.94!  23.87!
01E2: add_route_point  1? at -659.33!  1202.42!  23.29!
01E2: add_route_point  1? at -670.12!  1202.51!  23.3!
01E2: add_route_point  1? at -689.49!  1201.52!  23.17!
01E2: add_route_point  1? at -689.02!  1201.12!  23.17!
01E2: add_route_point  1? at -689.49!  1201.52!  23.17!
01E2: add_route_point  1? at -670.12!  1202.51!  23.3!
01E2: add_route_point  1? at -659.33!  1202.42!  23.29!
01E2: add_route_point  1? at -659.42!  1214.94!  23.87!
01E2: add_route_point  1? at -659.65!  1239.53!  23.17!
01E2: add_route_point  1? at -659.81!  1257.07!  23.17!
01E1: set_actor  21144?? objective_to 27  1?  3?
0008:  21480?? +=  1?  \\ integer values
0004:  21460?? =  1?  \\ integer values

:Label0D1452
00D6: if  0?
0038:    21464?? ==  0?  \\ integer values
004D: jump_if_false Label0D14FD
00D6: if  0?
8118:   NOT   actor  21148?? dead
004D: jump_if_false Label0D14FD
00D6: if  0?
84F0:   NOT   unknown_actor_check  21148??
004D: jump_if_false Label0D14FD
01ED: spawn_actor  21148??
011A: set_actor  21148?? flags  1?
01B2: give_actor  21148?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  2? at -690.88!  1271.5!  10.76!
01E2: add_route_point  2? at -691.99!  1294.35!  10.76!
01E2: add_route_point  2? at -690.88!  1271.5!  10.76!
01E2: add_route_point  2? at -692.32!  1250.27!  10.2!
01E1: set_actor  21148?? objective_to 27  2?  3?
0008:  21480?? +=  1?  \\ integer values
0004:  21464?? =  1?  \\ integer values

:Label0D14FD
00D6: if  0?
0038:    21468?? ==  0?  \\ integer values
004D: jump_if_false Label0D161A
00D6: if  0?
8118:   NOT   actor  21152?? dead
004D: jump_if_false Label0D161A
00D6: if  0?
84F0:   NOT   unknown_actor_check  21152??
004D: jump_if_false Label0D161A
01ED: spawn_actor  21152??
011A: set_actor  21152?? flags  1?
01B2: give_actor  21152?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01E2: add_route_point  3? at -756.2!  1227.72!  10.07!
01E2: add_route_point  3? at -755.89!  1243.83!  10.07!
01E2: add_route_point  3? at -755.94!  1257.21!  10.38!
01E2: add_route_point  3? at -755.68!  1275.26!  10.66!
01E2: add_route_point  3? at -755.44!  1287.88!  14.52!
01E2: add_route_point  3? at -755.68!  1275.26!  10.66!
01E2: add_route_point  3? at -755.94!  1257.21!  10.38!
01E2: add_route_point  3? at -755.89!  1243.83!  10.07!
01E2: add_route_point  3? at -756.2!  1227.72!  10.07!
01E2: add_route_point  3? at -757.7!  1214.37!  10.07!
01E1: set_actor  21152?? objective_to 27  3?  3?
0008:  21480?? +=  1?  \\ integer values
0004:  21468?? =  1?  \\ integer values

:Label0D161A
00D6: if  0?
0038:    21472?? ==  0?  \\ integer values
004D: jump_if_false Label0D1670
00D6: if  0?
8118:   NOT   actor  21156?? dead
004D: jump_if_false Label0D1670
00D6: if  0?
84F0:   NOT   unknown_actor_check  21156??
004D: jump_if_false Label0D1670
01ED: spawn_actor  21156??
011A: set_actor  21156?? flags  1?
0173: set_actor  21156?? z_angle_to  66.98!
0008:  21480?? +=  1?  \\ integer values
0004:  21472?? =  1?  \\ integer values

:Label0D1670
00D6: if  0?
0038:    21476?? ==  0?  \\ integer values
004D: jump_if_false Label0D16D3
00D6: if  0?
8118:   NOT   actor  21160?? dead
004D: jump_if_false Label0D16D3
00D6: if  0?
84F0:   NOT   unknown_actor_check  21160??
004D: jump_if_false Label0D16D3
01ED: spawn_actor  21160??
011A: set_actor  21160?? flags  1?
0173: set_actor  21160?? z_angle_to  283.89!
03F9: make_actors  21156??  21160?? converse_in  1000000&& ms
0008:  21480?? +=  1?  \\ integer values
0004:  21476?? =  1?  \\ integer values

:Label0D16D3
0051: return

;-------------Mission 56---------------
; Originally: Stunt Boat Challenge


:Label0D16D5
03A4: name_thread "CUBAN1"
0050: gosub Label0D1703
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0D16FA
0050: gosub Label0D407C

:Label0D16FA
0050: gosub Label0D40D1
004E: end_thread

:Label0D1703
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "CUBAN1"
058E: unknown_point_command -1173.5! -599.6!  10.2! angle  277.1!
0005:  21936?? =  0!  \\ floating-point values
0005:  21940?? =  0!  \\ floating-point values
0005:  21944?? =  0!  \\ floating-point values
0005:  21948?? =  0!  \\ floating-point values
0005:  21952?? =  0!  \\ floating-point values
0005:  21956?? =  0!  \\ floating-point values
0004:  21556?? =  181000&&  \\ integer values
0004:  21560?? =  0?  \\ integer values
0004:  21564?? =  0?  \\ integer values
0004:  21568?? =  0?  \\ integer values
0004:  21572?? =  0?  \\ integer values
0005:  21580?? =  0!  \\ floating-point values
0004:  21576?? =  0?  \\ integer values
0004:  21584?? =  0?  \\ integer values
0004:  21588?? =  0?  \\ integer values
0004:  21592?? =  27?  \\ integer values
0004:  21596?? =  0?  \\ integer values
0004:  21600?? =  0?  \\ integer values
0004:  21604?? =  0?  \\ integer values
0004:  21608?? =  0?  \\ integer values
0005:  21612?? = -102.9375!  \\ floating-point values
0005:  21616?? =  171.7835!  \\ floating-point values
0005:  21620?? =  5.6727!  \\ floating-point values
0005:  21624?? = -64.7472!  \\ floating-point values
0005:  21628?? =  368.7051!  \\ floating-point values
0005:  21632?? =  5.505!  \\ floating-point values
0005:  21636?? = -27.916!  \\ floating-point values
0005:  21640?? =  482.466!  \\ floating-point values
0005:  21644?? =  16.0159!  \\ floating-point values
0005:  21648?? =  183.4692!  \\ floating-point values
0005:  21652?? =  614.9838!  \\ floating-point values
0005:  21656?? =  5.7676!  \\ floating-point values
0005:  21660?? =  239.9839!  \\ floating-point values
0005:  21664?? =  422.9632!  \\ floating-point values
0005:  21668?? =  5.9437!  \\ floating-point values
0005:  21672?? =  196.5818!  \\ floating-point values
0005:  21676?? =  227.5221!  \\ floating-point values
0005:  21680?? =  5.9738!  \\ floating-point values
0005:  21684?? =  336.4845!  \\ floating-point values
0005:  21688?? =  83.632!  \\ floating-point values
0005:  21692?? =  16.0888!  \\ floating-point values
0005:  21696?? =  417.2411!  \\ floating-point values
0005:  21700?? = -100.5402!  \\ floating-point values
0005:  21704?? =  15.9255!  \\ floating-point values
0005:  21708?? =  402.8727!  \\ floating-point values
0005:  21712?? = -300.6653!  \\ floating-point values
0005:  21716?? =  5.7619!  \\ floating-point values
0005:  21720?? =  290.0335!  \\ floating-point values
0005:  21724?? = -460.3196!  \\ floating-point values
0005:  21728?? =  5.9769!  \\ floating-point values
0005:  21732?? =  181.6709!  \\ floating-point values
0005:  21736?? = -617.7477!  \\ floating-point values
0005:  21740?? =  5.9921!  \\ floating-point values
0005:  21744?? = -4.6467!  \\ floating-point values
0005:  21748?? = -694.4938!  \\ floating-point values
0005:  21752?? =  5.8744!  \\ floating-point values
0005:  21756?? = -191.9626!  \\ floating-point values
0005:  21760?? = -772.1127!  \\ floating-point values
0005:  21764?? =  5.8744!  \\ floating-point values
0005:  21768?? = -335.464!  \\ floating-point values
0005:  21772?? = -910.51!  \\ floating-point values
0005:  21776?? =  5.4899!  \\ floating-point values
0005:  21780?? = -304.464!  \\ floating-point values
0005:  21784?? = -988.51!  \\ floating-point values
0005:  21788?? =  5.4899!  \\ floating-point values
0005:  21792?? = -244.464!  \\ floating-point values
0005:  21796?? = -922.51!  \\ floating-point values
0005:  21800?? =  5.4899!  \\ floating-point values
0005:  21804?? = -144.779!  \\ floating-point values
0005:  21808?? = -845.288!  \\ floating-point values
0005:  21812?? =  6.0213!  \\ floating-point values
0005:  21816?? =  26.0794!  \\ floating-point values
0005:  21820?? = -739.893!  \\ floating-point values
0005:  21824?? =  6.0163!  \\ floating-point values
0005:  21828?? =  154.4145!  \\ floating-point values
0005:  21832?? = -640.624!  \\ floating-point values
0005:  21836?? =  5.3606!  \\ floating-point values
0005:  21840?? =  304.531!  \\ floating-point values
0005:  21844?? = -431.591!  \\ floating-point values
0005:  21848?? =  16.0599!  \\ floating-point values
0005:  21852?? =  413.1744!  \\ floating-point values
0005:  21856?? = -280.507!  \\ floating-point values
0005:  21860?? =  5.9702!  \\ floating-point values
0005:  21864?? =  423.1779!  \\ floating-point values
0005:  21868?? = -89.6841!  \\ floating-point values
0005:  21872?? =  15.8592!  \\ floating-point values
0005:  21876?? =  339.5622!  \\ floating-point values
0005:  21880?? =  73.0977!  \\ floating-point values
0005:  21884?? =  6.0374!  \\ floating-point values
0005:  21888?? =  198.6796!  \\ floating-point values
0005:  21892?? =  243.2925!  \\ floating-point values
0005:  21896?? =  5.5461!  \\ floating-point values
0005:  21900?? =  75.6552!  \\ floating-point values
0005:  21904?? =  401.3978!  \\ floating-point values
0005:  21908?? =  5.6628!  \\ floating-point values
0005:  21912?? = -95.1011!  \\ floating-point values
0005:  21916?? =  295.7863!  \\ floating-point values
0005:  21920?? =  5.8772!  \\ floating-point values
0005:  21924?? = -86.3112!  \\ floating-point values
0005:  21928?? =  95.7909!  \\ floating-point values
0005:  21932?? =  5.6436!  \\ floating-point values
0005:  21960?? = -4.56!  \\ floating-point values
0005:  21964?? =  456.21!  \\ floating-point values
0005:  21968?? =  11.51!  \\ floating-point values
0005:  21972?? = -42.74!  \\ floating-point values
0005:  21976?? =  460.99!  \\ floating-point values
0005:  21980?? = -20.19!  \\ floating-point values
0005:  21984?? =  464.61!  \\ floating-point values
04BB: select_interiour  7?  \\ select render area
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
042B: clear_peds_from_cube -1174.8! -609!  10.4! -116.3! -632.5!  15.3!
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPABLO"
023C: load_special_actor  3? "CSPAPA"
023C: load_special_actor  4? "CSPEPE"
023C: load_special_actor  5? "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "LOBTRAY"
02F3: load_object #CUTOBJ03 "ESPRESO"
03CB: set_camera -1169! -620!  10.791!
038B: load_requested_models

:Label0D1C02
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0D1C2C
0001: wait  0? ms
0002: jump Label0D1C02

:Label0D1C2C
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0D1C4C
0001: wait  0? ms
0002: jump Label0D1C2C

:Label0D1C4C
02E4: load_cutscene_data "CUB_1"
0244: set_cutscene_pos -1170.708! -608.327!  10.791!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  712?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  712?? "CSPABLO"
02E5:  716?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  716?? "CSPAPA"
02E5:  720?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  720?? "CSPEPE"
02E5:  724?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  724?? "CSUMBTO"
02E5:  872?? = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim  872?? "CCFAN"
02E5:  792?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  792?? "LOBTRAY"
02E5:  816?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  816?? "ESPRESO"
0395: clear_area  1? at -1170.9! -603.7! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -1170.9! -603.7!  10.6!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D1D5D
00D6: if  0?
001A:    2145& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1D80
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1D5D

:Label0D1D80
00BC: text_highpriority "CUB1_A"  10000& ms  1? \\ Si, men?

:Label0D1D8F
00D6: if  0?
001A:    3036& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1DB2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1D8F

:Label0D1DB2
00BC: text_highpriority "CUB1_B"  10000& ms  1? \\ Hey, easy Papi, this man's for me. You, you the boy?

:Label0D1DC1
00D6: if  0?
001A:    10501& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1DE4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1DC1

:Label0D1DE4
00BC: text_highpriority "CUB1_C"  10000& ms  1? \\ Oh yeh. You the boy. I think so, you know?

:Label0D1DF3
00D6: if  0?
001A:    14480& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1E16
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1DF3

:Label0D1E16
00BC: text_highpriority "CUB1_D"  10000& ms  1? \\ No. I don't think I do.

:Label0D1E25
00D6: if  0?
001A:    16593& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1E48
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E25

:Label0D1E48
00BC: text_highpriority "CUB1_E"  10000& ms  1? \\ Oh yeah? You come here, tough guy.

:Label0D1E57
00D6: if  0?
001A:    19202& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1E7A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E57

:Label0D1E7A
00BC: text_highpriority "CUB1_F"  10000& ms  1? \\ You think you can take me on?

:Label0D1E89
00D6: if  0?
001A:    20637& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1EAC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1E89

:Label0D1EAC
00BC: text_highpriority "CUB1_G"  10000& ms  1? \\ You think you can play stupid with me?

:Label0D1EBB
00D6: if  0?
001A:    22441& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1EDE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1EBB

:Label0D1EDE
00BC: text_highpriority "CUB1_H"  10000& ms  1? \\ No, I think you're playing plenty stupid enough for both of us.

:Label0D1EED
00D6: if  0?
001A:    24775& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1F10
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1EED

:Label0D1F10
00BC: text_highpriority "CUB1_I"  10000& ms  1? \\ Hey, he call you dumb, son.

:Label0D1F1F
00D6: if  0?
001A:    27472& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1F42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F1F

:Label0D1F42
00BC: text_highpriority "CUB1_J"  10000& ms  1? \\ And I call him a little girl, Papi.

:Label0D1F51
00D6: if  0?
001A:    30348& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1F74
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F51

:Label0D1F74
00BC: text_highpriority "CUB1_K"  10000& ms  1? \\ Look at him, all dressed up like that.

:Label0D1F83
00D6: if  0?
001A:    33133&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1FA8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1F83

:Label0D1FA8
00BC: text_highpriority "CUB1_L"  10000& ms  1? \\ What is this, ladies night?

:Label0D1FB7
00D6: if  0?
001A:    35329&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D1FDC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1FB7

:Label0D1FDC
00BC: text_highpriority "CUB1_M"  10000& ms  1? \\ You some kind of tough guy, you dress like a woman?

:Label0D1FEB
00D6: if  0?
001A:    38022&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2010
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D1FEB

:Label0D2010
00BC: text_highpriority "CUB1_N"  10000& ms  1? \\ You got on panties like a woman too, huh?

:Label0D201F
00D6: if  0?
001A:    40251&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2044
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D201F

:Label0D2044
00BC: text_highpriority "CUB1_O"  10000& ms  1? \\ What you got against women? You prefer men, big boy?

:Label0D2053
00D6: if  0?
001A:    42742&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2078
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2053

:Label0D2078
00BC: text_highpriority "CUB1_P"  10000& ms  1? \\ I like women! I like all women! I love my mother, chico!

:Label0D2087
00D6: if  0?
001A:    46831&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D20AC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2087

:Label0D20AC
00BC: text_highpriority "CUB1_Q"  10000& ms  1? \\ Alright, alright, I'll take your word for it. Relax.

:Label0D20BB
00D6: if  0?
001A:    51281&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D20E0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D20BB

:Label0D20E0
00BC: text_highpriority "CUB1_R"  10000& ms  1? \\ Can you drive, amigo?

:Label0D20EF
00D6: if  0?
001A:    53403&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2114
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D20EF

:Label0D2114
00BC: text_highpriority "CUB1_S"  10000& ms  1? \\ Yeah... like a woman.

:Label0D2123
00D6: if  0?
001A:    57539&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2148
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2123

:Label0D2148
00BC: text_highpriority "CUB1_T"  10000& ms  1? \\ Very funny. I like you, big boy. Maybe you can help.

:Label0D2157
00D6: if  0?
001A:    62464&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D217C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2157

:Label0D217C
00BC: text_highpriority "CUB1_U"  10000& ms  1? \\ Maybe you can prove you a man. Huh?

:Label0D218B
00D6: if  0?
001A:    65377&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D21B0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D218B

:Label0D21B0
00BC: text_highpriority "CUB1_V"  10000& ms  1? \\ Take out the boat.

:Label0D21BF
00D6: if  0?
001A:    68974&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D21E4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D21BF

:Label0D21E4
00BC: text_highpriority "CUB1_W"  10000& ms  1? \\ Show me you got some big cojones,

:Label0D21F3
00D6: if  0?
001A:    71656&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D2218
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D21F3

:Label0D2218
00BC: text_highpriority "CUB1_X"  10000& ms  1? \\ and not some little bitty chiquita ones.

:Label0D2227
00D6: if  0?
001A:    75392&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D224C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D2227

:Label0D224C
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0D2255
00D6: if  0?
016B:   fading
004D: jump_if_false Label0D226D
0001: wait  0? ms
0002: jump Label0D2255

:Label0D226D
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04BB: select_interiour  0?  \\ select render area
0004:  3956?? =  0?  \\ integer values
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
00C0: set_current_time  10?  0?
0247: request_model #SPEEDER
0247: request_model #CBB
0247: request_model #CADDY
0247: request_model #WMYGO
0247: request_model #WFOGO
0247: request_model #REEFER

:Label0D22DD
00D6: if  25?
8248:   NOT   model #SPEEDER available
8248:   NOT   model #CBB available
8248:   NOT   model #CADDY available
8248:   NOT   model #WMYGO available
8248:   NOT   model #WFOGO available
8248:   NOT   model #REEFER available
004D: jump_if_false Label0D230E
0001: wait  0? ms
0002: jump Label0D22DD

:Label0D230E
03CF: load_wav "CUB1_9" as  1?
03CF: load_wav "COL3_2B" as  2?

:Label0D2326
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D2344
0001: wait  0? ms
0002: jump Label0D2326

:Label0D2344
01B6: set_weather  4?
01E8: create_forbidden_for_cars_cube  130.4!  368.4!  50.7! -228.4!  724.5!  0!
03CB: set_camera -74.17!  90.2!  9.67!
04E4: unknown_refresh_game_renderer_at -67.7!  91.2!
0055: put_player $PLAYER_CHAR at -67.7!  91.2!  9.5!
009A:  21500?? = create_actor  7? #CBB at -74.17!  90.2!  8.6!
04F5: unknown_actor  21500?? kiss_player $PLAYER_CHAR on  1?
0173: set_actor  21500?? z_angle_to  40.2!
00A5:  21528?? = create_car #CADDY at -31.7!  484.9!  7.3!
0175: set_car  21528?? z_angle_to  205.8!
009A:  21532?? = create_actor  4? #WMYGO at -29.5!  483.6!  7.7!
0173: set_actor  21532?? z_angle_to  11!
0223: set_actor  21532?? health_to  10?
009A:  21536?? = create_actor  4? #WMYGO at -27.2!  484.1!  7.7!
0173: set_actor  21536?? z_angle_to  77!
0223: set_actor  21536?? health_to  10?
009A:  21540?? = create_actor  5? #WFOGO at -29.9!  484.4!  7.7!
0173: set_actor  21540?? z_angle_to  282!
0223: set_actor  21540?? health_to  10?
009A:  21544?? = create_actor  5? #WFOGO at -28.4!  486.3!  7.7!
0173: set_actor  21544?? z_angle_to  176!
0223: set_actor  21544?? health_to  10?
03F9: make_actors  21532??  21536?? converse_in  86400000&& ms
03F9: make_actors  21540??  21544?? converse_in  86400000&& ms
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -67.34!  85.31!  10.02!  0!  0!  0!
0160: point_camera -86.4!  117.01!  13.04!  2?
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D2506
01D1: actor $PLAYER_ACTOR follow_actor  21500??

:Label0D2506
0001: wait  2000& ms
00BC: text_highpriority "CUB1_01"  4000& ms  1? \\ Hey, I'm Rico. You the man with the big cojones?
03D1: play_wav  1?

:Label0D251E
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D258E
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0D256E
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0D2567
0004:  244?? =  0?  \\ integer values
0002: jump Label0D26DF

:Label0D2567
0002: jump Label0D2587

:Label0D256E
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0D2587
0004:  244?? =  1?  \\ integer values

:Label0D2587
0002: jump Label0D251E

:Label0D258E
040D: unload_wav  1?
03D5: remove_text "CUB1_01" \\ Hey, I'm Rico. You the man with the big cojones?
00BC: text_highpriority "GEN3_4"  4000& ms  1? \\ Tommy Vercetti. Let's go...
03D1: play_wav  2?

:Label0D25AF
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0D261A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0D25FA
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0D25F3
0004:  244?? =  0?  \\ integer values
0002: jump Label0D26DF

:Label0D25F3
0002: jump Label0D2613

:Label0D25FA
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0D2613
0004:  244?? =  1?  \\ integer values

:Label0D2613
0002: jump Label0D25AF

:Label0D261A
040D: unload_wav  2?
03D5: remove_text "GEN3_4" \\ Tommy Vercetti. Let's go...
03CF: load_wav "CUB1_10" as  1?

:Label0D2634
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D264E
0001: wait  0? ms
0002: jump Label0D2634

:Label0D264E
00BC: text_highpriority "CUB1_02"  4000& ms  1? \\ Ok man, treat her like a woman.
03D1: play_wav  1?

:Label0D2661
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D26D1
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0D26B1
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0D26AA
0004:  244?? =  0?  \\ integer values
0002: jump Label0D26DF

:Label0D26AA
0002: jump Label0D26CA

:Label0D26B1
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0D26CA
0004:  244?? =  1?  \\ integer values

:Label0D26CA
0002: jump Label0D2661

:Label0D26D1
040D: unload_wav  1?
03D5: remove_text "CUB1_02" \\ Ok man, treat her like a woman.

:Label0D26DF
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  1500& ms

:Label0D26FE
00D6: if  0?
016B:   fading
004D: jump_if_false Label0D2716
0001: wait  0? ms
0002: jump Label0D26FE

:Label0D2716
00A5:  21496?? = create_car #SPEEDER at -90.9!  105.1!  5!
0175: set_car  21496?? z_angle_to  9.2!
0323: unknown_car  21496?? flag  1?
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D27B9
0369: put_player $PLAYER_CHAR in_car  21496??
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D2795
0464: put_actor  21500?? into_turret_on_car  21496?? at_car_offset  0!  1.8!  1.2! unknown  0? angle  360! with_weapon  0?
020E: actor  21500?? look_at_actor $PLAYER_ACTOR
0002: jump Label0D27B2

:Label0D2795
00BC: text_highpriority "CUB1_11"  5000& ms  1? \\ ~r~You Killed Rico!
016A: fade  1? (back)  1500& ms
0002: jump Label0D407C

:Label0D27B2
0002: jump Label0D27D6

:Label0D27B9
00BC: text_highpriority "CUB1_11"  5000& ms  1? \\ ~r~You Killed Rico!
016A: fade  1? (back)  1500& ms
0002: jump Label0D407C

:Label0D27D6
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0086:  21936?? =  21612??  \\ floating-point values only
0086:  21940?? =  21616??  \\ floating-point values only
0086:  21944?? =  21620??  \\ floating-point values only
0086:  21948?? =  21624??  \\ floating-point values only
0086:  21952?? =  21628??  \\ floating-point values only
0086:  21956?? =  21632??  \\ floating-point values only
018A:  21548?? = create_checkpoint_at  21936??  21940??  21944??
0165: set_marker  21548?? color_to  4?
018A:  21552?? = create_checkpoint_at  21948??  21952??  21956??
0165: set_marker  21552?? color_to  4?
0168: show_on_radar  21552??  2?
0166: set_marker  21552?? brightness_to  1?
0107:  21504?? = create_object -176& (WATERJUMPX2) at -34.26!  455.9!  5.5!
0177: set_object  21504?? z_angle_to  343.6!
0382: unknown_set_object  21504?? collision_detection  1?
0107:  21508?? = create_object -176& (WATERJUMPX2) at  312.2!  107.669!  5.5!
0177: set_object  21508?? z_angle_to  230.88!
0382: unknown_set_object  21508?? collision_detection  1?
0107:  21512?? = create_object -176& (WATERJUMPX2) at  414.5! -79.8!  5.5!
0177: set_object  21512?? z_angle_to  184.9!
0382: unknown_set_object  21512?? collision_detection  1?
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "CUB1_12"  5000& ms  1? \\ Go through the first checkpoint to begin the test.
00BB: text_lowpriority "CUB1_13"  5000& ms  1? \\ ~g~You have three minutes to get round the course.

:Label0D28E4
0001: wait  0? ms
03BA: clear_cars_from_cube -185.35! -738.31!  0! -150.63! -785.11!  15!
00D6: if  0?
001A:    4? >  21560??  \\ integer values
004D: jump_if_false Label0D296E
00D6: if  0?
0038:    21596?? ==  0?  \\ integer values
004D: jump_if_false Label0D296E
00D6: if  0?
0118:   actor  21532?? dead
004D: jump_if_false Label0D296E
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?
0004:  21596?? =  1?  \\ integer values

:Label0D296E
00D6: if  0?
0038:    21560?? ==  4?  \\ integer values
004D: jump_if_false Label0D29DC
00D6: if  0?
8118:   NOT   actor  21532?? dead
004D: jump_if_false Label0D2997
0350: unknown_actor  21532?? not_scared_flag  1?

:Label0D2997
00D6: if  0?
8118:   NOT   actor  21536?? dead
004D: jump_if_false Label0D29AE
0350: unknown_actor  21536?? not_scared_flag  1?

:Label0D29AE
00D6: if  0?
8118:   NOT   actor  21540?? dead
004D: jump_if_false Label0D29C5
0350: unknown_actor  21540?? not_scared_flag  1?

:Label0D29C5
00D6: if  0?
8118:   NOT   actor  21544?? dead
004D: jump_if_false Label0D29DC
0350: unknown_actor  21544?? not_scared_flag  1?

:Label0D29DC
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D2ED2
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle  21972??  21976??  21980??  21984??
004D: jump_if_false Label0D2ED2
00D6: if  0?
0038:    21560?? ==  2?  \\ integer values
004D: jump_if_false Label0D2A70
00D6: if  0?
8118:   NOT   actor  21532?? dead
004D: jump_if_false Label0D2A31
0193: set_actor  21532?? objective_to_act_like_ped

:Label0D2A31
00D6: if  0?
8118:   NOT   actor  21536?? dead
004D: jump_if_false Label0D2A46
0193: set_actor  21536?? objective_to_act_like_ped

:Label0D2A46
00D6: if  0?
8118:   NOT   actor  21540?? dead
004D: jump_if_false Label0D2A5B
0193: set_actor  21540?? objective_to_act_like_ped

:Label0D2A5B
00D6: if  0?
8118:   NOT   actor  21544?? dead
004D: jump_if_false Label0D2A70
0193: set_actor  21544?? objective_to_act_like_ped

:Label0D2A70
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0D2ED2
03C1:  21524?? = player $PLAYER_CHAR car
02E3:  21580?? = car  21524?? speed
00D6: if  0?
82BF:   NOT   car  21524?? sunk
004D: jump_if_false Label0D2ABC
00D6: if  0?
0020:    21580?? >  15!  \\ floating-point values
004D: jump_if_false Label0D2ABC
0004:  21568?? =  1?  \\ integer values

:Label0D2ABC
00D6: if  0?
0038:    21568?? ==  1?  \\ integer values
004D: jump_if_false Label0D2ED2
015D: set_gamespeed  .3!
015F: set_camera_position  21960??  21964??  21968??  0!  0!  0!
0158: camera_on_vehicle  21524??  15?  2?

:Label0D2AF8
00D6: if  0?
82BF:   NOT   car  21524?? sunk
004D: jump_if_false Label0D2EB4
0001: wait  0? ms
0008:  21576?? +=  1?  \\ integer values
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
00D6: if  0?
0038:    21572?? ==  0?  \\ integer values
004D: jump_if_false Label0D2E37
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  21936??  21940??  21944?? radius  7!  7!  7!
004D: jump_if_false Label0D2E37
0164: disable_marker  21548??
0164: disable_marker  21552??
0008:  21560?? +=  1?  \\ integer values
000C:  21592?? -=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    21560?? ==  3?  \\ integer values
004D: jump_if_false Label0D2C1E
0005:  21960?? =  369.99!  \\ floating-point values
0005:  21964?? =  74.3!  \\ floating-point values
0005:  21968?? =  8.66!  \\ floating-point values
0005:  21972?? =  308.57!  \\ floating-point values
0005:  21976?? =  99.09!  \\ floating-point values
0005:  21980?? =  340.835!  \\ floating-point values
0005:  21984?? =  107.66!  \\ floating-point values
0086:  21936?? =  21648??  \\ floating-point values only
0086:  21940?? =  21652??  \\ floating-point values only
0086:  21944?? =  21656??  \\ floating-point values only
0086:  21948?? =  21660??  \\ floating-point values only
0086:  21952?? =  21664??  \\ floating-point values only
0086:  21956?? =  21668??  \\ floating-point values only

:Label0D2C1E
00D6: if  0?
0038:    21560?? ==  7?  \\ integer values
004D: jump_if_false Label0D2CA6
0005:  21960?? =  396.14!  \\ floating-point values
0005:  21964?? = -90.01!  \\ floating-point values
0005:  21968?? =  11.48!  \\ floating-point values
0005:  21972?? =  421.73!  \\ floating-point values
0005:  21976?? = -83.21!  \\ floating-point values
0005:  21980?? =  403.83!  \\ floating-point values
0005:  21984?? = -91.97!  \\ floating-point values
0086:  21936?? =  21696??  \\ floating-point values only
0086:  21940?? =  21700??  \\ floating-point values only
0086:  21944?? =  21704??  \\ floating-point values only
0086:  21948?? =  21708??  \\ floating-point values only
0086:  21952?? =  21712??  \\ floating-point values only
0086:  21956?? =  21716??  \\ floating-point values only

:Label0D2CA6
00D6: if  0?
0038:    21560?? ==  8?  \\ integer values
004D: jump_if_false Label0D2D2E
0005:  21960?? = -194.5!  \\ floating-point values
0005:  21964?? = -783.5!  \\ floating-point values
0005:  21968?? =  9.2!  \\ floating-point values
0005:  21972?? = -183.166!  \\ floating-point values
0005:  21976?? = -756.844!  \\ floating-point values
0005:  21980?? = -181.8!  \\ floating-point values
0005:  21984?? = -780.26!  \\ floating-point values
0086:  21936?? =  21708??  \\ floating-point values only
0086:  21940?? =  21712??  \\ floating-point values only
0086:  21944?? =  21716??  \\ floating-point values only
0086:  21948?? =  21720??  \\ floating-point values only
0086:  21952?? =  21724??  \\ floating-point values only
0086:  21956?? =  21728??  \\ floating-point values only

:Label0D2D2E
00D6: if  0?
0038:    21560?? ==  20?  \\ integer values
004D: jump_if_false Label0D2DB6
0005:  21960?? =  435.65!  \\ floating-point values
0005:  21964?? = -98.08!  \\ floating-point values
0005:  21968?? =  11.97!  \\ floating-point values
0005:  21972?? =  409.8!  \\ floating-point values
0005:  21976?? = -109.11!  \\ floating-point values
0005:  21980?? =  433.46!  \\ floating-point values
0005:  21984?? = -100.21!  \\ floating-point values
0086:  21936?? =  21852??  \\ floating-point values only
0086:  21940?? =  21856??  \\ floating-point values only
0086:  21944?? =  21860??  \\ floating-point values only
0086:  21948?? =  21864??  \\ floating-point values only
0086:  21952?? =  21868??  \\ floating-point values only
0086:  21956?? =  21872??  \\ floating-point values only

:Label0D2DB6
00D6: if  0?
0038:    21560?? ==  22?  \\ integer values
004D: jump_if_false Label0D2DF8
0086:  21936?? =  21876??  \\ floating-point values only
0086:  21940?? =  21880??  \\ floating-point values only
0086:  21944?? =  21884??  \\ floating-point values only
0086:  21948?? =  21888??  \\ floating-point values only
0086:  21952?? =  21892??  \\ floating-point values only
0086:  21956?? =  21896??  \\ floating-point values only

:Label0D2DF8
018A:  21548?? = create_checkpoint_at  21936??  21940??  21944??
0165: set_marker  21548?? color_to  4?
018A:  21552?? = create_checkpoint_at  21948??  21952??  21956??
0165: set_marker  21552?? color_to  4?
0168: show_on_radar  21552??  2?
0166: set_marker  21552?? brightness_to  1?
0004:  21572?? =  1?  \\ integer values

:Label0D2E37
00D6: if  0?
0119:   car  21524?? wrecked
004D: jump_if_false Label0D2E4E
0002: jump Label0D2EB4

:Label0D2E4E
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label0D2E65
0002: jump Label0D2EB4

:Label0D2E65
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0D2E7C
0002: jump Label0D2EB4

:Label0D2E7C
00D6: if  0?
01C1:   car  21524?? stopped
004D: jump_if_false Label0D2E93
0002: jump Label0D2EB4

:Label0D2E93
00D6: if  0?
0018:    21576?? >  1000&  \\ integer values
004D: jump_if_false Label0D2EAD
0002: jump Label0D2EB4

:Label0D2EAD
0002: jump Label0D2AF8

:Label0D2EB4
015D: set_gamespeed  1!
02EB: restore_camera_with_jumpcut
0004:  21568?? =  0?  \\ integer values
0004:  21572?? =  0?  \\ integer values
0004:  21576?? =  0?  \\ integer values

:Label0D2ED2
00D6: if  0?
0038:    21560?? ==  26?  \\ integer values
004D: jump_if_false Label0D2F06
024F: create_corona  5!  6?  0? with_color  255&  0?  0? at_point  21936??  21940??  21944??
0002: jump Label0D2F22

:Label0D2F06
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??

:Label0D2F22
00D6: if  0?
0038:    21560?? ==  1?  \\ integer values
004D: jump_if_false Label0D2F6B
00D6: if  0?
0038:    21584?? ==  0?  \\ integer values
004D: jump_if_false Label0D2F6B
03C3: set_timer_with_text_to  21556?? type  1? text "RACES" \\ TIME:
03C4: set_status_text_to  21592??  0? (number) "KICK1_9" \\ CHECKPOINTS:
0004:  21584?? =  1?  \\ integer values

:Label0D2F6B
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D347E
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  21496??
004D: jump_if_false Label0D347E
00D6: if  0?
0038:    21588?? ==  0?  \\ integer values
004D: jump_if_false Label0D308A
00D6: if  0?
0018:    21560?? >  1?  \\ integer values
004D: jump_if_false Label0D308A
03CF: load_wav "CUB1_3" as  1?

:Label0D2FBE
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D2FF4
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D2FBE

:Label0D2FF4
00BC: text_highpriority "CUB1_05"  4000& ms  1? \\ Amigo, you a man, man.
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D301D
0372: set_actor  21500?? anim  19? wait_state_time  10000& ms

:Label0D301D
03D1: play_wav  1?

:Label0D3021
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D305C
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D3021

:Label0D305C
040D: unload_wav  1?
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3079
0372: set_actor  21500?? anim  0? wait_state_time  100? ms

:Label0D3079
03D5: remove_text "CUB1_05" \\ Amigo, you a man, man.
0004:  21588?? =  1?  \\ integer values

:Label0D308A
00D6: if  0?
0038:    21588?? ==  1?  \\ integer values
004D: jump_if_false Label0D3186
00D6: if  0?
0018:    21560?? >  4?  \\ integer values
004D: jump_if_false Label0D3186
03CF: load_wav "CUB1_4" as  1?

:Label0D30BA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D30F0
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D30BA

:Label0D30F0
00BC: text_highpriority "CUB1_06"  4000& ms  1? \\ Call yourself a man, man?
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3119
0372: set_actor  21500?? anim  19? wait_state_time  10000& ms

:Label0D3119
03D1: play_wav  1?

:Label0D311D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3158
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D311D

:Label0D3158
040D: unload_wav  1?
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3175
0372: set_actor  21500?? anim  0? wait_state_time  100? ms

:Label0D3175
03D5: remove_text "CUB1_06" \\ Call yourself a man, man?
0004:  21588?? =  2?  \\ integer values

:Label0D3186
00D6: if  0?
0038:    21588?? ==  2?  \\ integer values
004D: jump_if_false Label0D3282
00D6: if  0?
0018:    21560?? >  9?  \\ integer values
004D: jump_if_false Label0D3282
03CF: load_wav "CUB1_5" as  1?

:Label0D31B6
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D31EC
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D31B6

:Label0D31EC
00BC: text_highpriority "CUB1_07"  4000& ms  1? \\ You a little scaredy kitten, baby boy, go cry to your mommy!
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3215
0372: set_actor  21500?? anim  19? wait_state_time  10000& ms

:Label0D3215
03D1: play_wav  1?

:Label0D3219
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3254
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D3219

:Label0D3254
040D: unload_wav  1?
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3271
0372: set_actor  21500?? anim  0? wait_state_time  100? ms

:Label0D3271
03D5: remove_text "CUB1_07" \\ You a little scaredy kitten, baby boy, go cry to your mommy!
0004:  21588?? =  3?  \\ integer values

:Label0D3282
00D6: if  0?
0038:    21588?? ==  3?  \\ integer values
004D: jump_if_false Label0D337E
00D6: if  0?
0018:    21560?? >  15?  \\ integer values
004D: jump_if_false Label0D337E
03CF: load_wav "CUB1_1" as  1?

:Label0D32B2
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D32E8
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D32B2

:Label0D32E8
00BC: text_highpriority "CUB1_03"  4000& ms  1? \\ Not bad, you're a real man.
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3311
0372: set_actor  21500?? anim  19? wait_state_time  10000& ms

:Label0D3311
03D1: play_wav  1?

:Label0D3315
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3350
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D3315

:Label0D3350
040D: unload_wav  1?
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D336D
0372: set_actor  21500?? anim  0? wait_state_time  100? ms

:Label0D336D
03D5: remove_text "CUB1_03" \\ Not bad, you're a real man.
0004:  21588?? =  4?  \\ integer values

:Label0D337E
00D6: if  0?
0038:    21588?? ==  4?  \\ integer values
004D: jump_if_false Label0D33FE
00D6: if  0?
0018:    21560?? >  22?  \\ integer values
004D: jump_if_false Label0D33FE
03CF: load_wav "CUB1_7" as  1?

:Label0D33AE
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D33E4
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D33AE

:Label0D33E4
00BC: text_highpriority "CUB1_09"  4000& ms  1? \\ Man, you the man, man. I like you, man. I like you a lot.
03D1: play_wav  1?
0004:  21588?? =  5?  \\ integer values

:Label0D33FE
00D6: if  0?
0038:    21588?? ==  5?  \\ integer values
004D: jump_if_false Label0D347E
00D6: if  0?
0018:    21560?? >  23?  \\ integer values
004D: jump_if_false Label0D347E
03CF: load_wav "CUB1_8" as  1?

:Label0D342E
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D3464
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  21936??  21940??  21944??
0002: jump Label0D342E

:Label0D3464
00BC: text_highpriority "CUB1_10"  4000& ms  1? \\ Any time, man. 'cause you got cojones. And all my friends have big cojones.
03D1: play_wav  1?
0004:  21588?? =  6?  \\ integer values

:Label0D347E
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D3F4D
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3F2B
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  21496??
004D: jump_if_false Label0D3F15
03D5: remove_text "CUB1_14" \\ Get back in the boat!
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  21936??  21940??  21944?? radius  7!  7!  7!
004D: jump_if_false Label0D3F0E
0008:  21560?? +=  1?  \\ integer values
000C:  21592?? -=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  21548??
0164: disable_marker  21552??
00D6: if  0?
0038:    21560?? ==  1?  \\ integer values
004D: jump_if_false Label0D3552
0086:  21936?? =  21624??  \\ floating-point values only
0086:  21940?? =  21628??  \\ floating-point values only
0086:  21944?? =  21632??  \\ floating-point values only
0086:  21948?? =  21636??  \\ floating-point values only
0086:  21952?? =  21640??  \\ floating-point values only
0086:  21956?? =  21644??  \\ floating-point values only

:Label0D3552
00D6: if  0?
0038:    21560?? ==  2?  \\ integer values
004D: jump_if_false Label0D3594
0086:  21936?? =  21636??  \\ floating-point values only
0086:  21940?? =  21640??  \\ floating-point values only
0086:  21944?? =  21644??  \\ floating-point values only
0086:  21948?? =  21648??  \\ floating-point values only
0086:  21952?? =  21652??  \\ floating-point values only
0086:  21956?? =  21656??  \\ floating-point values only

:Label0D3594
00D6: if  0?
0038:    21560?? ==  3?  \\ integer values
004D: jump_if_false Label0D361C
0005:  21960?? =  369.99!  \\ floating-point values
0005:  21964?? =  74.3!  \\ floating-point values
0005:  21968?? =  8.66!  \\ floating-point values
0005:  21972?? =  308.57!  \\ floating-point values
0005:  21976?? =  99.09!  \\ floating-point values
0005:  21980?? =  340.835!  \\ floating-point values
0005:  21984?? =  107.66!  \\ floating-point values
0086:  21936?? =  21648??  \\ floating-point values only
0086:  21940?? =  21652??  \\ floating-point values only
0086:  21944?? =  21656??  \\ floating-point values only
0086:  21948?? =  21660??  \\ floating-point values only
0086:  21952?? =  21664??  \\ floating-point values only
0086:  21956?? =  21668??  \\ floating-point values only

:Label0D361C
00D6: if  0?
0038:    21560?? ==  4?  \\ integer values
004D: jump_if_false Label0D3677
01C3: remove_references_to_car  21528??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  21532??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21536??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21540??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  21544??  \\ Like turning an actor into a random pedestrian
0086:  21936?? =  21660??  \\ floating-point values only
0086:  21940?? =  21664??  \\ floating-point values only
0086:  21944?? =  21668??  \\ floating-point values only
0086:  21948?? =  21672??  \\ floating-point values only
0086:  21952?? =  21676??  \\ floating-point values only
0086:  21956?? =  21680??  \\ floating-point values only

:Label0D3677
00D6: if  0?
0038:    21560?? ==  5?  \\ integer values
004D: jump_if_false Label0D36B9
0086:  21936?? =  21672??  \\ floating-point values only
0086:  21940?? =  21676??  \\ floating-point values only
0086:  21944?? =  21680??  \\ floating-point values only
0086:  21948?? =  21684??  \\ floating-point values only
0086:  21952?? =  21688??  \\ floating-point values only
0086:  21956?? =  21692??  \\ floating-point values only

:Label0D36B9
00D6: if  0?
0038:    21560?? ==  6?  \\ integer values
004D: jump_if_false Label0D36FB
0086:  21936?? =  21684??  \\ floating-point values only
0086:  21940?? =  21688??  \\ floating-point values only
0086:  21944?? =  21692??  \\ floating-point values only
0086:  21948?? =  21696??  \\ floating-point values only
0086:  21952?? =  21700??  \\ floating-point values only
0086:  21956?? =  21704??  \\ floating-point values only

:Label0D36FB
00D6: if  0?
0038:    21560?? ==  7?  \\ integer values
004D: jump_if_false Label0D3783
0005:  21960?? =  396.14!  \\ floating-point values
0005:  21964?? = -90.01!  \\ floating-point values
0005:  21968?? =  11.48!  \\ floating-point values
0005:  21972?? =  421.73!  \\ floating-point values
0005:  21976?? = -83.21!  \\ floating-point values
0005:  21980?? =  403.83!  \\ floating-point values
0005:  21984?? = -91.97!  \\ floating-point values
0086:  21936?? =  21696??  \\ floating-point values only
0086:  21940?? =  21700??  \\ floating-point values only
0086:  21944?? =  21704??  \\ floating-point values only
0086:  21948?? =  21708??  \\ floating-point values only
0086:  21952?? =  21712??  \\ floating-point values only
0086:  21956?? =  21716??  \\ floating-point values only

:Label0D3783
00D6: if  0?
0038:    21560?? ==  8?  \\ integer values
004D: jump_if_false Label0D380B
0005:  21960?? = -194.5!  \\ floating-point values
0005:  21964?? = -783.5!  \\ floating-point values
0005:  21968?? =  9.2!  \\ floating-point values
0005:  21972?? = -183.166!  \\ floating-point values
0005:  21976?? = -756.844!  \\ floating-point values
0005:  21980?? = -181.8!  \\ floating-point values
0005:  21984?? = -780.26!  \\ floating-point values
0086:  21936?? =  21708??  \\ floating-point values only
0086:  21940?? =  21712??  \\ floating-point values only
0086:  21944?? =  21716??  \\ floating-point values only
0086:  21948?? =  21720??  \\ floating-point values only
0086:  21952?? =  21724??  \\ floating-point values only
0086:  21956?? =  21728??  \\ floating-point values only

:Label0D380B
00D6: if  0?
0038:    21560?? ==  9?  \\ integer values
004D: jump_if_false Label0D384D
0086:  21936?? =  21720??  \\ floating-point values only
0086:  21940?? =  21724??  \\ floating-point values only
0086:  21944?? =  21728??  \\ floating-point values only
0086:  21948?? =  21732??  \\ floating-point values only
0086:  21952?? =  21736??  \\ floating-point values only
0086:  21956?? =  21740??  \\ floating-point values only

:Label0D384D
00D6: if  0?
0038:    21560?? ==  10?  \\ integer values
004D: jump_if_false Label0D388F
0086:  21936?? =  21732??  \\ floating-point values only
0086:  21940?? =  21736??  \\ floating-point values only
0086:  21944?? =  21740??  \\ floating-point values only
0086:  21948?? =  21744??  \\ floating-point values only
0086:  21952?? =  21748??  \\ floating-point values only
0086:  21956?? =  21752??  \\ floating-point values only

:Label0D388F
00D6: if  0?
0038:    21560?? ==  11?  \\ integer values
004D: jump_if_false Label0D38D1
0086:  21936?? =  21744??  \\ floating-point values only
0086:  21940?? =  21748??  \\ floating-point values only
0086:  21944?? =  21752??  \\ floating-point values only
0086:  21948?? =  21756??  \\ floating-point values only
0086:  21952?? =  21760??  \\ floating-point values only
0086:  21956?? =  21764??  \\ floating-point values only

:Label0D38D1
00D6: if  0?
0038:    21560?? ==  12?  \\ integer values
004D: jump_if_false Label0D3913
0086:  21936?? =  21756??  \\ floating-point values only
0086:  21940?? =  21760??  \\ floating-point values only
0086:  21944?? =  21764??  \\ floating-point values only
0086:  21948?? =  21768??  \\ floating-point values only
0086:  21952?? =  21772??  \\ floating-point values only
0086:  21956?? =  21776??  \\ floating-point values only

:Label0D3913
00D6: if  0?
0038:    21560?? ==  13?  \\ integer values
004D: jump_if_false Label0D3955
0086:  21936?? =  21768??  \\ floating-point values only
0086:  21940?? =  21772??  \\ floating-point values only
0086:  21944?? =  21776??  \\ floating-point values only
0086:  21948?? =  21780??  \\ floating-point values only
0086:  21952?? =  21784??  \\ floating-point values only
0086:  21956?? =  21788??  \\ floating-point values only

:Label0D3955
00D6: if  0?
0038:    21560?? ==  14?  \\ integer values
004D: jump_if_false Label0D3A0F
00D6: if  0?
0038:    21564?? ==  0?  \\ integer values
004D: jump_if_false Label0D39DF
0108: destroy_object  21504??
0108: destroy_object  21508??
0108: destroy_object  21512??
0107:  21504?? = create_object -177& (WATERJUMP1) at  295.2! -446.2!  5.5!
0177: set_object  21504?? z_angle_to  326.5!
0382: unknown_set_object  21504?? collision_detection  1?
0107:  21508?? = create_object -176& (WATERJUMPX2) at  421.2! -112.669!  5.5!
0177: set_object  21508?? z_angle_to  356.88!
0382: unknown_set_object  21508?? collision_detection  1?
0004:  21564?? =  1?  \\ integer values

:Label0D39DF
0086:  21936?? =  21780??  \\ floating-point values only
0086:  21940?? =  21784??  \\ floating-point values only
0086:  21944?? =  21788??  \\ floating-point values only
0086:  21948?? =  21792??  \\ floating-point values only
0086:  21952?? =  21796??  \\ floating-point values only
0086:  21956?? =  21800??  \\ floating-point values only

:Label0D3A0F
00D6: if  0?
0038:    21560?? ==  15?  \\ integer values
004D: jump_if_false Label0D3A51
0086:  21936?? =  21792??  \\ floating-point values only
0086:  21940?? =  21796??  \\ floating-point values only
0086:  21944?? =  21800??  \\ floating-point values only
0086:  21948?? =  21804??  \\ floating-point values only
0086:  21952?? =  21808??  \\ floating-point values only
0086:  21956?? =  21812??  \\ floating-point values only

:Label0D3A51
00D6: if  0?
0038:    21560?? ==  16?  \\ integer values
004D: jump_if_false Label0D3A93
0086:  21936?? =  21804??  \\ floating-point values only
0086:  21940?? =  21808??  \\ floating-point values only
0086:  21944?? =  21812??  \\ floating-point values only
0086:  21948?? =  21816??  \\ floating-point values only
0086:  21952?? =  21820??  \\ floating-point values only
0086:  21956?? =  21824??  \\ floating-point values only

:Label0D3A93
00D6: if  0?
0038:    21560?? ==  17?  \\ integer values
004D: jump_if_false Label0D3AD5
0086:  21936?? =  21816??  \\ floating-point values only
0086:  21940?? =  21820??  \\ floating-point values only
0086:  21944?? =  21824??  \\ floating-point values only
0086:  21948?? =  21828??  \\ floating-point values only
0086:  21952?? =  21832??  \\ floating-point values only
0086:  21956?? =  21836??  \\ floating-point values only

:Label0D3AD5
00D6: if  0?
0038:    21560?? ==  18?  \\ integer values
004D: jump_if_false Label0D3B17
0086:  21936?? =  21828??  \\ floating-point values only
0086:  21940?? =  21832??  \\ floating-point values only
0086:  21944?? =  21836??  \\ floating-point values only
0086:  21948?? =  21840??  \\ floating-point values only
0086:  21952?? =  21844??  \\ floating-point values only
0086:  21956?? =  21848??  \\ floating-point values only

:Label0D3B17
00D6: if  0?
0038:    21560?? ==  19?  \\ integer values
004D: jump_if_false Label0D3B59
0086:  21936?? =  21840??  \\ floating-point values only
0086:  21940?? =  21844??  \\ floating-point values only
0086:  21944?? =  21848??  \\ floating-point values only
0086:  21948?? =  21852??  \\ floating-point values only
0086:  21952?? =  21856??  \\ floating-point values only
0086:  21956?? =  21860??  \\ floating-point values only

:Label0D3B59
00D6: if  0?
0038:    21560?? ==  20?  \\ integer values
004D: jump_if_false Label0D3B9B
0086:  21936?? =  21852??  \\ floating-point values only
0086:  21940?? =  21856??  \\ floating-point values only
0086:  21944?? =  21860??  \\ floating-point values only
0086:  21948?? =  21864??  \\ floating-point values only
0086:  21952?? =  21868??  \\ floating-point values only
0086:  21956?? =  21872??  \\ floating-point values only

:Label0D3B9B
00D6: if  0?
0038:    21560?? ==  21?  \\ integer values
004D: jump_if_false Label0D3BDD
0086:  21936?? =  21864??  \\ floating-point values only
0086:  21940?? =  21868??  \\ floating-point values only
0086:  21944?? =  21872??  \\ floating-point values only
0086:  21948?? =  21876??  \\ floating-point values only
0086:  21952?? =  21880??  \\ floating-point values only
0086:  21956?? =  21884??  \\ floating-point values only

:Label0D3BDD
00D6: if  0?
0038:    21560?? ==  22?  \\ integer values
004D: jump_if_false Label0D3C1F
0086:  21936?? =  21876??  \\ floating-point values only
0086:  21940?? =  21880??  \\ floating-point values only
0086:  21944?? =  21884??  \\ floating-point values only
0086:  21948?? =  21888??  \\ floating-point values only
0086:  21952?? =  21892??  \\ floating-point values only
0086:  21956?? =  21896??  \\ floating-point values only

:Label0D3C1F
00D6: if  0?
0038:    21560?? ==  23?  \\ integer values
004D: jump_if_false Label0D3C61
0086:  21936?? =  21888??  \\ floating-point values only
0086:  21940?? =  21892??  \\ floating-point values only
0086:  21944?? =  21896??  \\ floating-point values only
0086:  21948?? =  21900??  \\ floating-point values only
0086:  21952?? =  21904??  \\ floating-point values only
0086:  21956?? =  21908??  \\ floating-point values only

:Label0D3C61
00D6: if  0?
0038:    21560?? ==  24?  \\ integer values
004D: jump_if_false Label0D3CA3
0086:  21936?? =  21900??  \\ floating-point values only
0086:  21940?? =  21904??  \\ floating-point values only
0086:  21944?? =  21908??  \\ floating-point values only
0086:  21948?? =  21912??  \\ floating-point values only
0086:  21952?? =  21916??  \\ floating-point values only
0086:  21956?? =  21920??  \\ floating-point values only

:Label0D3CA3
00D6: if  0?
0038:    21560?? ==  25?  \\ integer values
004D: jump_if_false Label0D3CE5
0086:  21936?? =  21912??  \\ floating-point values only
0086:  21940?? =  21916??  \\ floating-point values only
0086:  21944?? =  21920??  \\ floating-point values only
0086:  21948?? =  21924??  \\ floating-point values only
0086:  21952?? =  21928??  \\ floating-point values only
0086:  21956?? =  21932??  \\ floating-point values only

:Label0D3CE5
00D6: if  0?
0038:    21560?? ==  26?  \\ integer values
004D: jump_if_false Label0D3D0F
0086:  21936?? =  21924??  \\ floating-point values only
0086:  21940?? =  21928??  \\ floating-point values only
0086:  21944?? =  21932??  \\ floating-point values only

:Label0D3D0F
00D6: if  0?
0038:    21560?? ==  27?  \\ integer values
004D: jump_if_false Label0D3ED6
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D3D53
0477: unknown_car  21496??  5?  10000&
02DB: set_boat  21496?? speed_to  0!
0323: unknown_car  21496?? flag  1?

:Label0D3D53
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  1500& ms

:Label0D3D62
00D6: if  0?
016B:   fading
004D: jump_if_false Label0D3D7A
0001: wait  0? ms
0002: jump Label0D3D62

:Label0D3D7A
014F: stop_timer  21556??
0001: wait  1000& ms
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D3DF6
012A: put_player $PLAYER_CHAR at -79.3!  82.22!  8.6! and_remove_from_car
0171: set_player $PLAYER_CHAR z_angle_to  120.75!
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3DF6
0465: remove_actor  21500?? from_turret_mode
009B: destroy_actor_instantly  21500??
00AB: put_car  21496?? at -84.5!  82.7!  5.1!
0175: set_car  21496?? z_angle_to  180!
0129:  21500?? = create_actor  7? #CBB in_car  21496?? driverseat

:Label0D3DF6
016A: fade  1? (back)  1500& ms
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -75.82!  83.66!  11.59!  0!  0!  0!
0160: point_camera -80.32!  82.6!  9.96!  2?
0001: wait  1000& ms
03CF: load_wav "CUB1_2" as  1?

:Label0D3E45
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D3E5F
0001: wait  0? ms
0002: jump Label0D3E45

:Label0D3E5F
00BC: text_highpriority "CUB1_04"  4000& ms  1? \\ You got real big cojones, amigo.
03D1: play_wav  1?

:Label0D3E72
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3E91
0001: wait  0? ms
0002: jump Label0D3E72

:Label0D3E91
040D: unload_wav  1?
03D5: remove_text "CUB1_04" \\ You got real big cojones, amigo.
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D3EB9
04BA: unknown_car  21496??  40!

:Label0D3EB9
0249: release_model #SPEEDER
0249: release_model #CBB
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0002: jump Label0D408D

:Label0D3ED6
018A:  21548?? = create_checkpoint_at  21936??  21940??  21944??
0165: set_marker  21548?? color_to  4?
018A:  21552?? = create_checkpoint_at  21948??  21952??  21956??
0165: set_marker  21552?? color_to  4?
0168: show_on_radar  21552??  2?
0166: set_marker  21552?? brightness_to  1?

:Label0D3F0E
0002: jump Label0D3F24

:Label0D3F15
00BC: text_highpriority "CUB1_14"  5000& ms  1? \\ Get back in the boat!

:Label0D3F24
0002: jump Label0D3F46

:Label0D3F2B
00BC: text_highpriority "CUB1_11"  5000& ms  1? \\ ~r~You Killed Rico!
009B: destroy_actor_instantly  21500??
0002: jump Label0D407C

:Label0D3F46
0002: jump Label0D3F68

:Label0D3F4D
00BC: text_highpriority "CUB1_11"  5000& ms  1? \\ ~r~You Killed Rico!
009B: destroy_actor_instantly  21500??
0002: jump Label0D407C

:Label0D3F68
00D6: if  0?
0038:    21556?? ==  0?  \\ integer values
004D: jump_if_false Label0D401B
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D401B
03CF: load_wav "CUB1_6" as  1?

:Label0D3F96
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D3FB0
0001: wait  0? ms
0002: jump Label0D3F96

:Label0D3FB0
00BC: text_highpriority "CUB1_08"  4000& ms  1? \\ You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
03D1: play_wav  1?

:Label0D3FC3
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D3FE2
0001: wait  0? ms
0002: jump Label0D3FC3

:Label0D3FE2
040D: unload_wav  1?
03D5: remove_text "CUB1_08" \\ You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot.
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D4005
034F: destroy_actor_with_fade  21500??  \\ The actor fades away like a ghost

:Label0D4005
00BC: text_highpriority "CUB1_15"  5000& ms  1? \\ ~r~You are too slow, man.
0002: jump Label0D407C

:Label0D401B
00D6: if  0?
8119:   NOT   car  21496?? wrecked
004D: jump_if_false Label0D4075
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  21496?? radius  15!  15!  0?
004D: jump_if_false Label0D4075
00D6: if  0?
8118:   NOT   actor  21500?? dead
004D: jump_if_false Label0D405F
034F: destroy_actor_with_fade  21500??  \\ The actor fades away like a ghost

:Label0D405F
00BC: text_highpriority "T4X4_F"  5000& ms  1? \\ ~r~You bailed! Too tough for you?!
0002: jump Label0D407C

:Label0D4075
0002: jump Label0D28E4

:Label0D407C
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0D408D
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "CUB_1" \\ Stunt Boat Challenge
004F: create_thread Label00DA92 
0004:  1116?? =  1?  \\ integer values
0051: return

:Label0D40D1
0004: $ONMISSION =  0?  \\ integer values
01E7: remove_forbidden_for_cars_cube  130.4!  368.4!  50.7! -228.4!  724.5!  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0108: destroy_object  21504??
0108: destroy_object  21508??
0108: destroy_object  21512??
0249: release_model #SPEEDER
0249: release_model #CBB
0249: release_model #CADDY
0249: release_model #WMYGO
0249: release_model #WFOGO
0249: release_model #REEFER
0164: disable_marker  21548??
0164: disable_marker  21552??
014F: stop_timer  21556??
0151: remove_status_text  21592??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
01B7: release_weather
00D8: mission_cleanup
0051: return

;-------------Mission 57---------------
; Originally: Cannon Fodder


:Label0D4148
03A4: name_thread "CUBAN2"
0050: gosub Label0D4176
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0D416D
0050: gosub Label0D81E9

:Label0D416D
0050: gosub Label0D823E
004E: end_thread

:Label0D4176
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "CUBAN2"
058E: unknown_point_command -1173.5! -599.6!  10.2! angle  277.1!
0004:  22156?? =  0?  \\ integer values
0004:  22160?? =  0?  \\ integer values
0004:  22164?? =  0?  \\ integer values
0004:  22168?? =  0?  \\ integer values
0004:  22172?? =  0?  \\ integer values
0004:  22176?? =  0?  \\ integer values
0004:  22180?? =  0?  \\ integer values
0004:  22184?? =  0?  \\ integer values
0004:  22188?? =  0?  \\ integer values
0004:  22192?? =  0?  \\ integer values
0004:  22196?? =  0?  \\ integer values
0004:  22200?? =  0?  \\ integer values
0004:  22204?? =  0?  \\ integer values
0004:  22208?? =  0?  \\ integer values
0004:  22212?? =  0?  \\ integer values
0004:  22216?? =  0?  \\ integer values
0004:  22220?? =  0?  \\ integer values
0004:  22224?? =  0?  \\ integer values
0004:  22228?? =  0?  \\ integer values
0004:  492?? =  0?  \\ integer values
0004:  22268?? =  0?  \\ integer values
0004:  22272?? =  0?  \\ integer values
0004:  22276?? =  0?  \\ integer values
0004:  22280?? =  0?  \\ integer values
0004:  22284?? =  0?  \\ integer values
0004:  22288?? =  0?  \\ integer values
0004:  22300?? =  0?  \\ integer values
0004:  22232?? =  0?  \\ integer values
0004:  22236?? =  0?  \\ integer values
0004:  22240?? =  0?  \\ integer values
0004:  22252?? =  1?  \\ integer values
0005:  22304?? = -1115.8!  \\ floating-point values
0005:  22308?? =  61.7!  \\ floating-point values
0005:  22312?? = -1115.7!  \\ floating-point values
0005:  22316?? =  61.7!  \\ floating-point values
0005:  22320?? = -1115.8!  \\ floating-point values
0005:  22324?? =  77.2!  \\ floating-point values
0005:  22328?? = -1139.3!  \\ floating-point values
0005:  22332?? =  74.6!  \\ floating-point values
0005:  22336?? = -1139.3!  \\ floating-point values
0005:  22340?? =  67!  \\ floating-point values
0005:  22344?? =  10.1!  \\ floating-point values
0005:  22348?? =  270!  \\ floating-point values
0005:  22352?? =  272!  \\ floating-point values
0005:  22356?? =  272.2!  \\ floating-point values
0005:  22360?? =  298!  \\ floating-point values
0005:  22364?? =  263.6!  \\ floating-point values
0004:  22244?? =  0?  \\ integer values
0004:  22248?? =  0?  \\ integer values
0004:  22256?? =  0?  \\ integer values
0004:  22260?? =  0?  \\ integer values
0004:  22264?? =  0?  \\ integer values
0004:  22292?? =  0?  \\ integer values
0004:  22296?? =  0?  \\ integer values
04BB: select_interiour  7?  \\ select render area
042B: clear_peds_from_cube -1174.8! -609!  10.4! -116.3! -632.5!  15.3!
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPABLO"
023C: load_special_actor  3? "CSPAPA"
023C: load_special_actor  4? "CSPEPE"
023C: load_special_actor  5? "CSUMBTO"
02F3: load_object #CUTOBJ01 "CCFAN"
03CB: set_camera -1169! -620!  10.791!
0395: clear_area  1? at -1170.708! -608.327! range  10.791!  5!
038B: load_requested_models

:Label0D43FD
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0D4427
0001: wait  0? ms
0002: jump Label0D43FD

:Label0D4427
00D6: if  0?
8248:   NOT   model #CUTOBJ01 available
004D: jump_if_false Label0D4442
0001: wait  0? ms
0002: jump Label0D4427

:Label0D4442
02E4: load_cutscene_data "CUB_2"
0244: set_cutscene_pos -1170.708! -608.327!  10.791!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  712?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  712?? "CSPABLO"
02E5:  716?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  716?? "CSPAPA"
02E5:  720?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  720?? "CSPEPE"
02E5:  724?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  724?? "CSUMBTO"
02E5:  872?? = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim  872?? "CCFAN"
0395: clear_area  1? at -1170.9! -603.7! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -1170.9! -603.7!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  15.3!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D4533
00D6: if  0?
001A:    33? > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4555
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4533

:Label0D4555
00BC: text_highpriority "CUB2_A"  10000& ms  1? \\ Un cafecito, por favor, Alberto..

:Label0D4564
00D6: if  0?
001A:    1457& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4587
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4564

:Label0D4587
00BC: text_highpriority "CUB2_N"  10000& ms  1? \\ No problema, Tommy.

:Label0D4596
00D6: if  0?
001A:    2467& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D45B9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4596

:Label0D45B9
00BC: text_highpriority "CUB2_B"  10000& ms  1? \\ Papi! Una grande problema!

:Label0D45C8
00D6: if  0?
001A:    4466& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D45EB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D45C8

:Label0D45EB
00BC: text_highpriority "CUB2_O"  10000& ms  1? \\ Umberto my son, what happened?

:Label0D45FA
00D6: if  0?
001A:    5642& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D461D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D45FA

:Label0D461D
00BC: text_highpriority "CUB2_C"  10000& ms  1? \\ The Haitians! I hate these Haitians!

:Label0D462C
00D6: if  0?
001A:    9437& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D464F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D462C

:Label0D464F
00BC: text_highpriority "CUB2_D"  10000& ms  1? \\ They mess with me for the last time!

:Label0D465E
00D6: if  0?
001A:    11602& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4681
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D465E

:Label0D4681
00BC: text_highpriority "CUB2_E"  10000& ms  1? \\ These Hai - these Haitians! We take 'em out!

:Label0D4690
00D6: if  0?
001A:    13786& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D46B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4690

:Label0D46B3
00BC: text_highpriority "CUB2_F"  10000& ms  1? \\ Only we need some backup.

:Label0D46C2
00D6: if  0?
001A:    15750& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D46E5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D46C2

:Label0D46E5
00BC: text_highpriority "CUB2_G"  10000& ms  1? \\ I lost a few hermanos already out there.

:Label0D46F4
00D6: if  0?
001A:    18171& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4717
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D46F4

:Label0D4717
00BC: text_highpriority "CUB2_H"  10000& ms  1? \\ Amigo, you drive good!

:Label0D4726
00D6: if  0?
001A:    19840& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4749
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4726

:Label0D4749
00BC: text_highpriority "CUB2_I"  10000& ms  1? \\ For a woman. Right?

:Label0D4758
00D6: if  0?
001A:    21118& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D477B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4758

:Label0D477B
00BC: text_highpriority "CUB2_J"  10000& ms  1? \\ This is no time for joking!

:Label0D478A
00D6: if  0?
001A:    22511& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D47AD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D478A

:Label0D47AD
00BC: text_highpriority "CUB2_K"  10000& ms  1? \\ Come on, drive for me again!

:Label0D47BC
00D6: if  0?
001A:    24770& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D47DF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D47BC

:Label0D47DF
00BC: text_highpriority "CUB2_L"  10000& ms  1? \\ Take my boys over there, and then we'll take these Haitians down!

:Label0D47EE
00D6: if  0?
001A:    27856& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4811
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D47EE

:Label0D4811
00BC: text_highpriority "CUB2_M"  10000& ms  1? \\ They mess with me, they mess with the biggest boy in town!

:Label0D4820
00D6: if  0?
001A:    32000& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D4843
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D4820

:Label0D4843
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0D484C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0D4864
0001: wait  0? ms
0002: jump Label0D484C

:Label0D4864
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
032B:  22092?? = create_weapon_pickup #LASER  3? ammo  6? at -1129.9!  66.3!  11!
04BB: select_interiour  0?  \\ select render area
0004:  3956?? =  0?  \\ integer values
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
03C7: unknown_maby_cops_density  .2!
03F1: pedtype  8? add_threat  1?
0247: request_model #CBA
0247: request_model #HNA
0247: request_model #CBB
0247: request_model #HNB
0247: request_model #WMOCA
0247: request_model #CELLPHONE
0247: request_model #STINGER
0247: request_model #UZI
0247: request_model #PONY
0247: request_model #SNIPER
0247: request_model #M4
0247: request_model #TAXI

:Label0D4916
00D6: if  25?
8248:   NOT   model #CBA available
8248:   NOT   model #HNA available
8248:   NOT   model #CBB available
8248:   NOT   model #HNB available
8248:   NOT   model #WMOCA available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label0D4945
0001: wait  0? ms
0002: jump Label0D4916

:Label0D4945
00D6: if  25?
8248:   NOT   model #STINGER available
8248:   NOT   model #UZI available
8248:   NOT   model #PONY available
8248:   NOT   model #SNIPER available
8248:   NOT   model #M4 available
8248:   NOT   model #TAXI available
004D: jump_if_false Label0D4979
0001: wait  0? ms
0002: jump Label0D4945

:Label0D4979
03CF: load_wav "CUB2_1" as  1?
03CF: load_wav "CUB2_2" as  2?

:Label0D4991
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D49AF
0001: wait  0? ms
0002: jump Label0D4991

:Label0D49AF
016A: fade  1? (back)  1500& ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0D4A8C
009A:  21992?? = create_actor  8? #HNA at  22304??  22308??  22344??
009A:  21996?? = create_actor  8? #HNA at  22312??  22316??  22344??
009A:  22000?? = create_actor  8? #HNA at  22320??  22324??  22344??
009A:  22004?? = create_actor  8? #HNA at  22328??  22332??  22344??
009A:  22008?? = create_actor  8? #HNA at  22336??  22340??  22344??
009A:  22012?? = create_actor  8? #HNA at  22336??  22340??  22344??
009A:  22016?? = create_actor  8? #HNA at  22336??  22340??  22344??
009A:  22020?? = create_actor  8? #HNA at  22336??  22340??  22344??
009A:  22024?? = create_actor  8? #HNA at  22336??  22340??  22344??
009A:  22028?? = create_actor  8? #HNA at  22336??  22340??  22344??
00DA:  22056?? = player $PLAYER_CHAR car
0186:  22120?? = create_marker_above_car  22056??

:Label0D4A8C
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  73!  10.1! unknown_angle  10!  10!  0!  0?
004D: jump_if_false Label0D4AC7
0001: wait  0? ms
0002: jump Label0D4A8C

:Label0D4AC7
00BC: text_highpriority "CUB2_03"  5000& ms  1? \\ ~g~Get a car and pick up the Cubans from outside Robina's Cafe.
009A:  22044?? = create_actor  7? #CBA at -1171.2! -608.7!  10.8!
0173: set_actor  22044?? z_angle_to  181.1!
01B2: give_actor  22044?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22044??  100? 
01ED: spawn_actor  22044??
0573:  22044??  1?
02A9: set_actor  22044?? immune_to_nonplayer  1?
039E: (unknown)  22044??  1? 
04F5: unknown_actor  22044?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22044??  1?
0291: unknown_actor  22044?? unknown_behavior_flag  1?
0568:  22044??  1?
009A:  22048?? = create_actor  7? #CBA at -1169.9! -609!  10.8!
0173: set_actor  22048?? z_angle_to  181.1!
01B2: give_actor  22048?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22048??  100? 
01ED: spawn_actor  22048??
0573:  22048??  1?
02A9: set_actor  22048?? immune_to_nonplayer  1?
039E: (unknown)  22048??  1? 
04F5: unknown_actor  22048?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22048??  1?
0291: unknown_actor  22048?? unknown_behavior_flag  1?
0568:  22048??  1?
009A:  22052?? = create_actor  7? #CBA at -1169.9! -610!  10.8!
01B2: give_actor  22052?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22052??  100? 
01ED: spawn_actor  22052??
0573:  22052??  1?
02A9: set_actor  22052?? immune_to_nonplayer  1?
039E: (unknown)  22052??  1? 
04F5: unknown_actor  22052?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22052??  1?
0291: unknown_actor  22052?? unknown_behavior_flag  1?
0568:  22052??  1?
03F9: make_actors  22048??  22052?? converse_in  86400000&& ms
00A5:  22108?? = create_car #PONY at -1071.3! -608.4!  9.7!
018A:  22112?? = create_checkpoint_at -1168.5! -599.6!  10.6!
0006:  16@ =  0?  \\ integer values

:Label0D4C4F
0001: wait  0? ms

:Label0D4C53
00D6: if  21?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car -1168.5! -599.6!  10.6! radius  5!  5!  10!
8443:   NOT   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0D4D2D
0001: wait  0? ms
00D6: if  22?
0118:   actor  22044?? dead
0118:   actor  22048?? dead
0118:   actor  22052?? dead
004D: jump_if_false Label0D4CC3
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D4CC3
00D6: if  0?
0019:    16@ >  6000&  \\ integer values
004D: jump_if_false Label0D4D26
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -1168.5! -599.6!  10.6! radius  5!  5!  10!
004D: jump_if_false Label0D4D1C
00BC: text_highpriority "CUB2_18"  5000& ms  1? \\ ~g~Get a car and pick up the Cubans
0002: jump Label0D4D26

:Label0D4D1C
03D5: remove_text "CUB2_18" \\ ~g~Get a car and pick up the Cubans

:Label0D4D26
0002: jump Label0D4C53

:Label0D4D2D
01C3: remove_references_to_car  22108??  \\ Like turning a car into any random car
00DA:  22056?? = player $PLAYER_CHAR car
00D6: if  0?
003A:    22056?? ==  22244??  \\ integer values and handles
004D: jump_if_false Label0D4D5B
0004:  22248?? =  0?  \\ integer values
0002: jump Label0D4D62

:Label0D4D5B
0004:  22248?? =  1?  \\ integer values

:Label0D4D62
0084:  22244?? =  22056??  \\ integer values and handles
01EA:  22156?? = car  22056?? max_passengers
00D6: if  0?
8018:   NOT    22156?? >  2?  \\ integer values
004D: jump_if_false Label0D4E37
00BC: text_highpriority "CUB2_01"  5000& ms  1? \\ Not enough room, man, you need a bigger car.
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D4DAD
0173: set_actor  22048?? z_angle_to  0!

:Label0D4DAD
00D6: if  0?
0038:    22248?? ==  1?  \\ integer values
004D: jump_if_false Label0D4E16
03CF: load_wav "CUB2_1" as  1?

:Label0D4DCB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D4DE5
0001: wait  0? ms
0002: jump Label0D4DCB

:Label0D4DE5
03D1: play_wav  1?

:Label0D4DE9
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D4E08
0001: wait  0? ms
0002: jump Label0D4DE9

:Label0D4E08
040D: unload_wav  1?
03D5: remove_text "CUB2_01" \\ Not enough room, man, you need a bigger car.

:Label0D4E16
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D4E30
0173: set_actor  22048?? z_angle_to  181!

:Label0D4E30
0002: jump Label0D4C4F

:Label0D4E37
0164: disable_marker  22112??
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D4E53
020A: set_car  22056?? door_status_to  4?

:Label0D4E53
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
015F: set_camera_position -1175.9! -608.1!  11.4!  0!  0!  0!
0160: point_camera -1147.9! -583.11!  16.1!  2?
0006:  17@ =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D4EC2
020A: set_car  22056?? door_status_to  1?

:Label0D4EC2
00D6: if  0?
8038:   NOT    22160?? ==  3?  \\ integer values
004D: jump_if_false Label0D52B7
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D4F67
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D4F67
00D6: if  0?
0038:    22176?? ==  0?  \\ integer values
004D: jump_if_false Label0D4F25
00A1: put_actor  22044?? at -1169.9! -608!  10.8!
0004:  22176?? =  1?  \\ integer values

:Label0D4F25
01D4: actor  22044?? go_to_car  22056?? and_enter_it_as_a_passenger
0319: set_actor  22044?? wander_state_to  1? (off)
00D6: if  0?
0038:    22176?? ==  1?  \\ integer values
004D: jump_if_false Label0D4F67
00D6: if  0?
00DB:   actor  22044?? in_car  22056??
004D: jump_if_false Label0D4F67
0008:  22160?? +=  1?  \\ integer values
0004:  22176?? =  2?  \\ integer values

:Label0D4F67
0001: wait  800& ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D4FFB
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D4FFB
00D6: if  0?
0038:    22180?? ==  0?  \\ integer values
004D: jump_if_false Label0D4FB9
00A1: put_actor  22048?? at -1169.9! -608!  10.8!
0004:  22180?? =  1?  \\ integer values

:Label0D4FB9
01D4: actor  22048?? go_to_car  22056?? and_enter_it_as_a_passenger
0319: set_actor  22048?? wander_state_to  1? (off)
00D6: if  0?
0038:    22180?? ==  1?  \\ integer values
004D: jump_if_false Label0D4FFB
00D6: if  0?
00DB:   actor  22048?? in_car  22056??
004D: jump_if_false Label0D4FFB
0008:  22160?? +=  1?  \\ integer values
0004:  22180?? =  2?  \\ integer values

:Label0D4FFB
0001: wait  800& ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D508F
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D508F
00D6: if  0?
0038:    22184?? ==  0?  \\ integer values
004D: jump_if_false Label0D504D
00A1: put_actor  22052?? at -1169.9! -608!  10.8!
0004:  22184?? =  1?  \\ integer values

:Label0D504D
01D4: actor  22052?? go_to_car  22056?? and_enter_it_as_a_passenger
0319: set_actor  22052?? wander_state_to  1? (off)
00D6: if  0?
0038:    22184?? ==  1?  \\ integer values
004D: jump_if_false Label0D508F
00D6: if  0?
00DB:   actor  22052?? in_car  22056??
004D: jump_if_false Label0D508F
0008:  22160?? +=  1?  \\ integer values
0004:  22184?? =  2?  \\ integer values

:Label0D508F
00D6: if  0?
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label0D52B0
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D52A9
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D510E
00D6: if  0?
00DB:   actor  22044?? in_car  22056??
004D: jump_if_false Label0D50F5
0362: remove_actor  22044?? from_car_and_place_at -862! -607.4!  11.1!
01C2: remove_references_to_actor  22044??  \\ Like turning an actor into a random pedestrian
0002: jump Label0D510E

:Label0D50F5
00A1: put_actor  22044?? at -862! -607.7!  11.1!
01C2: remove_references_to_actor  22044??  \\ Like turning an actor into a random pedestrian

:Label0D510E
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D516A
00D6: if  0?
00DB:   actor  22048?? in_car  22056??
004D: jump_if_false Label0D5151
0362: remove_actor  22048?? from_car_and_place_at -862! -604.4!  11.1!
01C2: remove_references_to_actor  22048??  \\ Like turning an actor into a random pedestrian
0002: jump Label0D516A

:Label0D5151
00A1: put_actor  22048?? at -862! -604.4!  11.1!
01C2: remove_references_to_actor  22048??  \\ Like turning an actor into a random pedestrian

:Label0D516A
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D51C6
00D6: if  0?
00DB:   actor  22052?? in_car  22056??
004D: jump_if_false Label0D51AD
0362: remove_actor  22052?? from_car_and_place_at -862! -601.4!  11.1!
01C2: remove_references_to_actor  22052??  \\ Like turning an actor into a random pedestrian
0002: jump Label0D51C6

:Label0D51AD
00A1: put_actor  22052?? at -862! -601.4!  11.1!
01C2: remove_references_to_actor  22052??  \\ Like turning an actor into a random pedestrian

:Label0D51C6
01C8:  22044?? = create_actor  7? #CBA in_car  22056?? passenger_seat  0?
04F5: unknown_actor  22044?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22044??  1?
01B2: give_actor  22044?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22044??
02A9: set_actor  22044?? immune_to_nonplayer  1?
039E: (unknown)  22044??  1? 
0291: unknown_actor  22044?? unknown_behavior_flag  1?
0568:  22044??  1?
01C8:  22048?? = create_actor  7? #CBA in_car  22056?? passenger_seat  1?
04F5: unknown_actor  22048?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22048??  1?
01B2: give_actor  22048?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22048??
02A9: set_actor  22048?? immune_to_nonplayer  1?
039E: (unknown)  22048??  1? 
0291: unknown_actor  22048?? unknown_behavior_flag  1?
0568:  22048??  1?
01C8:  22052?? = create_actor  7? #CBA in_car  22056?? passenger_seat  2?
04F5: unknown_actor  22052?? kiss_player $PLAYER_CHAR on  1?
0526: unknown_actor  22052??  1?
01B2: give_actor  22052?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22052??
02A9: set_actor  22052?? immune_to_nonplayer  1?
039E: (unknown)  22052??  1? 
0291: unknown_actor  22052?? unknown_behavior_flag  1?
0568:  22052??  1?
0508:  22056??

:Label0D52A9
0004:  22160?? =  3?  \\ integer values

:Label0D52B0
0002: jump Label0D4EC2

:Label0D52B7
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
018A:  22116?? = create_checkpoint_at -1072.6!  70.3!  11.2!
00BC: text_highpriority "CUB2_19"  5000& ms  1? \\ We gonna fight like men!
03D1: play_wav  2?

:Label0D52F9
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D5318
0001: wait  0? ms
0002: jump Label0D52F9

:Label0D5318
040D: unload_wav  2?
03D5: remove_text "CUB2_19" \\ We gonna fight like men!
00BB: text_lowpriority "CUB2_04"  5000& ms  1? \\ ~g~Go and drop the Cubans off at the fight.
00BB: text_lowpriority "CUB2_23"  5000& ms  1? \\ ~g~ Little Haiti will be swarming with Haitians trying to even the score with the Cubans. Watch your back.
03CF: load_wav "CUB2_3A" as  1?
03CF: load_wav "CUB2_3B" as  2?

:Label0D535C
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D537A
0001: wait  0? ms
0002: jump Label0D535C

:Label0D537A
0001: wait  0? ms
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -1072.6!  70.3!  11.2! radius  180!  180!  180!
004D: jump_if_false Label0D554A
00D6: if  0?
0038:    22204?? ==  0?  \\ integer values
004D: jump_if_false Label0D554A
0050: gosub Label0D831E
0482:  3!
009A:  22032?? = create_actor  7? #CBA at -1079.5!  72.6!  10.2!
04F5: unknown_actor  22032?? kiss_player $PLAYER_CHAR on  1?
0173: set_actor  22032?? z_angle_to  91.5!
01B2: give_actor  22032?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22032??
0243: set_actor  22032?? ped_stats_to  16?
011A: set_actor  22032?? flags  256&
011A: set_actor  22032?? flags  64?
011A: set_actor  22032?? flags  65536&&
02A9: set_actor  22032?? immune_to_nonplayer  1?
04F5: unknown_actor  22032?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22032?? unknown_behavior_flag  1?
0573:  22032??  1?
0568:  22032??  1?
009A:  22036?? = create_actor  7? #CBB at -1079.6!  73.9!  10.2!
04F5: unknown_actor  22036?? kiss_player $PLAYER_CHAR on  1?
0173: set_actor  22036?? z_angle_to  270.9!
01ED: spawn_actor  22036??
0243: set_actor  22036?? ped_stats_to  16?
02E2: set_actor  22036?? weapon_accuracy_to  90?
02A9: set_actor  22036?? immune_to_nonplayer  1?
0573:  22036??  1?
04F5: unknown_actor  22036?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22036?? unknown_behavior_flag  1?
0568:  22036??  1?
0526: unknown_actor  22036??  1?
039E: (unknown)  22036??  1? 
009A:  22040?? = create_actor  7? #CBA at -1079.3!  68.6!  10.2!
04F5: unknown_actor  22040?? kiss_player $PLAYER_CHAR on  1?
0173: set_actor  22040?? z_angle_to  82.1!
01B2: give_actor  22040?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22040??
0243: set_actor  22040?? ped_stats_to  16?
011A: set_actor  22040?? flags  256&
011A: set_actor  22040?? flags  64?
011A: set_actor  22040?? flags  65536&&
02A9: set_actor  22040?? immune_to_nonplayer  1?
04F5: unknown_actor  22040?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22040?? unknown_behavior_flag  1?
0573:  22040??  1?
0568:  22040??  1?
0002: jump Label0D55C3

:Label0D554A
00D6: if  22?
0118:   actor  22044?? dead
0118:   actor  22048?? dead
0118:   actor  22052?? dead
004D: jump_if_false Label0D5581
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5581
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D559F
0050: gosub Label0D90C8
0002: jump Label0D55BC

:Label0D559F
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D55BC
0002: jump Label0D537A

:Label0D55C3
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D5646
00D6: if  0?
80F7:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_in_car -1072.6!  70.3!  10.2! radius  4!  4!  4!
004D: jump_if_false Label0D5615
0050: gosub Label0D90C8
0002: jump Label0D563F

:Label0D5615
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D563F
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22056??
004D: jump_if_false Label0D563F
0002: jump Label0D56B6

:Label0D563F
0002: jump Label0D5663

:Label0D5646
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5663
00D6: if  22?
0118:   actor  22032?? dead
0118:   actor  22036?? dead
0118:   actor  22040?? dead
004D: jump_if_false Label0D569A
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D569A
0050: gosub Label0D89EA
0050: gosub Label0D831E
0050: gosub Label0D9176
0002: jump Label0D55C3

:Label0D56B6
0164: disable_marker  22116??
0164: disable_marker  22120??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0395: clear_area  1? at -1079.6!  73.9! range  10.2!  50!
01EB: set_car_density_to  0!
00A5:  21988?? = create_car #STINGER at -1113.2!  70.2!  10!
0175: set_car  21988?? z_angle_to  358.19!
02AA: set_car  21988?? immune_to_nonplayer  1?
015F: set_camera_position -1064.5!  64.8!  15.7!  0!  0!  0!
0158: camera_on_vehicle  22056??  15?  2?
0477: unknown_car  22056??  5?  10000&
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D5780

:Label0D5755
00D6: if  0?
81C1:   NOT   car  22056?? stopped
004D: jump_if_false Label0D5780
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D5779

:Label0D5779
0002: jump Label0D5755

:Label0D5780
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D581A
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D57BE
0243: set_actor  22044?? ped_stats_to  16?
01D3: actor  22044?? leave_car  22056??
0239: actor  22044?? run_to -1075.8!  71.4!

:Label0D57BE
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D57EC
0243: set_actor  22048?? ped_stats_to  16?
01D3: actor  22048?? leave_car  22056??
0239: actor  22048?? run_to -1075.6!  70!

:Label0D57EC
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D581A
0243: set_actor  22052?? ped_stats_to  16?
01D3: actor  22052?? leave_car  22056??
0239: actor  22052?? run_to -1075.8!  68.6!

:Label0D581A
01D3: actor $PLAYER_ACTOR leave_car  22056??
0239: actor $PLAYER_ACTOR run_to -1077.2!  73.3!
01C3: remove_references_to_car  22056??  \\ Like turning a car into any random car
0001: wait  2000& ms
00D6: if  0?
0038:    22216?? ==  0?  \\ integer values
004D: jump_if_false Label0D586E
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D586E
0372: set_actor  22036?? anim  16? wait_state_time  800& ms
0004:  22216?? =  1?  \\ integer values

:Label0D586E
015F: set_camera_position -1073.46!  72.77!  12.32!  0!  0!  0!
0160: point_camera -1074.44!  72.62!  12.21!  2?
0001: wait  900& ms
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D58E0
0173: set_actor  22044?? z_angle_to  91.5!
0573:  22044??  1?
011A: set_actor  22044?? flags  256&
011A: set_actor  22044?? flags  64?
011A: set_actor  22044?? flags  65536&&

:Label0D58E0
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D591A
0173: set_actor  22048?? z_angle_to  89.5!
0573:  22048??  1?
011A: set_actor  22048?? flags  256&
011A: set_actor  22048?? flags  64?
011A: set_actor  22048?? flags  65536&&

:Label0D591A
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D5954
0173: set_actor  22052?? z_angle_to  90.5!
0573:  22052??  1?
011A: set_actor  22052?? flags  256&
011A: set_actor  22052?? flags  64?
011A: set_actor  22052?? flags  65536&&

:Label0D5954
0006:  16@ =  0?  \\ integer values

:Label0D595B
00D6: if  0?
8126:   NOT   actor $PLAYER_ACTOR walking
004D: jump_if_false Label0D5990
0001: wait  0? ms
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0D5989
0002: jump Label0D5990

:Label0D5989
0002: jump Label0D595B

:Label0D5990
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D59B9
020F: actor  22036?? look_at_player $PLAYER_CHAR
020E: actor $PLAYER_ACTOR look_at_actor  22036??
0372: set_actor  22036?? anim  0? wait_state_time  100? ms

:Label0D59B9
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D59D3
0372: set_actor  22036?? anim  19? wait_state_time  10000& ms

:Label0D59D3
00BC: text_highpriority "CUB2_12"  3000& ms  1? \\ Hey amigo! Good to see you could make it!
03D1: play_wav  1?

:Label0D59E6
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5A05
0001: wait  0? ms
0002: jump Label0D59E6

:Label0D5A05
040D: unload_wav  1?
03D5: remove_text "CUB2_12" \\ Hey amigo! Good to see you could make it!
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5A2D
0372: set_actor  22036?? anim  19? wait_state_time  10000& ms

:Label0D5A2D
00BC: text_highpriority "CUB2_13"  4000& ms  1? \\ Stinking nest of Haitians, we gonna kill 'em all!
03D1: play_wav  2?

:Label0D5A40
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5A5F
0001: wait  0? ms
0002: jump Label0D5A40

:Label0D5A5F
040D: unload_wav  2?
03D5: remove_text "CUB2_13" \\ Stinking nest of Haitians, we gonna kill 'em all!
03CF: load_wav "CUB2_3C" as  1?
03CF: load_wav "CUB2_9" as  2?

:Label0D5A85
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D5AA3
0001: wait  0? ms
0002: jump Label0D5A85

:Label0D5AA3
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5ABC
0372: set_actor  22036?? anim  0? wait_state_time  100? ms

:Label0D5ABC
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D5AD3
02A9: set_actor  22044?? immune_to_nonplayer  0?

:Label0D5AD3
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D5AEA
02A9: set_actor  22048?? immune_to_nonplayer  0?

:Label0D5AEA
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D5B01
02A9: set_actor  22052?? immune_to_nonplayer  0?

:Label0D5B01
0004:  22208?? =  0?  \\ integer values
0230: set_player $PLAYER_CHAR stop_looking
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5B47
022F: set_actor  22036?? stop_looking
011A: set_actor  22036?? flags  256&
011A: set_actor  22036?? flags  64?
011A: set_actor  22036?? flags  65536&&
01B2: give_actor  22036?? weapon  26? ammo  99999&&  \\ Load the weapon model before using this

:Label0D5B47
01EB: set_car_density_to  1!
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "CUB2_14"  5000& ms  1? \\ CHAAAAAARGE!
03D1: play_wav  1?

:Label0D5B6E
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5B8D
0001: wait  0? ms
0002: jump Label0D5B6E

:Label0D5B8D
040D: unload_wav  1?
03D5: remove_text "CUB2_14" \\ CHAAAAAARGE!
00BB: text_lowpriority "CUB2_25"  5000& ms  1? \\ KILL ALL THE HAITIANS!!
00D6: if  0?
8118:   NOT   actor  21992?? dead
004D: jump_if_false Label0D5BC2
0187:  22132?? = create_marker_above_actor  21992??

:Label0D5BC2
00D6: if  0?
8118:   NOT   actor  21996?? dead
004D: jump_if_false Label0D5BDA
0187:  22136?? = create_marker_above_actor  21996??

:Label0D5BDA
00D6: if  0?
8118:   NOT   actor  22000?? dead
004D: jump_if_false Label0D5BF2
0187:  22140?? = create_marker_above_actor  22000??

:Label0D5BF2
00D6: if  0?
8118:   NOT   actor  22004?? dead
004D: jump_if_false Label0D5C0A
0187:  22144?? = create_marker_above_actor  22004??

:Label0D5C0A
00D6: if  0?
8118:   NOT   actor  22008?? dead
004D: jump_if_false Label0D5C22
0187:  22148?? = create_marker_above_actor  22008??

:Label0D5C22
0004:  22252?? =  0?  \\ integer values
0297: clear_rampage_kills

:Label0D5C2B
0001: wait  0? ms
00D6: if  23?
0118:   actor  22032?? dead
0118:   actor  22036?? dead
0118:   actor  22040?? dead
0038:    22264?? ==  1?  \\ integer values
004D: jump_if_false Label0D5C6D
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D5C6D
0050: gosub Label0D89EA
0050: gosub Label0D8E01
0050: gosub Label0D9176
0050: gosub Label0D99E6
00D6: if  22?
0119:   car  21988?? wrecked
0018:    22208?? >  9?  \\ integer values
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1114.3!  61.6! -1131.2!  95.9!
004D: jump_if_false Label0D5CC2
0004:  22212?? =  1?  \\ integer values

:Label0D5CC2
00D6: if  0?
0118:   actor  21992?? dead
004D: jump_if_false Label0D5CD7
0164: disable_marker  22132??

:Label0D5CD7
00D6: if  0?
0118:   actor  21996?? dead
004D: jump_if_false Label0D5CEC
0164: disable_marker  22136??

:Label0D5CEC
00D6: if  0?
0118:   actor  22000?? dead
004D: jump_if_false Label0D5D01
0164: disable_marker  22140??

:Label0D5D01
00D6: if  0?
0118:   actor  22004?? dead
004D: jump_if_false Label0D5D16
0164: disable_marker  22144??

:Label0D5D16
00D6: if  0?
0118:   actor  22008?? dead
004D: jump_if_false Label0D5D2B
0164: disable_marker  22148??

:Label0D5D2B
00D6: if  0?
0038:    22212?? ==  0?  \\ integer values
004D: jump_if_false Label0D5D4B
0050: gosub Label0D831E
0002: jump Label0D5DC9

:Label0D5D4B
00D6: if  0?
0118:   actor  21992?? dead
004D: jump_if_false Label0D5DC9
00D6: if  0?
0118:   actor  21996?? dead
004D: jump_if_false Label0D5DC9
00D6: if  0?
0118:   actor  22000?? dead
004D: jump_if_false Label0D5DC9
00D6: if  0?
0118:   actor  22004?? dead
004D: jump_if_false Label0D5DC9
00D6: if  0?
0118:   actor  22008?? dead
004D: jump_if_false Label0D5DC9
0482:  1!
0164: disable_marker  22132??
0164: disable_marker  22136??
0164: disable_marker  22140??
0164: disable_marker  22144??
0164: disable_marker  22148??
0004:  22252?? =  1?  \\ integer values
0002: jump Label0D5DD0

:Label0D5DC9
0002: jump Label0D5C2B

:Label0D5DD0
0001: wait  1000& ms
0395: clear_area  1? at -1079.6!  73.9! range  10.2!  25!
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00BC: text_highpriority "CUB2_15"  5000& ms  1? \\ Now, my brothers, CHAAARRRGGEE!!
03D1: play_wav  2?

:Label0D5E19
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D5E38
0001: wait  0? ms
0002: jump Label0D5E19

:Label0D5E38
040D: unload_wav  2?
03D5: remove_text "CUB2_15" \\ Now, my brothers, CHAAARRRGGEE!!
00A5:  22056?? = create_car #TAXI at -1037.2!  24.6!  9.9!
0129:  22088?? = create_actor  4? #WMOCA in_car  22056?? driverseat
00AD: set_car  22056?? max_speed_to  0!
01C8:  22068?? = create_actor  7? #CBA in_car  22056?? passenger_seat  0?
04F5: unknown_actor  22068?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22068?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22068??  100? 
01ED: spawn_actor  22068??
02A9: set_actor  22068?? immune_to_nonplayer  1?
039E: (unknown)  22068??  1? 
04F5: unknown_actor  22068?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22068?? unknown_behavior_flag  1?
0568:  22068??  1?
01C8:  22072?? = create_actor  7? #CBA in_car  22056?? passenger_seat  1?
04F5: unknown_actor  22072?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22072?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22072??  100? 
01ED: spawn_actor  22072??
02A9: set_actor  22072?? immune_to_nonplayer  1?
039E: (unknown)  22072??  1? 
04F5: unknown_actor  22072?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22072?? unknown_behavior_flag  1?
0568:  22072??  1?
01C8:  22076?? = create_actor  7? #CBA in_car  22056?? passenger_seat  2?
04F5: unknown_actor  22076?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22076?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22076??  100? 
01ED: spawn_actor  22076??
02A9: set_actor  22076?? immune_to_nonplayer  1?
039E: (unknown)  22076??  1? 
04F5: unknown_actor  22076?? kiss_player $PLAYER_CHAR on  1?
0291: unknown_actor  22076?? unknown_behavior_flag  1?
0568:  22076??  1?
03BA: clear_cars_from_cube -1108.2!  65.2!  5! -1118.2!  75.2!  15!
00A6: destroy_car  21988??
0005:  22304?? = -1137.8!  \\ floating-point values
0005:  22308?? =  66.7!  \\ floating-point values
0005:  22348?? =  5.2!  \\ floating-point values
0005:  22312?? = -1138.2!  \\ floating-point values
0005:  22316?? =  75.5!  \\ floating-point values
0005:  22352?? =  175.4!  \\ floating-point values
0005:  22320?? = -1158.2!  \\ floating-point values
0005:  22324?? =  67.2!  \\ floating-point values
0005:  22356?? =  5.2!  \\ floating-point values
0005:  22328?? = -1158.1!  \\ floating-point values
0005:  22332?? =  75.6!  \\ floating-point values
0005:  22360?? =  175.4!  \\ floating-point values
0005:  22336?? = -1163.5!  \\ floating-point values
0005:  22340?? =  75.8!  \\ floating-point values
0005:  22364?? =  226.7!  \\ floating-point values
0005:  22344?? =  10.1!  \\ floating-point values
0050: gosub Label0D831E
0239: actor $PLAYER_ACTOR run_to -1103.1!  71.9!
009A:  22064?? = create_actor  8? #HNB at -1189.8!  69.2!  23.9!
0489: unknown_actor  22064?? flag  1?
0173: set_actor  22064?? z_angle_to  270!
01B2: give_actor  22064?? weapon  28? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22064??
0243: set_actor  22064?? ped_stats_to  16?
011A: set_actor  22064?? flags  128&
011A: set_actor  22064?? flags  1?
011A: set_actor  22064?? flags  64?
02E2: set_actor  22064?? weapon_accuracy_to  100?
0239: actor  22064?? run_to -1173.4!  71.3!
015F: set_camera_position -1074.47!  70.88!  14.36!  0!  0!  0!
0160: point_camera -1075.44!  70.9!  14.11!  2?
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D610C
01ED: spawn_actor  22040??
0239: actor  22040?? run_to -1117.2!  68.5!

:Label0D610C
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D6130
01ED: spawn_actor  22044??
0239: actor  22044?? run_to -1130.2!  70.5!

:Label0D6130
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D6154
01ED: spawn_actor  22048??
0239: actor  22048?? run_to -1130.2!  70.5!

:Label0D6154
0001: wait  2000& ms
015F: set_camera_position -1105.68!  70.95!  13.95!  0!  0!  0!
0160: point_camera -1106.66!  70.91!  13.74!  2?
011C: actor $PLAYER_ACTOR clear_objective
0055: put_player $PLAYER_CHAR at -1103.1!  71.9!  10.27!
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D61D8
00A1: put_actor  22040?? at -1106.7!  69.9!  10.4!
0239: actor  22040?? run_to -1117.2!  68.5!

:Label0D61D8
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D620B
00A1: put_actor  22044?? at -1106.7!  70.9!  10.4!
0239: actor  22044?? run_to -1130.2!  70.5!

:Label0D620B
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D623E
00A1: put_actor  22048?? at -1106.7!  71.9!  10.4!
0239: actor  22048?? run_to -1130.2!  70.5!

:Label0D623E
0006:  16@ =  0?  \\ integer values
03CF: load_wav "SNIPSH" as  2?

:Label0D6251
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D626B
0001: wait  0? ms
0002: jump Label0D6251

:Label0D626B
03CF: load_wav "SNIPSH" as  1?

:Label0D6277
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D6291
0001: wait  0? ms
0002: jump Label0D6277

:Label0D6291
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D633D
00D6: if  0?
00A3:   actor  22040??  0? ()in_rectangle -1130.4!  59.9! -1114.1!  82.1!
004D: jump_if_false Label0D633D
00D6: if  0?
0018:    22296?? >  0?  \\ integer values
004D: jump_if_false Label0D6303
03CF: load_wav "SNIPER" as  1?

:Label0D62E9
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D6303
0001: wait  0? ms
0002: jump Label0D62E9

:Label0D6303
03D1: play_wav  1?
0004:  22296?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D6323
0321: kill_actor  22040??

:Label0D6323
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D633D
0001: wait  0? ms
0002: jump Label0D6323

:Label0D633D
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D63A6
00D6: if  0?
00A3:   actor  22044??  0? ()in_rectangle -1130.4!  59.9! -1119.1!  82.1!
004D: jump_if_false Label0D63A6
03D1: play_wav  2?
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D638C
0321: kill_actor  22044??

:Label0D638C
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0D63A6
0001: wait  0? ms
0002: jump Label0D638C

:Label0D63A6
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D644E
00D6: if  0?
00A3:   actor  22048??  0? ()in_rectangle -1130.4!  59.9! -1125.1!  82.1!
004D: jump_if_false Label0D644E
00D6: if  0?
0018:    22296?? >  0?  \\ integer values
004D: jump_if_false Label0D6414
03CF: load_wav "SNIPER" as  1?

:Label0D63FA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D6414
0001: wait  0? ms
0002: jump Label0D63FA

:Label0D6414
03D1: play_wav  1?
0004:  22296?? =  1?  \\ integer values
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D6434
0321: kill_actor  22048??

:Label0D6434
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D644E
0001: wait  0? ms
0002: jump Label0D6434

:Label0D644E
00D6: if  0?
0019:    16@ >  12000&  \\ integer values
004D: jump_if_false Label0D6468
0002: jump Label0D64B5

:Label0D6468
00D6: if  0?
0118:   actor  22040?? dead
004D: jump_if_false Label0D64AE
00D6: if  0?
0118:   actor  22044?? dead
004D: jump_if_false Label0D64AE
00D6: if  0?
0118:   actor  22048?? dead
004D: jump_if_false Label0D64AE
01C2: remove_references_to_actor  22040??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22048??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22044??  \\ Like turning an actor into a random pedestrian
0002: jump Label0D64B5

:Label0D64AE
0002: jump Label0D6291

:Label0D64B5
00D6: if  0?
8118:   NOT   actor  22064?? dead
004D: jump_if_false Label0D64E1
00A1: put_actor  22064?? at -1173.4!  71.3!  23!
04C6:  22064?? $PLAYER_ACTOR

:Label0D64E1
03CF: load_wav "CUB2_5" as  1?
03CF: load_wav "CUB2_6" as  2?

:Label0D64F9
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D6517
0001: wait  0? ms
0002: jump Label0D64F9

:Label0D6517
0001: wait  1000& ms
015F: set_camera_position -1175.9!  70.3!  24.3!  0!  0!  0!
0160: point_camera -1135.9!  66.3!  18.6!  2?
00BC: text_highpriority "CUB2_09"  4000& ms  1? \\ Sniper on the roof!
03D1: play_wav  1?

:Label0D6562
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6581
0001: wait  0? ms
0002: jump Label0D6562

:Label0D6581
040D: unload_wav  1?
03D5: remove_text "CUB2_09" \\ Sniper on the roof!
00BC: text_highpriority "CUB2_07"  4000& ms  1? \\ They fight like girls! Take cover!
03D1: play_wav  2?

:Label0D65A2
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D65C1
0001: wait  0? ms
0002: jump Label0D65A2

:Label0D65C1
040D: unload_wav  2?
03D5: remove_text "CUB2_07" \\ They fight like girls! Take cover!
03CF: load_wav "CUB2_7" as  1?

:Label0D65DB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D65F5
0001: wait  0? ms
0002: jump Label0D65DB

:Label0D65F5
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D661E
01ED: spawn_actor  22036??
00A1: put_actor  22036?? at -1112.98!  66.92!  10.4!

:Label0D661E
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D6651
01ED: spawn_actor  22032??
00A1: put_actor  22032?? at -1112.2!  74.5!  10.4!
0173: set_actor  22032?? z_angle_to  302.4!

:Label0D6651
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D6684
01ED: spawn_actor  22052??
00A1: put_actor  22052?? at -1112.5!  65.2!  10.4!
0173: set_actor  22052?? z_angle_to  357.4!

:Label0D6684
00A1: put_actor $PLAYER_ACTOR at -1110.95!  67.38!  10.4!
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D66BD
020F: actor  22036?? look_at_player $PLAYER_CHAR
0210: player $PLAYER_CHAR look_at_actor  22036??
048F:  22036??

:Label0D66BD
0001: wait  1000& ms
015F: set_camera_position -1110.3!  64.24!  11.6!  0!  0!  0!
0160: point_camera -1114!  71.1!  10.25!  2?
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D670C
052B: actor  22036?? hold_cellphone  1?

:Label0D670C
0001: wait  1000& ms
00BC: text_highpriority "CUB2_02"  4000& ms  1? \\ We need reinforcements from the cafe!
03D1: play_wav  1?

:Label0D6724
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6743
0001: wait  0? ms
0002: jump Label0D6724

:Label0D6743
040D: unload_wav  1?
03D5: remove_text "CUB2_02" \\ We need reinforcements from the cafe!
03CF: load_wav "CUB2_8" as  1?
03CF: load_wav "CUB2_4A" as  2?

:Label0D6769
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D6787
0001: wait  0? ms
0002: jump Label0D6769

:Label0D6787
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D679E
052B: actor  22036?? hold_cellphone  0?

:Label0D679E
0001: wait  1000& ms
03BA: clear_cars_from_cube -1063.6!  11.9!  .6! -1080.9!  102.8!  20.4!
015F: set_camera_position -1079!  73.4!  14!  0!  0!  0!
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D6824
0158: camera_on_vehicle  22056??  15?  2?
04BA: unknown_car  22056??  40!
00AD: set_car  22056?? max_speed_to  40!
00A7: unknown_car  22056?? drive_to -1068.1!  77.11!  10.5!

:Label0D6824
00D6: if  0?
81AD:   NOT   car  22056??  0? ()near_point -1068.1!  77.11!  10!  10!
004D: jump_if_false Label0D6865
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D685E

:Label0D685E
0002: jump Label0D6824

:Label0D6865
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D687F
0477: unknown_car  22056??  3?  10000&

:Label0D687F
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D6897
01D3: actor  22068?? leave_car  22056??

:Label0D6897
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D68AF
01D3: actor  22072?? leave_car  22056??

:Label0D68AF
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D68C7
01D3: actor  22076?? leave_car  22056??

:Label0D68C7
0004:  22232?? =  2?  \\ integer values
0004:  22236?? =  2?  \\ integer values
0004:  22240?? =  2?  \\ integer values

:Label0D68DC
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D69BB
01E9:  22220?? = car  22056?? num_passengers
00D6: if  0?
0038:    22220?? ==  0?  \\ integer values
004D: jump_if_false Label0D69B4
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D693E
00D6: if  0?
80DF:   NOT   actor  22068?? driving
004D: jump_if_false Label0D693E
011C: actor  22068?? clear_objective
0239: actor  22068?? run_to -1079.8!  70!

:Label0D693E
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D6972
00D6: if  0?
80DF:   NOT   actor  22072?? driving
004D: jump_if_false Label0D6972
011C: actor  22072?? clear_objective
0239: actor  22072?? run_to -1078.8!  70!

:Label0D6972
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D69A6
00D6: if  0?
80DF:   NOT   actor  22076?? driving
004D: jump_if_false Label0D69A6
011C: actor  22076?? clear_objective
0239: actor  22076?? run_to -1077.8!  70!

:Label0D69A6
0002: jump Label0D69C2
0002: jump Label0D69BB

:Label0D69B4
0002: jump Label0D68DC

:Label0D69BB
0002: jump Label0D68DC

:Label0D69C2
015F: set_camera_position -1070.4!  69.9!  15.7!  0!  0!  0!
0160: point_camera -1086.4!  69.7!  9.76!  2?

:Label0D69F5
00D6: if  0?
80FF:   NOT   actor  22076??  0? ()near_point_on_foot -1112.9!  66.7!  10.4! radius  2!  2!  2!
004D: jump_if_false Label0D6CEB
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D6B12
00D6: if  0?
0038:    22232?? ==  2?  \\ integer values
004D: jump_if_false Label0D6AA4
00D6: if  0?
80FF:   NOT   actor  22068??  0? ()near_point_on_foot -1079.8!  71!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6A91
0239: actor  22068?? run_to -1079.8!  71!
0002: jump Label0D6A9D

:Label0D6A91
0004:  22232?? =  0?  \\ integer values
011C: actor  22068?? clear_objective

:Label0D6A9D
0002: jump Label0D6B12

:Label0D6AA4
00D6: if  0?
00FF:   actor  22068??  0? ()near_point_on_foot -1112!  73!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6AF1
011C: actor  22068?? clear_objective
0173: set_actor  22068?? z_angle_to  78.5!
0004:  22232?? =  1?  \\ integer values
0002: jump Label0D6B12

:Label0D6AF1
00D6: if  0?
0038:    22232?? ==  0?  \\ integer values
004D: jump_if_false Label0D6B12
0239: actor  22068?? run_to -1112!  73!

:Label0D6B12
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D6BFB
00D6: if  0?
0038:    22236?? ==  2?  \\ integer values
004D: jump_if_false Label0D6B8D
00D6: if  0?
80FF:   NOT   actor  22072??  0? ()near_point_on_foot -1078.8!  70!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6B7A
0239: actor  22072?? run_to -1078.8!  70!
0002: jump Label0D6B86

:Label0D6B7A
0004:  22236?? =  0?  \\ integer values
011C: actor  22072?? clear_objective

:Label0D6B86
0002: jump Label0D6BFB

:Label0D6B8D
00D6: if  0?
00FF:   actor  22072??  0? ()near_point_on_foot -1112.9!  73.3!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6BDA
011C: actor  22072?? clear_objective
0173: set_actor  22072?? z_angle_to  274.5!
0004:  22236?? =  1?  \\ integer values
0002: jump Label0D6BFB

:Label0D6BDA
00D6: if  0?
0038:    22236?? ==  0?  \\ integer values
004D: jump_if_false Label0D6BFB
0239: actor  22072?? run_to -1112.9!  73.3!

:Label0D6BFB
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D6CE4
00D6: if  0?
0038:    22240?? ==  2?  \\ integer values
004D: jump_if_false Label0D6C76
00D6: if  0?
80FF:   NOT   actor  22076??  0? ()near_point_on_foot -1077.8!  69!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6C63
0239: actor  22076?? run_to -1077.8!  69!
0002: jump Label0D6C6F

:Label0D6C63
0004:  22240?? =  0?  \\ integer values
011C: actor  22076?? clear_objective

:Label0D6C6F
0002: jump Label0D6CE4

:Label0D6C76
00D6: if  0?
00FF:   actor  22076??  0? ()near_point_on_foot -1112.9!  66.7!  10.4! radius  1!  1!  1!
004D: jump_if_false Label0D6CC3
011C: actor  22076?? clear_objective
0173: set_actor  22076?? z_angle_to  27.6!
0004:  22240?? =  1?  \\ integer values
0002: jump Label0D6CE4

:Label0D6CC3
00D6: if  0?
0038:    22240?? ==  0?  \\ integer values
004D: jump_if_false Label0D6CE4
0239: actor  22076?? run_to -1112.9!  66.7!

:Label0D6CE4
0002: jump Label0D69F5

:Label0D6CEB
015F: set_camera_position -1110.3!  64.24!  11.6!  0!  0!  0!
0160: point_camera -1114!  71.1!  10.25!  2?
0001: wait  1000& ms
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6D3D
0372: set_actor  22036?? anim  19? wait_state_time  10000& ms

:Label0D6D3D
00BC: text_highpriority "CUB2_05"  5000& ms  1? \\ Take out that cowardly sniper!
03D1: play_wav  1?

:Label0D6D50
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6D6F
0001: wait  0? ms
0002: jump Label0D6D50

:Label0D6D6F
040D: unload_wav  1?
03D5: remove_text "CUB2_05" \\ Take out that cowardly sniper!
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6D96
0372: set_actor  22036?? anim  0? wait_state_time  100? ms

:Label0D6D96
0482:  3!
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D6DCA
0243: set_actor  22068?? ped_stats_to  16?
02A9: set_actor  22068?? immune_to_nonplayer  0?
011A: set_actor  22068?? flags  256&
011A: set_actor  22068?? flags  64?

:Label0D6DCA
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D6DF7
0243: set_actor  22072?? ped_stats_to  16?
02A9: set_actor  22072?? immune_to_nonplayer  0?
011A: set_actor  22072?? flags  256&
011A: set_actor  22072?? flags  64?

:Label0D6DF7
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D6E24
0243: set_actor  22076?? ped_stats_to  16?
02A9: set_actor  22076?? immune_to_nonplayer  0?
011A: set_actor  22076?? flags  256&
011A: set_actor  22076?? flags  64?

:Label0D6E24
00D6: if  0?
8118:   NOT   actor  22064?? dead
004D: jump_if_false Label0D6E3C
0187:  22152?? = create_marker_above_actor  22064??

:Label0D6E3C
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6E7F
0372: set_actor  22036?? anim  19? wait_state_time  10? ms
022F: set_actor  22036?? stop_looking
011A: set_actor  22036?? flags  256&
011A: set_actor  22036?? flags  64?
011A: set_actor  22036?? flags  65536&&
01B2: give_actor  22036?? weapon  26? ammo  99999&&  \\ Load the weapon model before using this

:Label0D6E7F
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D6EA8
011A: set_actor  22032?? flags  256&
011A: set_actor  22032?? flags  64?
011A: set_actor  22032?? flags  65536&&

:Label0D6EA8
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D6ED1
011A: set_actor  22052?? flags  256&
011A: set_actor  22052?? flags  64?
011A: set_actor  22052?? flags  65536&&

:Label0D6ED1
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6EE6
022F: set_actor  22036?? stop_looking

:Label0D6EE6
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D6F05
0239: actor  22032?? run_to -1120!  68!

:Label0D6F05
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D6F24
0239: actor  22036?? run_to -1119!  74!

:Label0D6F24
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0006:  17@ =  0?  \\ integer values
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)

:Label0D6F46
0001: wait  0? ms
00D6: if  0?
0038:    22292?? ==  0?  \\ integer values
004D: jump_if_false Label0D6FF2
00D6: if  0?
0019:    17@ >  7000&  \\ integer values
004D: jump_if_false Label0D6FF2
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D6F8E
0239: actor  22052?? run_to -1138!  71!

:Label0D6F8E
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D6FAD
0239: actor  22068?? run_to -1138!  71!

:Label0D6FAD
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D6FCC
0239: actor  22072?? run_to -1138!  71!

:Label0D6FCC
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D6FEB
0239: actor  22076?? run_to -1138!  71!

:Label0D6FEB
0004:  22292?? =  1?  \\ integer values

:Label0D6FF2
00D6: if  22?
0118:   actor  22032?? dead
0118:   actor  22036?? dead
0038:    22264?? ==  1?  \\ integer values
004D: jump_if_false Label0D702B
0050: gosub Label0D9A06
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0D81E9

:Label0D702B
00D6: if  0?
0038:    22300?? ==  0?  \\ integer values
004D: jump_if_false Label0D70A2
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0D709B
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1095.2!  57.9!  17.8! -1122.8!  90.7!  7!
004D: jump_if_false Label0D7094
00DA:  22060?? = player $PLAYER_CHAR car
0224: set_car  22060?? health_to  250&
0004:  22300?? =  1?  \\ integer values

:Label0D7094
0002: jump Label0D70A2

:Label0D709B
0004:  22300?? =  0?  \\ integer values

:Label0D70A2
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0D70EF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1137!  84.5!  5.8! -1179.9!  60.7!  15!
004D: jump_if_false Label0D70EF
00DA:  22060?? = player $PLAYER_CHAR car
020B: explode_car  22060??

:Label0D70EF
0050: gosub Label0D9439
0050: gosub Label0D99E6
00D6: if  0?
8118:   NOT   actor  22064?? dead
004D: jump_if_false Label0D73D6
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0D718C
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1136.4!  61.1! -1158.1!  78.6!
004D: jump_if_false Label0D718C
03CF: load_wav "SNIPER" as  2?

:Label0D714F
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D7169
0001: wait  0? ms
0002: jump Label0D714F

:Label0D7169
03D1: play_wav  2?
0322: kill_player $PLAYER_CHAR

:Label0D7172
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0D718C
0001: wait  0? ms
0002: jump Label0D7172

:Label0D718C
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D721B
00D6: if  0?
00A3:   actor  22052??  0? ()in_rectangle -1131.4!  59.9! -1158.1!  78.6!
004D: jump_if_false Label0D721B
03CF: load_wav "SNIPER" as  1?

:Label0D71CE
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D71E8
0001: wait  0? ms
0002: jump Label0D71CE

:Label0D71E8
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D7201
0321: kill_actor  22052??

:Label0D7201
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D721B
0001: wait  0? ms
0002: jump Label0D7201

:Label0D721B
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D72AA
00D6: if  0?
00A3:   actor  22068??  0? ()in_rectangle -1133.4!  59.9! -1158.1!  78.6!
004D: jump_if_false Label0D72AA
03CF: load_wav "SNIPER" as  1?

:Label0D725D
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D7277
0001: wait  0? ms
0002: jump Label0D725D

:Label0D7277
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D7290
0321: kill_actor  22068??

:Label0D7290
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D72AA
0001: wait  0? ms
0002: jump Label0D7290

:Label0D72AA
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D7339
00D6: if  0?
00A3:   actor  22072??  0? ()in_rectangle -1135.4!  59.9! -1158.1!  78.6!
004D: jump_if_false Label0D7339
03CF: load_wav "SNIPER" as  1?

:Label0D72EC
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D7306
0001: wait  0? ms
0002: jump Label0D72EC

:Label0D7306
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D731F
0321: kill_actor  22072??

:Label0D731F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D7339
0001: wait  0? ms
0002: jump Label0D731F

:Label0D7339
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D73C8
00D6: if  0?
00A3:   actor  22076??  0? ()in_rectangle -1137.4!  59.9! -1158.1!  78.6!
004D: jump_if_false Label0D73C8
03CF: load_wav "SNIPER" as  1?

:Label0D737B
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0D7395
0001: wait  0? ms
0002: jump Label0D737B

:Label0D7395
03D1: play_wav  1?
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D73AE
0321: kill_actor  22076??

:Label0D73AE
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0D73C8
0001: wait  0? ms
0002: jump Label0D73AE

:Label0D73C8
0050: gosub Label0D831E
0002: jump Label0D74F2

:Label0D73D6
00D6: if  0?
0038:    22252?? ==  1?  \\ integer values
004D: jump_if_false Label0D7476
00BC: text_highpriority "CUB2_22"  5000& ms  1? \\ ~g~ Finish off the rest of the Haitians so the Cubans can move forward.
00D6: if  0?
8118:   NOT   actor  21992?? dead
004D: jump_if_false Label0D740F
0187:  22132?? = create_marker_above_actor  21992??

:Label0D740F
00D6: if  0?
8118:   NOT   actor  21996?? dead
004D: jump_if_false Label0D7427
0187:  22136?? = create_marker_above_actor  21996??

:Label0D7427
00D6: if  0?
8118:   NOT   actor  22000?? dead
004D: jump_if_false Label0D743F
0187:  22140?? = create_marker_above_actor  22000??

:Label0D743F
00D6: if  0?
8118:   NOT   actor  22004?? dead
004D: jump_if_false Label0D7457
0187:  22144?? = create_marker_above_actor  22004??

:Label0D7457
00D6: if  0?
8118:   NOT   actor  22008?? dead
004D: jump_if_false Label0D746F
0187:  22148?? = create_marker_above_actor  22008??

:Label0D746F
0004:  22252?? =  2?  \\ integer values

:Label0D7476
0164: disable_marker  22152??
00D6: if  0?
0118:   actor  21992?? dead
004D: jump_if_false Label0D74F2
00D6: if  0?
0118:   actor  21996?? dead
004D: jump_if_false Label0D74F2
00D6: if  0?
0118:   actor  22000?? dead
004D: jump_if_false Label0D74F2
00D6: if  0?
0118:   actor  22004?? dead
004D: jump_if_false Label0D74F2
00D6: if  0?
0118:   actor  22008?? dead
004D: jump_if_false Label0D74F2
0164: disable_marker  22132??
0164: disable_marker  22136??
0164: disable_marker  22140??
0164: disable_marker  22144??
0164: disable_marker  22148??
00BE: text_clear_all
0001: wait  1000& ms
0002: jump Label0D7562

:Label0D74F2
00D6: if  0?
0118:   actor  21992?? dead
004D: jump_if_false Label0D7507
0164: disable_marker  22132??

:Label0D7507
00D6: if  0?
0118:   actor  21996?? dead
004D: jump_if_false Label0D751C
0164: disable_marker  22136??

:Label0D751C
00D6: if  0?
0118:   actor  22000?? dead
004D: jump_if_false Label0D7531
0164: disable_marker  22140??

:Label0D7531
00D6: if  0?
0118:   actor  22004?? dead
004D: jump_if_false Label0D7546
0164: disable_marker  22144??

:Label0D7546
00D6: if  0?
0118:   actor  22008?? dead
004D: jump_if_false Label0D755B
0164: disable_marker  22148??

:Label0D755B
0002: jump Label0D6F46

:Label0D7562
0004:  22200?? =  1?  \\ integer values
01C2: remove_references_to_actor  22064??  \\ Like turning an actor into a random pedestrian
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1161.2!  71.5!  12.6!  0!  0!  0!
0160: point_camera -1152.3!  71.9!  10.8!  2?
00A5:  22084?? = create_car #PONY at -1161.5!  76.5!  10.2!
0224: set_car  22084?? health_to  1500&
0175: set_car  22084?? z_angle_to  90.7!
02AA: set_car  22084?? immune_to_nonplayer  1?
0107:  22080?? = create_object -154& (GUNBOX) at -1161.5!  76.5!  11.2!
0382: unknown_set_object  22080?? collision_detection  0?
035C: place_object  22080?? relative_to_car  22084?? offset  0! -1! -.8!
0005:  22304?? = -1183.9!  \\ floating-point values
0005:  22308?? =  101.7!  \\ floating-point values
0005:  22348?? =  230.8!  \\ floating-point values
0005:  22312?? = -1182.1!  \\ floating-point values
0005:  22316?? =  103.2!  \\ floating-point values
0005:  22352?? =  215.1!  \\ floating-point values
0005:  22320?? = -1180.8!  \\ floating-point values
0005:  22324?? =  105.9!  \\ floating-point values
0005:  22356?? =  215.1!  \\ floating-point values
0005:  22328?? = -1182.3!  \\ floating-point values
0005:  22332?? =  106.9!  \\ floating-point values
0005:  22360?? =  215.1!  \\ floating-point values
0005:  22336?? = -1184.9!  \\ floating-point values
0005:  22340?? =  104.5!  \\ floating-point values
0005:  22364?? =  227.6!  \\ floating-point values
0005:  22344?? =  10.1!  \\ floating-point values
0050: gosub Label0D831E
0004:  22200?? =  2?  \\ integer values
0050: gosub Label0D831E
0001: wait  2000& ms
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0D76F6
0055: put_player $PLAYER_CHAR at -1149.2!  71.3!  11.2!
0002: jump Label0D770A

:Label0D76F6
012A: put_player $PLAYER_CHAR at -1149.2!  71.3!  11.2! and_remove_from_car

:Label0D770A
015F: set_camera_position -1149.2!  71.3!  13.7!  0!  0!  0!
0160: point_camera -1163.7!  73.3!  10.7!  2?
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D7761
00A1: put_actor  22032?? at -1149.2!  72.3!  10.2!

:Label0D7761
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7785
00A1: put_actor  22036?? at -1149.2!  73.3!  10.2!

:Label0D7785
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D77A9
00A1: put_actor  22052?? at -1151.2!  73.3!  10.2!

:Label0D77A9
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D77CD
00A1: put_actor  22068?? at -1151.2!  72.3!  10.2!

:Label0D77CD
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D77F1
00A1: put_actor  22072?? at -1153.2!  73.3!  10.2!

:Label0D77F1
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D7815
00A1: put_actor  22076?? at -1153.2!  72.3!  10.2!

:Label0D7815
00BC: text_highpriority "CUB2_21"  5000& ms  1? \\ Fight like men with huge cojones!
03D1: play_wav  2?

:Label0D7828
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7847
0001: wait  0? ms
0002: jump Label0D7828

:Label0D7847
040D: unload_wav  2?
03D5: remove_text "CUB2_21" \\ Fight like men with huge cojones!
03CF: load_wav "CUB2_10" as  1?
03CF: load_wav "CUB2_11" as  2?

:Label0D786D
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0D788B
0001: wait  0? ms
0002: jump Label0D786D

:Label0D788B
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D78C2
0291: unknown_actor  22036?? unknown_behavior_flag  0?
011C: actor  22036?? clear_objective
01ED: spawn_actor  22036??
0239: actor  22036?? run_to -1167.7!  73.3!
02A9: set_actor  22036?? immune_to_nonplayer  0?

:Label0D78C2
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D78F7
0291: unknown_actor  22032?? unknown_behavior_flag  0?
011C: actor  22032?? clear_objective
01ED: spawn_actor  22032??
0239: actor  22032?? run_to -1165.1!  68!

:Label0D78F7
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D792C
0291: unknown_actor  22052?? unknown_behavior_flag  0?
011C: actor  22052?? clear_objective
01ED: spawn_actor  22052??
0239: actor  22052?? run_to -1166.7!  73.3!

:Label0D792C
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D7961
0291: unknown_actor  22068?? unknown_behavior_flag  0?
011C: actor  22068?? clear_objective
01ED: spawn_actor  22068??
0239: actor  22068?? run_to -1165.7!  73.3!

:Label0D7961
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D7996
0291: unknown_actor  22072?? unknown_behavior_flag  0?
011C: actor  22072?? clear_objective
01ED: spawn_actor  22072??
0239: actor  22072?? run_to -1164.7!  73.3!

:Label0D7996
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D79CB
0291: unknown_actor  22076?? unknown_behavior_flag  0?
011C: actor  22076?? clear_objective
01ED: spawn_actor  22076??
0239: actor  22076?? run_to -1164.7!  70.3!

:Label0D79CB
0001: wait  300& ms
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D79F4
01BE: set_actor  22032?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D79F4
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7A18
01BE: set_actor  22036?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D7A18
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D7A3C
01BE: set_actor  22052?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D7A3C
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D7A60
01BE: set_actor  22068?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D7A60
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D7A84
01BE: set_actor  22072?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D7A84
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D7AA8
01BE: set_actor  22076?? to_look_at_spot -1173.8!  102.5!  11.2!

:Label0D7AA8
0239: actor $PLAYER_ACTOR run_to -1161.7!  73.3!
0001: wait  2000& ms
0006:  16@ =  0?  \\ integer values

:Label0D7AC3
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7C71
00D6: if  21?
00EC:   actor  22036??  0? ()near_point -1167.7!  73.3! radius  4!  4!
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0D7C6A
015F: set_camera_position -1163.2!  64.2!  16.5!  0!  0!  0!
0160: point_camera -1163.7!  73.3!  12.2!  2?
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D7B68
011A: set_actor  22032?? flags  256&
011A: set_actor  22032?? flags  64?
011A: set_actor  22032?? flags  65536&&
0291: unknown_actor  22032?? unknown_behavior_flag  1?

:Label0D7B68
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D7B98
011A: set_actor  22052?? flags  256&
011A: set_actor  22052?? flags  64?
011A: set_actor  22052?? flags  65536&&
0291: unknown_actor  22052?? unknown_behavior_flag  1?

:Label0D7B98
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D7BC8
011A: set_actor  22068?? flags  256&
011A: set_actor  22068?? flags  64?
011A: set_actor  22068?? flags  65536&&
0291: unknown_actor  22068?? unknown_behavior_flag  1?

:Label0D7BC8
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D7BF8
011A: set_actor  22072?? flags  256&
011A: set_actor  22072?? flags  64?
011A: set_actor  22072?? flags  65536&&
0291: unknown_actor  22072?? unknown_behavior_flag  1?

:Label0D7BF8
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D7C28
011A: set_actor  22076?? flags  256&
011A: set_actor  22076?? flags  64?
011A: set_actor  22076?? flags  65536&&
0291: unknown_actor  22076?? unknown_behavior_flag  1?

:Label0D7C28
0001: wait  2000& ms
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7C5C
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D7C5C
01D4: actor  22036?? go_to_car  22084?? and_enter_it_as_a_passenger
039E: (unknown)  22036??  1? 

:Label0D7C5C
0002: jump Label0D7C71
0002: jump Label0D7C71

:Label0D7C6A
0002: jump Label0D7AC3

:Label0D7C71
009A:  22096?? = create_actor  8? #HNA at -1115.6!  69.6!  10.1!
0173: set_actor  22096?? z_angle_to  105.9!
01B2: give_actor  22096?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22096??
0243: set_actor  22096?? ped_stats_to  16?
011A: set_actor  22096?? flags  128&
011A: set_actor  22096?? flags  1?
011A: set_actor  22096?? flags  64?
0573:  22096??  1?
0291: unknown_actor  22096?? unknown_behavior_flag  1?
009A:  22100?? = create_actor  8? #HNA at -1115.6!  73.7!  10.1!
0173: set_actor  22100?? z_angle_to  105.9!
01B2: give_actor  22100?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22100??
0243: set_actor  22100?? ped_stats_to  16?
011A: set_actor  22100?? flags  128&
011A: set_actor  22100?? flags  1?
011A: set_actor  22100?? flags  64?
0573:  22100??  1?
0291: unknown_actor  22100?? unknown_behavior_flag  1?
009A:  22104?? = create_actor  8? #HNB at -1115.6!  71!  10.1!
0173: set_actor  22104?? z_angle_to  105.9!
01B2: give_actor  22104?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22104??
0243: set_actor  22104?? ped_stats_to  16?
011A: set_actor  22104?? flags  128&
011A: set_actor  22104?? flags  1?
011A: set_actor  22104?? flags  64?
0573:  22104??  1?
0291: unknown_actor  22104?? unknown_behavior_flag  1?
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0006:  16@ =  0?  \\ integer values
00BB: text_lowpriority "CUB2_16"  5000& ms  1? \\ Tommy, we have proved our manful bravery!
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7E0D
03D1: play_wav  1?

:Label0D7DBC
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7E02
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D7DFB
035C: place_object  22080?? relative_to_car  22084?? offset  0! -1! -.8!

:Label0D7DFB
0002: jump Label0D7DBC

:Label0D7E02
040D: unload_wav  1?
0002: jump Label0D7E11

:Label0D7E0D
040D: unload_wav  1?

:Label0D7E11
03D5: remove_text "CUB2_16" \\ Tommy, we have proved our manful bravery!
00BB: text_lowpriority "CUB2_17"  10000& ms  1? \\ Let us steal the van full of drugs and make good our escape!
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7E8F
03D1: play_wav  2?

:Label0D7E3E
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D7E84
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D7E7D
035C: place_object  22080?? relative_to_car  22084?? offset  0! -1! -.8!

:Label0D7E7D
0002: jump Label0D7E3E

:Label0D7E84
040D: unload_wav  2?
0002: jump Label0D7E93

:Label0D7E8F
040D: unload_wav  2?

:Label0D7E93
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?

:Label0D7E9A
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D7F71
035C: place_object  22080?? relative_to_car  22084?? offset  0! -1! -.8!
00D6: if  0?
0038:    492?? ==  0?  \\ integer values
004D: jump_if_false Label0D7EE6
0186:  22124?? = create_marker_above_car  22084??
0004:  492?? =  1?  \\ integer values

:Label0D7EE6
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22084??
004D: jump_if_false Label0D7F6A
00D6: if  0?
001B:    15000& >  16@  \\ integer values
004D: jump_if_false Label0D7F1D
00BE: text_clear_all
00BB: text_lowpriority "CUB2_16"  5000& ms  1? \\ Tommy, we have proved our manful bravery!

:Label0D7F1D
0164: disable_marker  22124??
018A:  22128?? = create_checkpoint_at -1160! -605.9!  10.7!
0004:  492?? =  0?  \\ integer values
00BC: text_highpriority "CUB2_24"  5000& ms  1? \\ ~g~Return to Robina's Cafe with the Van and park it round the back.
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D7F63
02AA: set_car  22084?? immune_to_nonplayer  0?

:Label0D7F63
0002: jump Label0D802B

:Label0D7F6A
0002: jump Label0D7F87

:Label0D7F71
00BC: text_highpriority "CUB2_11"  5000& ms  1? \\ ~r~You fool, we needed that car.
0002: jump Label0D81E9

:Label0D7F87
0005:  22304?? = -1198.9!  \\ floating-point values
0005:  22308?? =  96.7!  \\ floating-point values
0005:  22348?? =  255.8!  \\ floating-point values
0005:  22312?? = -1198.9!  \\ floating-point values
0005:  22316?? =  96.7!  \\ floating-point values
0005:  22352?? =  255.8!  \\ floating-point values
0005:  22320?? = -1198.9!  \\ floating-point values
0005:  22324?? =  96.7!  \\ floating-point values
0005:  22356?? =  255.8!  \\ floating-point values
0005:  22328?? = -1198.9!  \\ floating-point values
0005:  22332?? =  96.7!  \\ floating-point values
0005:  22360?? =  255.8!  \\ floating-point values
0005:  22336?? = -1198.9!  \\ floating-point values
0005:  22340?? =  96.7!  \\ floating-point values
0005:  22364?? =  255.8!  \\ floating-point values
0050: gosub Label0D831E
0002: jump Label0D7E9A

:Label0D802B
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22084?? wrecked
004D: jump_if_false Label0D812E
035C: place_object  22080?? relative_to_car  22084?? offset  0! -1! -.8!
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22084??
004D: jump_if_false Label0D80ED
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car -1160! -605.9!  10.7! radius  10!  10!  10!
004D: jump_if_false Label0D80AF
01D3: actor $PLAYER_ACTOR leave_car  22084??
020A: set_car  22084?? door_status_to  3?
0002: jump Label0D81FA

:Label0D80AF
00D6: if  0?
0038:    492?? ==  0?  \\ integer values
004D: jump_if_false Label0D80E6
0164: disable_marker  22128??
0164: disable_marker  22124??
018A:  22128?? = create_checkpoint_at -1160! -605.9!  10.7!
0004:  492?? =  1?  \\ integer values

:Label0D80E6
0002: jump Label0D8127

:Label0D80ED
00D6: if  0?
0038:    492?? ==  1?  \\ integer values
004D: jump_if_false Label0D8127
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0164: disable_marker  22128??
0164: disable_marker  22124??
0186:  22124?? = create_marker_above_car  22084??
0004:  492?? =  0?  \\ integer values

:Label0D8127
0002: jump Label0D8144

:Label0D812E
00BC: text_highpriority "CUB2_11"  5000& ms  1? \\ ~r~You fool, we needed that car.
0002: jump Label0D81E9

:Label0D8144
0050: gosub Label0D831E
00D6: if  0?
0118:   actor  22036?? dead
004D: jump_if_false Label0D8160
01C2: remove_references_to_actor  22036??  \\ Like turning an actor into a random pedestrian

:Label0D8160
00D6: if  0?
0118:   actor  22032?? dead
004D: jump_if_false Label0D8175
01C2: remove_references_to_actor  22032??  \\ Like turning an actor into a random pedestrian

:Label0D8175
00D6: if  0?
0118:   actor  22052?? dead
004D: jump_if_false Label0D818A
01C2: remove_references_to_actor  22052??  \\ Like turning an actor into a random pedestrian

:Label0D818A
00D6: if  0?
0118:   actor  22068?? dead
004D: jump_if_false Label0D819F
01C2: remove_references_to_actor  22068??  \\ Like turning an actor into a random pedestrian

:Label0D819F
00D6: if  0?
0118:   actor  22072?? dead
004D: jump_if_false Label0D81B4
01C2: remove_references_to_actor  22072??  \\ Like turning an actor into a random pedestrian

:Label0D81B4
00D6: if  0?
0118:   actor  22076?? dead
004D: jump_if_false Label0D81C9
01C2: remove_references_to_actor  22076??  \\ Like turning an actor into a random pedestrian

:Label0D81C9
00D6: if  0?
0038:    22264?? ==  1?  \\ integer values
004D: jump_if_false Label0D81E2
0050: gosub Label0D9A06

:Label0D81E2
0002: jump Label0D802B

:Label0D81E9
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0D81FA
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "CUB_2" \\ Cannon Fodder
004F: create_thread Label00DB3F 
0004:  1120?? =  1?  \\ integer values
0051: return

:Label0D823E
0004: $ONMISSION =  0?  \\ integer values
03F2: pedgroup  8? remove_threat  1?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label0D8252
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  67!  10.1! unknown_angle  10!  10!  0!  0?
004D: jump_if_false Label0D828D
0001: wait  0? ms
0002: jump Label0D8252

:Label0D828D
0249: release_model #CBA
0249: release_model #STINGER
0249: release_model #PONY
0249: release_model #UZI
0249: release_model #SNIPER
0249: release_model #HNA
0249: release_model #CBB
0249: release_model #HNB
0249: release_model #M4
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #CELLPHONE
00D6: if  0?
8214:   NOT   pickup  22092?? picked_up
004D: jump_if_false Label0D82D9
0215: destroy_pickup  22092??

:Label0D82D9
0108: destroy_object  22080??
0164: disable_marker  22112??
0164: disable_marker  22116??
0164: disable_marker  22120??
0164: disable_marker  22124??
0164: disable_marker  22128??
0164: disable_marker  22132??
0164: disable_marker  22136??
0164: disable_marker  22140??
0164: disable_marker  22144??
0164: disable_marker  22148??
0164: disable_marker  22152??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0D831E
00D6: if  0?
0118:   actor  21992?? dead
004D: jump_if_false Label0D83AC
01C2: remove_references_to_actor  21992??  \\ Like turning an actor into a random pedestrian
009A:  21992?? = create_actor  8? #HNA at  22304??  22308??  22344??
0173: set_actor  21992?? z_angle_to  22348??
01B2: give_actor  21992?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  21992??
0243: set_actor  21992?? ped_stats_to  16?
011A: set_actor  21992?? flags  1?
0573:  21992??  1?
0291: unknown_actor  21992?? unknown_behavior_flag  1?
00D6: if  0?
0038:    22252?? ==  0?  \\ integer values
004D: jump_if_false Label0D839E
0164: disable_marker  22132??
0187:  22132?? = create_marker_above_actor  21992??
02E2: set_actor  21992?? weapon_accuracy_to  80?

:Label0D839E
0008:  22208?? +=  1?  \\ integer values
0002: jump Label0D83CD

:Label0D83AC
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D83CD
0573:  21992??  0?
01CA: actor  21992?? kill_player $PLAYER_CHAR

:Label0D83CD
00D6: if  0?
0118:   actor  21996?? dead
004D: jump_if_false Label0D846A
01C2: remove_references_to_actor  21996??  \\ Like turning an actor into a random pedestrian
009A:  21996?? = create_actor  8? #HNA at  22312??  22316??  22344??
0173: set_actor  21996?? z_angle_to  22352??
01B2: give_actor  21996?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  21996??
0243: set_actor  21996?? ped_stats_to  16?
011A: set_actor  21996?? flags  128&
011A: set_actor  21996?? flags  1?
011A: set_actor  21996?? flags  64?
0573:  21996??  1?
0291: unknown_actor  21996?? unknown_behavior_flag  1?
00D6: if  0?
0038:    22252?? ==  0?  \\ integer values
004D: jump_if_false Label0D845C
0164: disable_marker  22136??
0187:  22136?? = create_marker_above_actor  21996??
02E2: set_actor  21996?? weapon_accuracy_to  80?

:Label0D845C
0008:  22208?? +=  1?  \\ integer values
0002: jump Label0D8484

:Label0D846A
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D8484
01CA: actor  21996?? kill_player $PLAYER_CHAR

:Label0D8484
00D6: if  0?
0118:   actor  22000?? dead
004D: jump_if_false Label0D851A
01C2: remove_references_to_actor  22000??  \\ Like turning an actor into a random pedestrian
009A:  22000?? = create_actor  8? #HNA at  22320??  22324??  22344??
0173: set_actor  22000?? z_angle_to  22356??
01B2: give_actor  22000?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22000??
0243: set_actor  22000?? ped_stats_to  16?
011A: set_actor  22000?? flags  128&
011A: set_actor  22000?? flags  1?
011A: set_actor  22000?? flags  64?
0573:  22000??  1?
0291: unknown_actor  22000?? unknown_behavior_flag  1?
00D6: if  0?
0038:    22252?? ==  0?  \\ integer values
004D: jump_if_false Label0D850C
0164: disable_marker  22140??
0187:  22140?? = create_marker_above_actor  22000??

:Label0D850C
0008:  22208?? +=  1?  \\ integer values
0002: jump Label0D8542

:Label0D851A
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D8542
0239: actor  22000?? run_to -1173.1!  79.6!
02E2: set_actor  22000?? weapon_accuracy_to  80?

:Label0D8542
00D6: if  0?
0118:   actor  22004?? dead
004D: jump_if_false Label0D85DF
01C2: remove_references_to_actor  22004??  \\ Like turning an actor into a random pedestrian
009A:  22004?? = create_actor  8? #HNA at  22328??  22332??  22344??
0173: set_actor  22004?? z_angle_to  22360??
01B2: give_actor  22004?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22004??
0243: set_actor  22004?? ped_stats_to  16?
011A: set_actor  22004?? flags  128&
011A: set_actor  22004?? flags  1?
011A: set_actor  22004?? flags  64?
0573:  22004??  1?
0291: unknown_actor  22004?? unknown_behavior_flag  1?
00D6: if  0?
0038:    22252?? ==  0?  \\ integer values
004D: jump_if_false Label0D85D1
0164: disable_marker  22144??
0187:  22144?? = create_marker_above_actor  22004??
02E2: set_actor  22004?? weapon_accuracy_to  80?

:Label0D85D1
0008:  22208?? +=  1?  \\ integer values
0002: jump Label0D85F9

:Label0D85DF
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D85F9
01CA: actor  22004?? kill_player $PLAYER_CHAR

:Label0D85F9
00D6: if  0?
0118:   actor  22008?? dead
004D: jump_if_false Label0D869F
01C2: remove_references_to_actor  22008??  \\ Like turning an actor into a random pedestrian
009A:  22008?? = create_actor  8? #HNA at  22336??  22340??  22344??
0173: set_actor  22008?? z_angle_to  22364??
01ED: spawn_actor  22008??
0243: set_actor  22008?? ped_stats_to  16?
011A: set_actor  22008?? flags  1?
0573:  22008??  1?
0291: unknown_actor  22008?? unknown_behavior_flag  1?
02E2: set_actor  22008?? weapon_accuracy_to  80?
00D6: if  0?
0038:    22252?? ==  0?  \\ integer values
004D: jump_if_false Label0D8680
0164: disable_marker  22148??
0187:  22148?? = create_marker_above_actor  22008??
01B2: give_actor  22008?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0002: jump Label0D8691

:Label0D8680
01B2: give_actor  22008?? weapon  26? ammo  30000&  \\ Load the weapon model before using this
035F: (unknown)  22008??  100? 

:Label0D8691
0008:  22208?? +=  1?  \\ integer values
0002: jump Label0D86C0

:Label0D869F
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D86C0
0239: actor  22008?? run_to -1172.6!  91.6!

:Label0D86C0
00D6: if  0?
8038:   NOT    22200?? ==  0?  \\ integer values
004D: jump_if_false Label0D89E8
00D6: if  0?
0118:   actor  22012?? dead
004D: jump_if_false Label0D8770
00D6: if  0?
0038:    22200?? ==  1?  \\ integer values
004D: jump_if_false Label0D8713
009A:  22012?? = create_actor  8? #HNA at -1166.5!  104.2!  10.2!
0002: jump Label0D872B

:Label0D8713
009A:  22012?? = create_actor  8? #HNA at -1186.5!  104!  10.2!

:Label0D872B
0173: set_actor  22012?? z_angle_to  187.5!
01B2: give_actor  22012?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22012??
0243: set_actor  22012?? ped_stats_to  16?
011A: set_actor  22012?? flags  128&
011A: set_actor  22012?? flags  1?
011A: set_actor  22012?? flags  64?
01CA: actor  22012?? kill_player $PLAYER_CHAR
0291: unknown_actor  22012?? unknown_behavior_flag  1?

:Label0D8770
00D6: if  0?
0118:   actor  22016?? dead
004D: jump_if_false Label0D880E
00D6: if  0?
0038:    22200?? ==  1?  \\ integer values
004D: jump_if_false Label0D87B1
009A:  22016?? = create_actor  8? #HNA at -1169!  103.5!  10.2!
0002: jump Label0D87C9

:Label0D87B1
009A:  22016?? = create_actor  8? #HNA at -1186.5!  104!  10.2!

:Label0D87C9
0173: set_actor  22016?? z_angle_to  199.5!
01B2: give_actor  22016?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22016??
0243: set_actor  22016?? ped_stats_to  16?
011A: set_actor  22016?? flags  128&
011A: set_actor  22016?? flags  1?
011A: set_actor  22016?? flags  64?
01CA: actor  22016?? kill_player $PLAYER_CHAR
0291: unknown_actor  22016?? unknown_behavior_flag  1?

:Label0D880E
00D6: if  0?
0118:   actor  22020?? dead
004D: jump_if_false Label0D88AC
00D6: if  0?
0038:    22200?? ==  1?  \\ integer values
004D: jump_if_false Label0D884F
009A:  22020?? = create_actor  8? #HNA at -1170.5!  103.2!  10.2!
0002: jump Label0D8867

:Label0D884F
009A:  22020?? = create_actor  8? #HNA at -1186.5!  104!  10.2!

:Label0D8867
0173: set_actor  22020?? z_angle_to  187.5!
01B2: give_actor  22020?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22020??
0243: set_actor  22020?? ped_stats_to  16?
011A: set_actor  22020?? flags  128&
011A: set_actor  22020?? flags  1?
011A: set_actor  22020?? flags  64?
01CA: actor  22020?? kill_player $PLAYER_CHAR
0291: unknown_actor  22020?? unknown_behavior_flag  1?

:Label0D88AC
00D6: if  0?
0118:   actor  22024?? dead
004D: jump_if_false Label0D894A
00D6: if  0?
0038:    22200?? ==  1?  \\ integer values
004D: jump_if_false Label0D88ED
009A:  22024?? = create_actor  8? #HNA at -1164.5!  106.2!  10.2!
0002: jump Label0D8905

:Label0D88ED
009A:  22024?? = create_actor  8? #HNA at -1186.5!  104!  10.2!

:Label0D8905
0173: set_actor  22024?? z_angle_to  187.5!
01B2: give_actor  22024?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22024??
0243: set_actor  22024?? ped_stats_to  16?
011A: set_actor  22024?? flags  128&
011A: set_actor  22024?? flags  1?
011A: set_actor  22024?? flags  64?
01CA: actor  22024?? kill_player $PLAYER_CHAR
0291: unknown_actor  22024?? unknown_behavior_flag  1?

:Label0D894A
00D6: if  0?
0118:   actor  22028?? dead
004D: jump_if_false Label0D89E8
00D6: if  0?
0038:    22200?? ==  1?  \\ integer values
004D: jump_if_false Label0D898B
009A:  22028?? = create_actor  8? #HNA at -1168.5!  106.2!  10.2!
0002: jump Label0D89A3

:Label0D898B
009A:  22028?? = create_actor  8? #HNA at -1186.5!  104!  10.2!

:Label0D89A3
0173: set_actor  22028?? z_angle_to  187.5!
01B2: give_actor  22028?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22028??
0243: set_actor  22028?? ped_stats_to  16?
011A: set_actor  22028?? flags  128&
011A: set_actor  22028?? flags  1?
011A: set_actor  22028?? flags  64?
01CA: actor  22028?? kill_player $PLAYER_CHAR
0291: unknown_actor  22028?? unknown_behavior_flag  1?

:Label0D89E8
0051: return

:Label0D89EA
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D8D3B
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D8D3B
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D8D3B
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1086!  74.6!  17.8! -1112.8!  64.7!  7!
004D: jump_if_false Label0D8BF2
00D6: if  0?
0038:    22268?? ==  0?  \\ integer values
004D: jump_if_false Label0D8A6A
03DE: set_pedestrians_density_multiplier_to  0!
0004:  22268?? =  1?  \\ integer values

:Label0D8A6A
00D6: if  0?
80ED:   NOT   actor  22032??  0? ()near_point_on_foot -1096.3!  67.8! radius  2!  2!
004D: jump_if_false Label0D8AB6
04EB: unknown_actor  22032?? bank  0? account_number  1?
0004:  22224?? =  0?  \\ integer values
0239: actor  22032?? run_to -1096.3!  67.8!
0002: jump Label0D8AFC

:Label0D8AB6
00D6: if  0?
0126:   actor  22032?? walking
004D: jump_if_false Label0D8AFC
0173: set_actor  22032?? z_angle_to  91.5!
00D6: if  0?
0038:    22224?? ==  0?  \\ integer values
004D: jump_if_false Label0D8AF5
04EB: unknown_actor  22032?? bank  1? account_number  86400000&&
0004:  22224?? =  1?  \\ integer values

:Label0D8AF5
0573:  22032??  1?

:Label0D8AFC
00D6: if  0?
80ED:   NOT   actor  22036??  0? ()near_point_on_foot -1081.2!  69.9! radius  2!  2!
004D: jump_if_false Label0D8B38
0239: actor  22036?? run_to -1079.3!  69.9!
0002: jump Label0D8B59

:Label0D8B38
00D6: if  0?
0126:   actor  22036?? walking
004D: jump_if_false Label0D8B59
0573:  22036??  1?
0173: set_actor  22036?? z_angle_to  89.9!

:Label0D8B59
00D6: if  0?
80ED:   NOT   actor  22040??  0? ()near_point_on_foot -1096.8!  72.6! radius  2!  2!
004D: jump_if_false Label0D8BA5
04EB: unknown_actor  22040?? bank  0? account_number  1?
0004:  22228?? =  0?  \\ integer values
0239: actor  22040?? run_to -1096.8!  72.6!
0002: jump Label0D8BEB

:Label0D8BA5
00D6: if  0?
0126:   actor  22040?? walking
004D: jump_if_false Label0D8BEB
0173: set_actor  22040?? z_angle_to  91.5!
00D6: if  0?
0038:    22228?? ==  0?  \\ integer values
004D: jump_if_false Label0D8BE4
04EB: unknown_actor  22040?? bank  1? account_number  86400000&&
0004:  22228?? =  1?  \\ integer values

:Label0D8BE4
0573:  22040??  1?

:Label0D8BEB
0002: jump Label0D8D3B

:Label0D8BF2
00D6: if  0?
0038:    22268?? ==  1?  \\ integer values
004D: jump_if_false Label0D8C12
03DE: set_pedestrians_density_multiplier_to  1!
0004:  22268?? =  0?  \\ integer values

:Label0D8C12
00D6: if  0?
80ED:   NOT   actor  22032??  0? ()near_point_on_foot -1079.5!  72.6! radius  2!  2!
004D: jump_if_false Label0D8C57
04EB: unknown_actor  22032?? bank  0? account_number  1?
0239: actor  22032?? run_to -1079.5!  72.6!
0002: jump Label0D8C78

:Label0D8C57
00D6: if  0?
0126:   actor  22032?? walking
004D: jump_if_false Label0D8C78
0573:  22032??  1?
0173: set_actor  22032?? z_angle_to  91.5!

:Label0D8C78
00D6: if  0?
80ED:   NOT   actor  22036??  0? ()near_point_on_foot -1079.6!  73.9! radius  2!  2!
004D: jump_if_false Label0D8CB4
0239: actor  22036?? run_to -1079.6!  73.9!
0002: jump Label0D8CD5

:Label0D8CB4
00D6: if  0?
0126:   actor  22036?? walking
004D: jump_if_false Label0D8CD5
0573:  22036??  1?
0173: set_actor  22036?? z_angle_to  270.9!

:Label0D8CD5
00D6: if  0?
80ED:   NOT   actor  22040??  0? ()near_point_on_foot -1079.3!  68.6! radius  2!  2!
004D: jump_if_false Label0D8D1A
04EB: unknown_actor  22040?? bank  0? account_number  1?
0239: actor  22040?? run_to -1079.3!  68.6!
0002: jump Label0D8D3B

:Label0D8D1A
00D6: if  0?
0126:   actor  22040?? walking
004D: jump_if_false Label0D8D3B
0573:  22040??  1?
0173: set_actor  22040?? z_angle_to  82.1!

:Label0D8D3B
00D6: if  0?
0038:    22300?? ==  0?  \\ integer values
004D: jump_if_false Label0D8DB2
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0D8DAB
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1095.2!  57.9!  17.8! -1122.8!  90.7!  7!
004D: jump_if_false Label0D8DA4
00DA:  22060?? = player $PLAYER_CHAR car
0224: set_car  22060?? health_to  250&
0004:  22300?? =  1?  \\ integer values

:Label0D8DA4
0002: jump Label0D8DB2

:Label0D8DAB
0004:  22300?? =  0?  \\ integer values

:Label0D8DB2
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0D8DFF
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1113!  57.9!  17.8! -1122.8!  90.7!  7!
004D: jump_if_false Label0D8DFF
00DA:  22060?? = player $PLAYER_CHAR car
020B: explode_car  22060??

:Label0D8DFF
0051: return

:Label0D8E01
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1086!  74.6!  17.8! -1112.8!  64.7!  7!
004D: jump_if_false Label0D8F7F
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D8E9E
00D6: if  0?
80ED:   NOT   actor  22044??  0? ()near_point_on_foot -1089.9!  68.1! radius  2!  2!
004D: jump_if_false Label0D8E7D
0239: actor  22044?? run_to -1089.9!  68.1!
0002: jump Label0D8E9E

:Label0D8E7D
00D6: if  0?
0126:   actor  22044?? walking
004D: jump_if_false Label0D8E9E
0573:  22044??  1?
0173: set_actor  22044?? z_angle_to  89.9!

:Label0D8E9E
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D8F0B
00D6: if  0?
80ED:   NOT   actor  22048??  0? ()near_point_on_foot -1090.2!  72.6! radius  2!  2!
004D: jump_if_false Label0D8EEA
0239: actor  22048?? run_to -1090.2!  72.6!
0002: jump Label0D8F0B

:Label0D8EEA
00D6: if  0?
0126:   actor  22048?? walking
004D: jump_if_false Label0D8F0B
0573:  22048??  1?
0173: set_actor  22048?? z_angle_to  89.9!

:Label0D8F0B
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D8F78
00D6: if  0?
80ED:   NOT   actor  22052??  0? ()near_point_on_foot -1089.6!  69.1! radius  2!  2!
004D: jump_if_false Label0D8F57
0239: actor  22052?? run_to -1089.6!  69.1!
0002: jump Label0D8F78

:Label0D8F57
00D6: if  0?
0126:   actor  22052?? walking
004D: jump_if_false Label0D8F78
0573:  22052??  1?
0173: set_actor  22052?? z_angle_to  89.9!

:Label0D8F78
0002: jump Label0D90C6

:Label0D8F7F
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D8FEC
00D6: if  0?
80ED:   NOT   actor  22044??  0? ()near_point_on_foot -1076.5!  69.8! radius  2!  2!
004D: jump_if_false Label0D8FCB
0239: actor  22044?? run_to -1076.5!  69.8!
0002: jump Label0D8FEC

:Label0D8FCB
00D6: if  0?
0126:   actor  22044?? walking
004D: jump_if_false Label0D8FEC
0573:  22044??  1?
0173: set_actor  22044?? z_angle_to  91.5!

:Label0D8FEC
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D9059
00D6: if  0?
80ED:   NOT   actor  22048??  0? ()near_point_on_foot -1075.2!  71! radius  2!  2!
004D: jump_if_false Label0D9038
0239: actor  22048?? run_to -1075.2!  71!
0002: jump Label0D9059

:Label0D9038
00D6: if  0?
0126:   actor  22048?? walking
004D: jump_if_false Label0D9059
0573:  22048??  1?
0173: set_actor  22048?? z_angle_to  91.5!

:Label0D9059
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D90C6
00D6: if  0?
80ED:   NOT   actor  22052??  0? ()near_point_on_foot -1075.2!  67.5! radius  2!  2!
004D: jump_if_false Label0D90A5
0239: actor  22052?? run_to -1075.2!  67.5!
0002: jump Label0D90C6

:Label0D90A5
00D6: if  0?
0126:   actor  22052?? walking
004D: jump_if_false Label0D90C6
0573:  22052??  1?
0173: set_actor  22052?? z_angle_to  91.5!

:Label0D90C6
0051: return

:Label0D90C8
00D6: if  0?
8119:   NOT   car  22056?? wrecked
004D: jump_if_false Label0D9174
00D6: if  1?
01F4:   car  22056?? flipped
01C1:   car  22056?? stopped
004D: jump_if_false Label0D90F4
0004:  22172?? =  1?  \\ integer values

:Label0D90F4
00D6: if  2?
80DC:   NOT   player $PLAYER_CHAR driving  22056??
0038:    22168?? ==  0?  \\ integer values
0038:    22172?? ==  0?  \\ integer values
004D: jump_if_false Label0D9138
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0164: disable_marker  22116??
0186:  22120?? = create_marker_above_car  22056??
0004:  22168?? =  1?  \\ integer values

:Label0D9138
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  22056??
0038:    22168?? ==  1?  \\ integer values
004D: jump_if_false Label0D9174
0164: disable_marker  22120??
018A:  22116?? = create_checkpoint_at -1072.6!  70.3!  11.2!
00BE: text_clear_all
0004:  22168?? =  0?  \\ integer values

:Label0D9174
0051: return

:Label0D9176
00D6: if  0?
8118:   NOT   actor  21992?? dead
004D: jump_if_false Label0D9203
00D6: if  0?
80ED:   NOT   actor  21992??  0? ()near_point_on_foot -1115.8!  67.7! radius  1!  1!
004D: jump_if_false Label0D91C9
0239: actor  21992?? run_to -1115.8!  67.7!
0004:  22272?? =  0?  \\ integer values
0002: jump Label0D9203

:Label0D91C9
00D6: if  0?
0038:    22272?? ==  0?  \\ integer values
004D: jump_if_false Label0D9203
00D6: if  0?
0126:   actor  21992?? walking
004D: jump_if_false Label0D9203
0173: set_actor  21992?? z_angle_to  272.8!
0573:  21992??  1?
0004:  22272?? =  1?  \\ integer values

:Label0D9203
00D6: if  0?
8118:   NOT   actor  21996?? dead
004D: jump_if_false Label0D9290
00D6: if  0?
80ED:   NOT   actor  21996??  0? ()near_point_on_foot -1115.8!  69.7! radius  1!  1!
004D: jump_if_false Label0D9256
0239: actor  21996?? run_to -1115.8!  69.7!
0004:  22276?? =  0?  \\ integer values
0002: jump Label0D9290

:Label0D9256
00D6: if  0?
0038:    22276?? ==  0?  \\ integer values
004D: jump_if_false Label0D9290
00D6: if  0?
0126:   actor  21996?? walking
004D: jump_if_false Label0D9290
0573:  21996??  1?
0173: set_actor  21996?? z_angle_to  257.4!
0004:  22276?? =  1?  \\ integer values

:Label0D9290
00D6: if  0?
8118:   NOT   actor  22000?? dead
004D: jump_if_false Label0D931D
00D6: if  0?
80ED:   NOT   actor  22000??  0? ()near_point_on_foot -1115.8!  71.7! radius  1!  1!
004D: jump_if_false Label0D92E3
0239: actor  22000?? run_to -1115.8!  71.7!
0004:  22280?? =  0?  \\ integer values
0002: jump Label0D931D

:Label0D92E3
00D6: if  0?
0038:    22280?? ==  0?  \\ integer values
004D: jump_if_false Label0D931D
00D6: if  0?
0126:   actor  22000?? walking
004D: jump_if_false Label0D931D
0573:  22000??  1?
0173: set_actor  22000?? z_angle_to  285.1!
0004:  22280?? =  1?  \\ integer values

:Label0D931D
00D6: if  0?
8118:   NOT   actor  22004?? dead
004D: jump_if_false Label0D93AA
00D6: if  0?
80ED:   NOT   actor  22004??  0? ()near_point_on_foot -1128.9!  67.6! radius  1!  1!
004D: jump_if_false Label0D9370
0239: actor  22004?? run_to -1128.9!  67.6!
0004:  22284?? =  0?  \\ integer values
0002: jump Label0D93AA

:Label0D9370
00D6: if  0?
0038:    22284?? ==  0?  \\ integer values
004D: jump_if_false Label0D93AA
00D6: if  0?
0126:   actor  22004?? walking
004D: jump_if_false Label0D93AA
0573:  22004??  1?
0173: set_actor  22004?? z_angle_to  257.5!
0004:  22284?? =  1?  \\ integer values

:Label0D93AA
00D6: if  0?
8118:   NOT   actor  22008?? dead
004D: jump_if_false Label0D9437
00D6: if  0?
80ED:   NOT   actor  22008??  0? ()near_point_on_foot -1128.9!  74.1! radius  1!  1!
004D: jump_if_false Label0D93FD
0239: actor  22008?? run_to -1128.9!  74.1!
0004:  22288?? =  0?  \\ integer values
0002: jump Label0D9437

:Label0D93FD
00D6: if  0?
0038:    22288?? ==  0?  \\ integer values
004D: jump_if_false Label0D9437
00D6: if  0?
0126:   actor  22008?? walking
004D: jump_if_false Label0D9437
0573:  22008??  1?
0173: set_actor  22008?? z_angle_to  274.5!
0004:  22288?? =  1?  \\ integer values

:Label0D9437
0051: return

:Label0D9439
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -1118.5!  92.1!  5.8! -1179.9!  53.3!  15!
004D: jump_if_false Label0D9723
00D6: if  0?
8118:   NOT   actor  21992?? dead
004D: jump_if_false Label0D94EF
00D6: if  0?
80ED:   NOT   actor  21992??  0? ()near_point_on_foot -1138.1!  68.6! radius  1!  1!
004D: jump_if_false Label0D94BC
0239: actor  21992?? run_to -1138.1!  68.6!
0004:  22272?? =  0?  \\ integer values
0002: jump Label0D94EF

:Label0D94BC
00D6: if  0?
0038:    22272?? ==  0?  \\ integer values
004D: jump_if_false Label0D94EF
00D6: if  0?
0126:   actor  21992?? walking
004D: jump_if_false Label0D94EF
0173: set_actor  21992?? z_angle_to  272.8!
0004:  22272?? =  1?  \\ integer values

:Label0D94EF
00D6: if  0?
8118:   NOT   actor  21996?? dead
004D: jump_if_false Label0D9575
00D6: if  0?
80ED:   NOT   actor  21996??  0? ()near_point_on_foot -1138.1!  72.9! radius  1!  1!
004D: jump_if_false Label0D9542
0239: actor  21996?? run_to -1138.1!  72.9!
0004:  22276?? =  0?  \\ integer values
0002: jump Label0D9575

:Label0D9542
00D6: if  0?
0038:    22276?? ==  0?  \\ integer values
004D: jump_if_false Label0D9575
00D6: if  0?
0126:   actor  21996?? walking
004D: jump_if_false Label0D9575
0173: set_actor  21996?? z_angle_to  257.4!
0004:  22276?? =  1?  \\ integer values

:Label0D9575
00D6: if  0?
8118:   NOT   actor  22000?? dead
004D: jump_if_false Label0D9602
00D6: if  0?
80ED:   NOT   actor  22000??  0? ()near_point_on_foot -1158.3!  68.9! radius  1!  1!
004D: jump_if_false Label0D95C8
0239: actor  22000?? run_to -1158.3!  68.9!
0004:  22280?? =  0?  \\ integer values
0002: jump Label0D9602

:Label0D95C8
00D6: if  0?
0038:    22280?? ==  0?  \\ integer values
004D: jump_if_false Label0D9602
00D6: if  0?
0126:   actor  22000?? walking
004D: jump_if_false Label0D9602
0573:  22000??  1?
0173: set_actor  22000?? z_angle_to  285.1!
0004:  22280?? =  1?  \\ integer values

:Label0D9602
00D6: if  0?
8118:   NOT   actor  22004?? dead
004D: jump_if_false Label0D968F
00D6: if  0?
80ED:   NOT   actor  22004??  0? ()near_point_on_foot -1158.4!  72.5! radius  1!  1!
004D: jump_if_false Label0D9655
0239: actor  22004?? run_to -1158.4!  72.5!
0004:  22284?? =  0?  \\ integer values
0002: jump Label0D968F

:Label0D9655
00D6: if  0?
0038:    22284?? ==  0?  \\ integer values
004D: jump_if_false Label0D968F
00D6: if  0?
0126:   actor  22004?? walking
004D: jump_if_false Label0D968F
0573:  22004??  1?
0173: set_actor  22004?? z_angle_to  257.5!
0004:  22284?? =  1?  \\ integer values

:Label0D968F
00D6: if  0?
8118:   NOT   actor  22008?? dead
004D: jump_if_false Label0D971C
00D6: if  0?
80ED:   NOT   actor  22008??  0? ()near_point_on_foot -1161.2!  71.4! radius  1!  1!
004D: jump_if_false Label0D96E2
0239: actor  22008?? run_to -1161.2!  71.4!
0004:  22288?? =  0?  \\ integer values
0002: jump Label0D971C

:Label0D96E2
00D6: if  0?
0038:    22288?? ==  0?  \\ integer values
004D: jump_if_false Label0D971C
00D6: if  0?
0126:   actor  22008?? walking
004D: jump_if_false Label0D971C
0573:  22008??  1?
0173: set_actor  22008?? z_angle_to  274.5!
0004:  22288?? =  1?  \\ integer values

:Label0D971C
0002: jump Label0D99E4

:Label0D9723
00D6: if  0?
8118:   NOT   actor  21992?? dead
004D: jump_if_false Label0D97B0
00D6: if  0?
80ED:   NOT   actor  21992??  0? ()near_point_on_foot -1137.8!  66.7! radius  1!  1!
004D: jump_if_false Label0D9776
0239: actor  21992?? run_to -1137.8!  66.7!
0004:  22272?? =  0?  \\ integer values
0002: jump Label0D97B0

:Label0D9776
00D6: if  0?
0038:    22272?? ==  0?  \\ integer values
004D: jump_if_false Label0D97B0
00D6: if  0?
0126:   actor  21992?? walking
004D: jump_if_false Label0D97B0
0573:  21992??  1?
0173: set_actor  21992?? z_angle_to  5.2!
0004:  22272?? =  1?  \\ integer values

:Label0D97B0
00D6: if  0?
8118:   NOT   actor  21996?? dead
004D: jump_if_false Label0D983D
00D6: if  0?
80ED:   NOT   actor  21996??  0? ()near_point_on_foot -1138.2!  75.5! radius  1!  1!
004D: jump_if_false Label0D9803
0239: actor  21996?? run_to -1138.2!  75.5!
0004:  22276?? =  0?  \\ integer values
0002: jump Label0D983D

:Label0D9803
00D6: if  0?
0038:    22276?? ==  0?  \\ integer values
004D: jump_if_false Label0D983D
00D6: if  0?
0126:   actor  21996?? walking
004D: jump_if_false Label0D983D
0573:  21996??  1?
0173: set_actor  21996?? z_angle_to  175.4!
0004:  22276?? =  1?  \\ integer values

:Label0D983D
00D6: if  0?
8118:   NOT   actor  22000?? dead
004D: jump_if_false Label0D98CA
00D6: if  0?
80ED:   NOT   actor  22000??  0? ()near_point_on_foot -1158.2!  67.2! radius  1!  1!
004D: jump_if_false Label0D9890
0239: actor  22000?? run_to -1158.2!  67.2!
0004:  22280?? =  0?  \\ integer values
0002: jump Label0D98CA

:Label0D9890
00D6: if  0?
0038:    22280?? ==  0?  \\ integer values
004D: jump_if_false Label0D98CA
00D6: if  0?
0126:   actor  22000?? walking
004D: jump_if_false Label0D98CA
0573:  22000??  1?
0173: set_actor  22000?? z_angle_to  5.2!
0004:  22280?? =  1?  \\ integer values

:Label0D98CA
00D6: if  0?
8118:   NOT   actor  22004?? dead
004D: jump_if_false Label0D9957
00D6: if  0?
80ED:   NOT   actor  22004??  0? ()near_point_on_foot -1158.1!  75.6! radius  1!  1!
004D: jump_if_false Label0D991D
0239: actor  22004?? run_to -1158.1!  75.6!
0004:  22284?? =  0?  \\ integer values
0002: jump Label0D9957

:Label0D991D
00D6: if  0?
0038:    22284?? ==  0?  \\ integer values
004D: jump_if_false Label0D9957
00D6: if  0?
0126:   actor  22004?? walking
004D: jump_if_false Label0D9957
0573:  22004??  1?
0173: set_actor  22004?? z_angle_to  175.4!
0004:  22284?? =  1?  \\ integer values

:Label0D9957
00D6: if  0?
8118:   NOT   actor  22008?? dead
004D: jump_if_false Label0D99E4
00D6: if  0?
80ED:   NOT   actor  22008??  0? ()near_point_on_foot -1163.5!  75.8! radius  1!  1!
004D: jump_if_false Label0D99AA
0239: actor  22008?? run_to -1163.5!  75.8!
0004:  22288?? =  0?  \\ integer values
0002: jump Label0D99E4

:Label0D99AA
00D6: if  0?
0038:    22288?? ==  0?  \\ integer values
004D: jump_if_false Label0D99E4
00D6: if  0?
0126:   actor  22008?? walking
004D: jump_if_false Label0D99E4
0573:  22008??  1?
0173: set_actor  22008?? z_angle_to  226.7!
0004:  22288?? =  1?  \\ integer values

:Label0D99E4
0051: return

:Label0D99E6
0298:  22256?? = rampage_kills #CBA
0298:  22260?? = rampage_kills #CBB
0084:  22264?? =  22256??  \\ integer values and handles
0058:  22264?? +=  22260??  \\ integer values
0051: return

:Label0D9A06
00D6: if  0?
8118:   NOT   actor  22044?? dead
004D: jump_if_false Label0D9A23
01C2: remove_references_to_actor  22044??  \\ Like turning an actor into a random pedestrian
01CA: actor  22044?? kill_player $PLAYER_CHAR

:Label0D9A23
00D6: if  0?
8118:   NOT   actor  22048?? dead
004D: jump_if_false Label0D9A40
01C2: remove_references_to_actor  22048??  \\ Like turning an actor into a random pedestrian
01CA: actor  22048?? kill_player $PLAYER_CHAR

:Label0D9A40
00D6: if  0?
8118:   NOT   actor  22052?? dead
004D: jump_if_false Label0D9A5D
01C2: remove_references_to_actor  22052??  \\ Like turning an actor into a random pedestrian
01CA: actor  22052?? kill_player $PLAYER_CHAR

:Label0D9A5D
00D6: if  0?
8118:   NOT   actor  22068?? dead
004D: jump_if_false Label0D9A7A
01C2: remove_references_to_actor  22068??  \\ Like turning an actor into a random pedestrian
01CA: actor  22068?? kill_player $PLAYER_CHAR

:Label0D9A7A
00D6: if  0?
8118:   NOT   actor  22072?? dead
004D: jump_if_false Label0D9A97
01C2: remove_references_to_actor  22072??  \\ Like turning an actor into a random pedestrian
01CA: actor  22072?? kill_player $PLAYER_CHAR

:Label0D9A97
00D6: if  0?
8118:   NOT   actor  22076?? dead
004D: jump_if_false Label0D9AB4
01C2: remove_references_to_actor  22076??  \\ Like turning an actor into a random pedestrian
01CA: actor  22076?? kill_player $PLAYER_CHAR

:Label0D9AB4
00D6: if  0?
8118:   NOT   actor  22032?? dead
004D: jump_if_false Label0D9AD1
01C2: remove_references_to_actor  22032??  \\ Like turning an actor into a random pedestrian
01CA: actor  22032?? kill_player $PLAYER_CHAR

:Label0D9AD1
00D6: if  0?
8118:   NOT   actor  22036?? dead
004D: jump_if_false Label0D9AEE
01C2: remove_references_to_actor  22036??  \\ Like turning an actor into a random pedestrian
01CA: actor  22036?? kill_player $PLAYER_CHAR

:Label0D9AEE
00D6: if  0?
8118:   NOT   actor  22040?? dead
004D: jump_if_false Label0D9B0B
01C2: remove_references_to_actor  22040??  \\ Like turning an actor into a random pedestrian
01CA: actor  22040?? kill_player $PLAYER_CHAR

:Label0D9B0B
0051: return

;-------------Mission 58---------------
; Originally: Naval Engagement


:Label0D9B0D
03A4: name_thread "CUBAN3"
0050: gosub Label0D9B3B
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0D9B32
0050: gosub Label0DC7F5

:Label0D9B32
0050: gosub Label0DC84A
004E: end_thread

:Label0D9B3B
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "CUBAN3"
058E: unknown_point_command -1173.5! -599.6!  10.2! angle  277.1!
0004:  22500?? =  0?  \\ integer values
0004:  22504?? =  0?  \\ integer values
0004:  22508?? =  0?  \\ integer values
0004:  22512?? =  0?  \\ integer values
0004:  22516?? =  0?  \\ integer values
0004:  22520?? =  0?  \\ integer values
0004:  244?? =  0?  \\ integer values
0004:  22524?? =  0?  \\ integer values
0004:  22528?? =  6?  \\ integer values
0004:  22532?? =  0?  \\ integer values
0004:  22536?? =  0?  \\ integer values
0004:  22540?? =  0?  \\ integer values
0004:  22544?? =  0?  \\ integer values
0004:  22548?? =  0?  \\ integer values
0004:  22552?? =  0?  \\ integer values
0004:  22556?? =  0?  \\ integer values
0004:  22560?? =  0?  \\ integer values
0004:  22564?? =  0?  \\ integer values
0005:  22568?? =  0!  \\ floating-point values
0005:  22572?? =  0!  \\ floating-point values
0005:  22576?? =  0!  \\ floating-point values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0005:  22580?? =  0!  \\ floating-point values
0005:  22584?? =  0!  \\ floating-point values
0005:  22588?? =  0!  \\ floating-point values
0005:  22592?? =  0!  \\ floating-point values
0005:  22596?? =  0!  \\ floating-point values
0005:  22600?? =  0!  \\ floating-point values
04BB: select_interiour  7?  \\ select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8! -609!  10.4! -116.3! -632.5!  15.3!
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSPABLO"
023C: load_special_actor  3? "CSPAPA"
023C: load_special_actor  4? "CSPEPE"
023C: load_special_actor  5? "CSUMBTO"
03CB: set_camera -1169! -620!  10.791!
038B: load_requested_models

:Label0D9CEB
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0D9D15
0001: wait  0? ms
0002: jump Label0D9CEB

:Label0D9D15
02E4: load_cutscene_data "CUB_4"
0244: set_cutscene_pos -1170.708! -608.327!  10.791!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  712?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  712?? "CSPABLO"
02E5:  716?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  716?? "CSPAPA"
02E5:  720?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  720?? "CSPEPE"
02E5:  724?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  724?? "CSUMBTO"
0395: clear_area  1? at -1170.9! -603.7! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -1170.9! -603.7!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  15.3!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0D9DE7
00D6: if  0?
001A:    876& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9E0A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9DE7

:Label0D9E0A
00BC: text_highpriority "CUB3_A"  10000& ms  1? \\ Alberto. Una cafe, senor.

:Label0D9E19
00D6: if  0?
001A:    2635& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9E3C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E19

:Label0D9E3C
00BC: text_highpriority "CUB3_B"  10000& ms  1? \\ Poppa, don't serve this snake in the straw.

:Label0D9E4B
00D6: if  0?
001A:    5749& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9E6E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E4B

:Label0D9E6E
00BC: text_highpriority "CUB3_C"  10000& ms  1? \\ You're two-faced, Tommy!

:Label0D9E7D
00D6: if  0?
001A:    7227& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9EA0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9E7D

:Label0D9EA0
00BC: text_highpriority "CUB3_D"  10000& ms  1? \\ You're either two-faced, or you're a wimp, baby boy!

:Label0D9EAF
00D6: if  0?
001A:    10024& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9ED2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9EAF

:Label0D9ED2
00BC: text_highpriority "CUB3_E"  10000& ms  1? \\ The Haitians, man. They're laughing at me!

:Label0D9EE1
00D6: if  0?
001A:    12109& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9F04
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9EE1

:Label0D9F04
00BC: text_highpriority "CUB3_F"  10000& ms  1? \\ Easy, easy. What's your problem?

:Label0D9F13
00D6: if  0?
001A:    13963& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9F36
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F13

:Label0D9F36
00BC: text_highpriority "CUB3_G"  10000& ms  1? \\ They're laughing at me, Tommy. At me!

:Label0D9F45
00D6: if  0?
001A:    16044& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9F68
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F45

:Label0D9F68
00BC: text_highpriority "CUB3_H"  10000& ms  1? \\ Umberto Robina! They're doing whatever they like!

:Label0D9F77
00D6: if  0?
001A:    18802& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9F9A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9F77

:Label0D9F9A
00BC: text_highpriority "CUB3_I"  10000& ms  1? \\ Nobody does whatever they like, Umberto, they do what you let them do.

:Label0D9FA9
00D6: if  0?
001A:    21689& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9FCC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9FA9

:Label0D9FCC
00BC: text_highpriority "CUB3_J"  10000& ms  1? \\ What?

:Label0D9FDB
00D6: if  0?
001A:    23629& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0D9FFE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0D9FDB

:Label0D9FFE
00BC: text_highpriority "CUB3_K"  10000& ms  1? \\ You want somebody taken care of?

:Label0DA00D
00D6: if  0?
001A:    24851& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA030
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA00D

:Label0DA030
00BC: text_highpriority "CUB3_L"  10000& ms  1? \\ I can handle it, but it's gonna cost you.

:Label0DA03F
00D6: if  0?
001A:    26958& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA062
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA03F

:Label0DA062
00BC: text_highpriority "CUB3_M"  10000& ms  1? \\ I know we're brothers and all, but this is business.

:Label0DA071
00D6: if  0?
001A:    29060& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA094
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA071

:Label0DA094
00BC: text_highpriority "CUB3_N"  10000& ms  1? \\ Tommy. You a real man. Businessman, a gentleman.

:Label0DA0A3
00D6: if  0?
001A:    33831&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA0C8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA0A3

:Label0DA0C8
00BC: text_highpriority "CUB3_O"  10000& ms  1? \\ These Haitians. They have a load of product coming in off shore, really good stuff.

:Label0DA0D7
00D6: if  0?
001A:    39459&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA0FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA0D7

:Label0DA0FC
00BC: text_highpriority "CUB3_P"  10000& ms  1? \\ We take it, and we finish them.

:Label0DA10B
00D6: if  0?
001A:    42056&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA130
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA10B

:Label0DA130
00BC: text_highpriority "CUB3_Q"  10000& ms  1? \\ You take it, and I look after you. Like my brother. Like my son.

:Label0DA13F
00D6: if  0?
001A:    47769&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA164
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA13F

:Label0DA164
00BC: text_highpriority "CUB3_R"  10000& ms  1? \\ I think I prefer the cash to being bounced on your knee, amigo.

:Label0DA173
00D6: if  0?
001A:    51904&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DA198
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DA173

:Label0DA198
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0DA1A1
00D6: if  0?
016B:   fading
004D: jump_if_false Label0DA1B9
0001: wait  0? ms
0002: jump Label0DA1A1

:Label0DA1B9
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
04BB: select_interiour  0?  \\ select render area
0004:  3956?? =  0?  \\ integer values
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
03F1: pedtype  8? add_threat  1?
0247: request_model #TROPIC
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #JETMAX
0247: request_model #UZI
0247: request_model #SGA
0247: request_model #GRENADE
0247: request_model #DINGHY
0247: request_model #SGB
0247: request_model #CBB
0247: request_model -120? (BRIEFCASE)
0247: request_model #RUGER
0247: request_model #BUDDYSHOT

:Label0DA248
00D6: if  23?
8248:   NOT   model #TROPIC available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #JETMAX available
004D: jump_if_false Label0DA270
0001: wait  0? ms
0002: jump Label0DA248

:Label0DA270
00D6: if  23?
8248:   NOT   model #SGA available
8248:   NOT   model #UZI available
8248:   NOT   model #GRENADE available
8248:   NOT   model #DINGHY available
004D: jump_if_false Label0DA299
0001: wait  0? ms
0002: jump Label0DA270

:Label0DA299
00D6: if  24?
8248:   NOT   model #SGB available
8248:   NOT   model #CBB available
8248:   NOT   model -120? (BRIEFCASE) available
8248:   NOT   model #RUGER available
8248:   NOT   model #BUDDYSHOT available
004D: jump_if_false Label0DA2C5
0001: wait  0? ms
0002: jump Label0DA299

:Label0DA2C5
03CF: load_wav "CUB3_2" as  1?
03CF: load_wav "CUB3_3" as  2?

:Label0DA2DD
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0DA2FB
0001: wait  0? ms
0002: jump Label0DA2DD

:Label0DA2FB
018A:  22480?? = create_checkpoint_at -725.4! -1166.8!  9.7!
009A:  22372?? = create_actor  7? #CBB at -724.3! -1166.5!  9.7!
04F5: unknown_actor  22372?? kiss_player $PLAYER_CHAR on  1?
0173: set_actor  22372?? z_angle_to  103.3!
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "CUB3_07"  11000& ms  1? \\ ~g~ Go meet Rico. He'll drive you to the meet location.

:Label0DA351
00D6: if  0?
80F6:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -725.4! -1166.8!  9.7! radius  1!  1!  2!
004D: jump_if_false Label0DA3B2
0001: wait  0? ms
00D6: if  0?
0118:   actor  22372?? dead
004D: jump_if_false Label0DA3AB
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA3AB
0002: jump Label0DA351

:Label0DA3B2
0395: clear_area  1? at -725.4! -1166.8! range  9.7!  5!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
041E: set_radio_station  6? -1?
00A5:  22368?? = create_car #JETMAX at -722.6! -1163.7!  5!
0175: set_car  22368?? z_angle_to  32!
0323: unknown_car  22368?? flag  1?
015F: set_camera_position -723.1! -1169.5!  10.2!  0!  0!  0!
0160: point_camera -726.4! -1164.6!  11.2!  2?
00D6: if  0?
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA462
011C: actor $PLAYER_ACTOR clear_objective
020E: actor $PLAYER_ACTOR look_at_actor  22372??
020F: actor  22372?? look_at_player $PLAYER_CHAR
0002: jump Label0DA478

:Label0DA462
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA478
0001: wait  1000& ms
0372: set_actor $PLAYER_ACTOR anim  19? wait_state_time  10000& ms
00BC: text_highpriority "CUB3_01"  4000& ms  1? \\ Hey Rico. Nice boat, you ready?
03D1: play_wav  1?

:Label0DA49A
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA50A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0DA4EA
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0DA4E3
0004:  244?? =  0?  \\ integer values
0002: jump Label0DA709

:Label0DA4E3
0002: jump Label0DA503

:Label0DA4EA
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0DA503
0004:  244?? =  1?  \\ integer values

:Label0DA503
0002: jump Label0DA49A

:Label0DA50A
040D: unload_wav  1?
03D5: remove_text "CUB3_01" \\ Hey Rico. Nice boat, you ready?
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
00D6: if  0?
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA542
0372: set_actor  22372?? anim  19? wait_state_time  10000& ms
0002: jump Label0DA558

:Label0DA542
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA558
00BC: text_highpriority "CUB3_05"  4000& ms  1? \\ Si Tommy. Now you be a good shot today,
03D1: play_wav  2?

:Label0DA56B
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA5DB
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0DA5BB
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0DA5B4
0004:  244?? =  0?  \\ integer values
0002: jump Label0DA709

:Label0DA5B4
0002: jump Label0DA5D4

:Label0DA5BB
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0DA5D4
0004:  244?? =  1?  \\ integer values

:Label0DA5D4
0002: jump Label0DA56B

:Label0DA5DB
040D: unload_wav  2?
03D5: remove_text "CUB3_05" \\ Si Tommy. Now you be a good shot today,
015F: set_camera_position -709.8! -1161.3!  11!  0!  0!  0!
0160: point_camera -724.3! -1166.5!  9.7!  2?
03CF: load_wav "CUB3_4" as  2?

:Label0DA628
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0DA642
0001: wait  0? ms
0002: jump Label0DA628

:Label0DA642
00BC: text_highpriority "CUB3_06"  4000& ms  1? \\ My boat, she no good full of holes, ok?
03D1: play_wav  2?

:Label0DA655
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA6C5
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0DA6A5
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0DA69E
0004:  244?? =  0?  \\ integer values
0002: jump Label0DA709

:Label0DA69E
0002: jump Label0DA6BE

:Label0DA6A5
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0DA6BE
0004:  244?? =  1?  \\ integer values

:Label0DA6BE
0002: jump Label0DA655

:Label0DA6C5
040D: unload_wav  2?
03D5: remove_text "CUB3_06" \\ My boat, she no good full of holes, ok?
00D6: if  0?
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA6F3
0372: set_actor  22372?? anim  0? wait_state_time  100? ms
0002: jump Label0DA709

:Label0DA6F3
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA709
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
00D6: if  0?
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DA733
0372: set_actor  22372?? anim  0? wait_state_time  100? ms
0002: jump Label0DA749

:Label0DA733
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA749
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  100? ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  1500& ms
00D6: if  2?
8490:   NOT   player $PLAYER_CHAR has_weapon  26?
8490:   NOT   player $PLAYER_CHAR has_weapon  28?
8490:   NOT   player $PLAYER_CHAR has_weapon  29?
004D: jump_if_false Label0DA797
01B1: give_player $PLAYER_CHAR weapon  27? ammo  30?  \\ Load the weapon model before using this

:Label0DA797
00D6: if  0?
016B:   fading
004D: jump_if_false Label0DA7AF
0001: wait  0? ms
0002: jump Label0DA797

:Label0DA7AF
009B: destroy_actor_instantly  22372??
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DA81C
0464: put_actor $PLAYER_ACTOR into_turret_on_car  22368?? at_car_offset  0! -.4!  1.5! unknown  2? angle  360! with_weapon  0?
0129:  22372?? = create_actor  7? #CBB in_car  22368?? driverseat
04F5: unknown_actor  22372?? kiss_player $PLAYER_CHAR on  1?
02D3: boat  22368?? drive_to -754! -425.7!  6.6!
02A9: set_actor  22372?? immune_to_nonplayer  1?
0002: jump Label0DA832

:Label0DA81C
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DA832
0164: disable_marker  22480??
00A5:  22380?? = create_car #TROPIC at -660! -269.1!  5!
0175: set_car  22380?? z_angle_to  134!
0323: unknown_car  22380?? flag  1?
009A:  22396?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22396?? into_turret_on_car  22380?? at_car_offset  0! -4!  1.2! unknown  1? angle  360! with_weapon  23?
0173: set_actor  22396?? z_angle_to  227.4!
01ED: spawn_actor  22396??
0243: set_actor  22396?? ped_stats_to  16?
0291: unknown_actor  22396?? unknown_behavior_flag  1?
009A:  22400?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22400?? into_turret_on_car  22380?? at_car_offset  2.3!  0!  2! unknown  2? angle  360! with_weapon  23?
0173: set_actor  22400?? z_angle_to  140.4!
01ED: spawn_actor  22400??
0243: set_actor  22400?? ped_stats_to  16?
0291: unknown_actor  22400?? unknown_behavior_flag  1?
009A:  22404?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22404?? into_turret_on_car  22380?? at_car_offset  0! -1.3!  3.8! unknown  2? angle  360! with_weapon  27?
0173: set_actor  22404?? z_angle_to  140.4!
01ED: spawn_actor  22404??
0243: set_actor  22404?? ped_stats_to  16?
0291: unknown_actor  22404?? unknown_behavior_flag  1?
00A5:  22376?? = create_car #TROPIC at -647! -256.7!  5!
0175: set_car  22376?? z_angle_to  317!
0323: unknown_car  22376?? flag  1?
009A:  22384?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22384?? into_turret_on_car  22376?? at_car_offset  0! -4!  1.2! unknown  0? angle  360! with_weapon  23?
0173: set_actor  22384?? z_angle_to  102.4!
01ED: spawn_actor  22384??
0243: set_actor  22384?? ped_stats_to  16?
0291: unknown_actor  22384?? unknown_behavior_flag  1?
009A:  22388?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22388?? into_turret_on_car  22376?? at_car_offset -2.3!  0!  2! unknown  3? angle  360! with_weapon  27?
01ED: spawn_actor  22388??
0243: set_actor  22388?? ped_stats_to  16?
0291: unknown_actor  22388?? unknown_behavior_flag  1?
009A:  22392?? = create_actor  8? #HNA at -647! -256.7!  5!
0464: put_actor  22392?? into_turret_on_car  22376?? at_car_offset  .2! -1.3!  3.8! unknown  3? angle  360! with_weapon  23?
0173: set_actor  22392?? z_angle_to  322.4!
01ED: spawn_actor  22392??
0243: set_actor  22392?? ped_stats_to  16?
0291: unknown_actor  22392?? unknown_behavior_flag  1?
009A:  22408?? = create_actor  8? #HNB at -649.9! -269.6!  8.5!
0173: set_actor  22408?? z_angle_to  229.2!
01ED: spawn_actor  22408??
0243: set_actor  22408?? ped_stats_to  16?
0291: unknown_actor  22408?? unknown_behavior_flag  1?
0350: unknown_actor  22408?? not_scared_flag  1?
009A:  22448?? = create_actor  8? #HNA at -650.1! -267.7!  8.5!
0173: set_actor  22448?? z_angle_to  60.6!
01ED: spawn_actor  22448??
0243: set_actor  22448?? ped_stats_to  16?
0291: unknown_actor  22448?? unknown_behavior_flag  1?
0350: unknown_actor  22448?? not_scared_flag  1?
009A:  22452?? = create_actor  8? #HNA at -651.6! -269!  8.5!
0173: set_actor  22452?? z_angle_to  222.9!
01ED: spawn_actor  22452??
0243: set_actor  22452?? ped_stats_to  16?
0291: unknown_actor  22452?? unknown_behavior_flag  1?
0350: unknown_actor  22452?? not_scared_flag  1?
009A:  22412?? = create_actor  9? #SGB at -648.8! -270.8!  8.5!
0173: set_actor  22412?? z_angle_to  49.2!
01ED: spawn_actor  22412??
0243: set_actor  22412?? ped_stats_to  16?
0291: unknown_actor  22412?? unknown_behavior_flag  1?
0350: unknown_actor  22412?? not_scared_flag  1?
009A:  22416?? = create_actor  9? #SGA at -647.4! -270.8!  8.5!
0173: set_actor  22416?? z_angle_to  34.2!
01ED: spawn_actor  22416??
0243: set_actor  22416?? ped_stats_to  16?
0291: unknown_actor  22416?? unknown_behavior_flag  1?
0350: unknown_actor  22416?? not_scared_flag  1?
009A:  22420?? = create_actor  9? #SGA at -649.3! -272.5!  8.5!
0173: set_actor  22420?? z_angle_to  33!
01ED: spawn_actor  22420??
0243: set_actor  22420?? ped_stats_to  16?
0291: unknown_actor  22420?? unknown_behavior_flag  1?
0350: unknown_actor  22420?? not_scared_flag  1?
009A:  22424?? = create_actor  9? #SGA at -621.9! -307.8!  25.9!
0173: set_actor  22424?? z_angle_to  35.4!
01ED: spawn_actor  22424??
0243: set_actor  22424?? ped_stats_to  16?
0291: unknown_actor  22424?? unknown_behavior_flag  1?
0350: unknown_actor  22424?? not_scared_flag  1?
03F9: make_actors  22408??  22412?? converse_in  5000000&& ms
00AB: put_car  22368?? at -754! -425.7!  5.5!
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -743.5! -318.2!  11!  0!  0!  0!
0158: camera_on_vehicle  22368??  15?  2?
0006:  16@ =  0?  \\ integer values

:Label0DAC82
0001: wait  0? ms
03BA: clear_cars_from_cube -530.2! -186.3!  10! -791.8! -447.8!  0!
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DAF46
00D6: if  0?
0038:    22500?? ==  0?  \\ integer values
004D: jump_if_false Label0DAD39
00D6: if  0?
01AD:   car  22368??  0? ()near_point -754! -425.7!  10!  10!
004D: jump_if_false Label0DACF8
02DB: set_boat  22368?? speed_to  20!

:Label0DACF8
00D6: if  0?
01AD:   car  22368??  0? ()near_point -754! -425.7!  5!  5!
004D: jump_if_false Label0DAD39
02D3: boat  22368?? drive_to -705.8! -304.5!  6.6!
0004:  22500?? =  1?  \\ integer values

:Label0DAD39
00D6: if  0?
0038:    22500?? ==  1?  \\ integer values
004D: jump_if_false Label0DADFF
00D6: if  0?
01AD:   car  22368??  0? ()near_point -705.8! -304.5!  10!  10!
004D: jump_if_false Label0DAD7B
02DB: set_boat  22368?? speed_to  12!

:Label0DAD7B
00D6: if  0?
01AD:   car  22368??  0? ()near_point -705.8! -304.5!  5!  5!
004D: jump_if_false Label0DADFF
00D6: if  0?
8119:   NOT   car  22380?? wrecked
004D: jump_if_false Label0DADE4
015F: set_camera_position -645.2! -269.7!  11!  0!  0!  0!
0160: point_camera -650.9! -269.9!  9.2!  2?

:Label0DADE4
02D3: boat  22368?? drive_to -670.8! -263.8!  6.6!
0004:  22500?? =  2?  \\ integer values

:Label0DADFF
00D6: if  0?
0038:    22500?? ==  2?  \\ integer values
004D: jump_if_false Label0DAE52
00D6: if  0?
01AD:   car  22368??  0? ()near_point -670.8! -263.8!  10!  10!
004D: jump_if_false Label0DAE52
02D3: boat  22368?? drive_to -666.3! -258.5!  6.6!
0004:  22500?? =  3?  \\ integer values

:Label0DAE52
00D6: if  0?
0038:    22500?? ==  3?  \\ integer values
004D: jump_if_false Label0DAE9D
00D6: if  0?
01AD:   car  22368??  0? ()near_point -666.3! -258.5!  10!  10!
004D: jump_if_false Label0DAE9D
02D4: unknown_turn_off_car  22368?? engine
0323: unknown_car  22368?? flag  1?
0004:  22500?? =  4?  \\ integer values

:Label0DAE9D
00D6: if  0?
0038:    22500?? ==  4?  \\ integer values
004D: jump_if_false Label0DAF46
00D6: if  0?
01AD:   car  22368??  0? ()near_point -666.3! -258.5!  2!  2!
004D: jump_if_false Label0DAF46
02D4: unknown_turn_off_car  22368?? engine
0323: unknown_car  22368?? flag  1?
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0407: create_coordinate  380??  384??  388?? from_car  22368?? offset  0! -.4!  1.1!
0055: put_player $PLAYER_CHAR at  380??  384??  6.6!
0171: set_player $PLAYER_CHAR z_angle_to  213.7!
0001: wait  0? ms
0373: set_camera_directly_behind_player
00BC: text_highpriority "CUB3_02"  5000& ms  1? \\ ~g~KILL ALL THE HAITIANS ON THE BOATS!!
0002: jump Label0DAF78

:Label0DAF46
00D6: if  21?
0119:   car  22368?? wrecked
0118:   actor  22372?? dead
004D: jump_if_false Label0DAF71
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DAF71
0002: jump Label0DAC82

:Label0DAF78
0001: wait  0? ms
03BA: clear_cars_from_cube -530.2! -186.3!  10! -791.8! -447.8!  0!
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0DB1CF
0482:  5!
00D6: if  0?
8118:   NOT   actor  22412?? dead
004D: jump_if_false Label0DAFD5
011A: set_actor  22412?? flags  256&
01B2: give_actor  22412?? weapon  27? ammo  30000&  \\ Load the weapon model before using this

:Label0DAFD5
00D6: if  0?
8118:   NOT   actor  22416?? dead
004D: jump_if_false Label0DAFF7
011A: set_actor  22416?? flags  256&
01B2: give_actor  22416?? weapon  27? ammo  30000&  \\ Load the weapon model before using this

:Label0DAFF7
00D6: if  0?
8118:   NOT   actor  22420?? dead
004D: jump_if_false Label0DB019
011A: set_actor  22420?? flags  256&
01B2: give_actor  22420?? weapon  27? ammo  30000&  \\ Load the weapon model before using this

:Label0DB019
00D6: if  0?
8118:   NOT   actor  22424?? dead
004D: jump_if_false Label0DB042
011A: set_actor  22424?? flags  256&
011A: set_actor  22424?? flags  1?
01B2: give_actor  22424?? weapon  27? ammo  30000&  \\ Load the weapon model before using this

:Label0DB042
00D6: if  0?
8118:   NOT   actor  22408?? dead
004D: jump_if_false Label0DB059
0350: unknown_actor  22408?? not_scared_flag  0?

:Label0DB059
00D6: if  0?
8118:   NOT   actor  22448?? dead
004D: jump_if_false Label0DB07F
0350: unknown_actor  22448?? not_scared_flag  0?
0211: actor  22448?? walk_to -645.4! -278.9!

:Label0DB07F
00D6: if  0?
8118:   NOT   actor  22452?? dead
004D: jump_if_false Label0DB096
0350: unknown_actor  22452?? not_scared_flag  0?

:Label0DB096
00D6: if  0?
8118:   NOT   actor  22384?? dead
004D: jump_if_false Label0DB0C9
011A: set_actor  22384?? flags  1?
01BE: set_actor  22384?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22384?? kill_player $PLAYER_CHAR

:Label0DB0C9
00D6: if  0?
8118:   NOT   actor  22388?? dead
004D: jump_if_false Label0DB0FC
011A: set_actor  22388?? flags  1?
01BE: set_actor  22388?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22388?? kill_player $PLAYER_CHAR

:Label0DB0FC
00D6: if  0?
8118:   NOT   actor  22392?? dead
004D: jump_if_false Label0DB12F
011A: set_actor  22392?? flags  1?
01BE: set_actor  22392?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22392?? kill_player $PLAYER_CHAR

:Label0DB12F
00D6: if  0?
8118:   NOT   actor  22396?? dead
004D: jump_if_false Label0DB162
011A: set_actor  22396?? flags  1?
01BE: set_actor  22396?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22396?? kill_player $PLAYER_CHAR

:Label0DB162
00D6: if  0?
8118:   NOT   actor  22400?? dead
004D: jump_if_false Label0DB195
011A: set_actor  22400?? flags  1?
01BE: set_actor  22400?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22400?? kill_player $PLAYER_CHAR

:Label0DB195
00D6: if  0?
8118:   NOT   actor  22404?? dead
004D: jump_if_false Label0DB1C8
011A: set_actor  22404?? flags  1?
01BE: set_actor  22404?? to_look_at_spot -663.3! -253.8!  6!
01CA: actor  22404?? kill_player $PLAYER_CHAR

:Label0DB1C8
0002: jump Label0DB201

:Label0DB1CF
00D6: if  21?
0119:   car  22368?? wrecked
0118:   actor  22372?? dead
004D: jump_if_false Label0DB1FA
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DB1FA
0002: jump Label0DAF78

:Label0DB201
0001: wait  0? ms
00D6: if  0?
0038:    22524?? ==  0?  \\ integer values
004D: jump_if_false Label0DB27F
03CF: load_wav "CUB3_1" as  1?

:Label0DB223
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DB23D
0001: wait  0? ms
0002: jump Label0DB223

:Label0DB23D
00BC: text_highpriority "CUB3_08"  4000& ms  1? \\ Uh oh.. Pack of Cubans. We under attack!
03D1: play_wav  1?

:Label0DB250
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0DB26A
0001: wait  0? ms
0002: jump Label0DB250

:Label0DB26A
040D: unload_wav  1?
03D5: remove_text "CUB3_08" \\ Uh oh.. Pack of Cubans. We under attack!
0004:  22524?? =  1?  \\ integer values

:Label0DB27F
00D6: if  0?
0118:   actor  22408?? dead
004D: jump_if_false Label0DB8C6
00D6: if  0?
0038:    22508?? ==  0?  \\ integer values
004D: jump_if_false Label0DB2D2
0213:  22456?? = create_pickup -120? (BRIEFCASE) type  3? at -650.4! -268.5!  9!
018A:  22484?? = create_checkpoint_at -650.4! -268.5!  22576??
0004:  22508?? =  1?  \\ integer values

:Label0DB2D2
00D6: if  0?
0118:   actor  22448?? dead
004D: jump_if_false Label0DB8C6
00D6: if  0?
0118:   actor  22452?? dead
004D: jump_if_false Label0DB8C6
00D6: if  0?
0118:   actor  22384?? dead
004D: jump_if_false Label0DB359
00D6: if  0?
0118:   actor  22388?? dead
004D: jump_if_false Label0DB359
00D6: if  0?
0118:   actor  22392?? dead
004D: jump_if_false Label0DB359
00D6: if  0?
0118:   actor  22396?? dead
004D: jump_if_false Label0DB359
00D6: if  0?
0118:   actor  22400?? dead
004D: jump_if_false Label0DB359
00D6: if  0?
0118:   actor  22404?? dead
004D: jump_if_false Label0DB359
0002: jump Label0DB9F6

:Label0DB359
00D6: if  0?
8118:   NOT   actor  22412?? dead
004D: jump_if_false Label0DB528
01ED: spawn_actor  22412??
0350: unknown_actor  22412?? not_scared_flag  0?
0319: set_actor  22412?? wander_state_to  1? (off)
00D6: if  0?
0038:    22504?? ==  0?  \\ integer values
004D: jump_if_false Label0DB3A4
0211: actor  22412?? walk_to -645.4! -278.9!
0004:  22504?? =  1?  \\ integer values

:Label0DB3A4
00D6: if  0?
0038:    22504?? ==  1?  \\ integer values
004D: jump_if_false Label0DB408
00D6: if  0?
00EC:   actor  22412??  0? ()near_point -645.4! -278.9! radius  2!  2!
004D: jump_if_false Label0DB3F9
0211: actor  22412?? walk_to -648.7! -285.6!
0004:  22504?? =  2?  \\ integer values
0002: jump Label0DB408

:Label0DB3F9
0211: actor  22412?? walk_to -645.4! -278.9!

:Label0DB408
00D6: if  0?
0038:    22504?? ==  2?  \\ integer values
004D: jump_if_false Label0DB46C
00D6: if  0?
00EC:   actor  22412??  0? ()near_point -648.7! -285.6! radius  2!  2!
004D: jump_if_false Label0DB45D
0211: actor  22412?? walk_to -634.7! -303.2!
0004:  22504?? =  3?  \\ integer values
0002: jump Label0DB46C

:Label0DB45D
0211: actor  22412?? walk_to -648.7! -285.6!

:Label0DB46C
00D6: if  0?
0038:    22504?? ==  3?  \\ integer values
004D: jump_if_false Label0DB4D0
00D6: if  0?
00EC:   actor  22412??  0? ()near_point -634.7! -303.2! radius  2!  2!
004D: jump_if_false Label0DB4C1
0211: actor  22412?? walk_to -641! -309!
0004:  22504?? =  4?  \\ integer values
0002: jump Label0DB4D0

:Label0DB4C1
0211: actor  22412?? walk_to -634.7! -303.2!

:Label0DB4D0
00D6: if  0?
0038:    22504?? ==  4?  \\ integer values
004D: jump_if_false Label0DB528
00D6: if  0?
00EC:   actor  22412??  0? ()near_point -641! -309! radius  2!  2!
004D: jump_if_false Label0DB528
011C: actor  22412?? clear_objective
01BE: set_actor  22412?? to_look_at_spot -650! -269.1!  9!
0004:  22504?? =  5?  \\ integer values

:Label0DB528
00D6: if  0?
8118:   NOT   actor  22416?? dead
004D: jump_if_false Label0DB6F7
01ED: spawn_actor  22416??
0350: unknown_actor  22416?? not_scared_flag  0?
0319: set_actor  22416?? wander_state_to  1? (off)
00D6: if  0?
0038:    22516?? ==  0?  \\ integer values
004D: jump_if_false Label0DB573
0211: actor  22416?? walk_to -645.4! -278.9!
0004:  22516?? =  1?  \\ integer values

:Label0DB573
00D6: if  0?
0038:    22516?? ==  1?  \\ integer values
004D: jump_if_false Label0DB5D7
00D6: if  0?
00EC:   actor  22416??  0? ()near_point -645.4! -278.9! radius  2!  2!
004D: jump_if_false Label0DB5C8
0211: actor  22416?? walk_to -648.7! -285.6!
0004:  22516?? =  2?  \\ integer values
0002: jump Label0DB5D7

:Label0DB5C8
0211: actor  22416?? walk_to -645.4! -278.9!

:Label0DB5D7
00D6: if  0?
0038:    22516?? ==  2?  \\ integer values
004D: jump_if_false Label0DB63B
00D6: if  0?
00EC:   actor  22416??  0? ()near_point -648.7! -285.6! radius  2!  2!
004D: jump_if_false Label0DB62C
0211: actor  22416?? walk_to -646.9! -289.4!
0004:  22516?? =  3?  \\ integer values
0002: jump Label0DB63B

:Label0DB62C
0211: actor  22416?? walk_to -648.7! -285.6!

:Label0DB63B
00D6: if  0?
0038:    22516?? ==  3?  \\ integer values
004D: jump_if_false Label0DB69F
00D6: if  0?
00EC:   actor  22416??  0? ()near_point -646.9! -289.4! radius  2!  2!
004D: jump_if_false Label0DB690
0211: actor  22416?? walk_to -656.5! -290.5!
0004:  22516?? =  4?  \\ integer values
0002: jump Label0DB69F

:Label0DB690
0211: actor  22416?? walk_to -646.9! -289.4!

:Label0DB69F
00D6: if  0?
0038:    22516?? ==  4?  \\ integer values
004D: jump_if_false Label0DB6F7
00D6: if  0?
00EC:   actor  22416??  0? ()near_point -656.5! -290.5! radius  2!  2!
004D: jump_if_false Label0DB6F7
011C: actor  22416?? clear_objective
01BE: set_actor  22416?? to_look_at_spot -650! -269.1!  9!
0004:  22516?? =  5?  \\ integer values

:Label0DB6F7
00D6: if  0?
8118:   NOT   actor  22420?? dead
004D: jump_if_false Label0DB8C6
01ED: spawn_actor  22420??
0350: unknown_actor  22420?? not_scared_flag  0?
0319: set_actor  22420?? wander_state_to  1? (off)
00D6: if  0?
0038:    22520?? ==  0?  \\ integer values
004D: jump_if_false Label0DB742
0211: actor  22420?? walk_to -645.4! -278.9!
0004:  22520?? =  1?  \\ integer values

:Label0DB742
00D6: if  0?
0038:    22520?? ==  1?  \\ integer values
004D: jump_if_false Label0DB7A6
00D6: if  0?
00EC:   actor  22420??  0? ()near_point -645.4! -278.9! radius  2!  2!
004D: jump_if_false Label0DB797
0211: actor  22420?? walk_to -648.7! -285.6!
0004:  22520?? =  2?  \\ integer values
0002: jump Label0DB7A6

:Label0DB797
0211: actor  22420?? walk_to -645.4! -278.9!

:Label0DB7A6
00D6: if  0?
0038:    22520?? ==  2?  \\ integer values
004D: jump_if_false Label0DB80A
00D6: if  0?
00EC:   actor  22420??  0? ()near_point -648.7! -285.6! radius  2!  2!
004D: jump_if_false Label0DB7FB
0211: actor  22420?? walk_to -646.9! -289.4!
0004:  22520?? =  3?  \\ integer values
0002: jump Label0DB80A

:Label0DB7FB
0211: actor  22420?? walk_to -648.7! -285.6!

:Label0DB80A
00D6: if  0?
0038:    22520?? ==  3?  \\ integer values
004D: jump_if_false Label0DB86E
00D6: if  0?
00EC:   actor  22420??  0? ()near_point -646.9! -289.4! radius  2!  2!
004D: jump_if_false Label0DB85F
0211: actor  22420?? walk_to -643.5! -283.1!
0004:  22520?? =  4?  \\ integer values
0002: jump Label0DB86E

:Label0DB85F
0211: actor  22420?? walk_to -646.9! -289.4!

:Label0DB86E
00D6: if  0?
0038:    22520?? ==  4?  \\ integer values
004D: jump_if_false Label0DB8C6
00D6: if  0?
00EC:   actor  22420??  0? ()near_point -643.5! -283.1! radius  2!  2!
004D: jump_if_false Label0DB8C6
011C: actor  22420?? clear_objective
01BE: set_actor  22420?? to_look_at_spot -650! -269.1!  9!
0004:  22520?? =  5?  \\ integer values

:Label0DB8C6
00D6: if  0?
0118:   actor  22372?? dead
004D: jump_if_false Label0DB8EC
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DB8EC
00D6: if  0?
0119:   car  22368?? wrecked
004D: jump_if_false Label0DB908
0322: kill_player $PLAYER_CHAR
0002: jump Label0DC7F5

:Label0DB908
00D6: if  0?
0118:   actor  22448?? dead
004D: jump_if_false Label0DB91D
01C2: remove_references_to_actor  22448??  \\ Like turning an actor into a random pedestrian

:Label0DB91D
00D6: if  0?
0118:   actor  22452?? dead
004D: jump_if_false Label0DB932
01C2: remove_references_to_actor  22452??  \\ Like turning an actor into a random pedestrian

:Label0DB932
00D6: if  0?
0118:   actor  22384?? dead
004D: jump_if_false Label0DB947
01C2: remove_references_to_actor  22384??  \\ Like turning an actor into a random pedestrian

:Label0DB947
00D6: if  0?
0118:   actor  22388?? dead
004D: jump_if_false Label0DB95C
01C2: remove_references_to_actor  22388??  \\ Like turning an actor into a random pedestrian

:Label0DB95C
00D6: if  0?
0118:   actor  22392?? dead
004D: jump_if_false Label0DB971
01C2: remove_references_to_actor  22392??  \\ Like turning an actor into a random pedestrian

:Label0DB971
00D6: if  0?
0118:   actor  22396?? dead
004D: jump_if_false Label0DB986
01C2: remove_references_to_actor  22396??  \\ Like turning an actor into a random pedestrian

:Label0DB986
00D6: if  0?
0118:   actor  22400?? dead
004D: jump_if_false Label0DB99B
01C2: remove_references_to_actor  22400??  \\ Like turning an actor into a random pedestrian

:Label0DB99B
00D6: if  0?
0118:   actor  22404?? dead
004D: jump_if_false Label0DB9B0
01C2: remove_references_to_actor  22404??  \\ Like turning an actor into a random pedestrian

:Label0DB9B0
00D6: if  0?
0118:   actor  22412?? dead
004D: jump_if_false Label0DB9C5
01C2: remove_references_to_actor  22412??  \\ Like turning an actor into a random pedestrian

:Label0DB9C5
00D6: if  0?
0118:   actor  22416?? dead
004D: jump_if_false Label0DB9DA
01C2: remove_references_to_actor  22416??  \\ Like turning an actor into a random pedestrian

:Label0DB9DA
00D6: if  0?
0118:   actor  22420?? dead
004D: jump_if_false Label0DB9EF
01C2: remove_references_to_actor  22420??  \\ Like turning an actor into a random pedestrian

:Label0DB9EF
0002: jump Label0DB201

:Label0DB9F6
0001: wait  1000& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -642.3! -241.4!  10!  0!  0!  0!
0160: point_camera -630.5! -261.4!  7!  2?
03BA: clear_cars_from_cube -530.2! -186.3!  10! -791.8! -447.8!  0!
041E: set_radio_station  6? -1?
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DBAD9
0464: put_actor $PLAYER_ACTOR into_turret_on_car  22368?? at_car_offset  0! -.4!  1.5! unknown  2? angle  360! with_weapon  0?
00AB: put_car  22368?? at -642.3! -230.4!  6!
0175: set_car  22368?? z_angle_to  223!
0323: unknown_car  22368?? flag  0?
02DB: set_boat  22368?? speed_to  10!
02D3: boat  22368?? drive_to -632.1! -251!  6.5!
0002: jump Label0DBAEF

:Label0DBAD9
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DBAEF
00D6: if  0?
8118:   NOT   actor  22412?? dead
004D: jump_if_false Label0DBB59
00D6: if  0?
80EC:   NOT   actor  22412??  0? ()near_point -641! -309! radius  2!  2!
004D: jump_if_false Label0DBB52
011C: actor  22412?? clear_objective
00A1: put_actor  22412?? at -641! -309!  11.5!
01BE: set_actor  22412?? to_look_at_spot -650! -269.1!  9!

:Label0DBB52
0002: jump Label0DBB5E

:Label0DBB59
01C2: remove_references_to_actor  22412??  \\ Like turning an actor into a random pedestrian

:Label0DBB5E
00D6: if  0?
8118:   NOT   actor  22416?? dead
004D: jump_if_false Label0DBBC8
00D6: if  0?
80EC:   NOT   actor  22416??  0? ()near_point -656.5! -290.5! radius  2!  2!
004D: jump_if_false Label0DBBC1
011C: actor  22416?? clear_objective
00A1: put_actor  22416?? at -656.5! -290.5!  9!
01BE: set_actor  22416?? to_look_at_spot -650! -269.1!  9!

:Label0DBBC1
0002: jump Label0DBBCD

:Label0DBBC8
01C2: remove_references_to_actor  22416??  \\ Like turning an actor into a random pedestrian

:Label0DBBCD
00D6: if  0?
8118:   NOT   actor  22420?? dead
004D: jump_if_false Label0DBC37
00D6: if  0?
80EC:   NOT   actor  22420??  0? ()near_point -643.5! -283.1! radius  2!  2!
004D: jump_if_false Label0DBC30
011C: actor  22420?? clear_objective
00A1: put_actor  22420?? at -643.5! -283.1!  9!
01BE: set_actor  22420?? to_look_at_spot -650! -269.1!  9!

:Label0DBC30
0002: jump Label0DBC3C

:Label0DBC37
01C2: remove_references_to_actor  22420??  \\ Like turning an actor into a random pedestrian

:Label0DBC3C
0001: wait  1000& ms

:Label0DBC41
0001: wait  0? ms
03BA: clear_cars_from_cube -530.2! -186.3!  10! -791.8! -447.8!  0!
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DBFD5
00D6: if  0?
01AD:   car  22368??  0? ()near_point -632.1! -251!  5!  5!
004D: jump_if_false Label0DBFCE
02D4: unknown_turn_off_car  22368?? engine
0323: unknown_car  22368?? flag  1?
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0169: set_fade_color  1?  1?  1?
016A: fade  0? ()  500& ms
0001: wait  600& ms
0055: put_player $PLAYER_CHAR at -633.2! -263.6!  8.7!
0171: set_player $PLAYER_CHAR z_angle_to  143.3!
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DBD0C
00AB: put_car  22368?? at -633.3! -256.2!  5.5!
0175: set_car  22368?? z_angle_to  213!

:Label0DBD0C
00D6: if  0?
8118:   NOT   actor  22412?? dead
004D: jump_if_false Label0DBD3C
0350: unknown_actor  22412?? not_scared_flag  1?
011A: set_actor  22412?? flags  1?
01B2: give_actor  22412?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22412?? kill_player $PLAYER_CHAR

:Label0DBD3C
00D6: if  0?
8118:   NOT   actor  22416?? dead
004D: jump_if_false Label0DBD6C
0350: unknown_actor  22416?? not_scared_flag  1?
011A: set_actor  22416?? flags  1?
01B2: give_actor  22416?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22416?? kill_player $PLAYER_CHAR

:Label0DBD6C
00D6: if  0?
8118:   NOT   actor  22420?? dead
004D: jump_if_false Label0DBD9C
0350: unknown_actor  22420?? not_scared_flag  1?
011A: set_actor  22420?? flags  1?
01B2: give_actor  22420?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22420?? kill_player $PLAYER_CHAR

:Label0DBD9C
009A:  22472?? = create_actor  9? #SGB at -629.9! -300.4!  11!
0173: set_actor  22472?? z_angle_to  66.4!
01ED: spawn_actor  22472??
0243: set_actor  22472?? ped_stats_to  16?
0291: unknown_actor  22472?? unknown_behavior_flag  1?
0350: unknown_actor  22472?? not_scared_flag  1?
011A: set_actor  22472?? flags  1?
01B2: give_actor  22472?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22472?? kill_player $PLAYER_CHAR
009A:  22428?? = create_actor  9? #SGA at -627.3! -310.8!  12.1!
0173: set_actor  22428?? z_angle_to  69.4!
01ED: spawn_actor  22428??
0243: set_actor  22428?? ped_stats_to  16?
0291: unknown_actor  22428?? unknown_behavior_flag  1?
0350: unknown_actor  22428?? not_scared_flag  1?
011A: set_actor  22428?? flags  1?
01B2: give_actor  22428?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22428?? kill_player $PLAYER_CHAR
009A:  22432?? = create_actor  9? #SGA at -631.1! -313!  12.1!
0173: set_actor  22432?? z_angle_to  49.2!
01ED: spawn_actor  22432??
0243: set_actor  22432?? ped_stats_to  16?
0291: unknown_actor  22432?? unknown_behavior_flag  1?
0350: unknown_actor  22432?? not_scared_flag  1?
011A: set_actor  22432?? flags  1?
01B2: give_actor  22432?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22432?? kill_player $PLAYER_CHAR
009A:  22436?? = create_actor  9? #SGA at -648.6! -326.2!  11!
0173: set_actor  22436?? z_angle_to  2.7!
01ED: spawn_actor  22436??
0243: set_actor  22436?? ped_stats_to  16?
0291: unknown_actor  22436?? unknown_behavior_flag  1?
0350: unknown_actor  22436?? not_scared_flag  1?
011A: set_actor  22436?? flags  1?
01B2: give_actor  22436?? weapon  21? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22436?? kill_player $PLAYER_CHAR
009A:  22440?? = create_actor  9? #SGA at -608.5! -294.6!  11!
0173: set_actor  22440?? z_angle_to  46.2!
01ED: spawn_actor  22440??
0243: set_actor  22440?? ped_stats_to  16?
0291: unknown_actor  22440?? unknown_behavior_flag  1?
0350: unknown_actor  22440?? not_scared_flag  1?
011A: set_actor  22440?? flags  1?
01B2: give_actor  22440?? weapon  21? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22440?? kill_player $PLAYER_CHAR
009A:  22444?? = create_actor  9? #SGA at -592.6! -255.9!  9.5!
0173: set_actor  22444?? z_angle_to  10.7!
01ED: spawn_actor  22444??
0243: set_actor  22444?? ped_stats_to  16?
0291: unknown_actor  22444?? unknown_behavior_flag  1?
0350: unknown_actor  22444?? not_scared_flag  1?
011A: set_actor  22444?? flags  1?
01B2: give_actor  22444?? weapon  21? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22444?? kill_player $PLAYER_CHAR
00D6: if  0?
0038:    22512?? ==  0?  \\ integer values
004D: jump_if_false Label0DBFC0
018A:  22488?? = create_checkpoint_at -641! -309!  11.5!

:Label0DBFC0
0004:  22500?? =  0?  \\ integer values
0002: jump Label0DC018

:Label0DBFCE
0002: jump Label0DBFEB

:Label0DBFD5
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DBFEB
0002: jump Label0DBC41
00D6: if  0?
0118:   actor  22372?? dead
004D: jump_if_false Label0DC018
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC018
0001: wait  600& ms
016A: fade  1? (back)  1500& ms
0001: wait  1600& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00BC: text_highpriority "CUB3_03"  7000& ms  1? \\ ~g~Collect all the briefcases filled with the drugs and cash.

:Label0DC045
0001: wait  0? ms
00D6: if  21?
0118:   actor  22372?? dead
0119:   car  22368?? wrecked
004D: jump_if_false Label0DC074
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC074
00D6: if  0?
0118:   actor  22472?? dead
004D: jump_if_false Label0DC11B
01C2: remove_references_to_actor  22472??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    22512?? ==  0?  \\ integer values
004D: jump_if_false Label0DC0D1
000D:  22572?? -=  1!  \\ floating-point values
0213:  22460?? = create_pickup -120? (BRIEFCASE) type  3? at  22568??  22572??  22576??
0164: disable_marker  22488??
018A:  22488?? = create_checkpoint_at  22568??  22572??  22576??
0004:  22512?? =  1?  \\ integer values

:Label0DC0D1
00D6: if  0?
0038:    22512?? ==  1?  \\ integer values
004D: jump_if_false Label0DC114
0009:  22572?? +=  2!  \\ floating-point values
0213:  22464?? = create_pickup -120? (BRIEFCASE) type  3? at  22568??  22572??  22576??
018A:  22492?? = create_checkpoint_at  22568??  22572??  22576??
0004:  22512?? =  2?  \\ integer values

:Label0DC114
0002: jump Label0DC129

:Label0DC11B
00A0:  22568?? = actor  22472?? x_pos,  22572?? = actor  22472?? y_pos,  22576?? = actor  22472?? z_pos

:Label0DC129
00D6: if  0?
0214:   pickup  22456?? picked_up
004D: jump_if_false Label0DC145
0008:  22500?? +=  1?  \\ integer values
0164: disable_marker  22484??

:Label0DC145
00D6: if  0?
0038:    22512?? ==  2?  \\ integer values
004D: jump_if_false Label0DC18F
00D6: if  0?
0214:   pickup  22460?? picked_up
004D: jump_if_false Label0DC173
0008:  22500?? +=  1?  \\ integer values
0164: disable_marker  22488??

:Label0DC173
00D6: if  0?
0214:   pickup  22464?? picked_up
004D: jump_if_false Label0DC18F
0008:  22500?? +=  1?  \\ integer values
0164: disable_marker  22492??

:Label0DC18F
00D6: if  0?
0118:   actor  22412?? dead
004D: jump_if_false Label0DC1A4
01C2: remove_references_to_actor  22412??  \\ Like turning an actor into a random pedestrian

:Label0DC1A4
00D6: if  0?
0118:   actor  22416?? dead
004D: jump_if_false Label0DC1B9
01C2: remove_references_to_actor  22416??  \\ Like turning an actor into a random pedestrian

:Label0DC1B9
00D6: if  0?
0118:   actor  22420?? dead
004D: jump_if_false Label0DC1CE
01C2: remove_references_to_actor  22420??  \\ Like turning an actor into a random pedestrian

:Label0DC1CE
00D6: if  0?
0118:   actor  22428?? dead
004D: jump_if_false Label0DC1E3
01C2: remove_references_to_actor  22428??  \\ Like turning an actor into a random pedestrian

:Label0DC1E3
00D6: if  0?
0118:   actor  22432?? dead
004D: jump_if_false Label0DC1F8
01C2: remove_references_to_actor  22432??  \\ Like turning an actor into a random pedestrian

:Label0DC1F8
00D6: if  0?
0118:   actor  22436?? dead
004D: jump_if_false Label0DC20D
01C2: remove_references_to_actor  22436??  \\ Like turning an actor into a random pedestrian

:Label0DC20D
00D6: if  0?
0118:   actor  22440?? dead
004D: jump_if_false Label0DC222
01C2: remove_references_to_actor  22440??  \\ Like turning an actor into a random pedestrian

:Label0DC222
00D6: if  0?
0118:   actor  22444?? dead
004D: jump_if_false Label0DC237
01C2: remove_references_to_actor  22444??  \\ Like turning an actor into a random pedestrian

:Label0DC237
00D6: if  0?
0038:    22500?? ==  3?  \\ integer values
004D: jump_if_false Label0DC5EC
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
009B: destroy_actor_instantly  22384??
009B: destroy_actor_instantly  22388??
00A5:  22468?? = create_car #DINGHY at -635.5! -237.7!  5.5!
0175: set_car  22468?? z_angle_to  159!
0323: unknown_car  22468?? flag  1?
009A:  22384?? = create_actor  8? #HNA at -635.5! -237.7!  6!
0464: put_actor  22384?? into_turret_on_car  22468?? at_car_offset  0!  1.8!  1.2! unknown  0? angle  360! with_weapon  12?
009A:  22388?? = create_actor  8? #HNA at -635.5! -237.7!  6!
0464: put_actor  22388?? into_turret_on_car  22468?? at_car_offset  .4! -1.8!  1.2! unknown  0? angle  360! with_weapon  12?
0372: set_actor  22388?? anim  14? wait_state_time  100000&& ms
02D3: boat  22468?? drive_to -637! -239!  5.5!
02DB: set_boat  22468?? speed_to  0!
00D6: if  0?
8118:   NOT   actor  22372?? dead
004D: jump_if_false Label0DC337
02A9: set_actor  22372?? immune_to_nonplayer  0?

:Label0DC337
015F: set_camera_position -627.6! -268.3!  12!  0!  0!  0!
0158: camera_on_vehicle  22468??  15?  2?
03BA: clear_cars_from_cube -530.2! -186.3!  10! -791.8! -447.8!  0!

:Label0DC380
00D6: if  0?
81AD:   NOT   car  22468??  0? ()near_point -637! -239!  2!  2!
004D: jump_if_false Label0DC3C1
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22468?? wrecked
004D: jump_if_false Label0DC3BA

:Label0DC3BA
0002: jump Label0DC380

:Label0DC3C1
00D6: if  0?
8119:   NOT   car  22468?? wrecked
004D: jump_if_false Label0DC3E4
02D4: unknown_turn_off_car  22468?? engine
0323: unknown_car  22468?? flag  1?
0002: jump Label0DC3FA

:Label0DC3E4
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0DC7F5

:Label0DC3FA
0001: wait  2000& ms
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DC427
00D6: if  0?
8118:   NOT   actor  22384?? dead
004D: jump_if_false Label0DC427
01D9: actor  22384?? run_away_from_car  22368??

:Label0DC427
0001: wait  2000& ms
00D6: if  0?
8119:   NOT   car  22368?? wrecked
004D: jump_if_false Label0DC4B4
03F5: unknown_prepare_car  22368?? for_explosion flag  1?
00AA:  380?? = car  22368?? x_pos,  384?? = car  22368?? y_pos,  388?? = car  22368?? z_pos
020B: explode_car  22368??
020C: create_explosion_with_radius  2? at  380??  384??  388??
020C: create_explosion_with_radius  11? at  380??  384??  388??
020C: create_explosion_with_radius  1? at  380??  384??  388??
020C: create_explosion_with_radius  6? at  380??  384??  388??
039D: scatter_particles  17?  .8!  0?  0?  0?  11000& at  380??  384??  388??  .1!  0!  .2!

:Label0DC4B4
0001: wait  2000& ms
00D6: if  0?
8118:   NOT   actor  22384?? dead
004D: jump_if_false Label0DC518
0465: remove_actor  22384?? from_turret_mode
00A1: put_actor  22384?? at -632.2! -264!  8.7!
0173: set_actor  22384?? z_angle_to  183!
01ED: spawn_actor  22384??
0243: set_actor  22384?? ped_stats_to  16?
0291: unknown_actor  22384?? unknown_behavior_flag  1?
011A: set_actor  22384?? flags  1?
01B2: give_actor  22384?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22384?? kill_player $PLAYER_CHAR

:Label0DC518
00D6: if  0?
8118:   NOT   actor  22388?? dead
004D: jump_if_false Label0DC580
0372: set_actor  22388?? anim  0? wait_state_time  100? ms
0465: remove_actor  22388?? from_turret_mode
00A1: put_actor  22388?? at -639.2! -272!  8.7!
0173: set_actor  22388?? z_angle_to  183!
01ED: spawn_actor  22388??
0243: set_actor  22388?? ped_stats_to  16?
0291: unknown_actor  22388?? unknown_behavior_flag  1?
011A: set_actor  22388?? flags  1?
01B2: give_actor  22388?? weapon  27? ammo  30000&  \\ Load the weapon model before using this
01CA: actor  22388?? kill_player $PLAYER_CHAR

:Label0DC580
00D6: if  0?
8119:   NOT   car  22468?? wrecked
004D: jump_if_false Label0DC5AE
00AB: put_car  22468?? at -624! -257.7!  6!
0175: set_car  22468?? z_angle_to  335!

:Label0DC5AE
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
018A:  22496?? = create_checkpoint_at -1170! -603.4!  11.6!
00BC: text_highpriority "CUB3_04"  7000& ms  1? \\ ~g~Get the drugs and cash back to Umberto.
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
0002: jump Label0DC5F3

:Label0DC5EC
0002: jump Label0DC045

:Label0DC5F3
0001: wait  0? ms
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -1169.9! -607.8!  10.6! radius  2!  2!  2!
004D: jump_if_false Label0DC746
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1171! -595.6!  14.2!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  15?  2?
0055: put_player $PLAYER_CHAR at -1161.4! -620.2!  10.6!
009A:  22476?? = create_actor  4? #NULL at -1169.9! -607.8!  10.6!
01BE: set_actor  22476?? to_look_at_spot -1169.7! -630.9!  11!
0239: actor  22476?? run_to -1169.7! -630.9!
00D6: if  0?
8118:   NOT   actor  22476?? dead
004D: jump_if_false Label0DC6BA

:Label0DC6BA
00D6: if  0?
80ED:   NOT   actor  22476??  0? ()near_point_on_foot -1169.7! -630.9! radius  2!  2!
004D: jump_if_false Label0DC6FB
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  22476?? dead
004D: jump_if_false Label0DC6F4

:Label0DC6F4
0002: jump Label0DC6BA

:Label0DC6FB
00D6: if  0?
8118:   NOT   actor  22476?? dead
004D: jump_if_false Label0DC710
011C: actor  22476?? clear_objective

:Label0DC710
0001: wait  1000& ms
009B: destroy_actor_instantly  22476??
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0395: clear_area  1? at -1170.2! -603.9! range  10.6!  20!
0002: jump Label0DC806

:Label0DC746
00D6: if  0?
0118:   actor  22412?? dead
004D: jump_if_false Label0DC75B
01C2: remove_references_to_actor  22412??  \\ Like turning an actor into a random pedestrian

:Label0DC75B
00D6: if  0?
0118:   actor  22416?? dead
004D: jump_if_false Label0DC770
01C2: remove_references_to_actor  22416??  \\ Like turning an actor into a random pedestrian

:Label0DC770
00D6: if  0?
0118:   actor  22420?? dead
004D: jump_if_false Label0DC785
01C2: remove_references_to_actor  22420??  \\ Like turning an actor into a random pedestrian

:Label0DC785
00D6: if  0?
0118:   actor  22428?? dead
004D: jump_if_false Label0DC79A
01C2: remove_references_to_actor  22428??  \\ Like turning an actor into a random pedestrian

:Label0DC79A
00D6: if  0?
0118:   actor  22432?? dead
004D: jump_if_false Label0DC7AF
01C2: remove_references_to_actor  22432??  \\ Like turning an actor into a random pedestrian

:Label0DC7AF
00D6: if  0?
0118:   actor  22436?? dead
004D: jump_if_false Label0DC7C4
01C2: remove_references_to_actor  22436??  \\ Like turning an actor into a random pedestrian

:Label0DC7C4
00D6: if  0?
0118:   actor  22440?? dead
004D: jump_if_false Label0DC7D9
01C2: remove_references_to_actor  22440??  \\ Like turning an actor into a random pedestrian

:Label0DC7D9
00D6: if  0?
0118:   actor  22444?? dead
004D: jump_if_false Label0DC7EE
01C2: remove_references_to_actor  22444??  \\ Like turning an actor into a random pedestrian

:Label0DC7EE
0002: jump Label0DC5F3

:Label0DC7F5
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0DC806
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
030C: set_mission_points +=  1?
0318: set_latest_mission_passed "CUB_3" \\ Naval Engagement
004F: create_thread Label00DBEC 
0004:  1124?? =  1?  \\ integer values
0051: return

:Label0DC84A
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03F2: pedgroup  8? remove_threat  1?
0249: release_model #TROPIC
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #JETMAX
0249: release_model #SGA
0249: release_model #GRENADE
0249: release_model #DINGHY
0249: release_model #SGB
0249: release_model #CBB
0249: release_model -120? (BRIEFCASE)
0249: release_model #RUGER
0249: release_model #BUDDYSHOT
0249: release_model #UZI
0164: disable_marker  22480??
0164: disable_marker  22484??
0164: disable_marker  22488??
0164: disable_marker  22492??
0164: disable_marker  22496??
0215: destroy_pickup  22456??
0215: destroy_pickup  22460??
0215: destroy_pickup  22464??
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 59---------------
; Originally: Trojan Voodoo


:Label0DC8CF
03A4: name_thread "CUBAN4"
0050: gosub Label0DC8FD
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0DC8F4
0050: gosub Label0E1755

:Label0DC8F4
0050: gosub Label0E1934
004E: end_thread

:Label0DC8FD
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "CUBAN4"
058E: unknown_point_command -1173.5! -599.6!  10.2! angle  277.1!
0004:  22740?? =  0?  \\ integer values
0004:  22744?? =  1?  \\ integer values
0004:  22748?? =  0?  \\ integer values
0004:  22752?? =  0?  \\ integer values
0004:  22756?? =  0?  \\ integer values
0004:  22760?? =  0?  \\ integer values
0004:  22764?? =  0?  \\ integer values
0004:  22768?? =  0?  \\ integer values
0004:  22772?? =  0?  \\ integer values
0004:  22776?? =  0?  \\ integer values
0004:  22780?? =  0?  \\ integer values
0004:  22784?? =  0?  \\ integer values
0004:  22788?? =  0?  \\ integer values
0004:  22792?? =  0?  \\ integer values
0004:  22796?? =  0?  \\ integer values
0004:  22800?? =  46000&&  \\ integer values
0004:  22804?? =  0?  \\ integer values
0004:  22808?? =  2?  \\ integer values
0004:  22812?? =  0?  \\ integer values
0004:  22816?? =  0?  \\ integer values
0004:  22820?? =  0?  \\ integer values
0004:  22824?? =  0?  \\ integer values
0004:  22828?? =  0?  \\ integer values
0004:  22832?? =  0?  \\ integer values
0004:  22836?? =  0?  \\ integer values
0004:  22840?? =  0?  \\ integer values
0004:  22652?? =  0?  \\ integer values
0004:  22656?? =  0?  \\ integer values
0004:  22844?? =  0?  \\ integer values
0004:  22848?? =  0?  \\ integer values
0004:  22852?? =  0?  \\ integer values
0004:  22856?? =  0?  \\ integer values
0004:  22860?? =  0?  \\ integer values
0004:  22864?? =  0?  \\ integer values
0004:  22868?? =  0?  \\ integer values
04BB: select_interiour  7?  \\ select render area
0522: (unknown)
042B: clear_peds_from_cube -1174.8! -609!  10.4! -116.3! -632.5!  15.3!
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
03CF: load_wav "MONO16" as  1?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "CSUMBTO"
023C: load_special_actor  3? "FLOOZYB"
023C: load_special_actor  4? "FLOOZYC"
023C: load_special_actor  5? "CSPAPA"
02F3: load_object #CUTOBJ01 "CCFAN"
02F3: load_object #CUTOBJ02 "ESPRESO"
03CB: set_camera -1169! -620!  10.791!
038B: load_requested_models

:Label0DCAD5
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0DCAFF
0001: wait  0? ms
0002: jump Label0DCAD5

:Label0DCAFF
00D6: if  21?
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0DCB1F
0001: wait  0? ms
0002: jump Label0DCAFF

:Label0DCB1F
02E4: load_cutscene_data "CUB_3"
0244: set_cutscene_pos -1170.708! -608.327!  10.791!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  724?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  724?? "CSUMBTO"
02E5:  700?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  700?? "FLOOZYB"
02E5:  704?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  704?? "FLOOZYC"
02E5:  716?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  716?? "CSPAPA"
02E5:  872?? = create_cutscene_object #CUTOBJ01
04BC: "CCFAN"
02E6: set_cutscene_anim  872?? "CCFAN"
02E5:  816?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  816?? "ESPRESO"
0395: clear_area  1? at -1170.9! -603.7! range  10.6!  1!
0055: put_player $PLAYER_CHAR at -1170.9! -603.7!  10.6!
0171: set_player $PLAYER_CHAR z_angle_to  15.3!
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0DCC25
00D6: if  0?
001A:    1888& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCC48
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC25

:Label0DCC48
00BC: text_highpriority "CUB4_A"  10000& ms  1? \\ Hey, ladies. You know what I'm gonna do?

:Label0DCC57
00D6: if  0?
001A:    5073& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCC7A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC57

:Label0DCC7A
00BC: text_highpriority "CUB4_B"  10000& ms  1? \\ I'm gonna kill me a Haitian. And then?

:Label0DCC89
00D6: if  0?
001A:    7958& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCCAC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCC89

:Label0DCCAC
00BC: text_highpriority "CUB4_C"  10000& ms  1? \\ And then I'm going to make love like a man.

:Label0DCCBB
00D6: if  0?
001A:    9915& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCCDE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCCBB

:Label0DCCDE
00BC: text_highpriority "CUB4_D"  10000& ms  1? \\ You know that, chica? Something like this.

:Label0DCCED
00D6: if  0?
001A:    15514& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCD10
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCCED

:Label0DCD10
00BC: text_highpriority "CUB4_E"  10000& ms  1? \\ Loser!

:Label0DCD1F
00D6: if  0?
001A:    17098& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCD42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD1F

:Label0DCD42
00BC: text_highpriority "CUB4_F"  10000& ms  1? \\ Prick.

:Label0DCD51
00D6: if  0?
001A:    17491& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCD74
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD51

:Label0DCD74
00BC: text_highpriority "CUB4_G"  10000& ms  1? \\ Hey, baby, I wouldn't touch you with a ten foot pole!

:Label0DCD83
00D6: if  0?
001A:    21119& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCDA6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCD83

:Label0DCDA6
00BC: text_highpriority "CUB4_H"  10000& ms  1? \\ Umberto Robina, he likes the ladies! Not some goat in a skirt!

:Label0DCDB5
00D6: if  0?
001A:    26363& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCDD8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCDB5

:Label0DCDD8
00BC: text_highpriority "CUB4_I"  10000& ms  1? \\ Tommy!! Tommy, I love you, I love you! Let's go!

:Label0DCDE7
00D6: if  0?
001A:    31119& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCE0A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCDE7

:Label0DCE0A
00BC: text_highpriority "CUB4_J"  10000& ms  1? \\ Go where? Can't I get a cup of coffee first?

:Label0DCE19
00D6: if  0?
001A:    32804&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCE3E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE19

:Label0DCE3E
00BC: text_highpriority "CUB4_K"  10000& ms  1? \\ No time for coffee! Besides, I just had one.

:Label0DCE4D
00D6: if  0?
001A:    36208&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCE72
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE4D

:Label0DCE72
00BC: text_highpriority "CUB4_L"  10000& ms  1? \\ We gonna take out the Haitians.

:Label0DCE81
00D6: if  0?
001A:    38251&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCEA6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCE81

:Label0DCEA6
00BC: text_highpriority "CUB4_M"  10000& ms  1? \\ Tommy, how do you take out a snake?

:Label0DCEB5
00D6: if  0?
001A:    41602&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCEDA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCEB5

:Label0DCEDA
00BC: text_highpriority "CUB4_N"  10000& ms  1? \\ You bite him in the ass! Hahaha!

:Label0DCEE9
00D6: if  0?
001A:    43148&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCF0E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCEE9

:Label0DCF0E
00BC: text_highpriority "CUB4_O"  10000& ms  1? \\ Whatever you say, Umberto.

:Label0DCF1D
00D6: if  0?
001A:    44248&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCF42
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF1D

:Label0DCF42
00BC: text_highpriority "CUB4_P"  10000& ms  1? \\ Tommy, you go and get us a little Haitian car.

:Label0DCF51
00D6: if  0?
001A:    46776&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCF76
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF51

:Label0DCF76
00BC: text_highpriority "CUB4_Q"  10000& ms  1? \\ When you get it, come back and pick up my boy.

:Label0DCF85
00D6: if  0?
001A:    49338&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCFAA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCF85

:Label0DCFAA
00BC: text_highpriority "CUB4_R"  10000& ms  1? \\ Pepe, and take him out to the Haitians.

:Label0DCFB9
00D6: if  0?
001A:    53344&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DCFDE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCFB9

:Label0DCFDE
00BC: text_highpriority "CUB4_S"  10000& ms  1? \\ Then, you go around to the Haitians processing plant, and you use their solvent as an explosive.

:Label0DCFED
00D6: if  0?
001A:    59927&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD012
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DCFED

:Label0DD012
00BC: text_highpriority "CUB4_T"  10000& ms  1? \\ Boom! Bye bye!

:Label0DD021
00D6: if  0?
001A:    62394&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD046
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD021

:Label0DD046
00BC: text_highpriority "CUB4_U"  10000& ms  1? \\ Umberto, what about you?

:Label0DD055
00D6: if  0?
001A:    64830&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD07A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD055

:Label0DD07A
00BC: text_highpriority "CUB4_V"  10000& ms  1? \\ Uhh... I'm going to stay behind, and watch over the cafe with Poppa.

:Label0DD089
00D6: if  0?
001A:    68153&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD0AE
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD089

:Label0DD0AE
00BC: text_highpriority "CUB4_W"  10000& ms  1? \\ He not feeling so good. You know?

:Label0DD0BD
00D6: if  0?
001A:    69153&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD0E2
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD0BD

:Label0DD0E2
00BE: text_clear_all

:Label0DD0E4
00D6: if  0?
001A:    71424&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0DD109
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0DD0E4

:Label0DD109
016A: fade  0? ()  1500& ms
00BE: text_clear_all
0001: wait  1000& ms
00D6: if  0?
856A:   NOT (unknown)
004D: jump_if_false Label0DD137
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0DD137
03D1: play_wav  1?

:Label0DD137
00D6: if  0?
016B:   fading
004D: jump_if_false Label0DD14F
0001: wait  0? ms
0002: jump Label0DD137

:Label0DD14F
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04BB: select_interiour  0?  \\ select render area
0004:  3956?? =  0?  \\ integer values
01EB: set_car_density_to  1!
03DE: set_pedestrians_density_multiplier_to  1!
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
0373: set_camera_directly_behind_player
04E3: unknown_player $PLAYER_CHAR  1?  60000&&
03F1: pedtype  8? add_threat  1?
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBB
0247: request_model #CBA
0247: request_model #SNIPER
0247: request_model #TEC9
0247: request_model #VOODOO
0247: request_model -124? (DYNAMITE)

:Label0DD1D0
00D6: if  23?
8248:   NOT   model #CBA available
8248:   NOT   model #CBB available
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
004D: jump_if_false Label0DD1F6
0001: wait  0? ms
0002: jump Label0DD1D0

:Label0DD1F6
00D6: if  23?
8248:   NOT   model #SNIPER available
8248:   NOT   model #TEC9 available
8248:   NOT   model #VOODOO available
8248:   NOT   model -124? (DYNAMITE) available
004D: jump_if_false Label0DD21F
0001: wait  0? ms
0002: jump Label0DD1F6

:Label0DD21F
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0DD2F1
018A:  22736?? = create_checkpoint_at -1181.2!  83.8!  11.3!
018A:  22724?? = create_checkpoint_at -1198.4!  104.8!  11.1!
018A:  22728?? = create_checkpoint_at -1198.4!  106.6!  11.1!
018A:  22732?? = create_checkpoint_at -1198.9!  108.3!  11.1!
018A:  22712?? = create_checkpoint_at -1037.4!  172.3!  10!
018A:  22716?? = create_checkpoint_at -1084.1!  70.2!  10.8!
009A:  22700?? = create_actor  8? #HNA at -1197.9!  82.5!  10.1!
009A:  22704?? = create_actor  8? #HNA at -1189!  83.6!  10.1!
009A:  22708?? = create_actor  8? #HNA at -1190.5!  68.5!  10.1!

:Label0DD2F1
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  67!  10.1! unknown_angle  10!  10!  0!  0?
004D: jump_if_false Label0DD32C
0001: wait  0? ms
0002: jump Label0DD2F1

:Label0DD32C
00A5:  22872?? = create_car #VOODOO at -1071.3! -608.4!  9.7!
009A:  22608?? = create_actor  14? #CBB at -1170! -607!  10.6!
04F5: unknown_actor  22608?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22608?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22608??
02A9: set_actor  22608?? immune_to_nonplayer  1?
039E: (unknown)  22608??  1? 
0243: set_actor  22608?? ped_stats_to  16?
0291: unknown_actor  22608?? unknown_behavior_flag  1?
0319: set_actor  22608?? wander_state_to  1? (off)
0568:  22608??  1?
016A: fade  1? (back)  1500& ms
009A:  22636?? = create_actor  8? #HNA at -1116.8!  74.3!  10.1!
0173: set_actor  22636?? z_angle_to  234.8!
01B2: give_actor  22636?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22636??
0243: set_actor  22636?? ped_stats_to  16?
0291: unknown_actor  22636?? unknown_behavior_flag  1?
0350: unknown_actor  22636?? not_scared_flag  1?
009A:  22640?? = create_actor  8? #HNB at -1179.4!  71.2!  23.9!
0173: set_actor  22640?? z_angle_to  270!
01B2: give_actor  22640?? weapon  28? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22640??
0243: set_actor  22640?? ped_stats_to  16?
0291: unknown_actor  22640?? unknown_behavior_flag  1?
0350: unknown_actor  22640?? not_scared_flag  1?
00A5:  22612?? = create_car #VOODOO at -1044.5!  172.7!  9.8!
0175: set_car  22612?? z_angle_to  180.8!
02AA: set_car  22612?? immune_to_nonplayer  1?
00AD: set_car  22612?? max_speed_to  0!
020A: set_car  22612?? door_status_to  2?
00AE: unknown_set_car  22612?? to_ignore_traffic_lights  2?
0129:  22620?? = create_actor  14? #CBB in_car  22612?? driverseat
04F5: unknown_actor  22620?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22620?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22620??
039E: (unknown)  22620??  1? 
0568:  22620??  1?
01C8:  22624?? = create_actor  14? #CBA in_car  22612?? passenger_seat  0?
04F5: unknown_actor  22624?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22624?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22624??
039E: (unknown)  22624??  1? 
0568:  22624??  1?
00A5:  22616?? = create_car #VOODOO at -1040.4!  173.4!  9.9!
0175: set_car  22616?? z_angle_to  177.1!
02AA: set_car  22616?? immune_to_nonplayer  1?
00AD: set_car  22616?? max_speed_to  0!
020A: set_car  22616?? door_status_to  2?
00AE: unknown_set_car  22616?? to_ignore_traffic_lights  2?
0129:  22628?? = create_actor  14? #CBA in_car  22616?? driverseat
04F5: unknown_actor  22628?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22628?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22628??
039E: (unknown)  22628??  1? 
0568:  22628??  1?
01C8:  22632?? = create_actor  14? #CBA in_car  22616?? passenger_seat  0?
04F5: unknown_actor  22632?? kiss_player $PLAYER_CHAR on  1?
01B2: give_actor  22632?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22632??
039E: (unknown)  22632??  1? 
0568:  22632??  1?
04BD: unknown_car  22612??  1?
04E0: unknown_car  22612??  255&
04BD: unknown_car  22616??  1?
04E0: unknown_car  22616??  255&
01DF: tie_actor  22608?? to_player $PLAYER_CHAR
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
00BC: text_highpriority "CUB4_26"  5000& ms  1? \\ ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car.

:Label0DD5C4
0001: wait  0? ms
00D6: if  0?
0038:    22836?? ==  0?  \\ integer values
004D: jump_if_false Label0DD748
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0DD748
00DA:  22604?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DD748
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DD736
03F2: pedgroup  8? remove_threat  1?
0164: disable_marker  22712??
0164: disable_marker  22716??
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD72F
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  22608?? radius  8!  8!  8!
004D: jump_if_false Label0DD72F
03CF: load_wav "CUB4_6" as  1?

:Label0DD665
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DD67F
0001: wait  0? ms
0002: jump Label0DD665

:Label0DD67F
00BC: text_highpriority "CUB4_13"  5000& ms  1? \\ Oye, let's go find our muchachos!
03D1: play_wav  1?

:Label0DD692
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD6B1
0001: wait  0? ms
0002: jump Label0DD692

:Label0DD6B1
040D: unload_wav  1?
03D5: remove_text "CUB4_13" \\ Oye, let's go find our muchachos!
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DD6EC
018A:  22712?? = create_checkpoint_at -1037.4!  172.3!  10!
0002: jump Label0DD700

:Label0DD6EC
018A:  22716?? = create_checkpoint_at -1084.1!  70.2!  10.8!

:Label0DD700
00D6: if  0?
0038:    22812?? ==  0?  \\ integer values
004D: jump_if_false Label0DD728
00BC: text_highpriority "CUB4_27"  5000& ms  1? \\ ~g~Go and meet up with Rico and the other Cubans.
0004:  22812?? =  1?  \\ integer values

:Label0DD728
0004:  22836?? =  1?  \\ integer values

:Label0DD72F
0002: jump Label0DD748

:Label0DD736
03F1: pedtype  8? add_threat  1?
01C3: remove_references_to_car  22604??  \\ Like turning a car into any random car
0004:  22836?? =  0?  \\ integer values

:Label0DD748
00D6: if  0?
0038:    22836?? ==  1?  \\ integer values
004D: jump_if_false Label0DDC7E
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DDC7E
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DDBEE
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DDBAB
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDBA4
00D6: if  0?
0320:   actor  22608?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDBA4
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car -1037.4!  172.3!  10! radius  3!  3!  10!
004D: jump_if_false Label0DDB9D
0164: disable_marker  22712??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
03BA: clear_cars_from_cube -1072.2!  70.7!  10.2! -1011.2!  200.7!  15.2!
015F: set_camera_position -1029.6!  169.7!  13.1!  0!  0!  0!
0160: point_camera -1030.5!  170!  12.9!  2?
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DD873
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DD873
00AE: unknown_set_car  22612?? to_ignore_traffic_lights  3?
00AE: unknown_set_car  22616?? to_ignore_traffic_lights  3?

:Label0DD873
03CF: load_wav "CUB4_2" as  1?
03CF: load_wav "CUB4_1" as  2?

:Label0DD88B
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0DD8A9
0001: wait  0? ms
0002: jump Label0DD88B

:Label0DD8A9
00BC: text_highpriority "CUB4_08"  4000& ms  1? \\ Hola, amigos.
03D1: play_wav  1?

:Label0DD8BC
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD8DB
0001: wait  0? ms
0002: jump Label0DD8BC

:Label0DD8DB
040D: unload_wav  1?
03D5: remove_text "CUB4_08" \\ Hola, amigos.
00BC: text_highpriority "CUB4_07"  4000& ms  1? \\ Oy - the solvent is round the back, amigo.
03D1: play_wav  2?

:Label0DD8FC
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD91B
0001: wait  0? ms
0002: jump Label0DD8FC

:Label0DD91B
040D: unload_wav  2?
03D5: remove_text "CUB4_07" \\ Oy - the solvent is round the back, amigo.
03CF: load_wav "CUB4_3" as  1?
03CF: load_wav "CUB4_4" as  2?

:Label0DD941
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0DD95F
0001: wait  0? ms
0002: jump Label0DD941

:Label0DD95F
00BC: text_highpriority "CUB4_09"  4000& ms  1? \\ Bueno. Haitian Putas. Muerte.
03D1: play_wav  1?

:Label0DD972
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD991
0001: wait  0? ms
0002: jump Label0DD972

:Label0DD991
040D: unload_wav  1?
03D5: remove_text "CUB4_09" \\ Bueno. Haitian Putas. Muerte.
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DD9CD
00AD: set_car  22612?? max_speed_to  10!
00A7: unknown_car  22612?? drive_to -1072.2!  70.7!  11.2!

:Label0DD9CD
00BC: text_highpriority "CUB4_10"  4000& ms  1? \\ Vamos.
03D1: play_wav  2?

:Label0DD9E0
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DD9FF
0001: wait  0? ms
0002: jump Label0DD9E0

:Label0DD9FF
040D: unload_wav  2?
03D5: remove_text "CUB4_10" \\ Vamos.
03CF: load_wav "CUB4_5" as  1?
03CF: load_wav "CUB4_7" as  2?

:Label0DDA25
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0DDA43
0001: wait  0? ms
0002: jump Label0DDA25

:Label0DDA43
00BC: text_highpriority "CUB4_11"  4000& ms  1? \\ Vamos indeed.
03D1: play_wav  1?

:Label0DDA56
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDA75
0001: wait  0? ms
0002: jump Label0DDA56

:Label0DDA75
040D: unload_wav  1?
03D5: remove_text "CUB4_11" \\ Vamos indeed.
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DDAB1
00AD: set_car  22616?? max_speed_to  10!
00A7: unknown_car  22616?? drive_to -1072.2!  70.7!  11.2!

:Label0DDAB1
00BC: text_highpriority "CUB4_14"  4000& ms  1? \\ Follow my compadres.
03D1: play_wav  2?

:Label0DDAC4
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDAE3
0001: wait  0? ms
0002: jump Label0DDAC4

:Label0DDAE3
040D: unload_wav  2?
03D5: remove_text "CUB4_14" \\ Follow my compadres.
0001: wait  3000& ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DDB3B
00AD: set_car  22612?? max_speed_to  0!
00AB: put_car  22612?? at -1101.2!  70!  10.8!
0175: set_car  22612?? z_angle_to  87.8!

:Label0DDB3B
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DDB73
00AD: set_car  22616?? max_speed_to  0!
00AB: put_car  22616?? at -1093!  70.6!  10.8!
0175: set_car  22616?? z_angle_to  90.6!

:Label0DDB73
018A:  22716?? = create_checkpoint_at -1084.1!  70.2!  10.8!
00BC: text_highpriority "CUB4_28"  5000& ms  1? \\ ~g~Join the other Cubans at the Haitian Drugs Factory.
0004:  22840?? =  1?  \\ integer values

:Label0DDB9D
0004:  22808?? =  0?  \\ integer values

:Label0DDBA4
0002: jump Label0DDBE7

:Label0DDBAB
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car -1084.1!  70.2!  10.8! radius  5!  5!  10!
004D: jump_if_false Label0DDBE7
0164: disable_marker  22716??
0002: jump Label0DE89E

:Label0DDBE7
0002: jump Label0DDC7E

:Label0DDBEE
00D6: if  0?
0038:    22808?? ==  0?  \\ integer values
004D: jump_if_false Label0DDC6D
03CF: load_wav "CUB4_5A" as  1?

:Label0DDC0C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DDC26
0001: wait  0? ms
0002: jump Label0DDC0C

:Label0DDC26
00BC: text_highpriority "CUB4_12"  5000& ms  1? \\ Hey, we need a Haitian gang car!
03D1: play_wav  1?

:Label0DDC39
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDC58
0001: wait  0? ms
0002: jump Label0DDC39

:Label0DDC58
040D: unload_wav  1?
03D5: remove_text "CUB4_12" \\ Hey, we need a Haitian gang car!
0004:  22808?? =  1?  \\ integer values

:Label0DDC6D
0164: disable_marker  22712??
0164: disable_marker  22716??
0004:  22836?? =  0?  \\ integer values

:Label0DDC7E
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label0DDEFF
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDEE2
00D6: if  0?
0038:    22744?? ==  1?  \\ integer values
004D: jump_if_false Label0DDCEE
00D6: if  0?
8320:   NOT   actor  22608?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDCEE
00BC: text_highpriority "CUB4_24"  5000& ms  1? \\ You've left Pepe behind, go and get him.
0164: disable_marker  22712??
0164: disable_marker  22716??
0187:  22720?? = create_marker_above_actor  22608??
0004:  22744?? =  0?  \\ integer values

:Label0DDCEE
00D6: if  0?
0038:    22744?? ==  0?  \\ integer values
004D: jump_if_false Label0DDEDB
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  22608?? radius  8!  8!  8!
004D: jump_if_false Label0DDEDB
01DF: tie_actor  22608?? to_player $PLAYER_CHAR
0164: disable_marker  22720??
0164: disable_marker  22712??
0164: disable_marker  22716??
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #VOODOO
004D: jump_if_false Label0DDDD4
00D6: if  0?
0038:    22808?? ==  0?  \\ integer values
004D: jump_if_false Label0DDDCD
03CF: load_wav "CUB4_5A" as  1?

:Label0DDD6C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DDD86
0001: wait  0? ms
0002: jump Label0DDD6C

:Label0DDD86
00BC: text_highpriority "CUB4_12"  5000& ms  1? \\ Hey, we need a Haitian gang car!
03D1: play_wav  1?

:Label0DDD99
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDDB8
0001: wait  0? ms
0002: jump Label0DDD99

:Label0DDDB8
040D: unload_wav  1?
03D5: remove_text "CUB4_12" \\ Hey, we need a Haitian gang car!
0004:  22808?? =  1?  \\ integer values

:Label0DDDCD
0002: jump Label0DDE3A

:Label0DDDD4
03CF: load_wav "CUB4_6" as  1?

:Label0DDDE0
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DDDFA
0001: wait  0? ms
0002: jump Label0DDDE0

:Label0DDDFA
00BC: text_highpriority "CUB4_13"  5000& ms  1? \\ Oye, let's go find our muchachos!
03D1: play_wav  1?

:Label0DDE0D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDE2C
0001: wait  0? ms
0002: jump Label0DDE0D

:Label0DDE2C
040D: unload_wav  1?
03D5: remove_text "CUB4_13" \\ Oye, let's go find our muchachos!

:Label0DDE3A
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DDED4
00D6: if  0?
0320:   actor  22608?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DDED4
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DDED4
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DDED4
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DDED4
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DDEC0
018A:  22712?? = create_checkpoint_at -1037.4!  172.3!  10!
0002: jump Label0DDED4

:Label0DDEC0
018A:  22716?? = create_checkpoint_at -1084.1!  70.2!  10.8!

:Label0DDED4
0004:  22744?? =  1?  \\ integer values

:Label0DDEDB
0002: jump Label0DDEF8

:Label0DDEE2
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DDEF8
0004:  22808?? =  0?  \\ integer values

:Label0DDEFF
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0DE7B6
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE7B6
00D6: if  0?
0320:   actor  22608?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0DE7B6
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  22608?? radius  8!  8!  8!
004D: jump_if_false Label0DE7B6
00D6: if  0?
0038:    22848?? ==  0?  \\ integer values
004D: jump_if_false Label0DE088
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1222.1! -346.7! -996.3! -365.2!
004D: jump_if_false Label0DE088
03CF: load_wav "CUB4_11" as  1?

:Label0DDF9D
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DDFFC
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DDFDF
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DDFF5

:Label0DDFDF
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DDFF5
0002: jump Label0DDF9D

:Label0DDFFC
00BC: text_highpriority "CUB4_18"  5000& ms  1? \\ Man, this a nice part of town...
03D1: play_wav  1?

:Label0DE00F
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE073
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE056
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE06C

:Label0DE056
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE06C
0002: jump Label0DE00F

:Label0DE073
040D: unload_wav  1?
03D5: remove_text "CUB4_18" \\ Man, this a nice part of town...
0004:  22848?? =  1?  \\ integer values

:Label0DE088
00D6: if  0?
0038:    22852?? ==  0?  \\ integer values
004D: jump_if_false Label0DE1B7
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -989.3! -436.5! -1011.2! -500.6!
004D: jump_if_false Label0DE1B7
03CF: load_wav "CUB4_13" as  1?

:Label0DE0CC
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DE12B
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE10E
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE124

:Label0DE10E
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE124
0002: jump Label0DE0CC

:Label0DE12B
00BC: text_highpriority "CUB4_20"  5000& ms  1? \\ I had a beautiful woman... lived around this neighborhood.
03D1: play_wav  1?

:Label0DE13E
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE1A2
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE185
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE19B

:Label0DE185
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE19B
0002: jump Label0DE13E

:Label0DE1A2
040D: unload_wav  1?
03D5: remove_text "CUB4_20" \\ I had a beautiful woman... lived around this neighborhood.
0004:  22852?? =  1?  \\ integer values

:Label0DE1B7
00D6: if  0?
0038:    22856?? ==  0?  \\ integer values
004D: jump_if_false Label0DE2E6
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1186.1! -95.5! -1054.3! -51.6!
004D: jump_if_false Label0DE2E6
03CF: load_wav "CUB4_12" as  1?

:Label0DE1FB
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DE25A
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE23D
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE253

:Label0DE23D
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE253
0002: jump Label0DE1FB

:Label0DE25A
00BC: text_highpriority "CUB4_19"  5000& ms  1? \\ This place is a dump, man.
03D1: play_wav  1?

:Label0DE26D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE2D1
0001: wait  0? ms
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE2B4
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE2CA

:Label0DE2B4
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE2CA
0002: jump Label0DE26D

:Label0DE2D1
040D: unload_wav  1?
03D5: remove_text "CUB4_19" \\ This place is a dump, man.
0004:  22856?? =  1?  \\ integer values

:Label0DE2E6
00D6: if  0?
0038:    22860?? ==  0?  \\ integer values
004D: jump_if_false Label0DE481
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1063.6!  101.9! -1078.9!  67!
004D: jump_if_false Label0DE481
03CF: load_wav "CUB4_14" as  1?

:Label0DE32A
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DE3BF
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE3B8
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE3B8
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE3B8
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE3A2
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE3B8

:Label0DE3A2
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE3B8
0002: jump Label0DE32A

:Label0DE3BF
00BC: text_highpriority "CUB4_21"  5000& ms  1? \\ You know, they do nice pizzas here.
03D1: play_wav  1?

:Label0DE3D2
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE46C
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE465
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE465
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE465
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE44F
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE465

:Label0DE44F
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE465
0002: jump Label0DE3D2

:Label0DE46C
040D: unload_wav  1?
03D5: remove_text "CUB4_21" \\ You know, they do nice pizzas here.
0004:  22860?? =  1?  \\ integer values

:Label0DE481
00D6: if  0?
0038:    22864?? ==  0?  \\ integer values
004D: jump_if_false Label0DE60B
00D6: if  0?
0019:    16@ >  60000&&  \\ integer values
004D: jump_if_false Label0DE60B
03CF: load_wav "CUB4_16" as  1?

:Label0DE4B4
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DE549
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE542
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE542
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE542
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE52C
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE542

:Label0DE52C
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE542
0002: jump Label0DE4B4

:Label0DE549
00BC: text_highpriority "CUB4_23"  5000& ms  1? \\ You lost, man?
03D1: play_wav  1?

:Label0DE55C
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE5F6
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE5EF
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE5EF
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE5EF
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE5D9
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE5EF

:Label0DE5D9
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE5EF
0002: jump Label0DE55C

:Label0DE5F6
040D: unload_wav  1?
03D5: remove_text "CUB4_23" \\ You lost, man?
0004:  22864?? =  1?  \\ integer values

:Label0DE60B
00D6: if  0?
0038:    22868?? ==  0?  \\ integer values
004D: jump_if_false Label0DE7B6
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0DE7B6
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1045.9!  138.2! -1012.2!  198.7!
004D: jump_if_false Label0DE7B6
03CF: load_wav "CUB4_15" as  1?

:Label0DE65F
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DE6F4
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE6ED
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE6ED
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE6ED
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE6D7
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE6ED

:Label0DE6D7
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE6ED
0002: jump Label0DE65F

:Label0DE6F4
00BC: text_highpriority "CUB4_22"  5000& ms  1? \\ Whoah, man. You drive like a crazy bitch!
03D1: play_wav  1?

:Label0DE707
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0DE7A1
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE79A
00D6: if  0?
0137:   car  22604?? id == #VOODOO
004D: jump_if_false Label0DE79A
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE79A
00D6: if  0?
0038:    22840?? ==  0?  \\ integer values
004D: jump_if_false Label0DE784
03A1: unknown_clear_point -1037.4!  172.3!  10! radius  3!
0002: jump Label0DE79A

:Label0DE784
03A1: unknown_clear_point -1084.1!  70.2!  10.8! radius  5!

:Label0DE79A
0002: jump Label0DE707

:Label0DE7A1
040D: unload_wav  1?
03D5: remove_text "CUB4_22" \\ Whoah, man. You drive like a crazy bitch!
0004:  22868?? =  1?  \\ integer values

:Label0DE7B6
00D6: if  0?
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7!  42.5! -1077.4!  126!  0?
004D: jump_if_false Label0DE811
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DE7FB
0239: actor  22636?? run_to -1170.9!  87.6!

:Label0DE7FB
00BC: text_highpriority "CUB4_04"  5000& ms  1? \\ ~r~You've alerted the base, there is no way we will get in now!
0002: jump Label0E1755

:Label0DE811
00D6: if  23?
0118:   actor  22620?? dead
0118:   actor  22624?? dead
0118:   actor  22628?? dead
0118:   actor  22632?? dead
004D: jump_if_false Label0DE846
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE846
00D6: if  21?
0119:   car  22612?? wrecked
0119:   car  22616?? wrecked
004D: jump_if_false Label0DE871
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE871
00D6: if  0?
0118:   actor  22636?? dead
004D: jump_if_false Label0DE897
00BC: text_highpriority "CUB4_04"  5000& ms  1? \\ ~r~You've alerted the base, there is no way we will get in now!
0002: jump Label0E1755

:Label0DE897
0002: jump Label0DD5C4

:Label0DE89E
00BC: text_highpriority "CUB4_03"  5000& ms  1? \\ ~g~Stay in the car until safely parked inside the compound.
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DE8DB
02C2: car  22612?? drive_to_point -1108.8!  69.8!  10.8!
00AD: set_car  22612?? max_speed_to  2!

:Label0DE8DB
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DE923
00D6: if  0?
01AD:   car  22612??  0? ()near_point -1108.8!  69.8!  3!  3!
004D: jump_if_false Label0DE91C
0002: jump Label0DEA3D

:Label0DE91C
0002: jump Label0DE939

:Label0DE923
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DE939
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DE972
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DE972
00BC: text_highpriority "CUB4_10"  5000& ms  1? \\ Vamos.
0002: jump Label0E1755

:Label0DE972
00D6: if  0?
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7!  42.5! -1077.4!  126!  0?
004D: jump_if_false Label0DE9E5
00D6: if  0?
8118:   NOT   actor  22640?? dead
004D: jump_if_false Label0DE9B0
01CC: actor  22640?? kill_player $PLAYER_CHAR

:Label0DE9B0
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DE9CF
0239: actor  22636?? run_to -1170.9!  87.6!

:Label0DE9CF
00BC: text_highpriority "CUB4_09"  5000& ms  1? \\ Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DE9E5
00D6: if  0?
0118:   actor  22636?? dead
004D: jump_if_false Label0DEA0B
00BC: text_highpriority "CUB4_09"  5000& ms  1? \\ Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEA0B
00D6: if  21?
0118:   actor  22608?? dead
0119:   car  22616?? wrecked
004D: jump_if_false Label0DEA36
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEA36
0002: jump Label0DE8DB

:Label0DEA3D
0001: wait  0? ms
00D6: if  0?
0038:    22748?? ==  0?  \\ integer values
004D: jump_if_false Label0DEB5B
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DEB45
00D6: if  0?
80ED:   NOT   actor  22636??  0? ()near_point_on_foot -1115.6!  71.6! radius  2!  2!
004D: jump_if_false Label0DEAA6
0350: unknown_actor  22636?? not_scared_flag  0?
0211: actor  22636?? walk_to -1115.6!  71.6!
0002: jump Label0DEB3E

:Label0DEAA6
00D6: if  0?
0126:   actor  22636?? walking
004D: jump_if_false Label0DEB3E
0350: unknown_actor  22636?? not_scared_flag  1?
0173: set_actor  22636?? z_angle_to  261.1!
0372: set_actor  22636?? anim  16? wait_state_time  1000& ms
03CF: load_wav "CUB4_8" as  1?

:Label0DEADD
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DEAF7
0001: wait  0? ms
0002: jump Label0DEADD

:Label0DEAF7
00BC: text_highpriority "CUB4_15"  4000& ms  1? \\ Ok, in you go...
03D1: play_wav  1?

:Label0DEB0A
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DEB29
0001: wait  0? ms
0002: jump Label0DEB0A

:Label0DEB29
040D: unload_wav  1?
03D5: remove_text "CUB4_15" \\ Ok, in you go...
0004:  22748?? =  1?  \\ integer values

:Label0DEB3E
0002: jump Label0DEB5B

:Label0DEB45
00BC: text_highpriority "CUB4_09"  5000& ms  1? \\ Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEB5B
00D6: if  0?
0038:    22748?? ==  1?  \\ integer values
004D: jump_if_false Label0DEC6E
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DEC58
00D6: if  0?
80ED:   NOT   actor  22636??  0? ()near_point_on_foot -1116.8!  74.3! radius  2!  2!
004D: jump_if_false Label0DEBC0
0350: unknown_actor  22636?? not_scared_flag  0?
0211: actor  22636?? walk_to -1116.8!  74.3!
0002: jump Label0DEC51

:Label0DEBC0
00D6: if  0?
0126:   actor  22636?? walking
004D: jump_if_false Label0DEC51
0350: unknown_actor  22636?? not_scared_flag  1?
0173: set_actor  22636?? z_angle_to  234.8!
018C: play_sound  3? at -1114.64!  72.85!  11.13!
018D:  48?? = create_sound  2? at -1114.64!  72.85!  11.13!

:Label0DEC0A
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  73!  10.1! unknown_angle  .1!  .1!  0!  0?
004D: jump_if_false Label0DEC45
0001: wait  0? ms
0002: jump Label0DEC0A

:Label0DEC45
018E: stop_sound  48??
0004:  22748?? =  2?  \\ integer values

:Label0DEC51
0002: jump Label0DEC6E

:Label0DEC58
00BC: text_highpriority "CUB4_09"  5000& ms  1? \\ Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DEC6E
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DECF3
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DECD6
00D6: if  0?
0038:    22748?? ==  2?  \\ integer values
004D: jump_if_false Label0DECCF
02C2: car  22612?? drive_to_point -1126.1!  70.5!  10.8!
02C2: car  22616?? drive_to_point -1126.1!  70.5!  10.8!
0002: jump Label0DEE42

:Label0DECCF
0002: jump Label0DECEC

:Label0DECD6
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DECEC
0002: jump Label0DED09

:Label0DECF3
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DED09
00D6: if  0?
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7!  42.5! -1077.4!  126!  0?
004D: jump_if_false Label0DED7C
00D6: if  0?
8118:   NOT   actor  22640?? dead
004D: jump_if_false Label0DED47
01CC: actor  22640?? kill_player $PLAYER_CHAR

:Label0DED47
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DED66
0239: actor  22636?? run_to -1170.9!  87.6!

:Label0DED66
00BC: text_highpriority "CUB4_09"  5000& ms  1? \\ Bueno. Haitian Putas. Muerte.
0002: jump Label0E1755

:Label0DED7C
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DEDB5
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DEDB5
00BC: text_highpriority "CUB4_10"  5000& ms  1? \\ Vamos.
0002: jump Label0E1755

:Label0DEDB5
00D6: if  21?
0118:   actor  22608?? dead
0119:   car  22616?? wrecked
004D: jump_if_false Label0DEDE0
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEDE0
00D6: if  23?
0118:   actor  22620?? dead
0118:   actor  22624?? dead
0118:   actor  22628?? dead
0118:   actor  22632?? dead
004D: jump_if_false Label0DEE15
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DEE15
00D6: if  0?
0118:   actor  22636?? dead
004D: jump_if_false Label0DEE3B
00BC: text_highpriority "CUB4_04"  5000& ms  1? \\ ~r~You've alerted the base, there is no way we will get in now!
0002: jump Label0E1755

:Label0DEE3B
0002: jump Label0DEA3D

:Label0DEE42
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DF118
00D6: if  0?
01AD:   car  22612??  0? ()near_point -1126.1!  70.5!  3!  3!
004D: jump_if_false Label0DEF9E
00D6: if  0?
0038:    22820?? ==  0?  \\ integer values
004D: jump_if_false Label0DEF9E
009A:  22644?? = create_actor  8? #HNA at -1143.4!  84.5!  11.1!
0173: set_actor  22644?? z_angle_to  190.2!
01B2: give_actor  22644?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22644??
0243: set_actor  22644?? ped_stats_to  16?
0291: unknown_actor  22644?? unknown_behavior_flag  1?
009A:  22648?? = create_actor  8? #HNA at -1143.4!  83.3!  11.1!
0173: set_actor  22648?? z_angle_to  190.2!
01B2: give_actor  22648?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22648??
0243: set_actor  22648?? ped_stats_to  16?
0291: unknown_actor  22648?? unknown_behavior_flag  1?
009A:  22660?? = create_actor  8? #HNA at -1168.2!  106.7!  10.1!
0173: set_actor  22660?? z_angle_to  271.4!
01B2: give_actor  22660?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22660??
0243: set_actor  22660?? ped_stats_to  16?
0291: unknown_actor  22660?? unknown_behavior_flag  1?
009A:  22664?? = create_actor  8? #HNA at -1166!  107.1!  10.1!
0173: set_actor  22664?? z_angle_to  92.5!
01B2: give_actor  22664?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22664??
0243: set_actor  22664?? ped_stats_to  16?
0291: unknown_actor  22664?? unknown_behavior_flag  1?
03F9: make_actors  22660??  22664?? converse_in  100000&& ms
0004:  22820?? =  1?  \\ integer values

:Label0DEF9E
00D6: if  0?
8118:   NOT   actor  22644?? dead
004D: jump_if_false Label0DF118
00D6: if  0?
8118:   NOT   actor  22648?? dead
004D: jump_if_false Label0DF118
00D6: if  0?
00B0:   car  22612??  0? ()in_rectangle -1135.2!  73.2! -1130.8!  67.9!
004D: jump_if_false Label0DF01B
00D6: if  0?
0038:    22652?? ==  0?  \\ integer values
004D: jump_if_false Label0DF01B
0211: actor  22644?? walk_to -1141.5!  73.5!
0211: actor  22648?? walk_to -1141.5!  64.3!
0004:  22652?? =  1?  \\ integer values

:Label0DF01B
00D6: if  0?
00EC:   actor  22644??  0? ()near_point -1141.5!  73.5! radius  2!  2!
004D: jump_if_false Label0DF118
00D6: if  0?
0038:    22832?? ==  0?  \\ integer values
004D: jump_if_false Label0DF061
0006:  17@ =  0?  \\ integer values
0004:  22832?? =  1?  \\ integer values

:Label0DF061
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1135.2!  68.2! -1140.8!  73.9!
004D: jump_if_false Label0DF0B1
00D6: if  0?
0038:    22656?? ==  0?  \\ integer values
004D: jump_if_false Label0DF0B1
0372: set_actor  22644?? anim  16? wait_state_time  800& ms
0006:  17@ =  0?  \\ integer values
0004:  22656?? =  1?  \\ integer values

:Label0DF0B1
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label0DF0CB
0004:  22656?? =  1?  \\ integer values

:Label0DF0CB
00D6: if  0?
0038:    22656?? ==  1?  \\ integer values
004D: jump_if_false Label0DF118
00D6: if  0?
0038:    22652?? ==  1?  \\ integer values
004D: jump_if_false Label0DF118
00D6: if  0?
0019:    17@ >  800&  \\ integer values
004D: jump_if_false Label0DF118
0211: actor  22644?? walk_to -1141.5!  61.9!
0004:  22652?? =  2?  \\ integer values

:Label0DF118
00D6: if  0?
0038:    22752?? ==  0?  \\ integer values
004D: jump_if_false Label0DF19E
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DF188
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DF181
00D6: if  0?
01AD:   car  22604??  0? ()near_point -1114.6!  70.5!  5!  5!
004D: jump_if_false Label0DF181
0372: set_actor  22636?? anim  16? wait_state_time  800& ms
0004:  22752?? =  1?  \\ integer values

:Label0DF181
0002: jump Label0DF19E

:Label0DF188
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF19E
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DF59C
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DF59C
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DF59C
00D6: if  0?
0038:    22756?? ==  0?  \\ integer values
004D: jump_if_false Label0DF232
00D6: if  0?
81AD:   NOT   car  22612??  0? ()near_point -1126.1!  70.5!  3!  3!
004D: jump_if_false Label0DF22B
02C2: car  22612?? drive_to_point -1126.1!  70.5!  10.8!
00AD: set_car  22612?? max_speed_to  5!
0002: jump Label0DF232

:Label0DF22B
0004:  22756?? =  1?  \\ integer values

:Label0DF232
00D6: if  0?
0038:    22756?? ==  1?  \\ integer values
004D: jump_if_false Label0DF296
00D6: if  0?
81AD:   NOT   car  22612??  0? ()near_point -1140.9!  71.2!  3!  3!
004D: jump_if_false Label0DF28F
02C2: car  22612?? drive_to_point -1140.9!  71.2!  10.8!
00AD: set_car  22612?? max_speed_to  5!
0002: jump Label0DF296

:Label0DF28F
0004:  22756?? =  2?  \\ integer values

:Label0DF296
00D6: if  0?
0038:    22756?? ==  2?  \\ integer values
004D: jump_if_false Label0DF2FA
00D6: if  0?
81AD:   NOT   car  22612??  0? ()near_point -1160!  70.7!  3!  3!
004D: jump_if_false Label0DF2F3
02C2: car  22612?? drive_to_point -1160!  70.7!  11.3!
00AD: set_car  22612?? max_speed_to  5!
0002: jump Label0DF2FA

:Label0DF2F3
0004:  22756?? =  3?  \\ integer values

:Label0DF2FA
00D6: if  0?
0038:    22756?? ==  3?  \\ integer values
004D: jump_if_false Label0DF39A
00D6: if  0?
81AD:   NOT   car  22612??  0? ()near_point -1180.2!  92.9!  3!  3!
004D: jump_if_false Label0DF357
02C2: car  22612?? drive_to_point -1180.2!  92.9!  11.3!
00AD: set_car  22612?? max_speed_to  20!
0002: jump Label0DF39A

:Label0DF357
0477: unknown_car  22612??  5?  10000&
00AD: set_car  22612?? max_speed_to  0!
0164: disable_marker  22736??
018A:  22736?? = create_checkpoint_at -1181.2!  83.8!  11.3!
00BC: text_highpriority "CUB4_32"  5000& ms  1? \\ ~g~Park the car at the blip and get out.
0004:  22756?? =  4?  \\ integer values

:Label0DF39A
00D6: if  0?
0038:    22760?? ==  0?  \\ integer values
004D: jump_if_false Label0DF3FE
00D6: if  0?
81AD:   NOT   car  22616??  0? ()near_point -1126.1!  70.5!  3!  3!
004D: jump_if_false Label0DF3F7
02C2: car  22616?? drive_to_point -1126.1!  70.5!  10.8!
00AD: set_car  22616?? max_speed_to  5!
0002: jump Label0DF3FE

:Label0DF3F7
0004:  22760?? =  1?  \\ integer values

:Label0DF3FE
00D6: if  0?
0038:    22760?? ==  1?  \\ integer values
004D: jump_if_false Label0DF462
00D6: if  0?
81AD:   NOT   car  22616??  0? ()near_point -1140.9!  71.2!  3!  3!
004D: jump_if_false Label0DF45B
02C2: car  22616?? drive_to_point -1140.9!  71.2!  10.8!
00AD: set_car  22616?? max_speed_to  5!
0002: jump Label0DF462

:Label0DF45B
0004:  22760?? =  2?  \\ integer values

:Label0DF462
00D6: if  0?
0038:    22760?? ==  2?  \\ integer values
004D: jump_if_false Label0DF4C6
00D6: if  0?
81AD:   NOT   car  22616??  0? ()near_point -1160!  70.7!  3!  3!
004D: jump_if_false Label0DF4BF
02C2: car  22616?? drive_to_point -1160!  70.7!  10.8!
00AD: set_car  22616?? max_speed_to  5!
0002: jump Label0DF4C6

:Label0DF4BF
0004:  22760?? =  3?  \\ integer values

:Label0DF4C6
00D6: if  0?
0038:    22760?? ==  3?  \\ integer values
004D: jump_if_false Label0DF53E
00D6: if  0?
81AD:   NOT   car  22616??  0? ()near_point -1166.2!  85.1!  3!  3!
004D: jump_if_false Label0DF523
02C2: car  22616?? drive_to_point -1166.2!  85.1!  10.8!
00AD: set_car  22616?? max_speed_to  20!
0002: jump Label0DF53E

:Label0DF523
0477: unknown_car  22616??  4?  10000&
00AD: set_car  22616?? max_speed_to  0!
0004:  22760?? =  4?  \\ integer values

:Label0DF53E
00D6: if  0?
0038:    22756?? ==  4?  \\ integer values
004D: jump_if_false Label0DF59C
00D6: if  0?
81AF:   NOT   car  22604??  1? (in-sphere)near_point -1181.2!  83.8!  11.3! radius  5!  5!  5!
004D: jump_if_false Label0DF58E
0004:  22756?? =  4?  \\ integer values
0002: jump Label0DF59C

:Label0DF58E
0050: gosub Label0E199D
0002: jump Label0DF70A

:Label0DF59C
00D6: if  22?
0118:   actor  22608?? dead
0119:   car  22612?? wrecked
0119:   car  22616?? wrecked
004D: jump_if_false Label0DF5CC
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF5CC
00D6: if  23?
0118:   actor  22620?? dead
0118:   actor  22624?? dead
0118:   actor  22628?? dead
0118:   actor  22632?? dead
004D: jump_if_false Label0DF601
00BC: text_highpriority "CUB2_10"  5000& ms  1? \\ ~r~You are supposed to be killing Haitians, not Cubans.
0002: jump Label0E1755

:Label0DF601
00D6: if  0?
0038:    22752?? ==  0?  \\ integer values
004D: jump_if_false Label0DF670
00D6: if  0?
02D5:   player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7!  42.5! -1077.4!  126!  0?
004D: jump_if_false Label0DF670
00D6: if  0?
8118:   NOT   actor  22640?? dead
004D: jump_if_false Label0DF651
01CC: actor  22640?? kill_player $PLAYER_CHAR

:Label0DF651
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0DF670
0239: actor  22636?? run_to -1170.9!  87.6!

:Label0DF670
00D6: if  0?
8119:   NOT   car  22604?? wrecked
004D: jump_if_false Label0DF6C7
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1158!  61.1! -1199.6!  109.2!
004D: jump_if_false Label0DF6C7
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  22604??
004D: jump_if_false Label0DF6C7
0050: gosub Label0E199D
0002: jump Label0DF70A

:Label0DF6C7
0002: jump Label0DEE42
018A:  22724?? = create_checkpoint_at -1187.2!  103!  10.1!
018A:  22728?? = create_checkpoint_at -1181.5!  81.2!  10.1!
018A:  22732?? = create_checkpoint_at -1173.6!  70.2!  16.9!

:Label0DF70A
0001: wait  0? ms
00D6: if  0?
0038:    22740?? ==  0?  \\ integer values
004D: jump_if_false Label0DFF6A
00D6: if  0?
0038:    22808?? ==  0?  \\ integer values
004D: jump_if_false Label0DF766
00BC: text_highpriority "CUB4_29"  5000& ms  1? \\ ~g~Walk into each of the markers to plant a bomb at that location.
00BB: text_lowpriority "CUB4_02"  5000& ms  1? \\ ~g~The bombs will be set with a 45 second timer.
00BB: text_lowpriority "CUB4_30"  5000& ms  1? \\ ~g~After all three bombs are planted, get clear of the factory before it blows.
0004:  22808?? =  1?  \\ integer values

:Label0DF766
00D6: if  0?
0038:    22776?? ==  3?  \\ integer values
004D: jump_if_false Label0DF872
03CF: load_wav "CUB4_10" as  1?

:Label0DF784
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0DF79E
0001: wait  0? ms
0002: jump Label0DF784

:Label0DF79E
00BC: text_highpriority "CUB4_17"  5000& ms  1? \\ RUN!!
00BB: text_lowpriority "CUB4_31"  5000& ms  1? \\ ~g~Get clear of the factory!!
03D1: play_wav  1?

:Label0DF7C0
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0DF7DA
0001: wait  0? ms
0002: jump Label0DF7C0

:Label0DF7DA
040D: unload_wav  1?
03D5: remove_text "CUB4_17" \\ RUN!!
00D6: if  0?
8118:   NOT   actor  22620?? dead
004D: jump_if_false Label0DF807
0350: unknown_actor  22620?? not_scared_flag  0?
01DF: tie_actor  22620?? to_player $PLAYER_CHAR

:Label0DF807
00D6: if  0?
8118:   NOT   actor  22624?? dead
004D: jump_if_false Label0DF826
0350: unknown_actor  22624?? not_scared_flag  0?
01DF: tie_actor  22624?? to_player $PLAYER_CHAR

:Label0DF826
00D6: if  0?
8118:   NOT   actor  22628?? dead
004D: jump_if_false Label0DF845
0350: unknown_actor  22628?? not_scared_flag  0?
01DF: tie_actor  22628?? to_player $PLAYER_CHAR

:Label0DF845
00D6: if  0?
8118:   NOT   actor  22632?? dead
004D: jump_if_false Label0DF864
0350: unknown_actor  22632?? not_scared_flag  0?
01DF: tie_actor  22632?? to_player $PLAYER_CHAR

:Label0DF864
0004:  22740?? =  1?  \\ integer values
0002: jump Label0DFC22

:Label0DF872
00D6: if  0?
0038:    22780?? ==  0?  \\ integer values
004D: jump_if_false Label0DF99C
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot -1187.2!  103!  10.1! radius  1!  1!  2!
004D: jump_if_false Label0DF99C
00D6: if  0?
0038:    22772?? ==  0?  \\ integer values
004D: jump_if_false Label0DF8D4
0006:  16@ =  0?  \\ integer values
0004:  22772?? =  1?  \\ integer values

:Label0DF8D4
0001: wait  0? ms
00D6: if  0?
001B:    2100& >  16@  \\ integer values
004D: jump_if_false Label0DF936
00D6: if  0?
0038:    22792?? ==  0?  \\ integer values
004D: jump_if_false Label0DF928
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  344.6!
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31? wait_state_time  2000& ms
0004:  22792?? =  1?  \\ integer values

:Label0DF928
0002: jump Label0DF8D4
0002: jump Label0DF99C

:Label0DF936
018C: play_sound  16? at -1187.2!  104.2!  11.2!
0107:  22688?? = create_object -124? (DYNAMITE) at -1187.2!  104.2!  11.2!
0382: unknown_set_object  22688?? collision_detection  0?
0392: object  22688?? toggle_in_moving_list  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0004:  22792?? =  0?  \\ integer values
0004:  22772?? =  0?  \\ integer values
0004:  22780?? =  1?  \\ integer values
0164: disable_marker  22724??
0008:  22776?? +=  1?  \\ integer values

:Label0DF99C
00D6: if  0?
0038:    22784?? ==  0?  \\ integer values
004D: jump_if_false Label0DFAC6
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot -1180.2!  81.2!  10.1! radius  1!  1!  2!
004D: jump_if_false Label0DFAC6
00D6: if  0?
0038:    22772?? ==  0?  \\ integer values
004D: jump_if_false Label0DF9FE
0006:  16@ =  0?  \\ integer values
0004:  22772?? =  1?  \\ integer values

:Label0DF9FE
0001: wait  0? ms
00D6: if  0?
001B:    2100& >  16@  \\ integer values
004D: jump_if_false Label0DFA60
00D6: if  0?
0038:    22792?? ==  0?  \\ integer values
004D: jump_if_false Label0DFA52
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  25!
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31? wait_state_time  2000& ms
0004:  22792?? =  1?  \\ integer values

:Label0DFA52
0002: jump Label0DF9FE
0002: jump Label0DFAC6

:Label0DFA60
018C: play_sound  16? at -1181.5!  82.1!  11.2!
0107:  22692?? = create_object -124? (DYNAMITE) at -1181.5!  82.1!  11.2!
0382: unknown_set_object  22692?? collision_detection  0?
0392: object  22692?? toggle_in_moving_list  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0004:  22792?? =  0?  \\ integer values
0004:  22772?? =  0?  \\ integer values
0004:  22784?? =  1?  \\ integer values
0164: disable_marker  22728??
0008:  22776?? +=  1?  \\ integer values

:Label0DFAC6
00D6: if  0?
0038:    22788?? ==  0?  \\ integer values
004D: jump_if_false Label0DFBF0
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot -1173.6!  70.2!  16.9! radius  1!  1!  2!
004D: jump_if_false Label0DFBF0
00D6: if  0?
0038:    22772?? ==  0?  \\ integer values
004D: jump_if_false Label0DFB28
0006:  16@ =  0?  \\ integer values
0004:  22772?? =  1?  \\ integer values

:Label0DFB28
0001: wait  0? ms
00D6: if  0?
001B:    2100& >  16@  \\ integer values
004D: jump_if_false Label0DFB8A
00D6: if  0?
0038:    22792?? ==  0?  \\ integer values
004D: jump_if_false Label0DFB7C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0173: set_actor $PLAYER_ACTOR z_angle_to  7.5!
0373: set_camera_directly_behind_player
0372: set_actor $PLAYER_ACTOR anim  31? wait_state_time  2000& ms
0004:  22792?? =  1?  \\ integer values

:Label0DFB7C
0002: jump Label0DFB28
0002: jump Label0DFBF0

:Label0DFB8A
018C: play_sound  16? at -1174!  71.1!  18!
0107:  22696?? = create_object -124? (DYNAMITE) at -1174!  71.1!  18!
0382: unknown_set_object  22696?? collision_detection  0?
0392: object  22696?? toggle_in_moving_list  0?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0004:  22792?? =  0?  \\ integer values
0004:  22772?? =  0?  \\ integer values
0004:  22788?? =  1?  \\ integer values
0164: disable_marker  22732??
0008:  22776?? +=  1?  \\ integer values

:Label0DFBF0
00D6: if  0?
0038:    22776?? ==  1?  \\ integer values
004D: jump_if_false Label0DFC22
00D6: if  0?
0038:    22796?? ==  0?  \\ integer values
004D: jump_if_false Label0DFC22
014E: set_timer_to  22800?? type  1?
0004:  22796?? =  1?  \\ integer values

:Label0DFC22
00D6: if  0?
0038:    22844?? ==  0?  \\ integer values
004D: jump_if_false Label0DFD9A
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0DFCE0
020A: set_car  22612?? door_status_to  1?
02AA: set_car  22612?? immune_to_nonplayer  0?
00D6: if  0?
8118:   NOT   actor  22620?? dead
004D: jump_if_false Label0DFC99
0243: set_actor  22620?? ped_stats_to  16?
01D3: actor  22620?? leave_car  22612??
011A: set_actor  22620?? flags  256&
011A: set_actor  22620?? flags  64?
011A: set_actor  22620?? flags  65536&&
0239: actor  22620?? run_to -1184.6!  92.3!

:Label0DFC99
00D6: if  0?
8118:   NOT   actor  22624?? dead
004D: jump_if_false Label0DFCE0
0243: set_actor  22624?? ped_stats_to  16?
01D3: actor  22624?? leave_car  22612??
011A: set_actor  22624?? flags  256&
011A: set_actor  22624?? flags  64?
011A: set_actor  22624?? flags  65536&&
0239: actor  22624?? run_to -1184.9!  100.2!

:Label0DFCE0
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0DFD8C
020A: set_car  22616?? door_status_to  1?
02AA: set_car  22616?? immune_to_nonplayer  0?
00D6: if  0?
8118:   NOT   actor  22628?? dead
004D: jump_if_false Label0DFD45
0243: set_actor  22628?? ped_stats_to  16?
01D3: actor  22628?? leave_car  22616??
011A: set_actor  22628?? flags  256&
011A: set_actor  22628?? flags  64?
011A: set_actor  22628?? flags  65536&&
0239: actor  22628?? run_to -1157.7!  73.5!

:Label0DFD45
00D6: if  0?
8118:   NOT   actor  22632?? dead
004D: jump_if_false Label0DFD8C
0243: set_actor  22632?? ped_stats_to  16?
01D3: actor  22632?? leave_car  22616??
011A: set_actor  22632?? flags  256&
011A: set_actor  22632?? flags  64?
011A: set_actor  22632?? flags  65536&&
0239: actor  22632?? run_to -1157.5!  69.5!

:Label0DFD8C
0004:  22844?? =  1?  \\ integer values
0002: jump Label0DFF6A

:Label0DFD9A
00D6: if  0?
8118:   NOT   actor  22620?? dead
004D: jump_if_false Label0DFE0E
00D6: if  0?
80ED:   NOT   actor  22620??  0? ()near_point_on_foot -1184.6!  92.3! radius  1!  1!
004D: jump_if_false Label0DFDED
0350: unknown_actor  22620?? not_scared_flag  0?
0239: actor  22620?? run_to -1184.6!  92.3!
0002: jump Label0DFE0E

:Label0DFDED
00D6: if  0?
0126:   actor  22620?? walking
004D: jump_if_false Label0DFE0E
0350: unknown_actor  22620?? not_scared_flag  1?
0173: set_actor  22620?? z_angle_to  256.8!

:Label0DFE0E
00D6: if  0?
8118:   NOT   actor  22624?? dead
004D: jump_if_false Label0DFE82
00D6: if  0?
80ED:   NOT   actor  22624??  0? ()near_point_on_foot -1184.9!  100.2! radius  1!  1!
004D: jump_if_false Label0DFE61
0350: unknown_actor  22624?? not_scared_flag  0?
0239: actor  22624?? run_to -1184.9!  100.2!
0002: jump Label0DFE82

:Label0DFE61
00D6: if  0?
0126:   actor  22624?? walking
004D: jump_if_false Label0DFE82
0350: unknown_actor  22624?? not_scared_flag  1?
0173: set_actor  22624?? z_angle_to  257.4!

:Label0DFE82
00D6: if  0?
8118:   NOT   actor  22628?? dead
004D: jump_if_false Label0DFEF6
00D6: if  0?
80ED:   NOT   actor  22628??  0? ()near_point_on_foot -1157.7!  73.5! radius  1!  1!
004D: jump_if_false Label0DFED5
0350: unknown_actor  22628?? not_scared_flag  0?
0239: actor  22628?? run_to -1157.7!  73.5!
0002: jump Label0DFEF6

:Label0DFED5
00D6: if  0?
0126:   actor  22628?? walking
004D: jump_if_false Label0DFEF6
0350: unknown_actor  22628?? not_scared_flag  1?
0173: set_actor  22628?? z_angle_to  256.8!

:Label0DFEF6
00D6: if  0?
8118:   NOT   actor  22632?? dead
004D: jump_if_false Label0DFF6A
00D6: if  0?
80ED:   NOT   actor  22632??  0? ()near_point_on_foot -1157.5!  69.5! radius  1!  1!
004D: jump_if_false Label0DFF49
0350: unknown_actor  22632?? not_scared_flag  0?
0239: actor  22632?? run_to -1157.5!  69.5!
0002: jump Label0DFF6A

:Label0DFF49
00D6: if  0?
0126:   actor  22632?? walking
004D: jump_if_false Label0DFF6A
0350: unknown_actor  22632?? not_scared_flag  1?
0173: set_actor  22632?? z_angle_to  257.4!

:Label0DFF6A
00D6: if  0?
0038:    22796?? ==  1?  \\ integer values
004D: jump_if_false Label0DFFA4
00D6: if  0?
0038:    22800?? ==  0?  \\ integer values
004D: jump_if_false Label0DFFA4
00BC: text_highpriority "CUB4_06"  5000& ms  1? \\ ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump Label0E1755

:Label0DFFA4
00D6: if  0?
0038:    22740?? ==  1?  \\ integer values
004D: jump_if_false Label0E1700
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1077.4!  125.9! -1200!  47.9!
004D: jump_if_false Label0DFFEA
0004:  22740?? =  1?  \\ integer values
0002: jump Label0E1700

:Label0DFFEA
0395: clear_area  1? at -1191.1!  84.8! range  11.1!  50!
014F: stop_timer  22800??
00D6: if  0?
8118:   NOT   actor  22644?? dead
004D: jump_if_false Label0E001C
01C2: remove_references_to_actor  22644??  \\ Like turning an actor into a random pedestrian

:Label0E001C
00D6: if  0?
8118:   NOT   actor  22648?? dead
004D: jump_if_false Label0E0031
01C2: remove_references_to_actor  22648??  \\ Like turning an actor into a random pedestrian

:Label0E0031
00D6: if  0?
8118:   NOT   actor  22660?? dead
004D: jump_if_false Label0E0046
01C2: remove_references_to_actor  22660??  \\ Like turning an actor into a random pedestrian

:Label0E0046
00D6: if  0?
8118:   NOT   actor  22664?? dead
004D: jump_if_false Label0E005B
01C2: remove_references_to_actor  22664??  \\ Like turning an actor into a random pedestrian

:Label0E005B
00D6: if  0?
8118:   NOT   actor  22700?? dead
004D: jump_if_false Label0E0070
01C2: remove_references_to_actor  22700??  \\ Like turning an actor into a random pedestrian

:Label0E0070
00D6: if  0?
8118:   NOT   actor  22704?? dead
004D: jump_if_false Label0E0085
01C2: remove_references_to_actor  22704??  \\ Like turning an actor into a random pedestrian

:Label0E0085
00D6: if  0?
8118:   NOT   actor  22708?? dead
004D: jump_if_false Label0E009A
01C2: remove_references_to_actor  22708??  \\ Like turning an actor into a random pedestrian

:Label0E009A
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0E00AF
01C3: remove_references_to_car  22612??  \\ Like turning a car into any random car

:Label0E00AF
009A:  22644?? = create_actor  8? #HNA at -1180.2!  81.2!  10.1!
0173: set_actor  22644?? z_angle_to  25!
0372: set_actor  22644?? anim  25? wait_state_time  999999&& ms
009A:  22648?? = create_actor  8? #HNA at -1197.1!  70.3!  10.1!
0245: set_actor  22648?? walk_style_to  50?
0239: actor  22648?? run_to -1169.6!  109.2!
009A:  22660?? = create_actor  8? #HNA at -1197.4!  74.9!  10.1!
0245: set_actor  22660?? walk_style_to  50?
0239: actor  22660?? run_to -1169.6!  109.2!
009A:  22664?? = create_actor  8? #HNA at -1189.8!  81.2!  10.1!
0245: set_actor  22664?? walk_style_to  50?
0239: actor  22664?? run_to -1169.6!  109.2!
009A:  22700?? = create_actor  8? #HNA at -1189!  83.6!  10.1!
0245: set_actor  22700?? walk_style_to  50?
0239: actor  22700?? run_to -1169.6!  109.2!
009A:  22704?? = create_actor  8? #HNA at -1190.5!  68.5!  10.1!
0245: set_actor  22704?? walk_style_to  50?
0239: actor  22704?? run_to -1169.6!  109.2!
00A5:  22612?? = create_car #VOODOO at -1166.2!  85.1!  9.8!
0175: set_car  22612?? z_angle_to  112.8!
0001: wait  1000& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0336: (unknown) $PLAYER_CHAR  0? 
015F: set_camera_position -1198.59!  75.79!  13.74!  0!  0!  0!
0160: point_camera -1184.6!  74.4!  15.3!  2?
0001: wait  2000& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1175.8!  70.6!  16.9!
020C: create_explosion_with_radius  11? at -1175.8!  70.6!  16.9!
020C: create_explosion_with_radius  1? at -1175.8!  70.6!  16.9!
020C: create_explosion_with_radius  6? at -1175.8!  70.6!  16.9!
0003: shake_camera  900&
0001: wait  1000& ms
015F: set_camera_position -1196.61!  68.74!  18.19!  0!  0!  0!
0160: point_camera -1187.74!  83.15!  14.59!  2?
0001: wait  500& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
0003: shake_camera  900&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
0003: shake_camera  900&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
0003: shake_camera  300&
0001: wait  300& ms
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  10.1!
0003: shake_camera  900&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
0003: shake_camera  200&
0001: wait  200& ms
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  10.1!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  10.1!
0003: shake_camera  1400&
0001: wait  1500& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
0003: shake_camera  400&
0001: wait  400& ms
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  10.1!
0003: shake_camera  300&
0001: wait  300& ms
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  10.1!
0003: shake_camera  1400&
0001: wait  1500& ms
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
0003: shake_camera  200&
0001: wait  200& ms
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  10.1!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  10.1!
0003: shake_camera  900&
0001: wait  1000& ms
015F: set_camera_position -1159.03!  108.49!  15.35!  0!  0!  0!
0160: point_camera -1180.11!  90.65!  16.05!  2?
020C: create_explosion_with_radius  2? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  11? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  1? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  6? at -1182.8!  76.7!  10.1!
020C: create_explosion_with_radius  2? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  11? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  1? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  6? at -1196.4!  101.8!  10.1!
020C: create_explosion_with_radius  2? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  11? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  1? at -1181.4!  76.8!  17.3!
020C: create_explosion_with_radius  6? at -1181.4!  76.8!  17.3!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at -1184.97!  96.72!  11.13!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at -1184.97!  96.72!  11.13!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at -1184.97!  96.72!  11.13!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at -1184.97!  96.72!  11.13!  16!  0!  .1!
039D: scatter_particles  4?  5!  0?  0?  0?  11000& at -1184.97!  96.72!  11.13!  16!  0!  .1!
0003: shake_camera  600&
0001: wait  600& ms
020C: create_explosion_with_radius  2? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  11? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  1? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  6? at -1187.69!  102!  17.2!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  17.1!
020C: create_explosion_with_radius  2? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  11? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  1? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  6? at -1198.1!  103.2!  10.1!
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  17.1!
020C: create_explosion_with_radius  2? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  11? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  1? at -1189.7!  83.6!  10.1!
020C: create_explosion_with_radius  6? at -1189.7!  83.6!  10.1!
0003: shake_camera  200&
0001: wait  200& ms
020C: create_explosion_with_radius  2? at -1197!  89.5!  17.1!
020C: create_explosion_with_radius  11? at -1197!  89.5!  17.1!
020C: create_explosion_with_radius  1? at -1197!  89.5!  17.1!
020C: create_explosion_with_radius  6? at -1197!  89.5!  17.1!
020C: create_explosion_with_radius  2? at -1197!  89.5!  10.1!
020C: create_explosion_with_radius  11? at -1197!  89.5!  10.1!
020C: create_explosion_with_radius  1? at -1197!  89.5!  10.1!
020C: create_explosion_with_radius  6? at -1197!  89.5!  10.1!
020C: create_explosion_with_radius  2? at -1196.61!  68.74!  18.19!
020C: create_explosion_with_radius  11? at -1196.61!  68.74!  18.19!
020C: create_explosion_with_radius  1? at -1196.61!  68.74!  18.19!
020C: create_explosion_with_radius  6? at -1196.61!  68.74!  18.19!
0003: shake_camera  1000&
0001: wait  1000& ms
020C: create_explosion_with_radius  2? at -1171.06!  68.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  68.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  68.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  68.74!  20.34!
020C: create_explosion_with_radius  2? at -1171.06!  74.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  74.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  74.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  74.74!  20.34!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1171.06!  79.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  79.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  79.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  79.74!  20.34!
020C: create_explosion_with_radius  2? at -1171.06!  85.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  85.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  85.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  85.74!  20.34!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1171.06!  90.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  90.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  90.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  90.74!  20.34!
020C: create_explosion_with_radius  2? at -1171.06!  96.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  96.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  96.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  96.74!  20.34!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1171.06!  103.74!  20.34!
020C: create_explosion_with_radius  11? at -1171.06!  103.74!  20.34!
020C: create_explosion_with_radius  1? at -1171.06!  103.74!  20.34!
020C: create_explosion_with_radius  6? at -1171.06!  103.74!  20.34!
020C: create_explosion_with_radius  2? at -1179.06!  105.74!  20.34!
020C: create_explosion_with_radius  11? at -1179.06!  105.74!  20.34!
020C: create_explosion_with_radius  1? at -1179.06!  105.74!  20.34!
020C: create_explosion_with_radius  6? at -1179.06!  105.74!  20.34!
0003: shake_camera  100?
0001: wait  100? ms
020C: create_explosion_with_radius  2? at -1188.06!  105.74!  20.34!
020C: create_explosion_with_radius  11? at -1188.06!  105.74!  20.34!
020C: create_explosion_with_radius  1? at -1188.06!  105.74!  20.34!
020C: create_explosion_with_radius  6? at -1188.06!  105.74!  20.34!
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0E15BB
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  22612??
004D: jump_if_false Label0E15BB
03F5: unknown_prepare_car  22612?? for_explosion flag  1?
020B: explode_car  22612??

:Label0E15BB
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0E15EA
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  22616??
004D: jump_if_false Label0E15EA
03F5: unknown_prepare_car  22616?? for_explosion flag  1?
020B: explode_car  22616??

:Label0E15EA
0169: set_fade_color  255&  255&  255&
016A: fade  0? ()  400& ms
020C: create_explosion_with_radius  6? at -1159.03!  108.49!  10.35!

:Label0E160F
00D6: if  0?
016B:   fading
004D: jump_if_false Label0E1627
0001: wait  0? ms
0002: jump Label0E160F

:Label0E1627
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0E1653
03B6: replace_model_at -1165.346!  85.534!  17.783! radius  80! from -178& (BUILD1) to -179& (BUILDBLOWN)

:Label0E1653
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0E167F
03B6: replace_model_at -1165.346!  85.534!  17.783! radius  80! from -180& (HDRUGFACTORYINT) to -181& (HDRUGFACTORYPOL)

:Label0E167F
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0E16AB
03B6: replace_model_at -1165.346!  85.534!  17.783! radius  80! from -182& (LODLD1) to -183& (LODLDBLOWN)

:Label0E16AB
0108: destroy_object  22688??
0108: destroy_object  22692??
0108: destroy_object  22696??
0004:  22800?? =  0?  \\ integer values
020C: create_explosion_with_radius  6? at -1159.03!  108.49!  10.35!
016A: fade  1? (back)  1600& ms
0001: wait  5000& ms
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
0002: jump Label0E1766

:Label0E1700
00D6: if  0?
8038:   NOT    22776?? ==  3?  \\ integer values
004D: jump_if_false Label0E174E
00D6: if  0?
8056:   NOT   player $PLAYER_CHAR  0? ()in_rectangle -1111.6!  125.9! -1200!  47.9!
004D: jump_if_false Label0E174E
00BC: text_highpriority "CUB4_06"  5000& ms  1? \\ ~r~You did not get far enough away from the base and we had to abort the explosion!
0002: jump Label0E1755

:Label0E174E
0002: jump Label0DF70A

:Label0E1755
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0E1766
00BE: text_clear_all
01E3: text_1number_styled "M_PASS"  10000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  10000&
030C: set_mission_points +=  1?

:Label0E178F
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  73!  10.1! unknown_angle  10!  10!  0!  0?
004D: jump_if_false Label0E17CA
0001: wait  0? ms
0002: jump Label0E178F

:Label0E17CA
0318: set_latest_mission_passed "CUB_4" \\ Trojan Voodoo
0164: disable_marker  1112??
015C: set_zone_gang_info "GHETTO1"  1? (day)  13?  0?  100?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "GHETTO1"  0? (night)  10?  0?  100?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO1"  1? (day)  12?  0?  100?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO1"  0? (night)  10?  0?  100?  0?  0?  0?  0?  0?  0?  0?  10?
015C: set_zone_gang_info "GHETTO2"  1? (day)  13?  100?  0?  0?  0?  0?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "GHETTO2"  0? (night)  10?  100?  0?  0?  0?  0?  0?  0?  0?  0?  10? 
0152: set_zone_car_info "GHETTO2"  1? (day)  12?  100?  0?  0?  0?  0?  0?  0?  0?  0?  10?
0152: set_zone_car_info "GHETTO2"  0? (night)  10?  100?  0?  0?  0?  0?  0?  0?  0?  0?  10?
03F2: pedgroup  8? remove_threat  128&
03F2: pedgroup  7? remove_threat  256&
00D6: if  0?
0038:    22800?? ==  0?  \\ integer values
004D: jump_if_false Label0E192B
032B:  22684?? = create_weapon_pickup #MINIGUN  15? ammo  100? at -1184.17!  102.62!  17.5!
0004:  22800?? =  1?  \\ integer values

:Label0E192B
0004:  1128?? =  1?  \\ integer values
0051: return

:Label0E1934
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03F2: pedgroup  8? remove_threat  16384&
0249: release_model #HNA
0249: release_model #HNB
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #SNIPER
0249: release_model #TEC9
0249: release_model #VOODOO
0249: release_model -124? (DYNAMITE)
014F: stop_timer  22800??
0164: disable_marker  22712??
0164: disable_marker  22716??
0164: disable_marker  22720??
0164: disable_marker  22724??
0164: disable_marker  22728??
0164: disable_marker  22732??
0164: disable_marker  22736??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E199D
0164: disable_marker  22736??
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
018A:  22724?? = create_checkpoint_at -1187.2!  103!  10.1!
018A:  22728?? = create_checkpoint_at -1180.2!  81.2!  10.1!
018A:  22732?? = create_checkpoint_at -1173.6!  70.2!  16.9!
00D6: if  0?
8118:   NOT   actor  22608?? dead
004D: jump_if_false Label0E1A0C
011A: set_actor  22608?? flags  256&
011A: set_actor  22608?? flags  64?
02A9: set_actor  22608?? immune_to_nonplayer  0?

:Label0E1A0C
00D6: if  0?
8118:   NOT   actor  22644?? dead
004D: jump_if_false Label0E1A44
011A: set_actor  22644?? flags  128&
011A: set_actor  22644?? flags  1?
011A: set_actor  22644?? flags  64?
0173: set_actor  22644?? z_angle_to  4.7!
01CC: actor  22644?? kill_player $PLAYER_CHAR

:Label0E1A44
00D6: if  0?
8118:   NOT   actor  22648?? dead
004D: jump_if_false Label0E1A7C
011A: set_actor  22648?? flags  128&
011A: set_actor  22648?? flags  1?
011A: set_actor  22648?? flags  64?
0173: set_actor  22648?? z_angle_to  4.7!
01CC: actor  22648?? kill_player $PLAYER_CHAR

:Label0E1A7C
00D6: if  0?
8118:   NOT   actor  22660?? dead
004D: jump_if_false Label0E1ABF
011A: set_actor  22660?? flags  128&
011A: set_actor  22660?? flags  1?
011A: set_actor  22660?? flags  64?
00D6: if  0?
8118:   NOT   actor  22664?? dead
004D: jump_if_false Label0E1ABF
03F9: make_actors  22660??  22664?? converse_in  100000&& ms

:Label0E1ABF
00D6: if  0?
8118:   NOT   actor  22664?? dead
004D: jump_if_false Label0E1AE5
011A: set_actor  22664?? flags  128&
011A: set_actor  22664?? flags  1?
011A: set_actor  22664?? flags  64?

:Label0E1AE5
00D6: if  0?
8118:   NOT   actor  22636?? dead
004D: jump_if_false Label0E1B1C
011A: set_actor  22636?? flags  128&
011A: set_actor  22636?? flags  1?
011A: set_actor  22636?? flags  64?
0173: set_actor  22636?? z_angle_to  109.6!
0350: unknown_actor  22636?? not_scared_flag  1?

:Label0E1B1C
009A:  22680?? = create_actor  8? #HNA at -1115.2!  67!  10.1!
0173: set_actor  22680?? z_angle_to  85.4!
01B2: give_actor  22680?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22680??
0243: set_actor  22680?? ped_stats_to  16?
011A: set_actor  22680?? flags  128&
011A: set_actor  22680?? flags  1?
011A: set_actor  22680?? flags  64?
0291: unknown_actor  22680?? unknown_behavior_flag  1?
0350: unknown_actor  22680?? not_scared_flag  1?
009A:  22668?? = create_actor  8? #HNA at -1182.3!  80.5!  10.1!
0173: set_actor  22668?? z_angle_to  355.1!
01B2: give_actor  22668?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22668??
0243: set_actor  22668?? ped_stats_to  16?
011A: set_actor  22668?? flags  128&
011A: set_actor  22668?? flags  1?
011A: set_actor  22668?? flags  64?
0291: unknown_actor  22668?? unknown_behavior_flag  1?
0350: unknown_actor  22668?? not_scared_flag  1?
009A:  22672?? = create_actor  8? #HNA at -1192.2!  102.7!  10.1!
0173: set_actor  22672?? z_angle_to  109.6!
01B2: give_actor  22672?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22672??
0243: set_actor  22672?? ped_stats_to  16?
011A: set_actor  22672?? flags  128&
011A: set_actor  22672?? flags  1?
011A: set_actor  22672?? flags  64?
0291: unknown_actor  22672?? unknown_behavior_flag  1?
0350: unknown_actor  22672?? not_scared_flag  1?
009A:  22676?? = create_actor  8? #HNA at -1183.4!  67!  16.9!
0173: set_actor  22676?? z_angle_to  12!
01B2: give_actor  22676?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22676??
0243: set_actor  22676?? ped_stats_to  16?
011A: set_actor  22676?? flags  128&
011A: set_actor  22676?? flags  1?
011A: set_actor  22676?? flags  64?
0291: unknown_actor  22676?? unknown_behavior_flag  1?
0350: unknown_actor  22676?? not_scared_flag  1?
009A:  22700?? = create_actor  8? #HNA at -1197.9!  82.5!  10.1!
0173: set_actor  22700?? z_angle_to  347!
01B2: give_actor  22700?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22700??
0243: set_actor  22700?? ped_stats_to  16?
011A: set_actor  22700?? flags  128&
011A: set_actor  22700?? flags  1?
011A: set_actor  22700?? flags  64?
0291: unknown_actor  22700?? unknown_behavior_flag  1?
0350: unknown_actor  22700?? not_scared_flag  1?
009A:  22704?? = create_actor  8? #HNA at -1189!  83.6!  10.1!
0173: set_actor  22704?? z_angle_to  20!
01B2: give_actor  22704?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22704??
0243: set_actor  22704?? ped_stats_to  16?
011A: set_actor  22704?? flags  128&
011A: set_actor  22704?? flags  1?
011A: set_actor  22704?? flags  64?
0291: unknown_actor  22704?? unknown_behavior_flag  1?
0350: unknown_actor  22704?? not_scared_flag  1?
009A:  22708?? = create_actor  8? #HNA at -1190.5!  68.5!  10.1!
0173: set_actor  22708?? z_angle_to  13.8!
01B2: give_actor  22708?? weapon  22? ammo  30000&  \\ Load the weapon model before using this
01ED: spawn_actor  22708??
0243: set_actor  22708?? ped_stats_to  16?
011A: set_actor  22708?? flags  128&
011A: set_actor  22708?? flags  1?
011A: set_actor  22708?? flags  64?
0291: unknown_actor  22708?? unknown_behavior_flag  1?
0350: unknown_actor  22708?? not_scared_flag  1?
00D6: if  0?
8119:   NOT   car  22612?? wrecked
004D: jump_if_false Label0E1DB7
02AA: set_car  22612?? immune_to_nonplayer  1?

:Label0E1DB7
00D6: if  0?
8119:   NOT   car  22616?? wrecked
004D: jump_if_false Label0E1DCE
02AA: set_car  22616?? immune_to_nonplayer  1?

:Label0E1DCE
03F1: pedtype  8? add_threat  1?
03F1: pedtype  8? add_threat  16384&
03CF: load_wav "CUB4_9" as  1?

:Label0E1DE7
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0E1E01
0001: wait  0? ms
0002: jump Label0E1DE7

:Label0E1E01
00BC: text_highpriority "CUB4_16"  4000& ms  1? \\ I'm going to plant the bomb, cover me!
03D1: play_wav  1?

:Label0E1E14
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0E1E2E
0001: wait  0? ms
0002: jump Label0E1E14

:Label0E1E2E
040D: unload_wav  1?
03D5: remove_text "CUB4_16" \\ I'm going to plant the bomb, cover me!

:Label0E1E3C
00D6: if  0?
834E:   NOT unknown_move_object  7164?? to -1114.5!  67!  10.1! unknown_angle  10!  10!  0!  0?
004D: jump_if_false Label0E1E77
0001: wait  0? ms
0002: jump Label0E1E3C

:Label0E1E77
0051: return

;-------------Mission 60---------------
; Originally: Juju Scramble


:Label0E1E79
03A4: name_thread "HAIT1"
0050: gosub Label0E1EA7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0E1E9E
0050: gosub Label0E33F7

:Label0E1E9E
0050: gosub Label0E344A
004E: end_thread

:Label0E1EA7
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  22884?? =  0?  \\ integer values
0004:  22888?? =  0?  \\ integer values
0005:  22892?? = -1162.82!  \\ floating-point values
0005:  22896?? = -19.06!  \\ floating-point values
0005:  22900?? =  16.14!  \\ floating-point values
0004:  22904?? =  0?  \\ integer values
0005:  22912?? = -1154.48!  \\ floating-point values
0005:  22916?? = -30.59!  \\ floating-point values
0005:  22920?? =  19.08!  \\ floating-point values
0005:  22924?? =  12.22!  \\ floating-point values
0005:  22932?? = -1160.49!  \\ floating-point values
0005:  22936?? = -30.37!  \\ floating-point values
0005:  22940?? =  19.08!  \\ floating-point values
0005:  22944?? =  12.22!  \\ floating-point values
0005:  22952?? = -1142.84!  \\ floating-point values
0005:  22956?? = -6.34!  \\ floating-point values
0005:  22960?? =  22.97!  \\ floating-point values
0005:  22964?? =  84.66!  \\ floating-point values
0005:  22972?? = -1143.56!  \\ floating-point values
0005:  22976?? = -16.69!  \\ floating-point values
0005:  22980?? =  22.9!  \\ floating-point values
0005:  22984?? =  84.66!  \\ floating-point values
0004:  22996?? =  0?  \\ integer values
0004:  23000?? =  0?  \\ integer values
0005:  23008?? = -995.87!  \\ floating-point values
0005:  23012?? = -32.49!  \\ floating-point values
0005:  23016?? =  10.89!  \\ floating-point values
0004:  23004?? =  61000&&  \\ integer values
0004:  23340?? =  0?  \\ integer values
0004:  23344?? =  0?  \\ integer values
0004:  23020?? =  0?  \\ integer values
0004:  23024?? =  0?  \\ integer values
0004:  23028?? =  0?  \\ integer values
0004:  23040?? =  0?  \\ integer values
0005:  23044?? = -966.67!  \\ floating-point values
0005:  23048?? = -36.7!  \\ floating-point values
0005:  23052?? = -100!  \\ floating-point values
0005:  23056?? =  90!  \\ floating-point values
0004:  23060?? =  100?  \\ integer values
0004:  23220?? =  0?  \\ integer values
0004:  23068?? =  0?  \\ integer values
0005:  23072?? = -969.82!  \\ floating-point values
0005:  23076?? = -46.22!  \\ floating-point values
0005:  23080?? =  9.91!  \\ floating-point values
0005:  23084?? =  0!  \\ floating-point values
0004:  23088?? =  100?  \\ integer values
0004:  23096?? =  0?  \\ integer values
0004:  23100?? =  0?  \\ integer values
0004:  23108?? =  0?  \\ integer values
0005:  23112?? = -968.1!  \\ floating-point values
0005:  23116?? = -28.41!  \\ floating-point values
0005:  23120?? =  9.94!  \\ floating-point values
0005:  23124?? =  0!  \\ floating-point values
0004:  23128?? =  100?  \\ integer values
0004:  23132?? =  0?  \\ integer values
0004:  23140?? =  0?  \\ integer values
0004:  23152?? =  0?  \\ integer values
0004:  23156?? =  0?  \\ integer values
0005:  23164?? = -914.55!  \\ floating-point values
0005:  23168?? =  344.73!  \\ floating-point values
0005:  23172?? = -100!  \\ floating-point values
0004:  23160?? =  61000&&  \\ integer values
0004:  23236?? =  0?  \\ integer values
0004:  23176?? =  0?  \\ integer values
0004:  23180?? =  0?  \\ integer values
0004:  23180?? =  0?  \\ integer values
0004:  23188?? =  0?  \\ integer values
0004:  23196?? =  0?  \\ integer values
0005:  23200?? = -904.85!  \\ floating-point values
0005:  23204?? =  299.418!  \\ floating-point values
0005:  23208?? =  10.26!  \\ floating-point values
0005:  23212?? =  0!  \\ floating-point values
0004:  23216?? =  100?  \\ integer values
0004:  23224?? =  0?  \\ integer values
0004:  23240?? =  0?  \\ integer values
0005:  23244?? = -903.07!  \\ floating-point values
0005:  23248?? =  299.196!  \\ floating-point values
0005:  23252?? =  10.26!  \\ floating-point values
0005:  23256?? =  0!  \\ floating-point values
0005:  23260?? = -914.55!  \\ floating-point values
0005:  23264?? =  344.73!  \\ floating-point values
0005:  23268?? =  10.26!  \\ floating-point values
0004:  23272?? =  100?  \\ integer values
0004:  23296?? =  0?  \\ integer values
0004:  23304?? =  0?  \\ integer values
0005:  23308?? = -957.891!  \\ floating-point values
0005:  23312?? =  139.084!  \\ floating-point values
0005:  23316?? =  8.26!  \\ floating-point values
0004:  23320?? =  0?  \\ integer values
0004:  23324?? =  0?  \\ integer values
0004:  23328?? =  0?  \\ integer values
0004:  23332?? =  0?  \\ integer values
0004:  23336?? =  0?  \\ integer values
0004:  23276?? =  0?  \\ integer values
0004:  23280?? =  0?  \\ integer values
0004:  23284?? =  0?  \\ integer values
0005:  23356?? =  0!  \\ floating-point values
0005:  23360?? =  0!  \\ floating-point values
0005:  23364?? =  0!  \\ floating-point values
0004:  23372?? =  0?  \\ integer values
0005:  23388?? = -990.11!  \\ floating-point values
0005:  23392?? = -34.5!  \\ floating-point values
0005:  23396?? =  9.72!  \\ floating-point values
0004:  23400?? =  0?  \\ integer values
0004:  23404?? =  0?  \\ integer values
0005:  23408?? = -913.827!  \\ floating-point values
0005:  23412?? =  325.343!  \\ floating-point values
0005:  23416?? =  10.249!  \\ floating-point values
0004:  23420?? =  0?  \\ integer values
0004:  23424?? =  0?  \\ integer values
0004:  23428?? =  0?  \\ integer values
0004:  23432?? =  0?  \\ integer values
0004:  23436?? =  0?  \\ integer values
0004:  23440?? =  0?  \\ integer values
0004:  23444?? =  0?  \\ integer values
0004:  23448?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "HAIT1"
058E: unknown_point_command -957.904!  122.843!  8.278! angle  356.948!
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "KETTLE"
03CB: set_camera -962.697!  149.793!  10.21!
04BB: select_interiour  12?  \\ select render area
04F9: interiour_colors  13?  0?
038B: load_requested_models

:Label0E2309
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0E2331
0001: wait  0? ms
0002: jump Label0E2309

:Label0E2331
02E4: load_cutscene_data "HAT_1"
0244: set_cutscene_pos -962.799!  148.391!  8.355!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  680?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  680?? "APOULET"
02E5:  856?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  856?? "HTABLE"
02E5:  852?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  852?? "KETTLE"
0395: clear_area  1? at -962.53!  141.69! range  8.25!  2!
0055: put_player $PLAYER_CHAR at -962.53!  141.69!  8.25!
0171: set_player $PLAYER_CHAR z_angle_to  183.42!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E23F1
00D6: if  0?
001A:    2089& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2414
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E23F1

:Label0E2414
00BC: text_highpriority "HAM1_A"  10000& ms  1? \\ Hello? Hello?

:Label0E2423
00D6: if  0?
001A:    6844& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2446
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2423

:Label0E2446
00BC: text_highpriority "HAM1_B"  10000& ms  1? \\ Come in, my dear, and rest your soul.

:Label0E2455
00D6: if  0?
001A:    9955& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2478
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2455

:Label0E2478
00BC: text_highpriority "HAM1_C"  10000& ms  1? \\ You must be the big bad man me grandaddy been chattin' 'bout.

:Label0E2487
00D6: if  0?
001A:    13943& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E24AA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2487

:Label0E24AA
00BC: text_highpriority "HAM1_D"  10000& ms  1? \\ Tells me tings about you, you know, when he visits,

:Label0E24B9
00D6: if  0?
001A:    16609& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E24DC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E24B9

:Label0E24DC
00BC: text_highpriority "HAM1_E"  10000& ms  1? \\ and about the others who wait for you.

:Label0E24EB
00D6: if  0?
001A:    19208& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E250E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E24EB

:Label0E250E
00BC: text_highpriority "HAM1_F"  10000& ms  1? \\ Now, we all dead for long time, but you,

:Label0E251D
00D6: if  0?
001A:    21822& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2540
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E251D

:Label0E2540
00BC: text_highpriority "HAM1_G"  10000& ms  1? \\ I wouldn't want to be in your shoes, ha ha ha ha ha!

:Label0E254F
00D6: if  0?
001A:    24520& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2572
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E254F

:Label0E2572
00BC: text_highpriority "HAM1_H"  10000& ms  1? \\ I got a message to come here.

:Label0E2581
00D6: if  0?
001A:    26563& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E25A4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2581

:Label0E25A4
00BC: text_highpriority "HAM1_I"  10000& ms  1? \\ Can you hear dem?

:Label0E25B3
00D6: if  0?
001A:    28200& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E25D6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E25B3

:Label0E25D6
00BC: text_highpriority "HAM1_J"  10000& ms  1? \\ Dem callin' your name, boy, must want you pretty bad, don't ya tink?

:Label0E25E5
00D6: if  0?
001A:    32697& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2608
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E25E5

:Label0E2608
00BC: text_highpriority "HAM1_K"  10000& ms  1? \\ Now you do old Auntie Poulet a turn, huh, maybe she help you.

:Label0E2617
00D6: if  0?
001A:    35049&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E263C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2617

:Label0E263C
00BC: text_highpriority "HAM1_L"  10000& ms  1? \\ Maybe she can give you a little juju after all of dis.

:Label0E264B
00D6: if  0?
001A:    39949&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2670
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E264B

:Label0E2670
00BC: text_highpriority "HAM1_M"  10000& ms  1? \\ Give you some magic to give the law man the stink eye, hmmmmm?

:Label0E267F
00D6: if  0?
001A:    43624&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E26A4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E267F

:Label0E26A4
00BC: text_highpriority "HAM1_N"  10000& ms  1? \\ Look, this is all very, um... give me what?

:Label0E26B3
00D6: if  0?
001A:    47531&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E26D8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E26B3

:Label0E26D8
00BC: text_highpriority "HAM1_O"  10000& ms  1? \\ I,I, I think I've got the wrong address...

:Label0E26E7
00D6: if  0?
001A:    49412&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E270C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E26E7

:Label0E270C
00BC: text_highpriority "HAM1_P"  10000& ms  1? \\ Do me these tings, Tommy......

:Label0E271B
00D6: if  0?
001A:    53234&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2740
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E271B

:Label0E2740
00BC: text_highpriority "HAM1_Q"  10000& ms  1? \\ The Cubans, nasty proud foofoos, mmm,

:Label0E274F
00D6: if  0?
001A:    57817&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2774
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E274F

:Label0E2774
00BC: text_highpriority "HAM1_R"  10000& ms  1? \\ been making my lovely Haitian boys shake de heads.

:Label0E2783
00D6: if  0?
001A:    61451&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E27A8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2783

:Label0E27A8
00BC: text_highpriority "HAM1_S"  10000& ms  1? \\ Now they told the policeman where me been stashing my powders.

:Label0E27B7
00D6: if  0?
001A:    64655&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E27DC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E27B7

:Label0E27DC
00BC: text_highpriority "HAM1_T"  10000& ms  1? \\ Dey tink it drugs, them stupid.

:Label0E27EB
00D6: if  0?
001A:    68336&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2810
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E27EB

:Label0E2810
00BC: text_highpriority "HAM1_U"  10000& ms  1? \\ Now be a good boy Tommy and go and get the powders for Auntie Poulet.

:Label0E281F
00D6: if  0?
001A:    74373&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2844
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E281F

:Label0E2844
00BC: text_highpriority "HAM1_V"  10000& ms  1? \\ Yeah, yeah, sure, sure.

:Label0E2853
00D6: if  0?
001A:    77824&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E2878
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E2853

:Label0E2878
00BE: text_clear_all

:Label0E287A
00D6: if  0?
001A:    80912&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E289F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E287A

:Label0E289F
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0E28A8
00D6: if  0?
016B:   fading
004D: jump_if_false Label0E28C0
0001: wait  0? ms
0002: jump Label0E28A8

:Label0E28C0
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
03CB: set_camera -962.53!  141.69!  8.25!
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #SWAT
0247: request_model #MP5LNG
0247: request_model #SNIPER
0247: request_model #NITESTICK
03CF: load_wav "HAT_1A" as  1?

:Label0E291E
00D6: if  23?
8248:   NOT   model #SWAT available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #SNIPER available
8248:   NOT   model #NITESTICK available
004D: jump_if_false Label0E2947
0001: wait  0? ms
0002: jump Label0E291E

:Label0E2947
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0E2961
0001: wait  0? ms
0002: jump Label0E2947

:Label0E2961
009A:  23064?? = create_actor  4? #SWAT at  23072??  23076??  23080??
0187:  23092?? = create_marker_above_actor  23064??
0164: disable_marker  23092??
009B: destroy_actor_instantly  23064??
009A:  23104?? = create_actor  4? #SWAT at  23112??  23116??  23120??
0187:  23136?? = create_marker_above_actor  23104??
0164: disable_marker  23136??
009B: destroy_actor_instantly  23104??
0213:  22988?? = create_pickup -120? (BRIEFCASE) type  3? at  23008??  23012??  23016??
03DC:  23032?? = create_marker_above_pickup  22988??
0164: disable_marker  23032??
0215: destroy_pickup  22988??
009A:  23232?? = create_actor  4? #SWAT at  23244??  23248??  23252??
0187:  23292?? = create_marker_above_actor  23232??
0164: disable_marker  23292??
009B: destroy_actor_instantly  23232??
009A:  23192?? = create_actor  4? #SWAT at  23200??  23204??  23208??
0187:  23228?? = create_marker_above_actor  23192??
0164: disable_marker  23228??
009B: destroy_actor_instantly  23192??
0213:  23144?? = create_pickup -120? (BRIEFCASE) type  3? at  23164??  23168??  23172??
03DC:  23184?? = create_marker_above_pickup  23144??
0164: disable_marker  23184??
0215: destroy_pickup  23144??
009A:  22908?? = create_actor  4? #SWAT at  22912??  22916??  22920??
009B: destroy_actor_instantly  22908??
009A:  22928?? = create_actor  4? #SWAT at  22932??  22936??  22940??
009B: destroy_actor_instantly  22928??
009A:  22948?? = create_actor  4? #SWAT at  22952??  22956??  22960??
009B: destroy_actor_instantly  22948??
009A:  22968?? = create_actor  4? #SWAT at  22972??  22976??  22980??
009B: destroy_actor_instantly  22968??
009A:  23368?? = create_actor  6? #SWAT at -1168.36! -8.738!  15.72!
009B: destroy_actor_instantly  23368??
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
0213:  22876?? = create_pickup -120? (BRIEFCASE) type  3? at  22892??  22896??  22900??
03DC:  22880?? = create_marker_above_pickup  22876??
0004:  22884?? =  1?  \\ integer values
00BC: text_highpriority "HAM1_1"  5000& ms  1? \\ ~g~The cops are closing in on our stashes. BE quick, and beat dem to it!
0004:  492?? =  0?  \\ integer values

:Label0E2AFD
00D6: if  0?
0038:    23304?? ==  0?  \\ integer values
004D: jump_if_false Label0E329F
0001: wait  0? ms
00D6: if  0?
0038:    23324?? ==  1?  \\ integer values
004D: jump_if_false Label0E2B71
00D6: if  0?
0038:    23444?? ==  0?  \\ integer values
004D: jump_if_false Label0E2B45
0006:  16@ =  0?  \\ integer values
0004:  23444?? =  1?  \\ integer values

:Label0E2B45
00D6: if  0?
0038:    23444?? ==  1?  \\ integer values
004D: jump_if_false Label0E2B71
00D6: if  0?
0029:    16@ >=  1000&  \\ integer values
004D: jump_if_false Label0E2B71
0004:  23444?? =  2?  \\ integer values

:Label0E2B71
00D6: if  0?
0038:    23276?? ==  1?  \\ integer values
004D: jump_if_false Label0E2BCF
00D6: if  0?
0038:    23448?? ==  0?  \\ integer values
004D: jump_if_false Label0E2BA3
0006:  16@ =  0?  \\ integer values
0004:  23448?? =  1?  \\ integer values

:Label0E2BA3
00D6: if  0?
0038:    23448?? ==  1?  \\ integer values
004D: jump_if_false Label0E2BCF
00D6: if  0?
0029:    16@ >=  1000&  \\ integer values
004D: jump_if_false Label0E2BCF
0004:  23448?? =  2?  \\ integer values

:Label0E2BCF
00D6: if  0?
0038:    22888?? ==  0?  \\ integer values
004D: jump_if_false Label0E2BFA
00D6: if  0?
0038:    22884?? ==  1?  \\ integer values
004D: jump_if_false Label0E2BFA
0050: gosub Label0E3587

:Label0E2BFA
00D6: if  0?
0038:    22888?? ==  1?  \\ integer values
004D: jump_if_false Label0E2C25
00D6: if  0?
0038:    22904?? ==  0?  \\ integer values
004D: jump_if_false Label0E2C25
0050: gosub Label0E3801

:Label0E2C25
00D6: if  0?
0038:    22888?? ==  1?  \\ integer values
004D: jump_if_false Label0E2D89
00D6: if  0?
0038:    22904?? ==  1?  \\ integer values
004D: jump_if_false Label0E2D89
00D6: if  0?
0038:    22996?? ==  0?  \\ integer values
004D: jump_if_false Label0E2D89
0395: clear_area  0? at  23008??  23012?? range  23016??  1!
0213:  22988?? = create_pickup -120? (BRIEFCASE) type  3? at  23008??  23012??  23016??
03DC:  22992?? = create_marker_above_pickup  22988??
014E: set_timer_to  23004?? type  1?
0395: clear_area  0? at  23044??  23048?? range  23052??  1!
009A:  23036?? = create_actor  4? #SWAT at  23044??  23048??  23052??
01ED: spawn_actor  23036??
0243: set_actor  23036?? ped_stats_to  16?
011A: set_actor  23036?? flags  1?
01B2: give_actor  23036?? weapon  28? ammo  30000&  \\ Load the weapon model before using this
0350: unknown_actor  23036?? not_scared_flag  1?
01CA: actor  23036?? kill_player $PLAYER_CHAR
0395: clear_area  0? at  23072??  23076?? range  23080??  1!
009A:  23064?? = create_actor  4? #SWAT at  23072??  23076??  23080??
01ED: spawn_actor  23064??
0243: set_actor  23064?? ped_stats_to  16?
01B2: give_actor  23064?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  23064?? flags  1?
0291: unknown_actor  23064?? unknown_behavior_flag  1?
0173: set_actor  23064?? z_angle_to  90!
0395: clear_area  0? at  23112??  23116?? range  23120??  1!
009A:  23104?? = create_actor  4? #SWAT at  23112??  23116??  23120??
01ED: spawn_actor  23104??
0243: set_actor  23104?? ped_stats_to  16?
01B2: give_actor  23104?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
011A: set_actor  23104?? flags  1?
0291: unknown_actor  23104?? unknown_behavior_flag  1?
0173: set_actor  23104?? z_angle_to  90!
0004:  22996?? =  1?  \\ integer values

:Label0E2D89
00D6: if  0?
0038:    22904?? ==  1?  \\ integer values
004D: jump_if_false Label0E2E43
00D6: if  22?
80E4:   NOT   player $PLAYER_CHAR  0? ()near_point_on_foot  23356??  23360?? radius  3!  3!
02DF: unknown_player $PLAYER_CHAR
0118:   actor  23368?? dead
004D: jump_if_false Label0E2E43
00D6: if  0?
8118:   NOT   actor  22908?? dead
004D: jump_if_false Label0E2DE6
0350: unknown_actor  22908?? not_scared_flag  1?
01CA: actor  22908?? kill_player $PLAYER_CHAR

:Label0E2DE6
00D6: if  0?
8118:   NOT   actor  22928?? dead
004D: jump_if_false Label0E2E05
0350: unknown_actor  22928?? not_scared_flag  1?
01CA: actor  22928?? kill_player $PLAYER_CHAR

:Label0E2E05
00D6: if  0?
8118:   NOT   actor  22948?? dead
004D: jump_if_false Label0E2E24
0350: unknown_actor  22948?? not_scared_flag  1?
01CA: actor  22948?? kill_player $PLAYER_CHAR

:Label0E2E24
00D6: if  0?
8118:   NOT   actor  22968?? dead
004D: jump_if_false Label0E2E43
0350: unknown_actor  22968?? not_scared_flag  1?
01CA: actor  22968?? kill_player $PLAYER_CHAR

:Label0E2E43
00D6: if  0?
0038:    22996?? ==  1?  \\ integer values
004D: jump_if_false Label0E2E5C
0050: gosub Label0E3B0D

:Label0E2E5C
00D6: if  0?
0038:    23024?? ==  1?  \\ integer values
004D: jump_if_false Label0E2E75
0050: gosub Label0E368C

:Label0E2E75
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E2EA0
00D6: if  0?
0038:    22996?? ==  1?  \\ integer values
004D: jump_if_false Label0E2EA0
0050: gosub Label0E35E3

:Label0E2EA0
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E2EDD
00D6: if  0?
0038:    22996?? ==  1?  \\ integer values
004D: jump_if_false Label0E2EDD
00D6: if  0?
0038:    23004?? ==  0?  \\ integer values
004D: jump_if_false Label0E2EDD
0004:  23324?? =  1?  \\ integer values

:Label0E2EDD
00D6: if  0?
0038:    23328?? ==  1?  \\ integer values
004D: jump_if_false Label0E2FBD
00D6: if  0?
0038:    23096?? ==  1?  \\ integer values
004D: jump_if_false Label0E2F56
00D6: if  0?
8118:   NOT   actor  23064?? dead
004D: jump_if_false Label0E2F56
00D6: if  0?
82CB:   NOT   actor  23064?? bounding_sphere_visible
004D: jump_if_false Label0E2F56
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  23064?? radius  120!  120!
004D: jump_if_false Label0E2F56
00BC: text_highpriority "HAM1_2"  5000& ms  1? \\ ~r~The cops got to the stash first!
0002: jump Label0E33F7

:Label0E2F56
00D6: if  0?
0038:    23140?? ==  1?  \\ integer values
004D: jump_if_false Label0E2FBD
00D6: if  0?
8118:   NOT   actor  23104?? dead
004D: jump_if_false Label0E2FBD
00D6: if  0?
82CB:   NOT   actor  23104?? bounding_sphere_visible
004D: jump_if_false Label0E2FBD
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  23104?? radius  120!  120!
004D: jump_if_false Label0E2FBD
00BC: text_highpriority "HAM1_2"  5000& ms  1? \\ ~r~The cops got to the stash first!
0002: jump Label0E33F7

:Label0E2FBD
00D6: if  0?
0038:    23028?? ==  1?  \\ integer values
004D: jump_if_false Label0E2FE5
00BC: text_highpriority "HAM1_6"  5000& ms  1? \\ ~r~The Stash was destroyed, you idiot!
0002: jump Label0E33F7

:Label0E2FE5
00D6: if  21?
0038:    23000?? ==  1?  \\ integer values
0038:    23020?? ==  1?  \\ integer values
004D: jump_if_false Label0E304A
00D6: if  0?
0038:    23152?? ==  0?  \\ integer values
004D: jump_if_false Label0E304A
0395: clear_area  0? at  23164??  23168?? range  23172??  1!
0213:  23144?? = create_pickup -120? (BRIEFCASE) type  3? at  23164??  23168??  23172??
03DC:  23148?? = create_marker_above_pickup  23144??
014E: set_timer_to  23160?? type  1?
0004:  23152?? =  1?  \\ integer values

:Label0E304A
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E3075
00D6: if  0?
0038:    23152?? ==  1?  \\ integer values
004D: jump_if_false Label0E3075
0050: gosub Label0E370C

:Label0E3075
00D6: if  0?
0038:    23280?? ==  1?  \\ integer values
004D: jump_if_false Label0E3155
00D6: if  0?
0038:    23220?? ==  1?  \\ integer values
004D: jump_if_false Label0E30EE
00D6: if  0?
8118:   NOT   actor  23192?? dead
004D: jump_if_false Label0E30EE
00D6: if  0?
82CB:   NOT   actor  23192?? bounding_sphere_visible
004D: jump_if_false Label0E30EE
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  23192?? radius  120!  120!
004D: jump_if_false Label0E30EE
00BC: text_highpriority "HAM1_2"  5000& ms  1? \\ ~r~The cops got to the stash first!
0002: jump Label0E33F7

:Label0E30EE
00D6: if  0?
0038:    23288?? ==  1?  \\ integer values
004D: jump_if_false Label0E3155
00D6: if  0?
8118:   NOT   actor  23232?? dead
004D: jump_if_false Label0E3155
00D6: if  0?
82CB:   NOT   actor  23232?? bounding_sphere_visible
004D: jump_if_false Label0E3155
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  23232?? radius  120!  120!
004D: jump_if_false Label0E3155
00BC: text_highpriority "HAM1_2"  5000& ms  1? \\ ~r~The cops got to the stash first!
0002: jump Label0E33F7

:Label0E3155
00D6: if  0?
0038:    23176?? ==  1?  \\ integer values
004D: jump_if_false Label0E317D
00BC: text_highpriority "HAM1_6"  5000& ms  1? \\ ~r~The Stash was destroyed, you idiot!
0002: jump Label0E33F7

:Label0E317D
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E31BA
00D6: if  0?
0038:    23152?? ==  1?  \\ integer values
004D: jump_if_false Label0E31BA
00D6: if  0?
0038:    23160?? ==  0?  \\ integer values
004D: jump_if_false Label0E31BA
0004:  23276?? =  1?  \\ integer values

:Label0E31BA
00D6: if  21?
0038:    23000?? ==  1?  \\ integer values
0038:    23020?? ==  1?  \\ integer values
004D: jump_if_false Label0E31EC
00D6: if  0?
0038:    23332?? ==  0?  \\ integer values
004D: jump_if_false Label0E31EC
0050: gosub Label0E4272

:Label0E31EC
00D6: if  0?
0038:    23332?? ==  1?  \\ integer values
004D: jump_if_false Label0E3205
0050: gosub Label0E4356

:Label0E3205
00D6: if  0?
0038:    23296?? ==  3?  \\ integer values
004D: jump_if_false Label0E3298
00D6: if  0?
0038:    23320?? ==  0?  \\ integer values
004D: jump_if_false Label0E3254
00BC: text_highpriority "HAM1_3"  5000& ms  1? \\ ~g~Get this stuff back to the hideout!
018A:  23300?? = create_checkpoint_at  23308??  23312??  23316??
0004:  492?? =  1?  \\ integer values
0004:  23320?? =  1?  \\ integer values

:Label0E3254
00D6: if  0?
00F5:   player $PLAYER_CHAR  492?? (in-sphere)near_point  23308??  23312??  23316?? radius  2!  2!  2!
004D: jump_if_false Label0E3298
00D6: if  0?
0038:    23304?? ==  0?  \\ integer values
004D: jump_if_false Label0E3298
0004:  23304?? =  1?  \\ integer values

:Label0E3298
0002: jump Label0E2AFD

:Label0E329F
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
011C: actor $PLAYER_ACTOR clear_objective
01C2: remove_references_to_actor  23192??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23232??  \\ Like turning an actor into a random pedestrian
0395: clear_area  0? at -964.776!  145.189! range  9.52!  1!
015F: set_camera_position -964.776!  145.189!  9.52!  0!  0!  0!
0160: point_camera -964.032!  144.523!  9.479!  2?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0E3364
00DA:  23376?? = player $PLAYER_CHAR car
01D3: actor $PLAYER_ACTOR leave_car  23376??

:Label0E3332
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0E3364
0001: wait  0? ms
00D6: if  0?
0119:   car  23376?? wrecked
004D: jump_if_false Label0E335D
0002: jump Label0E33F7

:Label0E335D
0002: jump Label0E3332

:Label0E3364
0211: actor $PLAYER_ACTOR walk_to -962.708!  145.443!
0006:  16@ =  0?  \\ integer values

:Label0E337A
00D6: if  0?
001B:    4500& >  16@  \\ integer values
004D: jump_if_false Label0E3398
0001: wait  0? ms
0002: jump Label0E337A

:Label0E3398
011C: actor $PLAYER_ACTOR clear_objective
0395: clear_area  0? at -965.265!  142.855! range  8.23!  1!
0055: put_player $PLAYER_CHAR at -965.265!  142.855!  8.23!
0171: set_player $PLAYER_CHAR z_angle_to  190.53!
03C8: rotate_player_180_degrees
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0002: jump Label0E3408

:Label0E33F7
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0E3408
0004: $PASSED_HAT1_JUJU_SCRAMBLE =  1?  \\ integer values
0394: play_music  1?
0318: set_latest_mission_passed "HAT_1" \\ Juju Scramble
030C: set_mission_points +=  1?
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  1000&
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread Label00DE8D 
0051: return

:Label0E344A
0004: $ONMISSION =  0?  \\ integer values
0249: release_model #SWAT
0249: release_model #MP5LNG
0249: release_model #SNIPER
0249: release_model #NITESTICK
0164: disable_marker  22880??
0164: disable_marker  22992??
0164: disable_marker  23032??
0164: disable_marker  23148??
0164: disable_marker  23184??
0164: disable_marker  23300??
0164: disable_marker  23092??
0164: disable_marker  23136??
0164: disable_marker  23228??
0164: disable_marker  23292??
014F: stop_timer  23004??
014F: stop_timer  23160??
00D6: if  0?
0038:    22884?? ==  1?  \\ integer values
004D: jump_if_false Label0E34C9
00D6: if  0?
0038:    22888?? ==  0?  \\ integer values
004D: jump_if_false Label0E34C9
0215: destroy_pickup  22876??

:Label0E34C9
00D6: if  0?
0038:    22996?? ==  1?  \\ integer values
004D: jump_if_false Label0E34F9
00D6: if  21?
0038:    23000?? ==  0?  \\ integer values
0038:    23328?? ==  0?  \\ integer values
004D: jump_if_false Label0E34F9
0215: destroy_pickup  22988??

:Label0E34F9
00D6: if  0?
0038:    23020?? ==  0?  \\ integer values
004D: jump_if_false Label0E3527
00D6: if  0?
0038:    23024?? ==  1?  \\ integer values
004D: jump_if_false Label0E3527
0164: disable_marker  23032??
0215: destroy_pickup  22988??

:Label0E3527
00D6: if  0?
0038:    23152?? ==  1?  \\ integer values
004D: jump_if_false Label0E3550
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E3550
0215: destroy_pickup  23144??

:Label0E3550
00D6: if  0?
0038:    23188?? ==  0?  \\ integer values
004D: jump_if_false Label0E357E
00D6: if  0?
0038:    23180?? ==  1?  \\ integer values
004D: jump_if_false Label0E357E
0164: disable_marker  23184??
0215: destroy_pickup  23144??

:Label0E357E
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0E3587
00D6: if  0?
0038:    22888?? ==  0?  \\ integer values
004D: jump_if_false Label0E35E1
00D6: if  0?
0038:    22884?? ==  1?  \\ integer values
004D: jump_if_false Label0E35E1
00D6: if  0?
0214:   pickup  22876?? picked_up
004D: jump_if_false Label0E35E1
0164: disable_marker  22880??
018C: play_sound  1? at  0!  0!  0!
0008:  23296?? +=  1?  \\ integer values
0004:  22888?? =  1?  \\ integer values

:Label0E35E1
0051: return

:Label0E35E3
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E368A
00D6: if  0?
0038:    22996?? ==  1?  \\ integer values
004D: jump_if_false Label0E368A
00D6: if  0?
0038:    23328?? ==  0?  \\ integer values
004D: jump_if_false Label0E368A
00D6: if  0?
0214:   pickup  22988?? picked_up
004D: jump_if_false Label0E368A
01C2: remove_references_to_actor  22908??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22928??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22948??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22968??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23368??  \\ Like turning an actor into a random pedestrian
0164: disable_marker  22992??
018C: play_sound  1? at  0!  0!  0!
014F: stop_timer  23004??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
00BC: text_highpriority "HAM1_4"  5000& ms  1? \\ ~g~Good! Now get the next one!
0008:  23296?? +=  1?  \\ integer values
0004:  23336?? =  1?  \\ integer values
0004:  23000?? =  1?  \\ integer values

:Label0E368A
0051: return

:Label0E368C
00D6: if  0?
0038:    23020?? ==  0?  \\ integer values
004D: jump_if_false Label0E370A
00D6: if  0?
0214:   pickup  22988?? picked_up
004D: jump_if_false Label0E370A
01C2: remove_references_to_actor  22908??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22928??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22948??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  22968??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23368??  \\ Like turning an actor into a random pedestrian
0164: disable_marker  23032??
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "HAM1_4"  5000& ms  1? \\ ~g~Good! Now get the next one!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4?
0008:  23296?? +=  1?  \\ integer values
0004:  23336?? =  1?  \\ integer values
0004:  23020?? =  1?  \\ integer values

:Label0E370A
0051: return

:Label0E370C
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E379A
00D6: if  0?
0038:    23152?? ==  1?  \\ integer values
004D: jump_if_false Label0E379A
00D6: if  0?
0038:    23280?? ==  0?  \\ integer values
004D: jump_if_false Label0E379A
00D6: if  0?
0214:   pickup  23144?? picked_up
004D: jump_if_false Label0E379A
01C2: remove_references_to_actor  23036??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23064??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23104??  \\ Like turning an actor into a random pedestrian
0164: disable_marker  23148??
018C: play_sound  1? at  0!  0!  0!
014F: stop_timer  23160??
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
0008:  23296?? +=  1?  \\ integer values
0004:  23284?? =  1?  \\ integer values
0004:  23156?? =  1?  \\ integer values

:Label0E379A
00D6: if  0?
0038:    23188?? ==  0?  \\ integer values
004D: jump_if_false Label0E37FF
00D6: if  0?
0214:   pickup  23144?? picked_up
004D: jump_if_false Label0E37FF
01C2: remove_references_to_actor  23036??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23064??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  23104??  \\ Like turning an actor into a random pedestrian
0164: disable_marker  23184??
018C: play_sound  1? at  0!  0!  0!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  5?
0008:  23296?? +=  1?  \\ integer values
0004:  23284?? =  1?  \\ integer values
0004:  23188?? =  1?  \\ integer values

:Label0E37FF
0051: return

:Label0E3801
00D6: if  0?
0038:    22904?? ==  0?  \\ integer values
004D: jump_if_false Label0E3B0B
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0054:  23356?? = player $PLAYER_CHAR x_pos,  23360?? = player $PLAYER_CHAR y_pos,  23364?? = player $PLAYER_CHAR z_pos
0395: clear_area  0? at  22912??  22916?? range  22920??  1!
009A:  22908?? = create_actor  4? #SWAT at  22912??  22916??  22920??
01ED: spawn_actor  22908??
01B2: give_actor  22908?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
020F: actor  22908?? look_at_player $PLAYER_CHAR
0372: set_actor  22908?? anim  14? wait_state_time  800& ms
04C6:  22908?? $PLAYER_ACTOR
0337: unknown_actor  22908?? flag  0?
02AB: set_actor  22908?? immunities  1?  1?  1?  1?  1?
0001: wait  500& ms
03CB: set_camera  22912??  22916??  22920??
015F: set_camera_position -1153.551! -32.372!  21.675!  0!  0!  0!
0160: point_camera -1153.833! -31.475!  21.334!  2?
009A:  23368?? = create_actor  6? #SWAT at -1176.8! -22.2!  15.62!
01ED: spawn_actor  23368??
01B2: give_actor  23368?? weapon  4? ammo  1?  \\ Load the weapon model before using this
020F: actor  23368?? look_at_player $PLAYER_CHAR
00D6: if  0?
8118:   NOT   actor  22908?? dead
004D: jump_if_false Label0E393C
0337: unknown_actor  22908?? flag  1?
02AB: set_actor  22908?? immunities  0?  0?  0?  0?  0?

:Label0E393C
01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61! -31.04!  20.09!
03D1: play_wav  1?
00BC: text_highpriority "HAT_1A"  5000& ms  1? \\ ~g~Don't move a muscle, chump!
0372: set_actor $PLAYER_ACTOR anim  17? wait_state_time  1000000&& ms
0006:  16@ =  0?  \\ integer values

:Label0E3976
00D6: if  0?
001B:    4000& >  16@  \\ integer values
004D: jump_if_false Label0E39C5
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0E39A5
0002: jump Label0E39C5

:Label0E39A5
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0E39BE
03D5: remove_text "HAT_1A" \\ ~g~Don't move a muscle, chump!

:Label0E39BE
0002: jump Label0E3976

:Label0E39C5
0395: clear_area  0? at  22932??  22936?? range  22940??  1!
009A:  22928?? = create_actor  4? #SWAT at  22932??  22936??  22940??
01ED: spawn_actor  22928??
01B2: give_actor  22928?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
020F: actor  22928?? look_at_player $PLAYER_CHAR
0372: set_actor  22928?? anim  14? wait_state_time  2200& ms
04C6:  22928?? $PLAYER_ACTOR
0395: clear_area  0? at  22952??  22956?? range  22960??  1!
009A:  22948?? = create_actor  4? #SWAT at  22952??  22956??  22960??
01ED: spawn_actor  22948??
01B2: give_actor  22948?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
020F: actor  22948?? look_at_player $PLAYER_CHAR
0372: set_actor  22948?? anim  14? wait_state_time  5000& ms
04C6:  22948?? $PLAYER_ACTOR
0395: clear_area  0? at  22972??  22976?? range  22980??  1!
009A:  22968?? = create_actor  4? #SWAT at  22972??  22976??  22980??
01ED: spawn_actor  22968??
01B2: give_actor  22968?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
020F: actor  22968?? look_at_player $PLAYER_CHAR
0372: set_actor  22968?? anim  14? wait_state_time  5000& ms
04C6:  22968?? $PLAYER_ACTOR
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0E3AC5
03D5: remove_text "HAT_1A" \\ ~g~Don't move a muscle, chump!

:Label0E3AC5
0230: set_player $PLAYER_CHAR stop_looking
02A3: toggle_widescreen  0? (off)
0372: set_actor $PLAYER_ACTOR anim  0? wait_state_time  1? ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02EB: restore_camera_with_jumpcut
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2?
00BC: text_highpriority "HAM1_4"  5000& ms  1? \\ ~g~Good! Now get the next one!
0004:  22904?? =  1?  \\ integer values

:Label0E3B0B
0051: return

:Label0E3B0D
00D6: if  0?
0038:    23040?? ==  0?  \\ integer values
004D: jump_if_false Label0E3B65
00D6: if  0?
0118:   actor  23036?? dead
004D: jump_if_false Label0E3B3D
0004:  23040?? =  1?  \\ integer values
0002: jump Label0E3B65

:Label0E3B3D
0226:  23060?? = actor  23036?? health
00D6: if  0?
002A:    90? >=  23060??  \\ integer values
004D: jump_if_false Label0E3B65
0004:  23336?? =  1?  \\ integer values
0004:  23324?? =  1?  \\ integer values

:Label0E3B65
00D6: if  0?
0038:    23068?? ==  0?  \\ integer values
004D: jump_if_false Label0E3EDE
00D6: if  0?
0118:   actor  23064?? dead
004D: jump_if_false Label0E3C4B
00D6: if  0?
0038:    23328?? ==  1?  \\ integer values
004D: jump_if_false Label0E3C2F
00D6: if  0?
0038:    23096?? ==  1?  \\ integer values
004D: jump_if_false Label0E3C2F
00D6: if  0?
0038:    23100?? ==  1?  \\ integer values
004D: jump_if_false Label0E3BCB
0004:  23028?? =  1?  \\ integer values
0002: jump Label0E3C2F

:Label0E3BCB
00D6: if  0?
056D:   unknown_actor  23064?? dead_but_active
004D: jump_if_false Label0E3C28
00D6: if  0?
0038:    23024?? ==  0?  \\ integer values
004D: jump_if_false Label0E3C21
0164: disable_marker  23092??
04A5: unknown_store_dead_actor  23064?? position_to  23008??  23012??  23016??
0213:  22988?? = create_pickup -120? (BRIEFCASE) type  3? at  23008??  23012??  23016??
03DC:  23032?? = create_marker_above_pickup  22988??
0004:  23024?? =  1?  \\ integer values

:Label0E3C21
0002: jump Label0E3C2F

:Label0E3C28
0004:  23028?? =  1?  \\ integer values

:Label0E3C2F
0004:  23324?? =  1?  \\ integer values
0004:  23336?? =  1?  \\ integer values
0004:  23068?? =  1?  \\ integer values
0002: jump Label0E3EDE

:Label0E3C4B
0226:  23088?? = actor  23064?? health
00D6: if  0?
0038:    23328?? ==  1?  \\ integer values
004D: jump_if_false Label0E3C6C
0050: gosub Label0E4A90

:Label0E3C6C
00D6: if  0?
002A:    90? >=  23088??  \\ integer values
004D: jump_if_false Label0E3C8C
0004:  23336?? =  1?  \\ integer values
0004:  23324?? =  1?  \\ integer values

:Label0E3C8C
00D6: if  21?
0038:    23000?? ==  1?  \\ integer values
0038:    23336?? ==  1?  \\ integer values
004D: jump_if_false Label0E3EDE
00D6: if  0?
0038:    23108?? ==  0?  \\ integer values
004D: jump_if_false Label0E3CCD
011A: set_actor  23064?? flags  1?
01CA: actor  23064?? kill_player $PLAYER_CHAR
0002: jump Label0E3EDE

:Label0E3CCD
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E3EDE
00D6: if  0?
0038:    23328?? ==  0?  \\ integer values
004D: jump_if_false Label0E3EDE
00D6: if  0?
0038:    23324?? ==  1?  \\ integer values
004D: jump_if_false Label0E3E54
00D6: if  0?
0038:    23400?? ==  0?  \\ integer values
004D: jump_if_false Label0E3D41
0291: unknown_actor  23064?? unknown_behavior_flag  0?
01ED: spawn_actor  23064??
011C: actor  23064?? clear_objective
00BC: text_highpriority "HAM1_8"  5000& ms  1? \\ ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer  23004??
0004:  23400?? =  1?  \\ integer values

:Label0E3D41
00D6: if  0?
0038:    23400?? ==  1?  \\ integer values
004D: jump_if_false Label0E3DE6
00D6: if  0?
8510:   NOT   unknown_actor  23064?? on_path  23388??  23392??  23396?? radius  4!
004D: jump_if_false Label0E3DCD
00D6: if  0?
0038:    23428?? ==  0?  \\ integer values
004D: jump_if_false Label0E3D9F
009E: unknown_set_actor  23064?? path  23388??  23392??  23396?? radius  .1!  1?
0004:  23428?? =  1?  \\ integer values

:Label0E3D9F
00D6: if  0?
0038:    23444?? ==  2?  \\ integer values
004D: jump_if_false Label0E3DC6
009E: unknown_set_actor  23064?? path  23388??  23392??  23396?? radius  .1!  1?

:Label0E3DC6
0002: jump Label0E3DE6

:Label0E3DCD
0319: set_actor  23064?? wander_state_to  1? (off)
0239: actor  23064?? run_to  23008??  23012??
0004:  23400?? =  3?  \\ integer values

:Label0E3DE6
00D6: if  0?
0038:    23400?? ==  1?  \\ integer values
004D: jump_if_false Label0E3E54
00D6: if  0?
00FF:   actor  23064??  0? ()near_point_on_foot  23388??  23392??  23396?? radius  2.5!  2.5!  2.5!
004D: jump_if_false Label0E3E29
0004:  23400?? =  2?  \\ integer values

:Label0E3E29
00D6: if  0?
0038:    23400?? ==  2?  \\ integer values
004D: jump_if_false Label0E3E54
0319: set_actor  23064?? wander_state_to  1? (off)
0239: actor  23064?? run_to  23008??  23012??
0004:  23400?? =  3?  \\ integer values

:Label0E3E54
00D6: if  0?
8118:   NOT   actor  23064?? dead
004D: jump_if_false Label0E3EDE
00D6: if  0?
0038:    23400?? ==  3?  \\ integer values
004D: jump_if_false Label0E3EDE
00D6: if  0?
00ED:   actor  23064??  0? ()near_point_on_foot  23008??  23012?? radius  1.5!  1.5!
004D: jump_if_false Label0E3EDE
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E3EDE
0164: disable_marker  22992??
014F: stop_timer  23004??
0215: destroy_pickup  22988??
0187:  23092?? = create_marker_above_actor  23064??
00BC: text_highpriority "HAM1_7"  5000& ms  1? \\ ~g~The cops have got our stash! Retrieve it before they get away!
0004:  23096?? =  1?  \\ integer values
0004:  23328?? =  1?  \\ integer values

:Label0E3EDE
00D6: if  0?
0038:    23108?? ==  0?  \\ integer values
004D: jump_if_false Label0E4257
00D6: if  0?
0118:   actor  23104?? dead
004D: jump_if_false Label0E3FC4
00D6: if  0?
0038:    23328?? ==  1?  \\ integer values
004D: jump_if_false Label0E3FA8
00D6: if  0?
0038:    23140?? ==  1?  \\ integer values
004D: jump_if_false Label0E3FA8
00D6: if  0?
0038:    23132?? ==  1?  \\ integer values
004D: jump_if_false Label0E3F44
0004:  23028?? =  1?  \\ integer values
0002: jump Label0E3FA8

:Label0E3F44
00D6: if  0?
056D:   unknown_actor  23104?? dead_but_active
004D: jump_if_false Label0E3FA1
00D6: if  0?
0038:    23024?? ==  0?  \\ integer values
004D: jump_if_false Label0E3F9A
0164: disable_marker  23136??
04A5: unknown_store_dead_actor  23104?? position_to  23008??  23012??  23016??
0213:  22988?? = create_pickup -120? (BRIEFCASE) type  3? at  23008??  23012??  23016??
03DC:  23032?? = create_marker_above_pickup  22988??
0004:  23024?? =  1?  \\ integer values

:Label0E3F9A
0002: jump Label0E3FA8

:Label0E3FA1
0004:  23028?? =  1?  \\ integer values

:Label0E3FA8
0004:  23324?? =  1?  \\ integer values
0004:  23336?? =  1?  \\ integer values
0004:  23108?? =  1?  \\ integer values
0002: jump Label0E4257

:Label0E3FC4
0226:  23128?? = actor  23104?? health
00D6: if  0?
0038:    23328?? ==  1?  \\ integer values
004D: jump_if_false Label0E3FE5
0050: gosub Label0E4A90

:Label0E3FE5
00D6: if  0?
002A:    90? >=  23128??  \\ integer values
004D: jump_if_false Label0E4005
0004:  23336?? =  1?  \\ integer values
0004:  23324?? =  1?  \\ integer values

:Label0E4005
00D6: if  21?
0038:    23336?? ==  1?  \\ integer values
0038:    23324?? ==  1?  \\ integer values
004D: jump_if_false Label0E4257
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E4236
00D6: if  0?
0038:    23328?? ==  0?  \\ integer values
004D: jump_if_false Label0E422F
00D6: if  0?
0038:    23324?? ==  1?  \\ integer values
004D: jump_if_false Label0E41A5
00D6: if  0?
0038:    23404?? ==  0?  \\ integer values
004D: jump_if_false Label0E4092
0291: unknown_actor  23104?? unknown_behavior_flag  0?
01ED: spawn_actor  23104??
011C: actor  23104?? clear_objective
00BC: text_highpriority "HAM1_8"  5000& ms  1? \\ ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer  23004??
0004:  23404?? =  1?  \\ integer values

:Label0E4092
00D6: if  0?
0038:    23404?? ==  1?  \\ integer values
004D: jump_if_false Label0E4137
00D6: if  0?
8510:   NOT   unknown_actor  23104?? on_path  23388??  23392??  23396?? radius  4!
004D: jump_if_false Label0E411E
00D6: if  0?
0038:    23432?? ==  0?  \\ integer values
004D: jump_if_false Label0E40F0
009E: unknown_set_actor  23104?? path  23388??  23392??  23396?? radius  .1!  1?
0004:  23432?? =  1?  \\ integer values

:Label0E40F0
00D6: if  0?
0038:    23444?? ==  2?  \\ integer values
004D: jump_if_false Label0E4117
009E: unknown_set_actor  23104?? path  23388??  23392??  23396?? radius  .1!  1?

:Label0E4117
0002: jump Label0E4137

:Label0E411E
0319: set_actor  23104?? wander_state_to  1? (off)
0239: actor  23104?? run_to  23008??  23012??
0004:  23404?? =  3?  \\ integer values

:Label0E4137
00D6: if  0?
0038:    23404?? ==  1?  \\ integer values
004D: jump_if_false Label0E417A
00D6: if  0?
00FF:   actor  23104??  0? ()near_point_on_foot  23388??  23392??  23396?? radius  2.5!  2.5!  2.5!
004D: jump_if_false Label0E417A
0004:  23404?? =  2?  \\ integer values

:Label0E417A
00D6: if  0?
0038:    23404?? ==  2?  \\ integer values
004D: jump_if_false Label0E41A5
0319: set_actor  23104?? wander_state_to  1? (off)
0239: actor  23104?? run_to  23008??  23012??
0004:  23404?? =  3?  \\ integer values

:Label0E41A5
00D6: if  0?
8118:   NOT   actor  23104?? dead
004D: jump_if_false Label0E422F
00D6: if  0?
0038:    23404?? ==  3?  \\ integer values
004D: jump_if_false Label0E422F
00D6: if  0?
00ED:   actor  23104??  0? ()near_point_on_foot  23008??  23012?? radius  1.5!  1.5!
004D: jump_if_false Label0E422F
00D6: if  0?
0038:    23000?? ==  0?  \\ integer values
004D: jump_if_false Label0E422F
0164: disable_marker  22992??
014F: stop_timer  23004??
0215: destroy_pickup  22988??
0187:  23136?? = create_marker_above_actor  23104??
00BC: text_highpriority "HAM1_7"  5000& ms  1? \\ ~g~The cops have got our stash! Retrieve it before they get away!
0004:  23140?? =  1?  \\ integer values
0004:  23328?? =  1?  \\ integer values

:Label0E422F
0002: jump Label0E4257

:Label0E4236
00D6: if  0?
0038:    23328?? ==  0?  \\ integer values
004D: jump_if_false Label0E4257
011A: set_actor  23104?? flags  1?
01CA: actor  23104?? kill_player $PLAYER_CHAR

:Label0E4257
00D6: if  0?
0038:    23444?? ==  2?  \\ integer values
004D: jump_if_false Label0E4270
0004:  23444?? =  0?  \\ integer values

:Label0E4270
0051: return

:Label0E4272
00D6: if  0?
0038:    23332?? ==  0?  \\ integer values
004D: jump_if_false Label0E4354
00D6: if  0?
8118:   NOT   actor  22908?? dead
004D: jump_if_false Label0E4299
01C2: remove_references_to_actor  22908??  \\ Like turning an actor into a random pedestrian

:Label0E4299
00D6: if  0?
8118:   NOT   actor  22928?? dead
004D: jump_if_false Label0E42AE
01C2: remove_references_to_actor  22928??  \\ Like turning an actor into a random pedestrian

:Label0E42AE
0395: clear_area  0? at  23200??  23204?? range  23208??  2!
009A:  23192?? = create_actor  4? #SWAT at  23200??  23204??  23208??
0173: set_actor  23192?? z_angle_to  23212??
01ED: spawn_actor  23192??
0243: set_actor  23192?? ped_stats_to  16?
011A: set_actor  23192?? flags  1?
01B2: give_actor  23192?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
0291: unknown_actor  23192?? unknown_behavior_flag  1?
0395: clear_area  0? at  23244??  23248?? range  23252??  2!
009A:  23232?? = create_actor  4? #SWAT at  23244??  23248??  23252??
01ED: spawn_actor  23232??
0243: set_actor  23232?? ped_stats_to  16?
011A: set_actor  23232?? flags  1?
01B2: give_actor  23232?? weapon  25? ammo  30000&  \\ Load the weapon model before using this
0291: unknown_actor  23232?? unknown_behavior_flag  1?
0482:  8!
0004:  23332?? =  1?  \\ integer values

:Label0E4354
0051: return

:Label0E4356
00D6: if  0?
0038:    23196?? ==  0?  \\ integer values
004D: jump_if_false Label0E46FC
00D6: if  0?
0118:   actor  23192?? dead
004D: jump_if_false Label0E443C
00D6: if  0?
0038:    23280?? ==  1?  \\ integer values
004D: jump_if_false Label0E4420
00D6: if  0?
0038:    23220?? ==  1?  \\ integer values
004D: jump_if_false Label0E4420
00D6: if  0?
0038:    23224?? ==  1?  \\ integer values
004D: jump_if_false Label0E43BC
0004:  23176?? =  1?  \\ integer values
0002: jump Label0E4420

:Label0E43BC
00D6: if  0?
056D:   unknown_actor  23192?? dead_but_active
004D: jump_if_false Label0E4419
00D6: if  0?
0038:    23180?? ==  0?  \\ integer values
004D: jump_if_false Label0E4412
0164: disable_marker  23228??
04A5: unknown_store_dead_actor  23192?? position_to  23164??  23168??  23172??
0213:  23144?? = create_pickup -120? (BRIEFCASE) type  3? at  23164??  23168??  23172??
03DC:  23184?? = create_marker_above_pickup  23144??
0004:  23180?? =  1?  \\ integer values

:Label0E4412
0002: jump Label0E4420

:Label0E4419
0004:  23176?? =  1?  \\ integer values

:Label0E4420
0004:  23284?? =  1?  \\ integer values
0004:  23276?? =  1?  \\ integer values
0004:  23196?? =  1?  \\ integer values
0002: jump Label0E46FC

:Label0E443C
0226:  23216?? = actor  23192?? health
00D6: if  0?
0038:    23280?? ==  1?  \\ integer values
004D: jump_if_false Label0E445D
0050: gosub Label0E4D3A

:Label0E445D
00D6: if  0?
002A:    90? >=  23216??  \\ integer values
004D: jump_if_false Label0E447D
0004:  23284?? =  1?  \\ integer values
0004:  23276?? =  1?  \\ integer values

:Label0E447D
00D6: if  21?
0038:    23284?? ==  1?  \\ integer values
0038:    23276?? ==  1?  \\ integer values
004D: jump_if_false Label0E46FC
00D6: if  0?
0038:    23240?? ==  0?  \\ integer values
004D: jump_if_false Label0E44CE
00D6: if  0?
8118:   NOT   actor  23192?? dead
004D: jump_if_false Label0E44C7
011A: set_actor  23192?? flags  1?
01CA: actor  23192?? kill_player $PLAYER_CHAR

:Label0E44C7
0002: jump Label0E46FC

:Label0E44CE
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E46DB
00D6: if  0?
0038:    23280?? ==  0?  \\ integer values
004D: jump_if_false Label0E46D4
00D6: if  0?
0038:    23276?? ==  1?  \\ integer values
004D: jump_if_false Label0E464A
00D6: if  0?
0038:    23420?? ==  0?  \\ integer values
004D: jump_if_false Label0E4542
0291: unknown_actor  23192?? unknown_behavior_flag  0?
01ED: spawn_actor  23192??
011C: actor  23192?? clear_objective
00BC: text_highpriority "HAM1_8"  5000& ms  1? \\ ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer  23160??
0004:  23420?? =  1?  \\ integer values

:Label0E4542
00D6: if  0?
0038:    23420?? ==  1?  \\ integer values
004D: jump_if_false Label0E45E7
00D6: if  0?
8510:   NOT   unknown_actor  23192?? on_path  23408??  23412??  23416?? radius  4!
004D: jump_if_false Label0E45CE
00D6: if  0?
0038:    23436?? ==  0?  \\ integer values
004D: jump_if_false Label0E45A0
009E: unknown_set_actor  23192?? path  23408??  23412??  23416?? radius  .1!  1?
0004:  23436?? =  1?  \\ integer values

:Label0E45A0
00D6: if  0?
0038:    23448?? ==  2?  \\ integer values
004D: jump_if_false Label0E45C7
009E: unknown_set_actor  23192?? path  23408??  23412??  23416?? radius  .1!  1?

:Label0E45C7
0002: jump Label0E45E7

:Label0E45CE
0319: set_actor  23192?? wander_state_to  1? (off)
0239: actor  23192?? run_to  23164??  23168??
0004:  23420?? =  3?  \\ integer values

:Label0E45E7
00D6: if  0?
0038:    23420?? ==  1?  \\ integer values
004D: jump_if_false Label0E461F
00FF:   actor  23192??  0? ()near_point_on_foot  23408??  23412??  23416?? radius  1!  1!  1!
0004:  23420?? =  2?  \\ integer values

:Label0E461F
00D6: if  0?
0038:    23420?? ==  2?  \\ integer values
004D: jump_if_false Label0E464A
0319: set_actor  23192?? wander_state_to  1? (off)
0239: actor  23192?? run_to  23164??  23168??
0004:  23420?? =  3?  \\ integer values

:Label0E464A
00D6: if  0?
8118:   NOT   actor  23192?? dead
004D: jump_if_false Label0E46D4
00D6: if  0?
0038:    23420?? ==  3?  \\ integer values
004D: jump_if_false Label0E46D4
00D6: if  0?
00ED:   actor  23192??  0? ()near_point_on_foot  23164??  23168?? radius  1.5!  1.5!
004D: jump_if_false Label0E46D4
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E46D4
0164: disable_marker  23148??
014F: stop_timer  23160??
0215: destroy_pickup  23144??
0187:  23228?? = create_marker_above_actor  23192??
00BC: text_highpriority "HAM1_7"  5000& ms  1? \\ ~g~The cops have got our stash! Retrieve it before they get away!
0004:  23220?? =  1?  \\ integer values
0004:  23280?? =  1?  \\ integer values

:Label0E46D4
0002: jump Label0E46FC

:Label0E46DB
00D6: if  0?
0038:    23280?? ==  0?  \\ integer values
004D: jump_if_false Label0E46FC
011A: set_actor  23192?? flags  1?
01CA: actor  23192?? kill_player $PLAYER_CHAR

:Label0E46FC
00D6: if  0?
0038:    23240?? ==  0?  \\ integer values
004D: jump_if_false Label0E4A75
00D6: if  0?
0118:   actor  23232?? dead
004D: jump_if_false Label0E47E2
00D6: if  0?
0038:    23280?? ==  1?  \\ integer values
004D: jump_if_false Label0E47C6
00D6: if  0?
0038:    23288?? ==  1?  \\ integer values
004D: jump_if_false Label0E47C6
00D6: if  0?
0038:    23236?? ==  1?  \\ integer values
004D: jump_if_false Label0E4762
0004:  23176?? =  1?  \\ integer values
0002: jump Label0E47C6

:Label0E4762
00D6: if  0?
056D:   unknown_actor  23232?? dead_but_active
004D: jump_if_false Label0E47BF
00D6: if  0?
0038:    23180?? ==  0?  \\ integer values
004D: jump_if_false Label0E47B8
0164: disable_marker  23292??
04A5: unknown_store_dead_actor  23232?? position_to  23164??  23168??  23172??
0213:  23144?? = create_pickup -120? (BRIEFCASE) type  3? at  23164??  23168??  23172??
03DC:  23184?? = create_marker_above_pickup  23144??
0004:  23180?? =  1?  \\ integer values

:Label0E47B8
0002: jump Label0E47C6

:Label0E47BF
0004:  23176?? =  1?  \\ integer values

:Label0E47C6
0004:  23284?? =  1?  \\ integer values
0004:  23276?? =  1?  \\ integer values
0004:  23240?? =  1?  \\ integer values
0002: jump Label0E4A75

:Label0E47E2
0226:  23272?? = actor  23232?? health
00D6: if  0?
0038:    23280?? ==  1?  \\ integer values
004D: jump_if_false Label0E4803
0050: gosub Label0E4D3A

:Label0E4803
00D6: if  0?
002A:    90? >=  23272??  \\ integer values
004D: jump_if_false Label0E4823
0004:  23284?? =  1?  \\ integer values
0004:  23276?? =  1?  \\ integer values

:Label0E4823
00D6: if  21?
0038:    23284?? ==  1?  \\ integer values
0038:    23276?? ==  1?  \\ integer values
004D: jump_if_false Label0E4A75
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E4A54
00D6: if  0?
0038:    23280?? ==  0?  \\ integer values
004D: jump_if_false Label0E4A4D
00D6: if  0?
0038:    23276?? ==  1?  \\ integer values
004D: jump_if_false Label0E49C3
00D6: if  0?
0038:    23424?? ==  0?  \\ integer values
004D: jump_if_false Label0E48B0
0291: unknown_actor  23232?? unknown_behavior_flag  0?
01ED: spawn_actor  23232??
011C: actor  23232?? clear_objective
00BC: text_highpriority "HAM1_8"  5000& ms  1? \\ ~g~The cops are on the way to pick up the stash, get a move on!
014F: stop_timer  23160??
0004:  23424?? =  1?  \\ integer values

:Label0E48B0
00D6: if  0?
0038:    23424?? ==  1?  \\ integer values
004D: jump_if_false Label0E4955
00D6: if  0?
8510:   NOT   unknown_actor  23232?? on_path  23408??  23412??  23416?? radius  4!
004D: jump_if_false Label0E493C
00D6: if  0?
0038:    23440?? ==  0?  \\ integer values
004D: jump_if_false Label0E490E
009E: unknown_set_actor  23232?? path  23408??  23412??  23416?? radius  .1!  1?
0004:  23440?? =  1?  \\ integer values

:Label0E490E
00D6: if  0?
0038:    23448?? ==  2?  \\ integer values
004D: jump_if_false Label0E4935
009E: unknown_set_actor  23232?? path  23408??  23412??  23416?? radius  .1!  1?

:Label0E4935
0002: jump Label0E4955

:Label0E493C
0319: set_actor  23232?? wander_state_to  1? (off)
0239: actor  23232?? run_to  23164??  23168??
0004:  23424?? =  3?  \\ integer values

:Label0E4955
00D6: if  0?
0038:    23424?? ==  1?  \\ integer values
004D: jump_if_false Label0E4998
00D6: if  0?
00FF:   actor  23232??  0? ()near_point_on_foot  23408??  23412??  23416?? radius  1!  1!  1!
004D: jump_if_false Label0E4998
0004:  23424?? =  2?  \\ integer values

:Label0E4998
00D6: if  0?
0038:    23424?? ==  2?  \\ integer values
004D: jump_if_false Label0E49C3
0319: set_actor  23232?? wander_state_to  1? (off)
0239: actor  23232?? run_to  23164??  23168??
0004:  23424?? =  3?  \\ integer values

:Label0E49C3
00D6: if  0?
8118:   NOT   actor  23232?? dead
004D: jump_if_false Label0E4A4D
00D6: if  0?
0038:    23424?? ==  3?  \\ integer values
004D: jump_if_false Label0E4A4D
00D6: if  0?
00ED:   actor  23232??  0? ()near_point_on_foot  23164??  23168?? radius  1.5!  1.5!
004D: jump_if_false Label0E4A4D
00D6: if  0?
0038:    23156?? ==  0?  \\ integer values
004D: jump_if_false Label0E4A4D
0164: disable_marker  23148??
014F: stop_timer  23160??
0215: destroy_pickup  23144??
0187:  23292?? = create_marker_above_actor  23232??
00BC: text_highpriority "HAM1_7"  5000& ms  1? \\ ~g~The cops have got our stash! Retrieve it before they get away!
0004:  23288?? =  1?  \\ integer values
0004:  23280?? =  1?  \\ integer values

:Label0E4A4D
0002: jump Label0E4A75

:Label0E4A54
00D6: if  0?
0038:    23280?? ==  0?  \\ integer values
004D: jump_if_false Label0E4A75
011A: set_actor  23232?? flags  1?
01CA: actor  23232?? kill_player $PLAYER_CHAR

:Label0E4A75
00D6: if  0?
0038:    23448?? ==  2?  \\ integer values
004D: jump_if_false Label0E4A8E
0004:  23448?? =  0?  \\ integer values

:Label0E4A8E
0051: return

:Label0E4A90
00D6: if  0?
0038:    23096?? ==  1?  \\ integer values
004D: jump_if_false Label0E4BE4
00D6: if  0?
8118:   NOT   actor  23064?? dead
004D: jump_if_false Label0E4BE4
00D6: if  0?
0038:    23100?? ==  0?  \\ integer values
004D: jump_if_false Label0E4AFF
00D6: if  0?
80DF:   NOT   actor  23064?? driving
004D: jump_if_false Label0E4AFF
00D6: if  0?
02CB:   actor  23064?? bounding_sphere_visible
004D: jump_if_false Label0E4AF3
01D0: actor  23064?? avoid_player $PLAYER_CHAR
0002: jump Label0E4AFF

:Label0E4AF3
0319: set_actor  23064?? wander_state_to  1? (off)
0377: set_actor  23064?? objective_to 32

:Label0E4AFF
00D6: if  0?
0038:    23100?? ==  0?  \\ integer values
004D: jump_if_false Label0E4B5D
00D6: if  0?
00DF:   actor  23064?? driving
004D: jump_if_false Label0E4B5D
011C: actor  23064?? clear_objective
00D9:  23348?? = actor  23064?? car
03CC: car  23348?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  23348??
00AD: set_car  23348?? max_speed_to  40!
00AE: unknown_set_car  23348?? to_ignore_traffic_lights  2?
00A8: set_car  23348?? to_psycho_driver
0004:  23100?? =  1?  \\ integer values

:Label0E4B5D
00D6: if  0?
0038:    23100?? ==  1?  \\ integer values
004D: jump_if_false Label0E4B9C
00D6: if  0?
8119:   NOT   car  23348?? wrecked
004D: jump_if_false Label0E4B9C
00D6: if  21?
018F:   unknown_car_check  23348??
03CE:   car  23348?? stuck
004D: jump_if_false Label0E4B9C
01D3: actor  23064?? leave_car  23348??

:Label0E4B9C
00D6: if  0?
0038:    23100?? ==  1?  \\ integer values
004D: jump_if_false Label0E4BE4
00D6: if  0?
80DF:   NOT   actor  23064?? driving
004D: jump_if_false Label0E4BE4
00D6: if  0?
8119:   NOT   car  23348?? wrecked
004D: jump_if_false Label0E4BDD
03CD: car  23348?? remove_from_stuck_car_check
0191: unknown_car  23348??
01C3: remove_references_to_car  23348??  \\ Like turning a car into any random car

:Label0E4BDD
0004:  23100?? =  0?  \\ integer values

:Label0E4BE4
00D6: if  0?
0038:    23140?? ==  1?  \\ integer values
004D: jump_if_false Label0E4D38
00D6: if  0?
8118:   NOT   actor  23104?? dead
004D: jump_if_false Label0E4D38
00D6: if  0?
0038:    23132?? ==  0?  \\ integer values
004D: jump_if_false Label0E4C53
00D6: if  0?
80DF:   NOT   actor  23104?? driving
004D: jump_if_false Label0E4C53
00D6: if  0?
02CB:   actor  23104?? bounding_sphere_visible
004D: jump_if_false Label0E4C47
01D0: actor  23104?? avoid_player $PLAYER_CHAR
0002: jump Label0E4C53

:Label0E4C47
0319: set_actor  23104?? wander_state_to  1? (off)
0377: set_actor  23104?? objective_to 32

:Label0E4C53
00D6: if  0?
0038:    23132?? ==  0?  \\ integer values
004D: jump_if_false Label0E4CB1
00D6: if  0?
00DF:   actor  23104?? driving
004D: jump_if_false Label0E4CB1
011C: actor  23104?? clear_objective
00D9:  23352?? = actor  23104?? car
03CC: car  23352?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  23352??
00AD: set_car  23352?? max_speed_to  40!
00AE: unknown_set_car  23352?? to_ignore_traffic_lights  2?
00A8: set_car  23352?? to_psycho_driver
0004:  23132?? =  1?  \\ integer values

:Label0E4CB1
00D6: if  0?
0038:    23132?? ==  1?  \\ integer values
004D: jump_if_false Label0E4CF0
00D6: if  0?
8119:   NOT   car  23352?? wrecked
004D: jump_if_false Label0E4CF0
00D6: if  21?
018F:   unknown_car_check  23352??
03CE:   car  23352?? stuck
004D: jump_if_false Label0E4CF0
01D3: actor  23104?? leave_car  23352??

:Label0E4CF0
00D6: if  0?
0038:    23132?? ==  1?  \\ integer values
004D: jump_if_false Label0E4D38
00D6: if  0?
80DF:   NOT   actor  23104?? driving
004D: jump_if_false Label0E4D38
00D6: if  0?
8119:   NOT   car  23352?? wrecked
004D: jump_if_false Label0E4D31
03CD: car  23352?? remove_from_stuck_car_check
0191: unknown_car  23352??
01C3: remove_references_to_car  23352??  \\ Like turning a car into any random car

:Label0E4D31
0004:  23132?? =  0?  \\ integer values

:Label0E4D38
0051: return

:Label0E4D3A
00D6: if  0?
0038:    23220?? ==  1?  \\ integer values
004D: jump_if_false Label0E4E8E
00D6: if  0?
8118:   NOT   actor  23192?? dead
004D: jump_if_false Label0E4E8E
00D6: if  0?
0038:    23224?? ==  0?  \\ integer values
004D: jump_if_false Label0E4DA9
00D6: if  0?
80DF:   NOT   actor  23192?? driving
004D: jump_if_false Label0E4DA9
00D6: if  0?
02CB:   actor  23192?? bounding_sphere_visible
004D: jump_if_false Label0E4D9D
01D0: actor  23192?? avoid_player $PLAYER_CHAR
0002: jump Label0E4DA9

:Label0E4D9D
0319: set_actor  23192?? wander_state_to  1? (off)
0377: set_actor  23192?? objective_to 32

:Label0E4DA9
00D6: if  0?
0038:    23224?? ==  0?  \\ integer values
004D: jump_if_false Label0E4E07
00D6: if  0?
00DF:   actor  23192?? driving
004D: jump_if_false Label0E4E07
011C: actor  23192?? clear_objective
00D9:  23380?? = actor  23192?? car
03CC: car  23380?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  23380??
00AD: set_car  23380?? max_speed_to  40!
00AE: unknown_set_car  23380?? to_ignore_traffic_lights  2?
00A8: set_car  23380?? to_psycho_driver
0004:  23224?? =  1?  \\ integer values

:Label0E4E07
00D6: if  0?
0038:    23224?? ==  1?  \\ integer values
004D: jump_if_false Label0E4E46
00D6: if  0?
8119:   NOT   car  23380?? wrecked
004D: jump_if_false Label0E4E46
00D6: if  21?
018F:   unknown_car_check  23380??
03CE:   car  23380?? stuck
004D: jump_if_false Label0E4E46
01D3: actor  23192?? leave_car  23380??

:Label0E4E46
00D6: if  0?
0038:    23224?? ==  1?  \\ integer values
004D: jump_if_false Label0E4E8E
00D6: if  0?
80DF:   NOT   actor  23192?? driving
004D: jump_if_false Label0E4E8E
00D6: if  0?
8119:   NOT   car  23380?? wrecked
004D: jump_if_false Label0E4E87
03CD: car  23380?? remove_from_stuck_car_check
0191: unknown_car  23380??
01C3: remove_references_to_car  23380??  \\ Like turning a car into any random car

:Label0E4E87
0004:  23224?? =  0?  \\ integer values

:Label0E4E8E
00D6: if  0?
0038:    23288?? ==  1?  \\ integer values
004D: jump_if_false Label0E4FE2
00D6: if  0?
8118:   NOT   actor  23232?? dead
004D: jump_if_false Label0E4FE2
00D6: if  0?
0038:    23236?? ==  0?  \\ integer values
004D: jump_if_false Label0E4EFD
00D6: if  0?
80DF:   NOT   actor  23232?? driving
004D: jump_if_false Label0E4EFD
00D6: if  0?
02CB:   actor  23232?? bounding_sphere_visible
004D: jump_if_false Label0E4EF1
01D0: actor  23232?? avoid_player $PLAYER_CHAR
0002: jump Label0E4EFD

:Label0E4EF1
0319: set_actor  23232?? wander_state_to  1? (off)
0377: set_actor  23232?? objective_to 32

:Label0E4EFD
00D6: if  0?
0038:    23236?? ==  0?  \\ integer values
004D: jump_if_false Label0E4F5B
00D6: if  0?
00DF:   actor  23232?? driving
004D: jump_if_false Label0E4F5B
011C: actor  23232?? clear_objective
00D9:  23384?? = actor  23232?? car
03CC: car  23384?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  23384??
00AD: set_car  23384?? max_speed_to  40!
00AE: unknown_set_car  23384?? to_ignore_traffic_lights  2?
00A8: set_car  23384?? to_psycho_driver
0004:  23236?? =  1?  \\ integer values

:Label0E4F5B
00D6: if  0?
0038:    23236?? ==  1?  \\ integer values
004D: jump_if_false Label0E4F9A
00D6: if  0?
8119:   NOT   car  23384?? wrecked
004D: jump_if_false Label0E4F9A
00D6: if  21?
018F:   unknown_car_check  23384??
03CE:   car  23384?? stuck
004D: jump_if_false Label0E4F9A
01D3: actor  23232?? leave_car  23384??

:Label0E4F9A
00D6: if  0?
0038:    23236?? ==  1?  \\ integer values
004D: jump_if_false Label0E4FE2
00D6: if  0?
80DF:   NOT   actor  23232?? driving
004D: jump_if_false Label0E4FE2
00D6: if  0?
8119:   NOT   car  23384?? wrecked
004D: jump_if_false Label0E4FDB
03CD: car  23384?? remove_from_stuck_car_check
0191: unknown_car  23384??
01C3: remove_references_to_car  23384??  \\ Like turning a car into any random car

:Label0E4FDB
0004:  23236?? =  0?  \\ integer values

:Label0E4FE2
0051: return

;-------------Mission 61---------------
; Originally: Bombs Away!


:Label0E4FE4
0050: gosub Label0E5008
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0E4FFF
0050: gosub Label0E9476

:Label0E4FFF
0050: gosub Label0E94E2
004E: end_thread

:Label0E5008
0004: $ONMISSION =  1?  \\ integer values
0004:  4336?? =  1?  \\ integer values
0317: increment_mission_attempts
03A4: name_thread "HAIT2"
0001: wait  0? ms
054C: use_GXT_table "HAIT2"
058E: unknown_point_command -957.904!  122.843!  8.278! angle  356.948!
0004:  23532?? = -1?  \\ integer values
0004:  23472?? =  3?  \\ integer values
0004:  23452?? =  0?  \\ integer values
0004:  23456?? =  0?  \\ integer values
0004:  23480?? =  0?  \\ integer values
0004:  23476?? =  0?  \\ integer values
0004:  23484?? =  0?  \\ integer values
0004:  23464?? =  0?  \\ integer values
0004:  23460?? =  0?  \\ integer values
0004:  23468?? =  0?  \\ integer values
0004:  23488?? =  0?  \\ integer values
0004:  244?? =  0?  \\ integer values
0004:  23516?? =  0?  \\ integer values
0004:  23520?? =  0?  \\ integer values
0004:  23524?? =  0?  \\ integer values
0004:  23528?? =  0?  \\ integer values
0006:  0@ =  0?  \\ integer values
0006:  1@ =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0006:  7@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  9@ =  0?  \\ integer values
0006:  10@ =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
0006:  13@ =  0?  \\ integer values
0006:  14@ =  0?  \\ integer values
0006:  15@ =  0?  \\ integer values
0004:  23492?? =  0?  \\ integer values
0004:  23496?? =  0?  \\ integer values
0004:  23500?? =  0?  \\ integer values
0004:  23504?? =  0?  \\ integer values
0004:  23508?? =  0?  \\ integer values
0004:  23512?? =  0?  \\ integer values
04BB: select_interiour  12?  \\ select render area
04F9: interiour_colors  13?  0?
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "DRUGPAK"
02F3: load_object #CUTOBJ03 "KETTLE"
03CB: set_camera -962.799!  148.391!  8.355!
038B: load_requested_models

:Label0E51AC
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
8248:   NOT   model #CUTOBJ03 available
004D: jump_if_false Label0E51D9
0001: wait  0? ms
0002: jump Label0E51AC

:Label0E51D9
041D: set_camera_near_clip  .1!
04F9: interiour_colors  13?  0?
02E4: load_cutscene_data "HAT_2"
0244: set_cutscene_pos -962.799!  148.391!  8.355!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  564?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  564?? "APOULET"
02E5:  856?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  856?? "HTABLE"
02E5:  23600?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  23600?? "DRUGPAK"
02E5:  852?? = create_cutscene_object #CUTOBJ03
02E6: set_cutscene_anim  852?? "KETTLE"
0395: clear_area  1? at -962.53!  141.69! range  8.25!  1!
0055: put_player $PLAYER_CHAR at -962.53!  141.69!  8.25!
0171: set_player $PLAYER_CHAR z_angle_to  183.42!
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E52BC
00D6: if  0?
001A:    4054& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E52DF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E52BC

:Label0E52DF
00BC: text_highpriority "HAT2_1"  10000& ms  1? \\ Oh, sorry, I - I must have the wrong address...

:Label0E52EE
00D6: if  0?
001A:    7163& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E5311
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E52EE

:Label0E5311
00BC: text_highpriority "HAT2_2"  10000& ms  1? \\ Well, you might as well come in and rest your soles and have some tea.

:Label0E5320
00D6: if  0?
001A:    11419& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E5343
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5320

:Label0E5343
00BC: text_highpriority "HAT2_3"  10000& ms  1? \\ Do you have something there for me, Tommy?

:Label0E5352
00D6: if  0?
001A:    13873& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E5375
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5352

:Label0E5375
00BC: text_highpriority "HAT2_4"  10000& ms  1? \\ Yeah...

:Label0E5384
00D6: if  0?
001A:    16370& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E53A7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5384

:Label0E53A7
00BC: text_highpriority "HAT2_5"  10000& ms  1? \\ This place feels familiar to me, uh - it's - a smell from childhood - a deja vu...

:Label0E53B6
00D6: if  0?
001A:    22166& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E53D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E53B6

:Label0E53D9
00BC: text_highpriority "HAT2_6"  10000& ms  1? \\ Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye?

:Label0E53E8
00D6: if  0?
001A:    28339& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E540B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E53E8

:Label0E540B
00BC: text_highpriority "HAT2_7"  10000& ms  1? \\ You look like someone I, I...

:Label0E541A
00D6: if  0?
001A:    30139& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E543D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E541A

:Label0E543D
00BC: text_highpriority "HAT2_8"  10000& ms  1? \\ The Cubans have fast boats they use to cross the seas with drugs.

:Label0E544C
00D6: if  0?
001A:    34861&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E5471
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E544C

:Label0E5471
00BC: text_highpriority "HAT2_9"  10000& ms  1? \\ It is their livelihood.

:Label0E5480
00D6: if  0?
001A:    37790&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E54A5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E5480

:Label0E54A5
00BC: text_highpriority "HAT2_10"  10000& ms  1? \\ Me nephew bin making lickle flying bombs to take dem out.

:Label0E54B4
00D6: if  0?
001A:    42538&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E54D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E54B4

:Label0E54D9
00BC: text_highpriority "HAT2_11"  10000& ms  1? \\ Blow de boats to coffin wood.

:Label0E54E8
00D6: if  0?
001A:    51176&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E550D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E54E8

:Label0E550D
00BC: text_highpriority "HAT2_12"  10000& ms  1? \\ Thanks for the tea.

:Label0E551C
00D6: if  0?
001A:    56400&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E5541
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E551C

:Label0E5541
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms
00BE: text_clear_all

:Label0E5552
00D6: if  0?
016B:   fading
004D: jump_if_false Label0E556A
0001: wait  0? ms
0002: jump Label0E5552

:Label0E556A
00D6: if  0?
82E9:   NOT cutscene_reached_end
004D: jump_if_false Label0E5582
0001: wait  0? ms
0002: jump Label0E556A

:Label0E5582
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
0249: release_model #CUTOBJ03
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #TOPFUN
0247: request_model #RCBARON
0247: request_model #SPEEDER
0247: request_model #JETMAX
0247: request_model #COASTG
0247: request_model #CUBAN
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #RUGER
03CB: set_camera -962.53!  141.69!  8.25!
038B: load_requested_models
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms

:Label0E5602
00D6: if  24?
8248:   NOT   model #TOPFUN available
8248:   NOT   model #RCBARON available
8248:   NOT   model #SPEEDER available
8248:   NOT   model #JETMAX available
8248:   NOT   model #COASTG available
004D: jump_if_false Label0E5631
0001: wait  0? ms
0002: jump Label0E5602

:Label0E5631
00D6: if  23?
8248:   NOT   model #CUBAN available
8248:   NOT   model #CBA available
8248:   NOT   model #CBB available
8248:   NOT   model #RUGER available
004D: jump_if_false Label0E5659
0001: wait  0? ms
0002: jump Label0E5631

:Label0E5659
00BC: text_highpriority "HAT2_B1"  15000& ms  1? \\ ~g~Get to the van that contains the flying bombs.
00A5:  23536?? = create_car #TOPFUN at -808.9448! -162.9215!  10.0458!
0175: set_car  23536?? z_angle_to  0!
0186:  23604?? = create_marker_above_car  23536??
0519: unknown_car  23536?? flag  1?

:Label0E5698
00D6: if  0?
8442:   NOT   player $PLAYER_CHAR in_car  23536??
004D: jump_if_false Label0E56CD
0001: wait  0? ms
00D6: if  0?
0119:   car  23536?? wrecked
004D: jump_if_false Label0E56C6
0002: jump Label0E9476

:Label0E56C6
0002: jump Label0E5698

:Label0E56CD
0164: disable_marker  23604??
00A5:  23552?? = create_car #JETMAX at -524.3332! -227.5792!  5.3!
0175: set_car  23552?? z_angle_to  25!
0323: unknown_car  23552?? flag  1?
02DB: set_boat  23552?? speed_to  12!
0186:  23608?? = create_marker_above_car  23552??
00A5:  23548?? = create_car #SPEEDER at -533.5898! -230.4594!  5.3!
0175: set_car  23548?? z_angle_to  88.4134!
0323: unknown_car  23548?? flag  1?
02DB: set_boat  23548?? speed_to  12!
00A5:  23556?? = create_car #COASTG at -514.9578! -230.6103!  5.3!
0175: set_car  23556?? z_angle_to  265.6394!
0323: unknown_car  23556?? flag  1?
02DB: set_boat  23556?? speed_to  12!
00A5:  23560?? = create_car #CUBAN at -524.328! -255.0365!  9.534!
0175: set_car  23560?? z_angle_to  183.1269!
009A:  23564?? = create_actor  4? #CBA at -535.1575! -233.1016!  7.2104!
0173: set_actor  23564?? z_angle_to  27.113!
0350: unknown_actor  23564?? not_scared_flag  1?
01ED: spawn_actor  23564??
009A:  23568?? = create_actor  4? #CBA at -538! -235.1073!  7.2104!
0173: set_actor  23568?? z_angle_to  273.988!
0350: unknown_actor  23568?? not_scared_flag  1?
01ED: spawn_actor  23568??
0372: set_actor  23568?? anim  25? wait_state_time  100? ms
009A:  23572?? = create_actor  4? #CBB at -528.9341! -237.8728!  7.2056!
0173: set_actor  23572?? z_angle_to  6.0796!
0350: unknown_actor  23572?? not_scared_flag  1?
01ED: spawn_actor  23572??
009A:  23576?? = create_actor  4? #CBB at -527.7787! -236.5049!  7.2104!
0173: set_actor  23576?? z_angle_to  93.2798!
0350: unknown_actor  23576?? not_scared_flag  1?
01ED: spawn_actor  23576??
0372: set_actor  23576?? anim  24? wait_state_time  100? ms
009A:  23580?? = create_actor  4? #CBA at -519.8645! -242.7792!  9.5542!
0173: set_actor  23580?? z_angle_to  244.8008!
0350: unknown_actor  23580?? not_scared_flag  1?
01ED: spawn_actor  23580??
0372: set_actor  23580?? anim  3? wait_state_time  100? ms
009A:  23584?? = create_actor  4? #CBA at -517.9925! -243.0342!  9.5542!
0173: set_actor  23584?? z_angle_to  118.988!
0350: unknown_actor  23584?? not_scared_flag  1?
01ED: spawn_actor  23584??
009A:  23588?? = create_actor  4? #CBB at -509.3864! -237.7915!  7.2103!
0173: set_actor  23588?? z_angle_to  6.0796!
0350: unknown_actor  23588?? not_scared_flag  1?
01ED: spawn_actor  23588??
0372: set_actor  23588?? anim  25? wait_state_time  100? ms
009A:  23592?? = create_actor  4? #CBB at -519.7886! -244.7169!  9.5542!
0173: set_actor  23592?? z_angle_to  357.2437!
0350: unknown_actor  23592?? not_scared_flag  1?
01ED: spawn_actor  23592??
03F9: make_actors  23584??  23592?? converse_in  600000000&& ms
009A:  23596?? = create_actor  4? #CBB at -524.5753! -251.0094!  9.537!
0173: set_actor  23596?? z_angle_to  185.2318!
0350: unknown_actor  23596?? not_scared_flag  1?
01ED: spawn_actor  23596??
0372: set_actor  23596?? anim  25? wait_state_time  100? ms
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label0E59B2
0107:  23540?? = create_object -184& (RCBOMB) at  0!  0!  0!
0484:  23532?? = player $PLAYER_CHAR rc_car
0186:  23608?? = create_marker_above_car  23552??
0186:  23612?? = create_marker_above_car  23548??
0186:  23616?? = create_marker_above_car  23556??

:Label0E59B2
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  500& ms

:Label0E59DA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0E59F2
0001: wait  0? ms
0002: jump Label0E59DA

:Label0E59F2
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  500& ms
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -552.6316! -220.1019!  22.1608!  0!  0!  0!
0160: point_camera -551.9008! -220.5808!  21.6745!  2?
03CB: set_camera -524.1709! -234.6104!  8.1665!
00BC: text_highpriority "HAT2_B2"  4500& ms  1? \\ Kill the Cubans...
01BD:  19244?? = current_time_in_ms
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  4500&  \\ integer values

:Label0E5A6D
00D6: if  0?
001C:    9096?? >  19244??  \\ integer values
004D: jump_if_false Label0E5AE1
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0E5AC1
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0E5ABA
0004:  244?? =  0?  \\ integer values
0002: jump Label0E5BAC

:Label0E5ABA
0002: jump Label0E5ADA

:Label0E5AC1
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0E5ADA
0004:  244?? =  1?  \\ integer values

:Label0E5ADA
0002: jump Label0E5A6D

:Label0E5AE1
015F: set_camera_position -541.3336! -237.3457!  9.8484!  0!  0!  0!
0160: point_camera -540.4141! -237.0497!  9.5899!  2?
00BC: text_highpriority "HAT2_B4"  4000& ms  1? \\ ...and destroy their boats!
01BD:  19244?? = current_time_in_ms
0084:  9096?? =  19244??  \\ integer values and handles
0008:  9096?? +=  4000&  \\ integer values

:Label0E5B38
00D6: if  0?
001C:    9096?? >  19244??  \\ integer values
004D: jump_if_false Label0E5BAC
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0E5B8C
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0E5B85
0004:  244?? =  0?  \\ integer values
0002: jump Label0E5BAC

:Label0E5B85
0002: jump Label0E5BA5

:Label0E5B8C
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0E5BA5
0004:  244?? =  1?  \\ integer values

:Label0E5BA5
0002: jump Label0E5B38

:Label0E5BAC
0004:  244?? =  0?  \\ integer values
00D6: if  0?
0119:   car  23536?? wrecked
004D: jump_if_false Label0E5BCA
0002: jump Label0E9476

:Label0E5BCA
00AB: put_car  23536?? at -808.9448! -162.9215!  10.0458!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
02A3: toggle_widescreen  0? (off)
03F4:  1? (set) cars_can_be_damaged

:Label0E5BFD
00D6: if  0?
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false Label0E8B0E
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
0119:   car  23536?? wrecked
004D: jump_if_false Label0E5C2D
0002: jump Label0E9476

:Label0E5C2D
00D6: if  0?
0038:    23528?? ==  0?  \\ integer values
004D: jump_if_false Label0E64DE
00D6: if  0?
0442:   player $PLAYER_CHAR in_car  23536??
004D: jump_if_false Label0E61C7
00D6: if  0?
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label0E5D3D
00D6: if  0?
8038:   NOT    23472?? ==  0?  \\ integer values
004D: jump_if_false Label0E5CF8
00D6: if  0?
838A:   NOT   car_in_cube -812! -168!  10.0457!  .6!  .6!  1!
004D: jump_if_false Label0E5CEA
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at -812! -168!  10.0457! angle  180! RC_model #RCBARON
000C:  23472?? -=  1?  \\ integer values
00D6: if  0?
0038:    23472?? ==  2?  \\ integer values
004D: jump_if_false Label0E5CE3
03C4: set_status_text_to  23472??  0? (number) "HAT2_B9" \\ RC Planes:

:Label0E5CE3
0002: jump Label0E5CF1

:Label0E5CEA
0002: jump Label0E5BAC

:Label0E5CF1
0002: jump Label0E5D1E

:Label0E5CF8
00BC: text_highpriority "HAT2_B8"  5000& ms  1? \\ ~r~You have no RC planes left!
0004:  23528?? =  1?  \\ integer values
0084:  23524?? =  19244??  \\ integer values and handles
0008:  23524?? +=  2000&  \\ integer values

:Label0E5D1E
0484:  23532?? = player $PLAYER_CHAR rc_car
048A:  0?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label0E5D3D
00D6: if  0?
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false Label0E61C0
00D6: if  0?
0038:    23516?? ==  0?  \\ integer values
004D: jump_if_false Label0E5DAA
03E6: remove_text_box
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0E5D89
03E5: text_box "PLANE_4" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump Label0E5D93

:Label0E5D89
03E5: text_box "PLANE_H" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label0E5D93
0008:  23516?? +=  1?  \\ integer values
0084:  23520?? =  19244??  \\ integer values and handles
0008:  23520?? +=  6000&  \\ integer values

:Label0E5DAA
00D6: if  0?
0038:    23516?? ==  1?  \\ integer values
004D: jump_if_false Label0E5E0A
00D6: if  0?
001C:    19244?? >  23520??  \\ integer values
004D: jump_if_false Label0E5E0A
03E6: remove_text_box
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label0E5DF9
03E5: text_box "BOLLOX" \\ Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.
0002: jump Label0E5E03

:Label0E5DF9
03E5: text_box "HAT2_B3" \\ Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel.

:Label0E5E03
0008:  23516?? +=  1?  \\ integer values

:Label0E5E0A
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E60F3
00D6: if  0?
01FE:   player $PLAYER_CHAR near_car_in_car  23532?? radius  500!  750!  0?
004D: jump_if_false Label0E60AB
00D6: if  0?
81FE:   NOT   player $PLAYER_CHAR near_car_in_car  23532?? radius  450!  700!  0?
004D: jump_if_false Label0E5E66
00BC: text_highpriority "HAT2_B6"  100? ms  1? \\ ~r~The RC plane is getting too far out of range!

:Label0E5E66
0004:  23476?? =  0?  \\ integer values
00AA:  23660?? = car  23532?? x_pos,  23664?? = car  23532?? y_pos,  23668?? = car  23532?? z_pos
00D6: if  0?
83CA:   NOT   object  23540?? exists
004D: jump_if_false Label0E5ECE
00D6: if  0?
001C:    19244?? >  23484??  \\ integer values
004D: jump_if_false Label0E5EC7
0107:  23540?? = create_object -184& (RCBOMB) at  23660??  23664??  23668??
0382: unknown_set_object  23540?? collision_detection  0?
0392: object  23540?? toggle_in_moving_list  0?
0005:  23672?? =  0!  \\ floating-point values

:Label0E5EC7
0002: jump Label0E5FB2

:Label0E5ECE
02CE:  392?? = ground_z  23660??  23664??  23668??
0086:  23656?? =  23668??  \\ floating-point values only
0061:  23656?? -=  392??  \\ floating-point values
00D6: if  0?
0020:    23656?? >  .5!  \\ floating-point values
004D: jump_if_false Label0E5F4D
0363: toggle_model_render_at  23660??  23664??  23668?? radius  10! obj -184& (RCBOMB)  1?
007E:  23672?? -= unknown_inaccurate_float_timer  .05!  \\ floating-point values
00D6: if  0?
0022:   -.5! >  23672??  \\ floating-point values
004D: jump_if_false Label0E5F46
0005:  23672?? = -.5!  \\ floating-point values
0004:  23476?? =  1?  \\ integer values

:Label0E5F46
0002: jump Label0E5F9D

:Label0E5F4D
0086:  23672?? =  23656??  \\ floating-point values only
000D:  23672?? -=  1!  \\ floating-point values
0011:  23672?? *= -1!  \\ floating-point values
00D6: if  0?
0020:    23672?? >  0!  \\ floating-point values
004D: jump_if_false Label0E5F9D
0005:  23672?? =  0!  \\ floating-point values
0363: toggle_model_render_at  23660??  23664??  23668?? radius  10! obj -184& (RCBOMB)  0?

:Label0E5F9D
035C: place_object  23540?? relative_to_car  23532?? offset  0!  0!  23672??

:Label0E5FB2
00D6: if  0?
0585: (unknown)
004D: jump_if_false Label0E6078
00D6: if  0?
0038:    23452?? ==  0?  \\ integer values
004D: jump_if_false Label0E6071
00D6: if  0?
0038:    23476?? ==  1?  \\ integer values
004D: jump_if_false Label0E6071
000D:  23672?? -=  .5!  \\ floating-point values
035C: place_object  23540?? relative_to_car  23532?? offset  0!  0!  23672??
0392: object  23540?? toggle_in_moving_list  1?
0382: unknown_set_object  23540?? collision_detection  1?
038C: object  23540?? scatter  0!  0!  0!
0084:  23484?? =  19244??  \\ integer values and handles
0008:  23484?? +=  500&  \\ integer values
0084:  23544?? =  23540??  \\ integer values and handles
0004:  23540?? = -1?  \\ integer values
04D9:  23544??  1?
0084:  23456?? =  19244??  \\ integer values and handles
0008:  23456?? +=  250&  \\ integer values
0084:  23480?? =  19244??  \\ integer values and handles
0008:  23480?? +=  3000&  \\ integer values
0004:  23452?? =  1?  \\ integer values

:Label0E6071
0002: jump Label0E60A4

:Label0E6078
00D6: if  0?
0038:    23452?? ==  2?  \\ integer values
004D: jump_if_false Label0E60A4
00D6: if  0?
001C:    19244?? >  23456??  \\ integer values
004D: jump_if_false Label0E60A4
0004:  23452?? =  0?  \\ integer values

:Label0E60A4
0002: jump Label0E60EC

:Label0E60AB
00D6: if  0?
8038:   NOT    23532?? == -1?  \\ integer values
004D: jump_if_false Label0E60EC
04DB: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01C4: remove_references_to_object  23540??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23540?? = -1?  \\ integer values
0004:  23544?? = -1?  \\ integer values
0004:  23532?? = -1?  \\ integer values
0004:  23452?? =  0?  \\ integer values

:Label0E60EC
0002: jump Label0E612D

:Label0E60F3
00D6: if  0?
8038:   NOT    23532?? == -1?  \\ integer values
004D: jump_if_false Label0E612D
04DB: (unknown)
01C4: remove_references_to_object  23540??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23540?? = -1?  \\ integer values
0004:  23544?? = -1?  \\ integer values
0004:  23532?? = -1?  \\ integer values
0004:  23452?? =  0?  \\ integer values

:Label0E612D
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label0E61A7
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label0E61A0
00D6: if  0?
8038:   NOT    23532?? == -1?  \\ integer values
004D: jump_if_false Label0E6199
00BC: text_highpriority "RCCANX"  2000& ms  1? \\ ~r~RC plane cancelled.
04DB: (unknown)
01C4: remove_references_to_object  23540??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23540?? = -1?  \\ integer values
0004:  23544?? = -1?  \\ integer values
0004:  23532?? = -1?  \\ integer values
0004:  23452?? =  0?  \\ integer values

:Label0E6199
0004:  244?? =  0?  \\ integer values

:Label0E61A0
0002: jump Label0E61C0

:Label0E61A7
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label0E61C0
0004:  244?? =  1?  \\ integer values

:Label0E61C0
0002: jump Label0E6201

:Label0E61C7
00D6: if  0?
8038:   NOT    23532?? == -1?  \\ integer values
004D: jump_if_false Label0E6201
04DB: (unknown)
01C4: remove_references_to_object  23540??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23540?? = -1?  \\ integer values
0004:  23544?? = -1?  \\ integer values
0004:  23532?? = -1?  \\ integer values
0004:  23452?? =  0?  \\ integer values

:Label0E6201
00D6: if  0?
0038:    23452?? ==  1?  \\ integer values
004D: jump_if_false Label0E62AC
00D6: if  0?
03CA:   object  23544?? exists
004D: jump_if_false Label0E62AC
01BB:  23660?? = object  23544?? x_pos,  23664?? = object  23544?? y_pos,  23668?? = object  23544?? z_pos
02CE:  392?? = ground_z  23660??  23664??  23668??
0009:  392?? +=  .5!  \\ floating-point values
00D6: if  0?
0022:    6! >  392??  \\ floating-point values
004D: jump_if_false Label0E6268
0005:  392?? =  6!  \\ floating-point values

:Label0E6268
00D6: if  22?
04DA:   unknown_object_check  23544??
001C:    19244?? >  23480??  \\ integer values
04E7:  23544??
004D: jump_if_false Label0E62AC
04D9:  23544??  0?
020C: create_explosion_with_radius  0? at  23660??  23664??  23668??
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23544?? = -1?  \\ integer values
0004:  23452?? =  2?  \\ integer values

:Label0E62AC
00D6: if  0?
0038:    23464?? ==  0?  \\ integer values
004D: jump_if_false Label0E64D7
00D6: if  0?
03CA:   object  23544?? exists
004D: jump_if_false Label0E64D7
00D6: if  21?
04EA:   unknown_object  23544?? in_cube -554.2964! -277.5887!  0! -492.513! -212.6366!  20! unknown  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -554.2964! -277.5887!  0! -492.513! -212.6366!  20!
004D: jump_if_false Label0E64D7
00D6: if  0?
8118:   NOT   actor  23564?? dead
004D: jump_if_false Label0E6349
0187:  23620?? = create_marker_above_actor  23564??
018B: show_on_radar  23620??  2?
0168: show_on_radar  23620??  2?

:Label0E6349
00D6: if  0?
8118:   NOT   actor  23568?? dead
004D: jump_if_false Label0E636F
0187:  23624?? = create_marker_above_actor  23568??
018B: show_on_radar  23624??  2?
0168: show_on_radar  23624??  2?

:Label0E636F
00D6: if  0?
8118:   NOT   actor  23572?? dead
004D: jump_if_false Label0E6395
0187:  23628?? = create_marker_above_actor  23572??
018B: show_on_radar  23628??  2?
0168: show_on_radar  23628??  2?

:Label0E6395
00D6: if  0?
8118:   NOT   actor  23576?? dead
004D: jump_if_false Label0E63BB
0187:  23632?? = create_marker_above_actor  23576??
018B: show_on_radar  23632??  2?
0168: show_on_radar  23632??  2?

:Label0E63BB
00D6: if  0?
8118:   NOT   actor  23580?? dead
004D: jump_if_false Label0E63E1
0187:  23636?? = create_marker_above_actor  23580??
018B: show_on_radar  23636??  2?
0168: show_on_radar  23636??  2?

:Label0E63E1
00D6: if  0?
8118:   NOT   actor  23584?? dead
004D: jump_if_false Label0E6407
0187:  23640?? = create_marker_above_actor  23584??
018B: show_on_radar  23640??  2?
0168: show_on_radar  23640??  2?

:Label0E6407
00D6: if  0?
8118:   NOT   actor  23588?? dead
004D: jump_if_false Label0E642D
0187:  23644?? = create_marker_above_actor  23588??
018B: show_on_radar  23644??  2?
0168: show_on_radar  23644??  2?

:Label0E642D
00D6: if  0?
8118:   NOT   actor  23592?? dead
004D: jump_if_false Label0E6453
0187:  23648?? = create_marker_above_actor  23592??
018B: show_on_radar  23648??  2?
0168: show_on_radar  23648??  2?

:Label0E6453
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E6470
0164: disable_marker  23608??
0186:  23608?? = create_marker_above_car  23552??

:Label0E6470
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E648D
0164: disable_marker  23612??
0186:  23612?? = create_marker_above_car  23548??

:Label0E648D
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E64AA
0164: disable_marker  23616??
0186:  23616?? = create_marker_above_car  23556??

:Label0E64AA
00D6: if  0?
8118:   NOT   actor  23596?? dead
004D: jump_if_false Label0E64D0
0187:  23652?? = create_marker_above_actor  23596??
018B: show_on_radar  23652??  2?
0168: show_on_radar  23652??  2?

:Label0E64D0
0004:  23464?? =  1?  \\ integer values

:Label0E64D7
0002: jump Label0E64F8

:Label0E64DE
00D6: if  0?
001C:    19244?? >  23524??  \\ integer values
004D: jump_if_false Label0E64F8
0002: jump Label0E9476

:Label0E64F8
0004:  23488?? =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  23564?? dead
004D: jump_if_false Label0E66C6
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E66BF
00D6: if  0?
0039:    0@ ==  0?  \\ integer values
004D: jump_if_false Label0E6589
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6573
01B2: give_actor  23564?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23564?? run_away_from_car  23532??
008B:  1@ =  19244??  \\ integer values and handles
000A:  1@ +=  3500&  \\ integer values
0006:  0@ =  1?  \\ integer values
0002: jump Label0E6589

:Label0E6573
008B:  1@ =  19244??  \\ integer values and handles
000E:  1@ -=  100?  \\ integer values
0006:  0@ =  1?  \\ integer values

:Label0E6589
00D6: if  0?
0039:    0@ ==  1?  \\ integer values
004D: jump_if_false Label0E660F
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E65B3
01D9: actor  23564?? run_away_from_car  23532??

:Label0E65B3
00D6: if  0?
001E:    19244?? >  1@  \\ integer values
004D: jump_if_false Label0E660F
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E6608
011C: actor  23564?? clear_objective
0239: actor  23564?? run_to -535.0269! -230.2825!
008B:  1@ =  19244??  \\ integer values and handles
000A:  1@ +=  700&  \\ integer values
0006:  0@ =  2?  \\ integer values
0002: jump Label0E660F

:Label0E6608
0006:  0@ =  100?  \\ integer values

:Label0E660F
00D6: if  0?
0039:    0@ ==  2?  \\ integer values
004D: jump_if_false Label0E6695
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E668E
00D6: if  0?
0185:   car  23548?? health >=  250&
004D: jump_if_false Label0E6680
00D6: if  0?
001E:    19244?? >  1@  \\ integer values
004D: jump_if_false Label0E6679
011C: actor  23564?? clear_objective
0164: disable_marker  23620??
009B: destroy_actor_instantly  23564??
0129:  23564?? = create_actor  4? #CBA in_car  23548?? driverseat
0006:  0@ =  3?  \\ integer values

:Label0E6679
0002: jump Label0E6687

:Label0E6680
0006:  0@ =  100?  \\ integer values

:Label0E6687
0002: jump Label0E6695

:Label0E668E
0006:  0@ =  100?  \\ integer values

:Label0E6695
00D6: if  0?
0039:    0@ ==  100?  \\ integer values
004D: jump_if_false Label0E66BF
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E66BF
01D9: actor  23564?? run_away_from_car  23532??

:Label0E66BF
0002: jump Label0E66FE

:Label0E66C6
00D6: if  0?
8039:   NOT    0@ == -10?  \\ integer values
004D: jump_if_false Label0E66F7
0164: disable_marker  23620??
018C: play_sound  1? at  0!  0!  0!
0006:  0@ = -10?  \\ integer values

:Label0E66F7
0008:  23488?? +=  1?  \\ integer values

:Label0E66FE
00D6: if  0?
8118:   NOT   actor  23568?? dead
004D: jump_if_false Label0E69F4
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E69E4
00D6: if  0?
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label0E6791
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E677B
0372: set_actor  23568?? anim  0? wait_state_time  17? ms
01B2: give_actor  23568?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23568?? run_away_from_car  23532??
008B:  3@ =  19244??  \\ integer values and handles
000A:  3@ +=  3700&  \\ integer values
0006:  2@ =  1?  \\ integer values
0002: jump Label0E6791

:Label0E677B
008B:  3@ =  19244??  \\ integer values and handles
000E:  3@ -=  100?  \\ integer values
0006:  2@ =  1?  \\ integer values

:Label0E6791
00D6: if  0?
0039:    2@ ==  1?  \\ integer values
004D: jump_if_false Label0E6807
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E67BB
01D9: actor  23568?? run_away_from_car  23532??

:Label0E67BB
00D6: if  0?
001E:    19244?? >  3@  \\ integer values
004D: jump_if_false Label0E6807
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E6800
011C: actor  23568?? clear_objective
0239: actor  23568?? run_to -537.8747! -233.085!
0006:  2@ =  2?  \\ integer values
0002: jump Label0E6807

:Label0E6800
0006:  2@ =  100?  \\ integer values

:Label0E6807
00D6: if  0?
0039:    2@ ==  2?  \\ integer values
004D: jump_if_false Label0E6873
00D6: if  0?
00ED:   actor  23568??  0? ()near_point_on_foot -537.8747! -233.085! radius  1!  1!
004D: jump_if_false Label0E6873
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E686C
0239: actor  23568?? run_to -535.1575! -233.1016!
0006:  2@ =  3?  \\ integer values
0002: jump Label0E6873

:Label0E686C
0006:  2@ =  100?  \\ integer values

:Label0E6873
00D6: if  0?
0039:    2@ ==  3?  \\ integer values
004D: jump_if_false Label0E68EF
00D6: if  0?
00ED:   actor  23568??  0? ()near_point_on_foot -535.1575! -233.1016! radius  1!  1!
004D: jump_if_false Label0E68EF
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E68E8
0239: actor  23568?? run_to -535.0269! -230.2825!
008B:  3@ =  19244??  \\ integer values and handles
000A:  3@ +=  700&  \\ integer values
0006:  2@ =  4?  \\ integer values
0002: jump Label0E68EF

:Label0E68E8
0006:  2@ =  100?  \\ integer values

:Label0E68EF
00D6: if  0?
0039:    2@ ==  4?  \\ integer values
004D: jump_if_false Label0E69B3
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E69AC
00D6: if  0?
0185:   car  23548?? health >=  250&
004D: jump_if_false Label0E699E
00D6: if  0?
001E:    19244?? >  3@  \\ integer values
004D: jump_if_false Label0E6997
00D6: if  0?
8118:   NOT   actor  23564?? dead
004D: jump_if_false Label0E697A
0464: put_actor  23568?? into_turret_on_car  23548?? at_car_offset  .6462!  1.4897!  1.3333! unknown  2? angle  360! with_weapon  27?
0164: disable_marker  23624??
0006:  2@ =  100?  \\ integer values
0002: jump Label0E6997

:Label0E697A
0164: disable_marker  23624??
009B: destroy_actor_instantly  23568??
0129:  23568?? = create_actor  4? #CBA in_car  23548?? driverseat
0006:  2@ =  5?  \\ integer values

:Label0E6997
0002: jump Label0E69A5

:Label0E699E
0006:  2@ =  100?  \\ integer values

:Label0E69A5
0002: jump Label0E69B3

:Label0E69AC
0006:  2@ =  100?  \\ integer values

:Label0E69B3
00D6: if  0?
0039:    2@ ==  100?  \\ integer values
004D: jump_if_false Label0E69DD
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E69DD
01D9: actor  23568?? run_away_from_car  23532??

:Label0E69DD
0002: jump Label0E69ED

:Label0E69E4
0372: set_actor  23568?? anim  25? wait_state_time  100? ms

:Label0E69ED
0002: jump Label0E6A31

:Label0E69F4
00D6: if  0?
8039:   NOT    2@ == -10?  \\ integer values
004D: jump_if_false Label0E6A2A
0164: disable_marker  23624??
0465: remove_actor  23568?? from_turret_mode
018C: play_sound  1? at  0!  0!  0!
0006:  2@ = -10?  \\ integer values

:Label0E6A2A
0008:  23488?? +=  1?  \\ integer values

:Label0E6A31
00D6: if  0?
8118:   NOT   actor  23572?? dead
004D: jump_if_false Label0E6CA7
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E6CA0
00D6: if  0?
0039:    4@ ==  0?  \\ integer values
004D: jump_if_false Label0E6ABB
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6AA5
01B2: give_actor  23572?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23572?? run_away_from_car  23532??
008B:  5@ =  19244??  \\ integer values and handles
000A:  5@ +=  3900&  \\ integer values
0006:  4@ =  1?  \\ integer values
0002: jump Label0E6ABB

:Label0E6AA5
008B:  5@ =  19244??  \\ integer values and handles
000E:  5@ -=  100?  \\ integer values
0006:  4@ =  1?  \\ integer values

:Label0E6ABB
00D6: if  0?
0039:    4@ ==  1?  \\ integer values
004D: jump_if_false Label0E6B31
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6AE5
01D9: actor  23572?? run_away_from_car  23532??

:Label0E6AE5
00D6: if  0?
001E:    19244?? >  5@  \\ integer values
004D: jump_if_false Label0E6B31
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E6B2A
011C: actor  23572?? clear_objective
0239: actor  23572?? run_to -535.1575! -233.1016!
0006:  4@ =  2?  \\ integer values
0002: jump Label0E6B31

:Label0E6B2A
0006:  4@ =  100?  \\ integer values

:Label0E6B31
00D6: if  0?
0039:    4@ ==  2?  \\ integer values
004D: jump_if_false Label0E6BAD
00D6: if  0?
00ED:   actor  23572??  0? ()near_point_on_foot -535.1575! -233.1016! radius  1!  1!
004D: jump_if_false Label0E6BAD
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E6BA6
0239: actor  23572?? run_to -535.0269! -230.2825!
008B:  5@ =  19244??  \\ integer values and handles
000A:  5@ +=  700&  \\ integer values
0006:  4@ =  3?  \\ integer values
0002: jump Label0E6BAD

:Label0E6BA6
0006:  4@ =  100?  \\ integer values

:Label0E6BAD
00D6: if  0?
0039:    4@ ==  3?  \\ integer values
004D: jump_if_false Label0E6C76
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E6C6F
00D6: if  0?
0185:   car  23548?? health >=  250&
004D: jump_if_false Label0E6C61
00D6: if  0?
001E:    19244?? >  5@  \\ integer values
004D: jump_if_false Label0E6C5A
00D6: if  21?
8118:   NOT   actor  23564?? dead
8118:   NOT   actor  23568?? dead
004D: jump_if_false Label0E6C3D
0464: put_actor  23572?? into_turret_on_car  23548?? at_car_offset -.6107!  1.4015!  1.3205! unknown  2? angle  360! with_weapon  27?
0164: disable_marker  23628??
0006:  4@ =  100?  \\ integer values
0002: jump Label0E6C5A

:Label0E6C3D
0164: disable_marker  23628??
009B: destroy_actor_instantly  23572??
0129:  23572?? = create_actor  4? #CBB in_car  23548?? driverseat
0006:  4@ =  4?  \\ integer values

:Label0E6C5A
0002: jump Label0E6C68

:Label0E6C61
0006:  4@ =  100?  \\ integer values

:Label0E6C68
0002: jump Label0E6C76

:Label0E6C6F
0006:  4@ =  100?  \\ integer values

:Label0E6C76
00D6: if  0?
0039:    4@ ==  100?  \\ integer values
004D: jump_if_false Label0E6CA0
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6CA0
01D9: actor  23572?? run_away_from_car  23532??

:Label0E6CA0
0002: jump Label0E6CE4

:Label0E6CA7
00D6: if  0?
8039:   NOT    4@ == -10?  \\ integer values
004D: jump_if_false Label0E6CDD
0164: disable_marker  23628??
0465: remove_actor  23572?? from_turret_mode
018C: play_sound  1? at  0!  0!  0!
0006:  4@ = -10?  \\ integer values

:Label0E6CDD
0008:  23488?? +=  1?  \\ integer values

:Label0E6CE4
00D6: if  0?
8118:   NOT   actor  23576?? dead
004D: jump_if_false Label0E6F2B
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E6F1B
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label0E6D77
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6D61
0372: set_actor  23576?? anim  0? wait_state_time  17? ms
01B2: give_actor  23576?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23576?? run_away_from_car  23532??
008B:  7@ =  19244??  \\ integer values and handles
000A:  7@ +=  1200&  \\ integer values
0006:  6@ =  1?  \\ integer values
0002: jump Label0E6D77

:Label0E6D61
008B:  7@ =  19244??  \\ integer values and handles
000E:  7@ -=  100?  \\ integer values
0006:  6@ =  1?  \\ integer values

:Label0E6D77
00D6: if  0?
0039:    6@ ==  1?  \\ integer values
004D: jump_if_false Label0E6DED
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6DA1
01D9: actor  23576?? run_away_from_car  23532??

:Label0E6DA1
00D6: if  0?
001E:    19244?? >  7@  \\ integer values
004D: jump_if_false Label0E6DED
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E6DE6
011C: actor  23576?? clear_objective
0239: actor  23576?? run_to -524.5031! -232.6815!
0006:  6@ =  2?  \\ integer values
0002: jump Label0E6DED

:Label0E6DE6
0006:  6@ =  100?  \\ integer values

:Label0E6DED
00D6: if  0?
0039:    6@ ==  2?  \\ integer values
004D: jump_if_false Label0E6E69
00D6: if  0?
00ED:   actor  23576??  0? ()near_point_on_foot -524.5031! -232.6815! radius  1!  1!
004D: jump_if_false Label0E6E69
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E6E62
0239: actor  23576?? run_to -524.4131! -229.7234!
008B:  7@ =  19244??  \\ integer values and handles
000A:  7@ +=  700&  \\ integer values
0006:  6@ =  3?  \\ integer values
0002: jump Label0E6E69

:Label0E6E62
0006:  6@ =  100?  \\ integer values

:Label0E6E69
00D6: if  0?
0039:    6@ ==  3?  \\ integer values
004D: jump_if_false Label0E6EEA
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E6EE3
00D6: if  0?
0185:   car  23552?? health >=  250&
004D: jump_if_false Label0E6ED5
00D6: if  0?
001E:    19244?? >  7@  \\ integer values
004D: jump_if_false Label0E6ECE
0164: disable_marker  23632??
009B: destroy_actor_instantly  23576??
0129:  23576?? = create_actor  4? #CBB in_car  23552?? driverseat
0006:  6@ =  4?  \\ integer values

:Label0E6ECE
0002: jump Label0E6EDC

:Label0E6ED5
0006:  6@ =  100?  \\ integer values

:Label0E6EDC
0002: jump Label0E6EEA

:Label0E6EE3
0006:  6@ =  100?  \\ integer values

:Label0E6EEA
00D6: if  0?
0039:    6@ ==  100?  \\ integer values
004D: jump_if_false Label0E6F14
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6F14
01D9: actor  23576?? run_away_from_car  23532??

:Label0E6F14
0002: jump Label0E6F24

:Label0E6F1B
0372: set_actor  23576?? anim  24? wait_state_time  100? ms

:Label0E6F24
0002: jump Label0E6F63

:Label0E6F2B
00D6: if  0?
8039:   NOT    6@ == -10?  \\ integer values
004D: jump_if_false Label0E6F5C
0164: disable_marker  23632??
018C: play_sound  1? at  0!  0!  0!
0006:  6@ = -10?  \\ integer values

:Label0E6F5C
0008:  23488?? +=  1?  \\ integer values

:Label0E6F63
00D6: if  0?
8118:   NOT   actor  23580?? dead
004D: jump_if_false Label0E71ED
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E71DD
00D6: if  0?
0039:    8@ ==  0?  \\ integer values
004D: jump_if_false Label0E6FF6
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E6FE0
0372: set_actor  23580?? anim  0? wait_state_time  17? ms
01B2: give_actor  23580?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23580?? run_away_from_car  23532??
008B:  9@ =  19244??  \\ integer values and handles
000A:  9@ +=  1500&  \\ integer values
0006:  8@ =  1?  \\ integer values
0002: jump Label0E6FF6

:Label0E6FE0
008B:  9@ =  19244??  \\ integer values and handles
000E:  9@ -=  100?  \\ integer values
0006:  8@ =  1?  \\ integer values

:Label0E6FF6
00D6: if  0?
0039:    8@ ==  1?  \\ integer values
004D: jump_if_false Label0E706C
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7020
01D9: actor  23580?? run_away_from_car  23532??

:Label0E7020
00D6: if  0?
001E:    19244?? >  9@  \\ integer values
004D: jump_if_false Label0E706C
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E7065
011C: actor  23580?? clear_objective
0239: actor  23580?? run_to -524.5031! -232.6815!
0006:  8@ =  2?  \\ integer values
0002: jump Label0E706C

:Label0E7065
0006:  8@ =  100?  \\ integer values

:Label0E706C
00D6: if  0?
0039:    8@ ==  2?  \\ integer values
004D: jump_if_false Label0E70E8
00D6: if  0?
00ED:   actor  23580??  0? ()near_point_on_foot -524.5031! -232.6815! radius  1!  1!
004D: jump_if_false Label0E70E8
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E70E1
0239: actor  23580?? run_to -524.4131! -229.7234!
008B:  9@ =  19244??  \\ integer values and handles
000A:  9@ +=  700&  \\ integer values
0006:  8@ =  3?  \\ integer values
0002: jump Label0E70E8

:Label0E70E1
0006:  8@ =  100?  \\ integer values

:Label0E70E8
00D6: if  0?
0039:    8@ ==  3?  \\ integer values
004D: jump_if_false Label0E71AC
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E71A5
00D6: if  0?
0185:   car  23552?? health >=  250&
004D: jump_if_false Label0E7197
00D6: if  0?
001E:    19244?? >  9@  \\ integer values
004D: jump_if_false Label0E7190
00D6: if  0?
8118:   NOT   actor  23576?? dead
004D: jump_if_false Label0E7173
0464: put_actor  23580?? into_turret_on_car  23552?? at_car_offset  .2534! -.2957!  1.4395! unknown  2? angle  360! with_weapon  27?
0164: disable_marker  23636??
0006:  8@ =  100?  \\ integer values
0002: jump Label0E7190

:Label0E7173
0164: disable_marker  23636??
009B: destroy_actor_instantly  23580??
0129:  23580?? = create_actor  4? #CBA in_car  23552?? driverseat
0006:  8@ =  4?  \\ integer values

:Label0E7190
0002: jump Label0E719E

:Label0E7197
0006:  8@ =  100?  \\ integer values

:Label0E719E
0002: jump Label0E71AC

:Label0E71A5
0006:  8@ =  100?  \\ integer values

:Label0E71AC
00D6: if  0?
0039:    8@ ==  100?  \\ integer values
004D: jump_if_false Label0E71D6
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E71D6
01D9: actor  23580?? run_away_from_car  23532??

:Label0E71D6
0002: jump Label0E71E6

:Label0E71DD
0372: set_actor  23580?? anim  3? wait_state_time  100? ms

:Label0E71E6
0002: jump Label0E722A

:Label0E71ED
00D6: if  0?
8039:   NOT    8@ == -10?  \\ integer values
004D: jump_if_false Label0E7223
0164: disable_marker  23636??
0465: remove_actor  23580?? from_turret_mode
018C: play_sound  1? at  0!  0!  0!
0006:  8@ = -10?  \\ integer values

:Label0E7223
0008:  23488?? +=  1?  \\ integer values

:Label0E722A
00D6: if  0?
8118:   NOT   actor  23584?? dead
004D: jump_if_false Label0E7530
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E7529
00D6: if  0?
0039:    10@ ==  0?  \\ integer values
004D: jump_if_false Label0E72B4
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E729E
01B2: give_actor  23584?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23584?? run_away_from_car  23532??
008B:  11@ =  19244??  \\ integer values and handles
000A:  11@ +=  1800&  \\ integer values
0006:  10@ =  1?  \\ integer values
0002: jump Label0E72B4

:Label0E729E
008B:  11@ =  19244??  \\ integer values and handles
000E:  11@ -=  100?  \\ integer values
0006:  10@ =  1?  \\ integer values

:Label0E72B4
00D6: if  0?
0039:    10@ ==  1?  \\ integer values
004D: jump_if_false Label0E732A
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E72DE
01D9: actor  23584?? run_away_from_car  23532??

:Label0E72DE
00D6: if  0?
001E:    19244?? >  11@  \\ integer values
004D: jump_if_false Label0E732A
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7323
011C: actor  23584?? clear_objective
0239: actor  23584?? run_to -521.9704! -240.8421!
0006:  10@ =  2?  \\ integer values
0002: jump Label0E732A

:Label0E7323
0006:  10@ =  100?  \\ integer values

:Label0E732A
00D6: if  0?
0039:    10@ ==  2?  \\ integer values
004D: jump_if_false Label0E7396
00D6: if  0?
00ED:   actor  23584??  0? ()near_point_on_foot -521.9704! -240.8421! radius  1!  1!
004D: jump_if_false Label0E7396
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E738F
0239: actor  23584?? run_to -522.0861! -235.0635!
0006:  10@ =  3?  \\ integer values
0002: jump Label0E7396

:Label0E738F
0006:  10@ =  100?  \\ integer values

:Label0E7396
00D6: if  0?
0039:    10@ ==  3?  \\ integer values
004D: jump_if_false Label0E7402
00D6: if  0?
00ED:   actor  23584??  0? ()near_point_on_foot -522.0861! -235.0635! radius  1!  1!
004D: jump_if_false Label0E7402
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E73FB
0239: actor  23584?? run_to -517.2231! -232.8405!
0006:  10@ =  4?  \\ integer values
0002: jump Label0E7402

:Label0E73FB
0006:  10@ =  100?  \\ integer values

:Label0E7402
00D6: if  0?
0039:    10@ ==  4?  \\ integer values
004D: jump_if_false Label0E747E
00D6: if  0?
00ED:   actor  23584??  0? ()near_point_on_foot -517.2231! -232.8405! radius  1!  1!
004D: jump_if_false Label0E747E
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7477
0239: actor  23584?? run_to -515.7076! -230.4083!
008B:  11@ =  19244??  \\ integer values and handles
000A:  11@ +=  700&  \\ integer values
0006:  10@ =  5?  \\ integer values
0002: jump Label0E747E

:Label0E7477
0006:  10@ =  100?  \\ integer values

:Label0E747E
00D6: if  0?
0039:    10@ ==  5?  \\ integer values
004D: jump_if_false Label0E74FF
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E74F8
00D6: if  0?
0185:   car  23556?? health >=  250&
004D: jump_if_false Label0E74EA
00D6: if  0?
001E:    19244?? >  11@  \\ integer values
004D: jump_if_false Label0E74E3
0164: disable_marker  23640??
009B: destroy_actor_instantly  23584??
0129:  23584?? = create_actor  4? #CBA in_car  23556?? driverseat
0006:  10@ =  6?  \\ integer values

:Label0E74E3
0002: jump Label0E74F1

:Label0E74EA
0006:  10@ =  100?  \\ integer values

:Label0E74F1
0002: jump Label0E74FF

:Label0E74F8
0006:  10@ =  100?  \\ integer values

:Label0E74FF
00D6: if  0?
0039:    10@ ==  100?  \\ integer values
004D: jump_if_false Label0E7529
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7529
01D9: actor  23584?? run_away_from_car  23532??

:Label0E7529
0002: jump Label0E7568

:Label0E7530
00D6: if  0?
8039:   NOT    10@ == -10?  \\ integer values
004D: jump_if_false Label0E7561
0164: disable_marker  23640??
018C: play_sound  1? at  0!  0!  0!
0006:  10@ = -10?  \\ integer values

:Label0E7561
0008:  23488?? +=  1?  \\ integer values

:Label0E7568
00D6: if  0?
8118:   NOT   actor  23588?? dead
004D: jump_if_false Label0E785E
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E784E
00D6: if  0?
0039:    12@ ==  0?  \\ integer values
004D: jump_if_false Label0E75FB
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E75E5
0372: set_actor  23588?? anim  0? wait_state_time  17? ms
01B2: give_actor  23588?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23588?? run_away_from_car  23532??
008B:  13@ =  19244??  \\ integer values and handles
000A:  13@ +=  4100&  \\ integer values
0006:  12@ =  1?  \\ integer values
0002: jump Label0E75FB

:Label0E75E5
008B:  13@ =  19244??  \\ integer values and handles
000E:  13@ -=  100?  \\ integer values
0006:  12@ =  1?  \\ integer values

:Label0E75FB
00D6: if  0?
0039:    12@ ==  1?  \\ integer values
004D: jump_if_false Label0E7671
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7625
01D9: actor  23588?? run_away_from_car  23532??

:Label0E7625
00D6: if  0?
001E:    19244?? >  13@  \\ integer values
004D: jump_if_false Label0E7671
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E766A
011C: actor  23588?? clear_objective
0239: actor  23588?? run_to -512.1264! -237.3874!
0006:  12@ =  2?  \\ integer values
0002: jump Label0E7671

:Label0E766A
0006:  12@ =  100?  \\ integer values

:Label0E7671
00D6: if  0?
0039:    12@ ==  2?  \\ integer values
004D: jump_if_false Label0E76DD
00D6: if  0?
00ED:   actor  23588??  0? ()near_point_on_foot -512.1264! -237.3874! radius  1!  1!
004D: jump_if_false Label0E76DD
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E76D6
0239: actor  23588?? run_to -512.0654! -232.852!
0006:  12@ =  3?  \\ integer values
0002: jump Label0E76DD

:Label0E76D6
0006:  12@ =  100?  \\ integer values

:Label0E76DD
00D6: if  0?
0039:    12@ ==  3?  \\ integer values
004D: jump_if_false Label0E7759
00D6: if  0?
00ED:   actor  23588??  0? ()near_point_on_foot -512.0654! -232.852! radius  1!  1!
004D: jump_if_false Label0E7759
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7752
0239: actor  23588?? run_to -513.3506! -230.3167!
008B:  13@ =  19244??  \\ integer values and handles
000A:  13@ +=  700&  \\ integer values
0006:  12@ =  4?  \\ integer values
0002: jump Label0E7759

:Label0E7752
0006:  12@ =  100?  \\ integer values

:Label0E7759
00D6: if  0?
0039:    12@ ==  4?  \\ integer values
004D: jump_if_false Label0E781D
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7816
00D6: if  0?
0185:   car  23556?? health >=  250&
004D: jump_if_false Label0E7808
00D6: if  0?
001E:    19244?? >  13@  \\ integer values
004D: jump_if_false Label0E7801
00D6: if  0?
8118:   NOT   actor  23584?? dead
004D: jump_if_false Label0E77E4
0464: put_actor  23588?? into_turret_on_car  23556?? at_car_offset -.1968!  2.0053!  .8746! unknown  2? angle  360! with_weapon  27?
0164: disable_marker  23644??
0006:  12@ =  100?  \\ integer values
0002: jump Label0E7801

:Label0E77E4
0164: disable_marker  23644??
009B: destroy_actor_instantly  23588??
0129:  23588?? = create_actor  4? #CBB in_car  23556?? driverseat
0006:  12@ =  5?  \\ integer values

:Label0E7801
0002: jump Label0E780F

:Label0E7808
0006:  12@ =  100?  \\ integer values

:Label0E780F
0002: jump Label0E781D

:Label0E7816
0006:  12@ =  100?  \\ integer values

:Label0E781D
00D6: if  0?
0039:    12@ ==  100?  \\ integer values
004D: jump_if_false Label0E7847
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7847
01D9: actor  23588?? run_away_from_car  23532??

:Label0E7847
0002: jump Label0E7857

:Label0E784E
0372: set_actor  23588?? anim  25? wait_state_time  100? ms

:Label0E7857
0002: jump Label0E789B

:Label0E785E
00D6: if  0?
8039:   NOT    12@ == -10?  \\ integer values
004D: jump_if_false Label0E7894
0164: disable_marker  23644??
0465: remove_actor  23588?? from_turret_mode
018C: play_sound  1? at  0!  0!  0!
0006:  12@ = -10?  \\ integer values

:Label0E7894
0008:  23488?? +=  1?  \\ integer values

:Label0E789B
00D6: if  0?
8118:   NOT   actor  23592?? dead
004D: jump_if_false Label0E7BF2
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E7BEB
00D6: if  0?
0039:    14@ ==  0?  \\ integer values
004D: jump_if_false Label0E792E
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7918
0372: set_actor  23592?? anim  0? wait_state_time  17? ms
01B2: give_actor  23592?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23592?? run_away_from_car  23532??
008B:  15@ =  19244??  \\ integer values and handles
000A:  15@ +=  3400&  \\ integer values
0006:  14@ =  1?  \\ integer values
0002: jump Label0E792E

:Label0E7918
008B:  15@ =  19244??  \\ integer values and handles
000E:  15@ -=  100?  \\ integer values
0006:  14@ =  1?  \\ integer values

:Label0E792E
00D6: if  0?
0039:    14@ ==  1?  \\ integer values
004D: jump_if_false Label0E79A4
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7958
01D9: actor  23592?? run_away_from_car  23532??

:Label0E7958
00D6: if  0?
001E:    19244?? >  15@  \\ integer values
004D: jump_if_false Label0E79A4
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E799D
011C: actor  23592?? clear_objective
0239: actor  23592?? run_to -521.9704! -240.8421!
0006:  14@ =  2?  \\ integer values
0002: jump Label0E79A4

:Label0E799D
0006:  14@ =  100?  \\ integer values

:Label0E79A4
00D6: if  0?
0039:    14@ ==  2?  \\ integer values
004D: jump_if_false Label0E7A10
00D6: if  0?
00ED:   actor  23592??  0? ()near_point_on_foot -521.9704! -240.8421! radius  1!  1!
004D: jump_if_false Label0E7A10
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7A09
0239: actor  23592?? run_to -522.0861! -235.0635!
0006:  14@ =  3?  \\ integer values
0002: jump Label0E7A10

:Label0E7A09
0006:  14@ =  100?  \\ integer values

:Label0E7A10
00D6: if  0?
0039:    14@ ==  3?  \\ integer values
004D: jump_if_false Label0E7A7C
00D6: if  0?
00ED:   actor  23592??  0? ()near_point_on_foot -522.0861! -235.0635! radius  1!  1!
004D: jump_if_false Label0E7A7C
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7A75
0239: actor  23592?? run_to -517.2231! -232.8405!
0006:  14@ =  4?  \\ integer values
0002: jump Label0E7A7C

:Label0E7A75
0006:  14@ =  100?  \\ integer values

:Label0E7A7C
00D6: if  0?
0039:    14@ ==  4?  \\ integer values
004D: jump_if_false Label0E7AF8
00D6: if  0?
00ED:   actor  23592??  0? ()near_point_on_foot -517.2231! -232.8405! radius  1!  1!
004D: jump_if_false Label0E7AF8
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7AF1
0239: actor  23592?? run_to -515.7076! -230.4083!
008B:  15@ =  19244??  \\ integer values and handles
000A:  15@ +=  700&  \\ integer values
0006:  14@ =  5?  \\ integer values
0002: jump Label0E7AF8

:Label0E7AF1
0006:  14@ =  100?  \\ integer values

:Label0E7AF8
00D6: if  0?
0039:    14@ ==  5?  \\ integer values
004D: jump_if_false Label0E7BC1
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E7BBA
00D6: if  0?
0185:   car  23556?? health >=  250&
004D: jump_if_false Label0E7BAC
00D6: if  0?
001E:    19244?? >  15@  \\ integer values
004D: jump_if_false Label0E7BA5
00D6: if  21?
8118:   NOT   actor  23584?? dead
8118:   NOT   actor  23588?? dead
004D: jump_if_false Label0E7B88
0464: put_actor  23592?? into_turret_on_car  23556?? at_car_offset  .0444! -1.8993!  1.0885! unknown  2? angle  360! with_weapon  27?
0164: disable_marker  23648??
0006:  14@ =  100?  \\ integer values
0002: jump Label0E7BA5

:Label0E7B88
0164: disable_marker  23648??
009B: destroy_actor_instantly  23592??
0129:  23592?? = create_actor  4? #CBB in_car  23556?? driverseat
0006:  14@ =  6?  \\ integer values

:Label0E7BA5
0002: jump Label0E7BB3

:Label0E7BAC
0006:  14@ =  100?  \\ integer values

:Label0E7BB3
0002: jump Label0E7BC1

:Label0E7BBA
0006:  14@ =  100?  \\ integer values

:Label0E7BC1
00D6: if  0?
0039:    14@ ==  100?  \\ integer values
004D: jump_if_false Label0E7BEB
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7BEB
01D9: actor  23592?? run_away_from_car  23532??

:Label0E7BEB
0002: jump Label0E7C2F

:Label0E7BF2
00D6: if  0?
8039:   NOT    14@ == -10?  \\ integer values
004D: jump_if_false Label0E7C28
0164: disable_marker  23648??
0465: remove_actor  23592?? from_turret_mode
018C: play_sound  1? at  0!  0!  0!
0006:  14@ = -10?  \\ integer values

:Label0E7C28
0008:  23488?? +=  1?  \\ integer values

:Label0E7C2F
00D6: if  0?
8118:   NOT   actor  23596?? dead
004D: jump_if_false Label0E7E0B
00D6: if  0?
0038:    23464?? ==  1?  \\ integer values
004D: jump_if_false Label0E7E04
00D6: if  0?
0038:    23492?? ==  0?  \\ integer values
004D: jump_if_false Label0E7CC2
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7CAC
0372: set_actor  23596?? anim  0? wait_state_time  17? ms
01B2: give_actor  23596?? weapon  27? ammo  9999&  \\ Load the weapon model before using this
01D9: actor  23596?? run_away_from_car  23532??
0084:  23496?? =  19244??  \\ integer values and handles
0008:  23496?? +=  7000&  \\ integer values
0004:  23492?? =  1?  \\ integer values
0002: jump Label0E7CC2

:Label0E7CAC
0084:  23496?? =  19244??  \\ integer values and handles
000C:  23496?? -=  100?  \\ integer values
0004:  23492?? =  1?  \\ integer values

:Label0E7CC2
00D6: if  0?
0038:    23492?? ==  2?  \\ integer values
004D: jump_if_false Label0E7D6F
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7CEC
01D9: actor  23596?? run_away_from_car  23532??

:Label0E7CEC
00D6: if  0?
001C:    19244?? >  23496??  \\ integer values
004D: jump_if_false Label0E7D6F
00D6: if  0?
8119:   NOT   car  23560?? wrecked
004D: jump_if_false Label0E7D68
00D6: if  0?
0185:   car  23560?? health >=  250&
004D: jump_if_false Label0E7D5A
011C: actor  23596?? clear_objective
018B: show_on_radar  23652??  3?
0168: show_on_radar  23620??  3?
00BC: text_highpriority "HAT2_B7"  6000& ms  1? \\ ~g~One of the Cubans in escaping in a car. Don't leave any witnesses!
01D5: actor  23596?? go_to_and_drive_car  23560??
0004:  23492?? =  3?  \\ integer values
0002: jump Label0E7D61

:Label0E7D5A
0004:  23492?? =  100?  \\ integer values

:Label0E7D61
0002: jump Label0E7D6F

:Label0E7D68
0004:  23492?? =  100?  \\ integer values

:Label0E7D6F
00D6: if  0?
0038:    23492?? ==  3?  \\ integer values
004D: jump_if_false Label0E7DDA
00D6: if  0?
8119:   NOT   car  23560?? wrecked
004D: jump_if_false Label0E7DD3
00D6: if  0?
0185:   car  23560?? health >=  250&
004D: jump_if_false Label0E7DC5
00D6: if  0?
00DB:   actor  23596?? in_car  23560??
004D: jump_if_false Label0E7DBE
0004:  23492?? =  4?  \\ integer values

:Label0E7DBE
0002: jump Label0E7DCC

:Label0E7DC5
0004:  23492?? =  100?  \\ integer values

:Label0E7DCC
0002: jump Label0E7DDA

:Label0E7DD3
0004:  23492?? =  100?  \\ integer values

:Label0E7DDA
00D6: if  0?
0038:    23492?? ==  100?  \\ integer values
004D: jump_if_false Label0E7E04
00D6: if  0?
8119:   NOT   car  23532?? wrecked
004D: jump_if_false Label0E7E04
01D9: actor  23596?? run_away_from_car  23532??

:Label0E7E04
0002: jump Label0E7E43

:Label0E7E0B
00D6: if  0?
8038:   NOT    23492?? == -10?  \\ integer values
004D: jump_if_false Label0E7E3C
0164: disable_marker  23652??
018C: play_sound  1? at  0!  0!  0!
0004:  23492?? = -10?  \\ integer values

:Label0E7E3C
0008:  23488?? +=  1?  \\ integer values

:Label0E7E43
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E7EFE
00D6: if  0?
0038:    23500?? ==  0?  \\ integer values
004D: jump_if_false Label0E7ED6
00D6: if  21?
0039:    6@ ==  4?  \\ integer values
0118:   actor  23576?? dead
004D: jump_if_false Label0E7ED6
00D6: if  22?
0039:    8@ ==  4?  \\ integer values
0039:    8@ ==  100?  \\ integer values
0118:   actor  23580?? dead
004D: jump_if_false Label0E7ED6
00D6: if  21?
0039:    6@ ==  4?  \\ integer values
0039:    8@ ==  4?  \\ integer values
004D: jump_if_false Label0E7ED6
0004:  23500?? =  1?  \\ integer values
00BC: text_highpriority "HAT2_B5"  5000& ms  1? \\ ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker  23608??
0186:  23608?? = create_marker_above_car  23552??

:Label0E7ED6
00D6: if  0?
0038:    23500?? ==  1?  \\ integer values
004D: jump_if_false Label0E7EF7
0084:  10924?? =  23552??  \\ integer values and handles
0050: gosub Label0E8B0E

:Label0E7EF7
0002: jump Label0E7F0A

:Label0E7EFE
0164: disable_marker  23608??
0008:  23488?? +=  1?  \\ integer values

:Label0E7F0A
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E826C
00D6: if  0?
0038:    23504?? ==  0?  \\ integer values
004D: jump_if_false Label0E7FC2
00D6: if  21?
0039:    0@ ==  3?  \\ integer values
0118:   actor  23564?? dead
004D: jump_if_false Label0E7FC2
00D6: if  22?
0039:    2@ ==  5?  \\ integer values
0039:    2@ ==  100?  \\ integer values
0118:   actor  23568?? dead
004D: jump_if_false Label0E7FC2
00D6: if  22?
0039:    4@ ==  4?  \\ integer values
0039:    4@ ==  100?  \\ integer values
0118:   actor  23572?? dead
004D: jump_if_false Label0E7FC2
00D6: if  22?
0039:    0@ ==  3?  \\ integer values
0039:    2@ ==  5?  \\ integer values
0039:    4@ ==  4?  \\ integer values
004D: jump_if_false Label0E7FC2
0004:  23504?? =  1?  \\ integer values
00BC: text_highpriority "HAT2_B5"  5000& ms  1? \\ ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker  23612??
0186:  23612?? = create_marker_above_car  23548??

:Label0E7FC2
00D6: if  0?
0038:    23504?? ==  1?  \\ integer values
004D: jump_if_false Label0E8244
00D6: if  21?
0018:    23500?? >  0?  \\ integer values
0119:   car  23552?? wrecked
004D: jump_if_false Label0E8244
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E8213
0407: create_coordinate  1780??  1784??  1788?? from_car  23552?? offset -10.879! -15.176!  0!
00D6: if  0?
01AF:   car  23548??  0? ()near_point  1780??  1784??  6! radius  5!  5!  5!
004D: jump_if_false Label0E810A
02DB: set_boat  23548?? speed_to  2!
0174:  23676?? = car  23552?? z_angle
0174:  23680?? = car  23548?? z_angle
0086:  23688?? =  23676??  \\ floating-point values only
0061:  23688?? -=  23680??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E808D
0009:  23688?? +=  360!  \\ floating-point values

:Label0E808D
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E80AC
000D:  23688?? -=  360!  \\ floating-point values

:Label0E80AC
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E80D2
0078:  23680?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E80DC

:Label0E80D2
007E:  23680?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E80DC
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8103
0175: set_car  23548?? z_angle_to  23680??

:Label0E8103
0002: jump Label0E81FC

:Label0E810A
00D6: if  0?
01AD:   car  23548??  0? ()near_point  1780??  1784??  10!  10!
004D: jump_if_false Label0E81F2
02DB: set_boat  23548?? speed_to  12!
0174:  23676?? = car  23552?? z_angle
0174:  23680?? = car  23548?? z_angle
0086:  23688?? =  23676??  \\ floating-point values only
0061:  23688?? -=  23680??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8175
0009:  23688?? +=  360!  \\ floating-point values

:Label0E8175
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E8194
000D:  23688?? -=  360!  \\ floating-point values

:Label0E8194
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E81BA
0078:  23680?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E81C4

:Label0E81BA
007E:  23680?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E81C4
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E81EB
0175: set_car  23548?? z_angle_to  23680??

:Label0E81EB
0002: jump Label0E81FC

:Label0E81F2
02DB: set_boat  23548?? speed_to  20!

:Label0E81FC
02D3: boat  23548?? drive_to  1780??  1784??  6!
0002: jump Label0E8244

:Label0E8213
00D6: if  0?
8038:   NOT    23460?? ==  0?  \\ integer values
004D: jump_if_false Label0E8233
000C:  23460?? -=  1?  \\ integer values
0004:  23468?? =  1?  \\ integer values

:Label0E8233
02DB: set_boat  23548?? speed_to  12!
0004:  23504?? =  2?  \\ integer values

:Label0E8244
00D6: if  0?
0038:    23504?? ==  2?  \\ integer values
004D: jump_if_false Label0E8265
0084:  10924?? =  23548??  \\ integer values and handles
0050: gosub Label0E8B0E

:Label0E8265
0002: jump Label0E8278

:Label0E826C
0164: disable_marker  23612??
0008:  23488?? +=  1?  \\ integer values

:Label0E8278
00D6: if  0?
8119:   NOT   car  23556?? wrecked
004D: jump_if_false Label0E87E1
00D6: if  0?
0038:    23508?? ==  0?  \\ integer values
004D: jump_if_false Label0E8330
00D6: if  21?
0039:    10@ ==  6?  \\ integer values
0118:   actor  23584?? dead
004D: jump_if_false Label0E8330
00D6: if  22?
0039:    12@ ==  7?  \\ integer values
0039:    12@ ==  100?  \\ integer values
0118:   actor  23588?? dead
004D: jump_if_false Label0E8330
00D6: if  22?
0039:    14@ ==  6?  \\ integer values
0039:    14@ ==  100?  \\ integer values
0118:   actor  23592?? dead
004D: jump_if_false Label0E8330
00D6: if  22?
0039:    10@ ==  6?  \\ integer values
0039:    12@ ==  7?  \\ integer values
0039:    14@ ==  6?  \\ integer values
004D: jump_if_false Label0E8330
0004:  23508?? =  1?  \\ integer values
00BC: text_highpriority "HAT2_B5"  5000& ms  1? \\ ~g~The Cubans are making a run for it. Don't let them get away!
0164: disable_marker  23616??
0186:  23616?? = create_marker_above_car  23556??

:Label0E8330
00D6: if  0?
0038:    23508?? ==  1?  \\ integer values
004D: jump_if_false Label0E87B9
00D6: if  0?
8119:   NOT   car  23552?? wrecked
004D: jump_if_false Label0E856A
0407: create_coordinate  1780??  1784??  1788?? from_car  23552?? offset  11.702! -13.377!  0!
00D6: if  0?
01AF:   car  23556??  0? ()near_point  1780??  1784??  6! radius  5!  5!  5!
004D: jump_if_false Label0E8461
02DB: set_boat  23556?? speed_to  2!
0174:  23676?? = car  23552?? z_angle
0174:  23684?? = car  23556?? z_angle
0086:  23688?? =  23676??  \\ floating-point values only
0061:  23688?? -=  23684??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E83E4
0009:  23688?? +=  360!  \\ floating-point values

:Label0E83E4
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E8403
000D:  23688?? -=  360!  \\ floating-point values

:Label0E8403
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8429
0078:  23684?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E8433

:Label0E8429
007E:  23684?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E8433
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E845A
0175: set_car  23556?? z_angle_to  23684??

:Label0E845A
0002: jump Label0E8553

:Label0E8461
00D6: if  0?
01AD:   car  23556??  0? ()near_point  1780??  1784??  10!  10!
004D: jump_if_false Label0E8549
0174:  23676?? = car  23552?? z_angle
0174:  23684?? = car  23556?? z_angle
0086:  23688?? =  23676??  \\ floating-point values only
0061:  23688?? -=  23684??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E84C2
0009:  23688?? +=  360!  \\ floating-point values

:Label0E84C2
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E84E1
000D:  23688?? -=  360!  \\ floating-point values

:Label0E84E1
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8507
0078:  23684?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E8511

:Label0E8507
007E:  23684?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E8511
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8538
0175: set_car  23556?? z_angle_to  23684??

:Label0E8538
02DB: set_boat  23556?? speed_to  12!
0002: jump Label0E8553

:Label0E8549
02DB: set_boat  23556?? speed_to  20!

:Label0E8553
02D3: boat  23556?? drive_to  1780??  1784??  6!
0002: jump Label0E87B9

:Label0E856A
00D6: if  0?
8119:   NOT   car  23548?? wrecked
004D: jump_if_false Label0E8788
0407: create_coordinate  1780??  1784??  1788?? from_car  23548?? offset  11.702! -13.377!  0!
00D6: if  0?
01AD:   car  23556??  0? ()near_point  1780??  1784??  4!  4!
004D: jump_if_false Label0E867F
0174:  23680?? = car  23548?? z_angle
0174:  23684?? = car  23556?? z_angle
0086:  23688?? =  23680??  \\ floating-point values only
0061:  23688?? -=  23684??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E85F8
0009:  23688?? +=  360!  \\ floating-point values

:Label0E85F8
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E8617
000D:  23688?? -=  360!  \\ floating-point values

:Label0E8617
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E863D
0078:  23684?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E8647

:Label0E863D
007E:  23684?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E8647
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E866E
0175: set_car  23556?? z_angle_to  23684??

:Label0E866E
02DB: set_boat  23556?? speed_to  2!
0002: jump Label0E8771

:Label0E867F
00D6: if  0?
01AD:   car  23556??  0? ()near_point  1780??  1784??  10!  10!
004D: jump_if_false Label0E8767
0174:  23680?? = car  23548?? z_angle
0174:  23684?? = car  23556?? z_angle
0086:  23688?? =  23680??  \\ floating-point values only
0061:  23688?? -=  23684??  \\ floating-point values
00D6: if  0?
0022:   -180! >  23688??  \\ floating-point values
004D: jump_if_false Label0E86E0
0009:  23688?? +=  360!  \\ floating-point values

:Label0E86E0
00D6: if  0?
0020:    23688?? >  180!  \\ floating-point values
004D: jump_if_false Label0E86FF
000D:  23688?? -=  360!  \\ floating-point values

:Label0E86FF
00D6: if  0?
0022:    0! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8725
0078:  23684?? += unknown_inaccurate_float_timer  1!  \\ floating-point values
0002: jump Label0E872F

:Label0E8725
007E:  23684?? -= unknown_inaccurate_float_timer  1!  \\ floating-point values

:Label0E872F
00D6: if  1?
0020:    23688?? >  5!  \\ floating-point values
0022:   -5! >  23688??  \\ floating-point values
004D: jump_if_false Label0E8756
0175: set_car  23556?? z_angle_to  23684??

:Label0E8756
02DB: set_boat  23556?? speed_to  12!
0002: jump Label0E8771

:Label0E8767
02DB: set_boat  23556?? speed_to  20!

:Label0E8771
02D3: boat  23556?? drive_to  1780??  1784??  6!
0002: jump Label0E87B9

:Label0E8788
00D6: if  0?
8038:   NOT    23460?? ==  0?  \\ integer values
004D: jump_if_false Label0E87A8
000C:  23460?? -=  1?  \\ integer values
0004:  23468?? =  1?  \\ integer values

:Label0E87A8
02DB: set_boat  23556?? speed_to  12!
0004:  23508?? =  2?  \\ integer values

:Label0E87B9
00D6: if  0?
0038:    23508?? ==  2?  \\ integer values
004D: jump_if_false Label0E87DA
0084:  10924?? =  23556??  \\ integer values and handles
0050: gosub Label0E8B0E

:Label0E87DA
0002: jump Label0E87ED

:Label0E87E1
0164: disable_marker  23616??
0008:  23488?? +=  1?  \\ integer values

:Label0E87ED
00D6: if  0?
8119:   NOT   car  23560?? wrecked
004D: jump_if_false Label0E8ABB
00D6: if  0?
0038:    23512?? ==  0?  \\ integer values
004D: jump_if_false Label0E8865
00D6: if  0?
0038:    23492?? ==  4?  \\ integer values
004D: jump_if_false Label0E8865
00D6: if  0?
8118:   NOT   actor  23596?? dead
004D: jump_if_false Label0E8865
04E0: unknown_car  23560??  200&
02C2: car  23560?? drive_to_point -508.7597! -311.8881!  10.4693!
00AD: set_car  23560?? max_speed_to  15!
00AE: unknown_set_car  23560?? to_ignore_traffic_lights  2?
0004:  23512?? =  1?  \\ integer values

:Label0E8865
00D6: if  0?
0038:    23512?? ==  1?  \\ integer values
004D: jump_if_false Label0E88B8
00D6: if  0?
01AD:   car  23560??  0? ()near_point -508.7597! -311.8881!  6!  6!
004D: jump_if_false Label0E88B8
02C2: car  23560?? drive_to_point -523.6951! -342.9825!  10.9509!
0004:  23512?? =  2?  \\ integer values

:Label0E88B8
00D6: if  0?
0038:    23512?? ==  2?  \\ integer values
004D: jump_if_false Label0E891C
00D6: if  0?
01AD:   car  23560??  0? ()near_point -523.6951! -342.9825!  4!  4!
004D: jump_if_false Label0E891C
04E0: unknown_car  23560??  20?
00AD: set_car  23560?? max_speed_to  20!
02C2: car  23560?? drive_to_point -761.7885! -492.003!  14.0889!
0004:  23512?? =  3?  \\ integer values

:Label0E891C
00D6: if  0?
0038:    23512?? ==  3?  \\ integer values
004D: jump_if_false Label0E896F
00D6: if  0?
01AD:   car  23560??  0? ()near_point -761.7885! -492.003!  6!  6!
004D: jump_if_false Label0E896F
02C2: car  23560?? drive_to_point -942.2122! -278.2615!  10.3119!
0004:  23512?? =  4?  \\ integer values

:Label0E896F
00D6: if  0?
0038:    23512?? ==  4?  \\ integer values
004D: jump_if_false Label0E89C2
00D6: if  0?
01AD:   car  23560??  0? ()near_point -942.2122! -278.2615!  6!  6!
004D: jump_if_false Label0E89C2
02C2: car  23560?? drive_to_point -1067.287! -1.6537!  11.2119!
0004:  23512?? =  5?  \\ integer values

:Label0E89C2
00D6: if  0?
0038:    23512?? ==  5?  \\ integer values
004D: jump_if_false Label0E8A15
00D6: if  0?
01AD:   car  23560??  0? ()near_point -1067.287! -1.6537!  6!  6!
004D: jump_if_false Label0E8A15
02C2: car  23560?? drive_to_point -964.8415!  321.9443!  11.0549!
0004:  23512?? =  6?  \\ integer values

:Label0E8A15
00D6: if  0?
0038:    23512?? ==  6?  \\ integer values
004D: jump_if_false Label0E8A68
00D6: if  0?
01AD:   car  23560??  0? ()near_point -964.8415!  321.9443!  6!  6!
004D: jump_if_false Label0E8A68
02C2: car  23560?? drive_to_point -863.3309! -261.5879!  10.7002!
0004:  23512?? =  7?  \\ integer values

:Label0E8A68
00D6: if  0?
0038:    23512?? ==  7?  \\ integer values
004D: jump_if_false Label0E8ABB
00D6: if  0?
01AD:   car  23560??  0? ()near_point -863.3309! -261.5879!  6!  6!
004D: jump_if_false Label0E8ABB
02C2: car  23560?? drive_to_point -942.2122! -278.2615!  10.3119!
0004:  23512?? =  4?  \\ integer values

:Label0E8ABB
00D6: if  2?
0119:   car  23552?? wrecked
0119:   car  23548?? wrecked
0119:   car  23556?? wrecked
004D: jump_if_false Label0E8AEE
00D6: if  0?
0038:    23492?? ==  1?  \\ integer values
004D: jump_if_false Label0E8AEE
0004:  23492?? =  2?  \\ integer values

:Label0E8AEE
00D6: if  0?
0038:    23488?? ==  12?  \\ integer values
004D: jump_if_false Label0E8B07
0002: jump Label0E9487

:Label0E8B07
0002: jump Label0E5BFD

:Label0E8B0E
00D6: if  0?
0038:    23460?? ==  0?  \\ integer values
004D: jump_if_false Label0E8B42
02D3: boat  10924?? drive_to -555.308! -141.189!  6!
0004:  23460?? =  1?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8B42
00D6: if  0?
0038:    23460?? ==  1?  \\ integer values
004D: jump_if_false Label0E8BAD
00D6: if  21?
01AF:   car  10924??  0? ()near_point -555.308! -141.189!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8BAD
02D3: boat  10924?? drive_to -626.792! -78.237!  6!
0004:  23460?? =  2?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8BAD
00D6: if  0?
0038:    23460?? ==  2?  \\ integer values
004D: jump_if_false Label0E8C18
00D6: if  21?
01AF:   car  10924??  0? ()near_point -626.792! -78.237!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8C18
02D3: boat  10924?? drive_to -649.263! -5.788!  6!
0004:  23460?? =  3?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8C18
00D6: if  0?
0038:    23460?? ==  3?  \\ integer values
004D: jump_if_false Label0E8C83
00D6: if  21?
01AF:   car  10924??  0? ()near_point -649.263! -5.788!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8C83
02D3: boat  10924?? drive_to -602.947!  296.718!  6!
0004:  23460?? =  4?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8C83
00D6: if  0?
0038:    23460?? ==  4?  \\ integer values
004D: jump_if_false Label0E8CEE
00D6: if  21?
01AF:   car  10924??  0? ()near_point -602.947!  296.718!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8CEE
02D3: boat  10924?? drive_to -587.552!  427.51!  6!
0004:  23460?? =  5?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8CEE
00D6: if  0?
0038:    23460?? ==  5?  \\ integer values
004D: jump_if_false Label0E8D59
00D6: if  21?
01AF:   car  10924??  0? ()near_point -587.552!  427.51!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8D59
02D3: boat  10924?? drive_to -528.738!  507.634!  6!
0004:  23460?? =  6?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8D59
00D6: if  0?
0038:    23460?? ==  6?  \\ integer values
004D: jump_if_false Label0E8DC4
00D6: if  21?
01AF:   car  10924??  0? ()near_point -528.738!  507.634!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8DC4
02D3: boat  10924?? drive_to -443.897!  470.554!  6!
0004:  23460?? =  7?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8DC4
00D6: if  0?
0038:    23460?? ==  7?  \\ integer values
004D: jump_if_false Label0E8E2F
00D6: if  21?
01AF:   car  10924??  0? ()near_point -443.897!  470.554!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8E2F
02D3: boat  10924?? drive_to -490.341!  377.161!  6!
0004:  23460?? =  8?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8E2F
00D6: if  0?
0038:    23460?? ==  8?  \\ integer values
004D: jump_if_false Label0E8E9A
00D6: if  21?
01AF:   car  10924??  0? ()near_point -490.341!  377.161!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8E9A
02D3: boat  10924?? drive_to -602.947!  296.718!  6!
0004:  23460?? =  9?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8E9A
00D6: if  0?
0038:    23460?? ==  9?  \\ integer values
004D: jump_if_false Label0E8F05
00D6: if  21?
01AF:   car  10924??  0? ()near_point -602.947!  296.718!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8F05
02D3: boat  10924?? drive_to -649.263! -5.788!  6!
0004:  23460?? =  10?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8F05
00D6: if  0?
0038:    23460?? ==  10?  \\ integer values
004D: jump_if_false Label0E8F70
00D6: if  21?
01AF:   car  10924??  0? ()near_point -649.263! -5.788!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8F70
02D3: boat  10924?? drive_to -749.833! -327.552!  6!
0004:  23460?? =  11?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8F70
00D6: if  0?
0038:    23460?? ==  11?  \\ integer values
004D: jump_if_false Label0E8FDB
00D6: if  21?
01AF:   car  10924??  0? ()near_point -749.833! -327.552!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E8FDB
02D3: boat  10924?? drive_to -750.703! -447.009!  6!
0004:  23460?? =  12?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E8FDB
00D6: if  0?
0038:    23460?? ==  12?  \\ integer values
004D: jump_if_false Label0E9046
00D6: if  21?
01AF:   car  10924??  0? ()near_point -750.703! -447.009!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E9046
02D3: boat  10924?? drive_to -739.379! -573.229!  6!
0004:  23460?? =  13?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E9046
00D6: if  0?
0038:    23460?? ==  13?  \\ integer values
004D: jump_if_false Label0E90B1
00D6: if  21?
01AF:   car  10924??  0? ()near_point -739.379! -573.229!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E90B1
02D3: boat  10924?? drive_to -743.073! -674.655!  6!
0004:  23460?? =  14?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E90B1
00D6: if  0?
0038:    23460?? ==  14?  \\ integer values
004D: jump_if_false Label0E911C
00D6: if  21?
01AF:   car  10924??  0? ()near_point -743.073! -674.655!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E911C
02D3: boat  10924?? drive_to -710.041! -787.354!  6!
0004:  23460?? =  15?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E911C
00D6: if  0?
0038:    23460?? ==  15?  \\ integer values
004D: jump_if_false Label0E9187
00D6: if  21?
01AF:   car  10924??  0? ()near_point -710.041! -787.354!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E9187
02D3: boat  10924?? drive_to -600.638! -835.484!  6!
0004:  23460?? =  16?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E9187
00D6: if  0?
0038:    23460?? ==  16?  \\ integer values
004D: jump_if_false Label0E91F2
00D6: if  21?
01AF:   car  10924??  0? ()near_point -600.638! -835.484!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E91F2
02D3: boat  10924?? drive_to -509.722! -756.564!  6!
0004:  23460?? =  17?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E91F2
00D6: if  0?
0038:    23460?? ==  17?  \\ integer values
004D: jump_if_false Label0E925D
00D6: if  21?
01AF:   car  10924??  0? ()near_point -509.722! -756.564!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E925D
02D3: boat  10924?? drive_to -571.734! -697.569!  6!
0004:  23460?? =  18?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E925D
00D6: if  0?
0038:    23460?? ==  18?  \\ integer values
004D: jump_if_false Label0E92C8
00D6: if  21?
01AF:   car  10924??  0? ()near_point -571.734! -697.569!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E92C8
02D3: boat  10924?? drive_to -661.336! -662.576!  6!
0004:  23460?? =  19?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E92C8
00D6: if  0?
0038:    23460?? ==  19?  \\ integer values
004D: jump_if_false Label0E9333
00D6: if  21?
01AF:   car  10924??  0? ()near_point -661.336! -662.576!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E9333
02D3: boat  10924?? drive_to -739.379! -573.229!  6!
0004:  23460?? =  20?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E9333
00D6: if  0?
0038:    23460?? ==  20?  \\ integer values
004D: jump_if_false Label0E939E
00D6: if  21?
01AF:   car  10924??  0? ()near_point -739.379! -573.229!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E939E
02D3: boat  10924?? drive_to -750.703! -447.009!  6!
0004:  23460?? =  21?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E939E
00D6: if  0?
0038:    23460?? ==  21?  \\ integer values
004D: jump_if_false Label0E9409
00D6: if  21?
01AF:   car  10924??  0? ()near_point -750.703! -447.009!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E9409
02D3: boat  10924?? drive_to -749.833! -327.552!  6!
0004:  23460?? =  22?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E9409
00D6: if  0?
0038:    23460?? ==  22?  \\ integer values
004D: jump_if_false Label0E9474
00D6: if  21?
01AF:   car  10924??  0? ()near_point -749.833! -327.552!  6! radius  6!  6!  6!
0038:    23468?? ==  1?  \\ integer values
004D: jump_if_false Label0E9474
02D3: boat  10924?? drive_to -649.263! -5.788!  6!
0004:  23460?? =  3?  \\ integer values
0004:  23468?? =  0?  \\ integer values

:Label0E9474
0051: return

:Label0E9476
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0E9487
0004: $PASSED_HAT2_BOMBS_AWAY =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
0318: set_latest_mission_passed "HAT_2" \\ Bombs Away!
030C: set_mission_points +=  1?
0394: play_music  1?
00D6: if  0?
840C:   NOT   is_german_game
004D: jump_if_false Label0E94DB
004F: create_thread Label00DF3B 
0002: jump Label0E94E0

:Label0E94DB
0164: disable_marker  1132??

:Label0E94E0
0051: return

:Label0E94E2
0004: $ONMISSION =  0?  \\ integer values
00D6: if  0?
8038:   NOT    23532?? == -1?  \\ integer values
004D: jump_if_false Label0E950E
04DB: (unknown)
01C4: remove_references_to_object  23540??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  23544??  \\ This object will now disappear when the player looks away
0004:  23532?? = -1?  \\ integer values

:Label0E950E
00D6: if  0?
8119:   NOT   car  23536?? wrecked
004D: jump_if_false Label0E9525
020A: set_car  23536?? door_status_to  1?

:Label0E9525
0249: release_model #TOPFUN
0249: release_model #RCBARON
0249: release_model #SPEEDER
0249: release_model #JETMAX
0249: release_model #COASTG
0249: release_model #CUBAN
0249: release_model #CBA
0249: release_model #CBB
0249: release_model #RUGER
0164: disable_marker  23604??
0164: disable_marker  23608??
0164: disable_marker  23612??
0164: disable_marker  23616??
0164: disable_marker  23620??
0164: disable_marker  23624??
0164: disable_marker  23628??
0164: disable_marker  23632??
0164: disable_marker  23636??
0164: disable_marker  23640??
0164: disable_marker  23644??
0164: disable_marker  23648??
0164: disable_marker  23652??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0151: remove_status_text  23472??
0004:  4336?? =  0?  \\ integer values
00D8: mission_cleanup
0051: return

;-------------Mission 62---------------
; Originally: Dirty Lickin's


:Label0E95A6
03A4: name_thread "HAIT3"
0050: gosub Label0E95D4
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0E95CB
0050: gosub Label0EA554

:Label0E95CB
0050: gosub Label0EA5A4
004E: end_thread

:Label0E95D4
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  23692?? =  0?  \\ integer values
0004:  23696?? =  0?  \\ integer values
0004:  23712?? =  0?  \\ integer values
0004:  23720?? =  0?  \\ integer values
0004:  23728?? =  0?  \\ integer values
0004:  23736?? =  0?  \\ integer values
0004:  23744?? =  0?  \\ integer values
0004:  23752?? =  0?  \\ integer values
0004:  23760?? =  0?  \\ integer values
0004:  23768?? =  0?  \\ integer values
0004:  23776?? =  0?  \\ integer values
0004:  23784?? =  0?  \\ integer values
0004:  23792?? =  0?  \\ integer values
0004:  23800?? =  0?  \\ integer values
0004:  23808?? =  0?  \\ integer values
0004:  23816?? =  0?  \\ integer values
0004:  23824?? =  0?  \\ integer values
0004:  23832?? =  0?  \\ integer values
0004:  23840?? =  0?  \\ integer values
0004:  23848?? =  0?  \\ integer values
0004:  23856?? =  0?  \\ integer values
0004:  23864?? =  0?  \\ integer values
0004:  23872?? =  0?  \\ integer values
0004:  23880?? =  0?  \\ integer values
0004:  23884?? =  0?  \\ integer values
0004:  23880?? =  0?  \\ integer values
0004:  23896?? =  0?  \\ integer values
0004:  23904?? =  0?  \\ integer values
0004:  23908?? =  0?  \\ integer values
0004:  23916?? =  0?  \\ integer values
0004:  23920?? =  0?  \\ integer values
0004:  23928?? =  0?  \\ integer values
0004:  23932?? =  0?  \\ integer values
0004:  23940?? =  0?  \\ integer values
0004:  23944?? =  0?  \\ integer values
0004:  23952?? =  0?  \\ integer values
0004:  23956?? =  0?  \\ integer values
0004:  23964?? =  0?  \\ integer values
0004:  23968?? =  0?  \\ integer values
0004:  23976?? =  0?  \\ integer values
0004:  23980?? =  0?  \\ integer values
0004:  23988?? =  0?  \\ integer values
0004:  24032?? =  0?  \\ integer values
0004:  24036?? =  0?  \\ integer values
0004:  24000?? =  0?  \\ integer values
0005:  24004?? = -924.912!  \\ floating-point values
0005:  24008?? =  35.082!  \\ floating-point values
0005:  24012?? =  9.54!  \\ floating-point values
0005:  24016?? = -896.317!  \\ floating-point values
0005:  24020?? =  34.08!  \\ floating-point values
0005:  24024?? =  9.54!  \\ floating-point values
0004:  24044?? =  0?  \\ integer values
0004:  24052?? =  0?  \\ integer values
0004:  24060?? =  0?  \\ integer values
0004:  24068?? =  0?  \\ integer values
0004:  24076?? =  0?  \\ integer values
0004:  24084?? =  0?  \\ integer values
0004:  24092?? =  0?  \\ integer values
0004:  24128?? =  0?  \\ integer values
0004:  24140?? =  0?  \\ integer values
0004:  24148?? =  0?  \\ integer values
0004:  24156?? =  0?  \\ integer values
0004:  24168?? =  0?  \\ integer values
0004:  24176?? =  0?  \\ integer values
0004:  24188?? =  0?  \\ integer values
0004:  24196?? =  0?  \\ integer values
0004:  24208?? =  0?  \\ integer values
0004:  24216?? =  0?  \\ integer values
0004:  24228?? =  0?  \\ integer values
0004:  24236?? =  0?  \\ integer values
0004:  24248?? =  0?  \\ integer values
0005:  24100?? = -899.655!  \\ floating-point values
0005:  24104?? =  44.99!  \\ floating-point values
0005:  24108?? =  9.076!  \\ floating-point values
0004:  24028?? =  0?  \\ integer values
0004:  24112?? =  0?  \\ integer values
0004:  24116?? =  0?  \\ integer values
0004:  24120?? =  0?  \\ integer values
0004:  24124?? =  0?  \\ integer values
0004:  24144?? =  0?  \\ integer values
0004:  24164?? =  0?  \\ integer values
0004:  24180?? =  0?  \\ integer values
0004:  24200?? =  0?  \\ integer values
0004:  24220?? =  0?  \\ integer values
0004:  24240?? =  0?  \\ integer values
0004:  24252?? =  0?  \\ integer values
0004:  24260?? =  0?  \\ integer values
0004:  24264?? =  0?  \\ integer values
0005:  24280?? =  0!  \\ floating-point values
0005:  24284?? =  0!  \\ floating-point values
0005:  24288?? =  0!  \\ floating-point values
0005:  24292?? =  0!  \\ floating-point values
0005:  24296?? =  0!  \\ floating-point values
0005:  24300?? =  0!  \\ floating-point values
0005:  24304?? =  0!  \\ floating-point values
0004:  24308?? =  0?  \\ integer values
0004:  24344?? =  0?  \\ integer values
0004:  24312?? =  0?  \\ integer values
0005:  24316?? =  0!  \\ floating-point values
0005:  24320?? =  0!  \\ floating-point values
0005:  24324?? =  0!  \\ floating-point values
0005:  24340?? =  0!  \\ floating-point values
0005:  24304?? =  0!  \\ floating-point values
0004:  24348?? =  0?  \\ integer values
0004:  24352?? =  0?  \\ integer values
0004:  24356?? =  0?  \\ integer values
0004:  24360?? =  0?  \\ integer values
0004:  24364?? =  0?  \\ integer values
0004:  24368?? =  0?  \\ integer values
0004:  24372?? =  0?  \\ integer values
0004:  24376?? =  0?  \\ integer values
0004:  24380?? =  0?  \\ integer values
0004:  24384?? =  0?  \\ integer values
0004:  24388?? =  0?  \\ integer values
0004:  24392?? =  0?  \\ integer values
0004:  24396?? =  0?  \\ integer values
0004:  24400?? =  0?  \\ integer values
0004:  24404?? =  0?  \\ integer values
0004:  24408?? =  0?  \\ integer values
0004:  24412?? =  0?  \\ integer values
0004:  24416?? =  0?  \\ integer values
0004:  24420?? =  0?  \\ integer values
0004:  24424?? =  0?  \\ integer values
0005:  24328?? =  0!  \\ floating-point values
0005:  24332?? =  0!  \\ floating-point values
0005:  24336?? =  0!  \\ floating-point values
0004:  24428?? =  0?  \\ integer values
0004:  24436?? =  0?  \\ integer values
0004:  24432?? =  0?  \\ integer values
0004:  24440?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "HAIT3"
058E: unknown_point_command -957.904!  122.843!  8.278! angle  356.948!
018A:  24048?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24048??
018A:  24064?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24064??
018A:  24080?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24080??
018A:  24096?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24096??
018A:  24136?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24136??
018A:  24160?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24160??
018A:  24184?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24184??
018A:  24204?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24204??
018A:  24224?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24224??
018A:  24244?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  24244??
018A:  23724?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23724??
018A:  23740?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23740??
018A:  23756?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23756??
018A:  23772?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23772??
018A:  23788?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23788??
018A:  23804?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23804??
018A:  23820?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23820??
018A:  23836?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23836??
018A:  23852?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23852??
018A:  23868?? = create_checkpoint_at  24100??  24104??  24108??
0164: disable_marker  23868??
023C: load_special_actor  1? "CSPLAY"
023C: load_special_actor  2? "APOULET"
02F3: load_object #CUTOBJ01 "HTABLE"
02F3: load_object #CUTOBJ02 "HATRIFL"
03CB: set_camera -962.697!  149.793!  10.21!
04BB: select_interiour  12?  \\ select render area
04F9: interiour_colors  13?  0?
038B: load_requested_models

:Label0E9BA2
00D6: if  23?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
8248:   NOT   model #CUTOBJ01 available
8248:   NOT   model #CUTOBJ02 available
004D: jump_if_false Label0E9BCA
0001: wait  0? ms
0002: jump Label0E9BA2

:Label0E9BCA
02E4: load_cutscene_data "HAT_3"
0244: set_cutscene_pos -962.799!  148.391!  8.355!
041D: set_camera_near_clip  .1!
02E5:  500?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  500?? "CSPLAY"
02E5:  680?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  680?? "APOULET"
02E5:  856?? = create_cutscene_object #CUTOBJ01
02E6: set_cutscene_anim  856?? "HTABLE"
02E5:  848?? = create_cutscene_object #CUTOBJ02
02E6: set_cutscene_anim  848?? "HATRIFL"
0395: clear_area  1? at -962.53!  141.69! range  8.25!  2!
0055: put_player $PLAYER_CHAR at -962.53!  141.69!  8.25!
0171: set_player $PLAYER_CHAR z_angle_to  183.42!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0E9C8A
00D6: if  0?
001A:    1734& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9CAD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9C8A

:Label0E9CAD
00BC: text_highpriority "HAM3_A"  10000& ms  1? \\ Hello? Hello - uh..I'm looking for somebody around here...

:Label0E9CBC
00D6: if  0?
001A:    6820& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9CDF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9CBC

:Label0E9CDF
00BC: text_highpriority "HAM3_B"  10000& ms  1? \\ You looking hungry, Tommy.

:Label0E9CEE
00D6: if  0?
001A:    9485& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9D11
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9CEE

:Label0E9D11
00BC: text_highpriority "HAM3_C"  10000& ms  1? \\ Do I know you?

:Label0E9D20
00D6: if  0?
001A:    11125& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9D43
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D20

:Label0E9D43
00BC: text_highpriority "HAM3_D"  10000& ms  1? \\ Hush now.

:Label0E9D52
00D6: if  0?
001A:    12511& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9D75
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D52

:Label0E9D75
00BC: text_highpriority "HAM3_E"  10000& ms  1? \\ One more ting an I can let you go, Tommy.

:Label0E9D84
00D6: if  0?
001A:    15894& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9DA7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9D84

:Label0E9DA7
00BC: text_highpriority "HAM3_F"  10000& ms  1? \\ My boys gone war wit dem Cuban boys.

:Label0E9DB6
00D6: if  0?
001A:    19040& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9DD9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9DB6

:Label0E9DD9
00BC: text_highpriority "HAM3_G"  10000& ms  1? \\ But no guns.

:Label0E9DE8
00D6: if  0?
001A:    20758& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9E0B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9DE8

:Label0E9E0B
00BC: text_highpriority "HAM3_H"  10000& ms  1? \\ Hmm, but de Cubans have a surprise comin'.

:Label0E9E1A
00D6: if  0?
001A:    23591& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9E3D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E1A

:Label0E9E3D
00BC: text_highpriority "HAM3_I"  10000& ms  1? \\ While they fight in de streets, you take this rifle and kill dem in de hubbub.

:Label0E9E4C
00D6: if  0?
001A:    28128& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9E6F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E4C

:Label0E9E6F
00BC: text_highpriority "HAM3_J"  10000& ms  1? \\ No one sees you, no one hear you.

:Label0E9E7E
00D6: if  0?
001A:    32020& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9EA1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9E7E

:Label0E9EA1
00BC: text_highpriority "HAM3_K"  10000& ms  1? \\ Now, Tommy, you do this for me, and you no longer tied to my apron strings.

:Label0E9EB0
00D6: if  0?
001A:    37941&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9ED5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9EB0

:Label0E9ED5
00BC: text_highpriority "HAM3_L"  10000& ms  1? \\ Kay auntie..

:Label0E9EE4
00D6: if  0?
001A:    39680&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9F09
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9EE4

:Label0E9F09
00BE: text_clear_all

:Label0E9F0B
00D6: if  0?
001A:    42464&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0E9F30
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0E9F0B

:Label0E9F30
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0E9F39
00D6: if  0?
016B:   fading
004D: jump_if_false Label0E9F51
0001: wait  0? ms
0002: jump Label0E9F39

:Label0E9F51
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -962.53!  141.69!  8.25!
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0249: release_model #CUTOBJ01
0249: release_model #CUTOBJ02
04E3: unknown_player $PLAYER_CHAR  0?  60000&&
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #CBA
0247: request_model #CBB
0247: request_model #SNIPER
0247: request_model #BURRITO
0247: request_model #KATANA

:Label0E9FAF
00D6: if  25?
8248:   NOT   model #HNA available
8248:   NOT   model #CBA available
8248:   NOT   model #SNIPER available
8248:   NOT   model #HNB available
8248:   NOT   model #CBB available
8248:   NOT   model #BURRITO available
004D: jump_if_false Label0E9FDF
0001: wait  0? ms
0002: jump Label0E9FAF

:Label0E9FDF
00D6: if  0?
8248:   NOT   model #KATANA available
004D: jump_if_false Label0E9FFA
0001: wait  0? ms
0002: jump Label0E9FDF

:Label0E9FFA
009A:  24312?? = create_actor  7? #CBA at -886.519!  41.28!  10.55!
009B: destroy_actor_instantly  24312??
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
04E2: $PLAYER_CHAR  1?
03C7: unknown_maby_cops_density  .5!
00BC: text_highpriority "HAM3_1"  5000& ms  1? \\ ~g~We must win this battle. If all the Haitians die we lose.
00BB: text_lowpriority "HAM3_5"  5000& ms  1? \\ ~g~You must kill the Cubans from a distance. You must not be seen.
009A:  23716?? = create_actor  4? #CBA at -886.519!  41.28!  10.55!
009A:  23732?? = create_actor  4? #CBB at -885.463!  42.655!  9.23!
009A:  23748?? = create_actor  4? #CBA at -905!  51.6!  8.89!
009A:  23764?? = create_actor  4? #CBB at -906.26!  49.95!  9.02!
009A:  23780?? = create_actor  4? #CBA at -911.6!  52.28!  9.57!
009A:  23796?? = create_actor  4? #CBB at -908!  52.4!  9.24!
009A:  23812?? = create_actor  4? #CBA at -906.214!  43.41!  9.54!
009A:  23828?? = create_actor  4? #CBB at -906.01!  45.03!  9.41!
009A:  23844?? = create_actor  4? #CBA at -895.35!  42.26!  9.61!
009A:  23860?? = create_actor  4? #CBB at -894.96!  44.63!  9.43!
009A:  23876?? = create_actor  4? #HNA at -888.798!  41.597!  9.52!
009A:  23888?? = create_actor  4? #HNB at -887.58!  43.48!  9.15!
009A:  23900?? = create_actor  4? #HNA at -906.13!  47.765!  9.19!
009A:  23912?? = create_actor  4? #HNB at -903.61!  46.14!  9.32!
009A:  23924?? = create_actor  4? #HNA at -911.57!  50.46!  9.57!
009A:  23936?? = create_actor  4? #HNB at -908.85!  49.48!  9.41!
009A:  23948?? = create_actor  4? #HNA at -901.19!  42.7!  9.61!
009A:  23960?? = create_actor  4? #HNB at -899.254!  44.676!  9.43!
009A:  23972?? = create_actor  4? #HNA at -886.33!  43.7!  9.05!
009A:  23984?? = create_actor  4? #HNB at -886.68!  41.4!  9.51!
00D6: if  0?
0038:    23696?? ==  0?  \\ integer values
004D: jump_if_false Label0EA276
018A:  23992?? = create_checkpoint_at -892.59!  75.3!  15.4!
03BC:  24256?? = create_sphere -892.59!  75.3!  15.4!  2!

:Label0EA276
01B1: give_player $PLAYER_CHAR weapon  28? ammo  30?  \\ Load the weapon model before using this
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  23704?? =  0?  \\ integer values
0004:  23708?? =  0?  \\ integer values
0004:  23700?? =  0?  \\ integer values

:Label0EA2A2
00D6: if  0?
0038:    23700?? ==  0?  \\ integer values
004D: jump_if_false Label0EA548
0001: wait  0? ms
0008:  24432?? +=  1?  \\ integer values
00D6: if  0?
0018:    24432?? >  30?  \\ integer values
004D: jump_if_false Label0EA2D8
0004:  24432?? =  0?  \\ integer values

:Label0EA2D8
00D6: if  0?
001A:    20? >  24264??  \\ integer values
004D: jump_if_false Label0EA2F1
0050: gosub Label0EA64F

:Label0EA2F1
0110: clear_player $PLAYER_CHAR wanted_level
0050: gosub Label0EB154
0050: gosub Label0EB7F9
00D6: if  0?
0028:    23704?? >=  20?  \\ integer values
004D: jump_if_false Label0EA31D
0004:  23700?? =  1?  \\ integer values

:Label0EA31D
00D6: if  0?
0028:    23708?? >=  3?  \\ integer values
004D: jump_if_false Label0EA357
00D6: if  0?
0038:    24428?? ==  0?  \\ integer values
004D: jump_if_false Label0EA357
00BC: text_highpriority "HAM3_8"  5000& ms  1? \\ ~g~Haitians are dying! Improve your aim.
0004:  24428?? =  1?  \\ integer values

:Label0EA357
00D6: if  0?
0028:    23708?? >=  10?  \\ integer values
004D: jump_if_false Label0EA37F
00BC: text_highpriority "HAM3_2"  5000& ms  1? \\ ~r~The Haitians have died!
0002: jump Label0EA554

:Label0EA37F
00D6: if  21?
0038:    23692?? ==  1?  \\ integer values
0038:    24436?? ==  1?  \\ integer values
004D: jump_if_false Label0EA3AE
00BC: text_highpriority "HAM3_4"  5000& ms  1? \\ ~r~You have been spotted! The mission is a failure!
0002: jump Label0EA554

:Label0EA3AE
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -936.42!  109.11!  13! -873.118!  45.222!  18! radius  30! sphere  0?
004D: jump_if_false Label0EA4B9
00D6: if  0?
0038:    24440?? ==  0?  \\ integer values
004D: jump_if_false Label0EA403
0006:  17@ =  0?  \\ integer values
0004:  24440?? =  1?  \\ integer values

:Label0EA403
00D6: if  0?
0038:    24260?? ==  0?  \\ integer values
004D: jump_if_false Label0EA43E
00D6: if  0?
0019:    16@ >  25000&  \\ integer values
004D: jump_if_false Label0EA43E
0050: gosub Label0EAF96
00BC: text_highpriority "HAM3_3"  5000& ms  1? \\ ~g~I expect the Cubans to cheat so be on your guard.

:Label0EA43E
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot -892.59!  75.3!  15.4! radius  2!  2!  2!
004D: jump_if_false Label0EA4B9
00D6: if  0?
0038:    24260?? ==  0?  \\ integer values
004D: jump_if_false Label0EA496
0050: gosub Label0EAF96
00BC: text_highpriority "HAM3_3"  5000& ms  1? \\ ~g~I expect the Cubans to cheat so be on your guard.

:Label0EA496
00D6: if  0?
0038:    24252?? ==  0?  \\ integer values
004D: jump_if_false Label0EA4B9
0164: disable_marker  23992??
03BD: destroy_sphere  24256??
0004:  24252?? =  1?  \\ integer values

:Label0EA4B9
00D6: if  0?
0038:    24032?? ==  0?  \\ integer values
004D: jump_if_false Label0EA4E4
00D6: if  0?
0028:    23704?? >=  5?  \\ integer values
004D: jump_if_false Label0EA4E4
0050: gosub Label0EBCA1

:Label0EA4E4
00D6: if  0?
0038:    24036?? ==  0?  \\ integer values
004D: jump_if_false Label0EA50F
00D6: if  0?
0028:    23704?? >=  12?  \\ integer values
004D: jump_if_false Label0EA50F
0050: gosub Label0EBD97

:Label0EA50F
00D6: if  0?
0038:    24032?? ==  1?  \\ integer values
004D: jump_if_false Label0EA528
0050: gosub Label0EBF75

:Label0EA528
00D6: if  0?
0038:    24036?? ==  1?  \\ integer values
004D: jump_if_false Label0EA541
0050: gosub Label0EC641

:Label0EA541
0002: jump Label0EA2A2

:Label0EA548
0164: disable_marker  23992??
0002: jump Label0EA565

:Label0EA554
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0EA565
0004: $PASSED_HAT3_DIRTY_LICKINS =  1?  \\ integer values
0394: play_music  1?
0318: set_latest_mission_passed "HAT_3" \\ Dirty Lickin's
030C: set_mission_points +=  1?
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000&
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker  1132??
0051: return

:Label0EA5A4
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  23724??
0164: disable_marker  23740??
0164: disable_marker  23756??
0164: disable_marker  23772??
0164: disable_marker  23788??
0164: disable_marker  23804??
0164: disable_marker  23820??
0164: disable_marker  23836??
0164: disable_marker  23852??
0164: disable_marker  23868??
0164: disable_marker  24048??
0164: disable_marker  24064??
0164: disable_marker  24080??
0164: disable_marker  24096??
0164: disable_marker  24136??
0164: disable_marker  24160??
0164: disable_marker  24184??
0164: disable_marker  24204??
0164: disable_marker  24224??
0164: disable_marker  24244??
04E2: $PLAYER_CHAR  0?
03C7: unknown_maby_cops_density  1!
03BD: destroy_sphere  24256??
0164: disable_marker  23992??
0249: release_model #HNA
0249: release_model #CBA
0249: release_model #SNIPER
0249: release_model #HNB
0249: release_model #CBB
0249: release_model #BURRITO
0249: release_model #KATANA
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EA64F
00D6: if  0?
0038:    23880?? ==  0?  \\ integer values
004D: jump_if_false Label0EA6BB
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0EA6BB
00D6: if  0?
84F0:   NOT   unknown_actor_check  23876??
004D: jump_if_false Label0EA6BB
01ED: spawn_actor  23876??
00D6: if  0?
8118:   NOT   actor  23716?? dead
004D: jump_if_false Label0EA6A6
01C9: actor  23876?? kill_actor  23716??
0084:  24348?? =  23716??  \\ integer values and handles

:Label0EA6A6
0243: set_actor  23876?? ped_stats_to  16?
0008:  24264?? +=  1?  \\ integer values
0004:  23880?? =  1?  \\ integer values

:Label0EA6BB
00D6: if  0?
0038:    23892?? ==  0?  \\ integer values
004D: jump_if_false Label0EA72E
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0EA72E
00D6: if  0?
84F0:   NOT   unknown_actor_check  23888??
004D: jump_if_false Label0EA72E
01ED: spawn_actor  23888??
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0EA712
01C9: actor  23888?? kill_actor  23732??
0084:  24352?? =  23732??  \\ integer values and handles

:Label0EA712
0243: set_actor  23888?? ped_stats_to  16?
02A9: set_actor  23888?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23892?? =  1?  \\ integer values

:Label0EA72E
00D6: if  0?
0038:    23904?? ==  0?  \\ integer values
004D: jump_if_false Label0EA7A1
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0EA7A1
00D6: if  0?
84F0:   NOT   unknown_actor_check  23900??
004D: jump_if_false Label0EA7A1
01ED: spawn_actor  23900??
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0EA785
01C9: actor  23900?? kill_actor  23748??
0084:  24356?? =  23748??  \\ integer values and handles

:Label0EA785
0243: set_actor  23900?? ped_stats_to  16?
02A9: set_actor  23900?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23904?? =  1?  \\ integer values

:Label0EA7A1
00D6: if  0?
0038:    23916?? ==  0?  \\ integer values
004D: jump_if_false Label0EA814
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0EA814
00D6: if  0?
84F0:   NOT   unknown_actor_check  23912??
004D: jump_if_false Label0EA814
01ED: spawn_actor  23912??
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0EA7F8
01C9: actor  23912?? kill_actor  23764??
0084:  24360?? =  23764??  \\ integer values and handles

:Label0EA7F8
0243: set_actor  23912?? ped_stats_to  16?
02A9: set_actor  23912?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23916?? =  1?  \\ integer values

:Label0EA814
00D6: if  0?
0038:    23928?? ==  0?  \\ integer values
004D: jump_if_false Label0EA887
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0EA887
00D6: if  0?
84F0:   NOT   unknown_actor_check  23924??
004D: jump_if_false Label0EA887
01ED: spawn_actor  23924??
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0EA86B
01C9: actor  23924?? kill_actor  23780??
0084:  24364?? =  23780??  \\ integer values and handles

:Label0EA86B
0243: set_actor  23924?? ped_stats_to  16?
02A9: set_actor  23924?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23928?? =  1?  \\ integer values

:Label0EA887
00D6: if  0?
0038:    23940?? ==  0?  \\ integer values
004D: jump_if_false Label0EA8FA
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0EA8FA
00D6: if  0?
84F0:   NOT   unknown_actor_check  23936??
004D: jump_if_false Label0EA8FA
01ED: spawn_actor  23936??
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0EA8DE
01C9: actor  23936?? kill_actor  23796??
0084:  24368?? =  23796??  \\ integer values and handles

:Label0EA8DE
0243: set_actor  23936?? ped_stats_to  16?
02A9: set_actor  23936?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23940?? =  1?  \\ integer values

:Label0EA8FA
00D6: if  0?
0038:    23952?? ==  0?  \\ integer values
004D: jump_if_false Label0EA96D
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0EA96D
00D6: if  0?
84F0:   NOT   unknown_actor_check  23948??
004D: jump_if_false Label0EA96D
01ED: spawn_actor  23948??
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0EA951
01C9: actor  23948?? kill_actor  23812??
0084:  24372?? =  23812??  \\ integer values and handles

:Label0EA951
0243: set_actor  23948?? ped_stats_to  16?
02A9: set_actor  23948?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23952?? =  1?  \\ integer values

:Label0EA96D
00D6: if  0?
0038:    23964?? ==  0?  \\ integer values
004D: jump_if_false Label0EA9E0
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0EA9E0
00D6: if  0?
84F0:   NOT   unknown_actor_check  23960??
004D: jump_if_false Label0EA9E0
01ED: spawn_actor  23960??
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0EA9C4
01C9: actor  23960?? kill_actor  23828??
0084:  24376?? =  23828??  \\ integer values and handles

:Label0EA9C4
0243: set_actor  23960?? ped_stats_to  16?
02A9: set_actor  23960?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23964?? =  1?  \\ integer values

:Label0EA9E0
00D6: if  0?
0038:    23976?? ==  0?  \\ integer values
004D: jump_if_false Label0EAA53
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0EAA53
00D6: if  0?
84F0:   NOT   unknown_actor_check  23972??
004D: jump_if_false Label0EAA53
01ED: spawn_actor  23972??
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0EAA37
01C9: actor  23972?? kill_actor  23844??
0084:  24380?? =  23844??  \\ integer values and handles

:Label0EAA37
0243: set_actor  23972?? ped_stats_to  16?
02A9: set_actor  23972?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23976?? =  1?  \\ integer values

:Label0EAA53
00D6: if  0?
0038:    23988?? ==  0?  \\ integer values
004D: jump_if_false Label0EAAC6
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0EAAC6
00D6: if  0?
84F0:   NOT   unknown_actor_check  23984??
004D: jump_if_false Label0EAAC6
01ED: spawn_actor  23984??
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0EAAAA
01C9: actor  23984?? kill_actor  23860??
0084:  24384?? =  23860??  \\ integer values and handles

:Label0EAAAA
0243: set_actor  23984?? ped_stats_to  16?
02A9: set_actor  23984?? immune_to_nonplayer  1?
0008:  24264?? +=  1?  \\ integer values
0004:  23988?? =  1?  \\ integer values

:Label0EAAC6
00D6: if  0?
0038:    23720?? ==  0?  \\ integer values
004D: jump_if_false Label0EAB41
00D6: if  0?
8118:   NOT   actor  23716?? dead
004D: jump_if_false Label0EAB41
00D6: if  0?
84F0:   NOT   unknown_actor_check  23716??
004D: jump_if_false Label0EAB41
01ED: spawn_actor  23716??
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0EAB1D
01C9: actor  23716?? kill_actor  23876??
0084:  24388?? =  23876??  \\ integer values and handles

:Label0EAB1D
0243: set_actor  23716?? ped_stats_to  16?
02A9: set_actor  23716?? immune_to_nonplayer  1?
0187:  23724?? = create_marker_above_actor  23716??
0008:  24264?? +=  1?  \\ integer values
0004:  23720?? =  1?  \\ integer values

:Label0EAB41
00D6: if  0?
0038:    23736?? ==  0?  \\ integer values
004D: jump_if_false Label0EABBC
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0EABBC
00D6: if  0?
84F0:   NOT   unknown_actor_check  23732??
004D: jump_if_false Label0EABBC
01ED: spawn_actor  23732??
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0EAB98
01C9: actor  23732?? kill_actor  23888??
0084:  24392?? =  23888??  \\ integer values and handles

:Label0EAB98
0243: set_actor  23732?? ped_stats_to  16?
02A9: set_actor  23732?? immune_to_nonplayer  1?
0187:  23740?? = create_marker_above_actor  23732??
0008:  24264?? +=  1?  \\ integer values
0004:  23736?? =  1?  \\ integer values

:Label0EABBC
00D6: if  0?
0038:    23752?? ==  0?  \\ integer values
004D: jump_if_false Label0EAC37
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0EAC37
00D6: if  0?
84F0:   NOT   unknown_actor_check  23748??
004D: jump_if_false Label0EAC37
01ED: spawn_actor  23748??
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0EAC13
01C9: actor  23748?? kill_actor  23900??
0084:  24396?? =  23900??  \\ integer values and handles

:Label0EAC13
0243: set_actor  23748?? ped_stats_to  16?
02A9: set_actor  23748?? immune_to_nonplayer  1?
0187:  23756?? = create_marker_above_actor  23748??
0008:  24264?? +=  1?  \\ integer values
0004:  23752?? =  1?  \\ integer values

:Label0EAC37
00D6: if  0?
0038:    23768?? ==  0?  \\ integer values
004D: jump_if_false Label0EACB2
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0EACB2
00D6: if  0?
84F0:   NOT   unknown_actor_check  23764??
004D: jump_if_false Label0EACB2
01ED: spawn_actor  23764??
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0EAC8E
01C9: actor  23764?? kill_actor  23912??
0084:  24400?? =  23912??  \\ integer values and handles

:Label0EAC8E
0243: set_actor  23764?? ped_stats_to  16?
02A9: set_actor  23764?? immune_to_nonplayer  1?
0187:  23772?? = create_marker_above_actor  23764??
0008:  24264?? +=  1?  \\ integer values
0004:  23768?? =  1?  \\ integer values

:Label0EACB2
00D6: if  0?
0038:    23784?? ==  0?  \\ integer values
004D: jump_if_false Label0EAD2D
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0EAD2D
00D6: if  0?
84F0:   NOT   unknown_actor_check  23780??
004D: jump_if_false Label0EAD2D
01ED: spawn_actor  23780??
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0EAD09
01C9: actor  23780?? kill_actor  23924??
0084:  24404?? =  23924??  \\ integer values and handles

:Label0EAD09
0243: set_actor  23780?? ped_stats_to  16?
02A9: set_actor  23780?? immune_to_nonplayer  1?
0187:  23788?? = create_marker_above_actor  23780??
0008:  24264?? +=  1?  \\ integer values
0004:  23784?? =  1?  \\ integer values

:Label0EAD2D
00D6: if  0?
0038:    23800?? ==  0?  \\ integer values
004D: jump_if_false Label0EADA8
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0EADA8
00D6: if  0?
84F0:   NOT   unknown_actor_check  23796??
004D: jump_if_false Label0EADA8
01ED: spawn_actor  23796??
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0EAD84
01C9: actor  23796?? kill_actor  23936??
0084:  24408?? =  23936??  \\ integer values and handles

:Label0EAD84
0243: set_actor  23796?? ped_stats_to  16?
02A9: set_actor  23796?? immune_to_nonplayer  1?
0187:  23804?? = create_marker_above_actor  23796??
0008:  24264?? +=  1?  \\ integer values
0004:  23800?? =  1?  \\ integer values

:Label0EADA8
00D6: if  0?
0038:    23816?? ==  0?  \\ integer values
004D: jump_if_false Label0EAE23
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0EAE23
00D6: if  0?
84F0:   NOT   unknown_actor_check  23812??
004D: jump_if_false Label0EAE23
01ED: spawn_actor  23812??
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0EADFF
01C9: actor  23812?? kill_actor  23948??
0084:  24412?? =  23948??  \\ integer values and handles

:Label0EADFF
0243: set_actor  23812?? ped_stats_to  16?
02A9: set_actor  23812?? immune_to_nonplayer  1?
0187:  23820?? = create_marker_above_actor  23812??
0008:  24264?? +=  1?  \\ integer values
0004:  23816?? =  1?  \\ integer values

:Label0EAE23
00D6: if  0?
0038:    23832?? ==  0?  \\ integer values
004D: jump_if_false Label0EAE9E
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0EAE9E
00D6: if  0?
84F0:   NOT   unknown_actor_check  23828??
004D: jump_if_false Label0EAE9E
01ED: spawn_actor  23828??
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0EAE7A
01C9: actor  23828?? kill_actor  23960??
0084:  24416?? =  23960??  \\ integer values and handles

:Label0EAE7A
0243: set_actor  23828?? ped_stats_to  16?
02A9: set_actor  23828?? immune_to_nonplayer  1?
0187:  23836?? = create_marker_above_actor  23828??
0008:  24264?? +=  1?  \\ integer values
0004:  23832?? =  1?  \\ integer values

:Label0EAE9E
00D6: if  0?
0038:    23848?? ==  0?  \\ integer values
004D: jump_if_false Label0EAF19
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0EAF19
00D6: if  0?
84F0:   NOT   unknown_actor_check  23844??
004D: jump_if_false Label0EAF19
01ED: spawn_actor  23844??
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0EAEF5
01C9: actor  23844?? kill_actor  23972??
0084:  24420?? =  23972??  \\ integer values and handles

:Label0EAEF5
0243: set_actor  23844?? ped_stats_to  16?
02A9: set_actor  23844?? immune_to_nonplayer  1?
0187:  23852?? = create_marker_above_actor  23844??
0008:  24264?? +=  1?  \\ integer values
0004:  23848?? =  1?  \\ integer values

:Label0EAF19
00D6: if  0?
0038:    23864?? ==  0?  \\ integer values
004D: jump_if_false Label0EAF94
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0EAF94
00D6: if  0?
84F0:   NOT   unknown_actor_check  23860??
004D: jump_if_false Label0EAF94
01ED: spawn_actor  23860??
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0EAF70
01C9: actor  23860?? kill_actor  23984??
0084:  24424?? =  23984??  \\ integer values and handles

:Label0EAF70
0243: set_actor  23860?? ped_stats_to  16?
02A9: set_actor  23860?? immune_to_nonplayer  1?
0187:  23868?? = create_marker_above_actor  23860??
0008:  24264?? +=  1?  \\ integer values
0004:  23864?? =  1?  \\ integer values

:Label0EAF94
0051: return

:Label0EAF96
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0EAFAD
02A9: set_actor  23732?? immune_to_nonplayer  0?

:Label0EAFAD
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0EAFC4
02A9: set_actor  23748?? immune_to_nonplayer  0?

:Label0EAFC4
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0EAFDB
02A9: set_actor  23764?? immune_to_nonplayer  0?

:Label0EAFDB
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0EAFF2
02A9: set_actor  23780?? immune_to_nonplayer  0?

:Label0EAFF2
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0EB009
02A9: set_actor  23796?? immune_to_nonplayer  0?

:Label0EB009
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0EB020
02A9: set_actor  23812?? immune_to_nonplayer  0?

:Label0EB020
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0EB037
02A9: set_actor  23828?? immune_to_nonplayer  0?

:Label0EB037
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0EB04E
02A9: set_actor  23844?? immune_to_nonplayer  0?

:Label0EB04E
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0EB065
02A9: set_actor  23860?? immune_to_nonplayer  0?

:Label0EB065
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0EB07C
02A9: set_actor  23876?? immune_to_nonplayer  0?

:Label0EB07C
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0EB093
02A9: set_actor  23888?? immune_to_nonplayer  0?

:Label0EB093
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0EB0AA
02A9: set_actor  23900?? immune_to_nonplayer  0?

:Label0EB0AA
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0EB0C1
02A9: set_actor  23912?? immune_to_nonplayer  0?

:Label0EB0C1
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0EB0D8
02A9: set_actor  23924?? immune_to_nonplayer  0?

:Label0EB0D8
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0EB0EF
02A9: set_actor  23936?? immune_to_nonplayer  0?

:Label0EB0EF
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0EB106
02A9: set_actor  23948?? immune_to_nonplayer  0?

:Label0EB106
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0EB11D
02A9: set_actor  23960?? immune_to_nonplayer  0?

:Label0EB11D
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0EB134
02A9: set_actor  23972?? immune_to_nonplayer  0?

:Label0EB134
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0EB14B
02A9: set_actor  23984?? immune_to_nonplayer  0?

:Label0EB14B
0004:  24260?? =  1?  \\ integer values
0051: return

:Label0EB154
00D6: if  0?
0038:    24432?? ==  0?  \\ integer values
004D: jump_if_false Label0EB1F1
00D6: if  0?
0038:    23712?? ==  0?  \\ integer values
004D: jump_if_false Label0EB1F1
00D6: if  0?
0118:   actor  23716?? dead
004D: jump_if_false Label0EB1B1
0164: disable_marker  23724??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23716??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23712?? =  1?  \\ integer values
0002: jump Label0EB1F1

:Label0EB1B1
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB1D2
0084:  24276?? =  23716??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB1D2
00D6: if  0?
0118:   actor  24388?? dead
004D: jump_if_false Label0EB1F1
0084:  24268?? =  23716??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB1F1
00D6: if  0?
0038:    24432?? ==  1?  \\ integer values
004D: jump_if_false Label0EB28E
00D6: if  0?
0038:    23728?? ==  0?  \\ integer values
004D: jump_if_false Label0EB28E
00D6: if  0?
0118:   actor  23732?? dead
004D: jump_if_false Label0EB24E
0164: disable_marker  23740??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23732??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23728?? =  1?  \\ integer values
0002: jump Label0EB28E

:Label0EB24E
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB26F
0084:  24276?? =  23732??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB26F
00D6: if  0?
0118:   actor  24392?? dead
004D: jump_if_false Label0EB28E
0084:  24268?? =  23732??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB28E
00D6: if  0?
0038:    24432?? ==  2?  \\ integer values
004D: jump_if_false Label0EB32B
00D6: if  0?
0038:    23744?? ==  0?  \\ integer values
004D: jump_if_false Label0EB32B
00D6: if  0?
0118:   actor  23748?? dead
004D: jump_if_false Label0EB2EB
0164: disable_marker  23756??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23748??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23744?? =  1?  \\ integer values
0002: jump Label0EB32B

:Label0EB2EB
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB30C
0084:  24276?? =  23748??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB30C
00D6: if  0?
0118:   actor  24396?? dead
004D: jump_if_false Label0EB32B
0084:  24268?? =  23748??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB32B
00D6: if  0?
0038:    24432?? ==  3?  \\ integer values
004D: jump_if_false Label0EB3C8
00D6: if  0?
0038:    23760?? ==  0?  \\ integer values
004D: jump_if_false Label0EB3C8
00D6: if  0?
0118:   actor  23764?? dead
004D: jump_if_false Label0EB388
0164: disable_marker  23772??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23764??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23760?? =  1?  \\ integer values
0002: jump Label0EB3C8

:Label0EB388
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB3A9
0084:  24276?? =  23764??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB3A9
00D6: if  0?
0118:   actor  24400?? dead
004D: jump_if_false Label0EB3C8
0084:  24268?? =  23764??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB3C8
00D6: if  0?
0038:    24432?? ==  4?  \\ integer values
004D: jump_if_false Label0EB465
00D6: if  0?
0038:    23776?? ==  0?  \\ integer values
004D: jump_if_false Label0EB465
00D6: if  0?
0118:   actor  23780?? dead
004D: jump_if_false Label0EB425
0164: disable_marker  23788??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23780??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23776?? =  1?  \\ integer values
0002: jump Label0EB465

:Label0EB425
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB446
0084:  24276?? =  23780??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB446
00D6: if  0?
0118:   actor  24404?? dead
004D: jump_if_false Label0EB465
0084:  24268?? =  23780??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB465
00D6: if  0?
0038:    24432?? ==  5?  \\ integer values
004D: jump_if_false Label0EB502
00D6: if  0?
0038:    23792?? ==  0?  \\ integer values
004D: jump_if_false Label0EB502
00D6: if  0?
0118:   actor  23796?? dead
004D: jump_if_false Label0EB4C2
0164: disable_marker  23804??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23796??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23792?? =  1?  \\ integer values
0002: jump Label0EB502

:Label0EB4C2
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB4E3
0084:  24276?? =  23796??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB4E3
00D6: if  0?
0118:   actor  24408?? dead
004D: jump_if_false Label0EB502
0084:  24268?? =  23796??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB502
00D6: if  0?
0038:    24432?? ==  6?  \\ integer values
004D: jump_if_false Label0EB59F
00D6: if  0?
0038:    23808?? ==  0?  \\ integer values
004D: jump_if_false Label0EB59F
00D6: if  0?
0118:   actor  23812?? dead
004D: jump_if_false Label0EB55F
0164: disable_marker  23820??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23812??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23808?? =  1?  \\ integer values
0002: jump Label0EB59F

:Label0EB55F
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB580
0084:  24276?? =  23812??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB580
00D6: if  0?
0118:   actor  24412?? dead
004D: jump_if_false Label0EB59F
0084:  24268?? =  23812??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB59F
00D6: if  0?
0038:    24432?? ==  7?  \\ integer values
004D: jump_if_false Label0EB63C
00D6: if  0?
0038:    23824?? ==  0?  \\ integer values
004D: jump_if_false Label0EB63C
00D6: if  0?
0118:   actor  23828?? dead
004D: jump_if_false Label0EB5FC
0164: disable_marker  23836??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23828??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23824?? =  1?  \\ integer values
0002: jump Label0EB63C

:Label0EB5FC
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB61D
0084:  24276?? =  23828??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB61D
00D6: if  0?
0118:   actor  24416?? dead
004D: jump_if_false Label0EB63C
0084:  24268?? =  23828??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB63C
00D6: if  0?
0038:    24432?? ==  8?  \\ integer values
004D: jump_if_false Label0EB6D9
00D6: if  0?
0038:    23840?? ==  0?  \\ integer values
004D: jump_if_false Label0EB6D9
00D6: if  0?
0118:   actor  23844?? dead
004D: jump_if_false Label0EB699
0164: disable_marker  23852??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23844??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23840?? =  1?  \\ integer values
0002: jump Label0EB6D9

:Label0EB699
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB6BA
0084:  24276?? =  23844??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB6BA
00D6: if  0?
0118:   actor  24420?? dead
004D: jump_if_false Label0EB6D9
0084:  24268?? =  23844??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB6D9
00D6: if  0?
0038:    24432?? ==  9?  \\ integer values
004D: jump_if_false Label0EB776
00D6: if  0?
0038:    23856?? ==  0?  \\ integer values
004D: jump_if_false Label0EB776
00D6: if  0?
0118:   actor  23860?? dead
004D: jump_if_false Label0EB736
0164: disable_marker  23868??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  23860??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23856?? =  1?  \\ integer values
0002: jump Label0EB776

:Label0EB736
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EB757
0084:  24276?? =  23860??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EB757
00D6: if  0?
0118:   actor  24424?? dead
004D: jump_if_false Label0EB776
0084:  24268?? =  23860??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EB776
0051: return

:Label0EB778
00D6: if  0?
0123:   actor  24276?? spotted_player $PLAYER_CHAR
004D: jump_if_false Label0EB7F7
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0EB7F7
00D6: if  0?
0038:    23696?? ==  0?  \\ integer values
004D: jump_if_false Label0EB7F7
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -936.42!  109.11!  13! -873.118!  45.222!  18! radius  30! sphere  0?
004D: jump_if_false Label0EB7F0
0004:  23692?? =  0?  \\ integer values
0002: jump Label0EB7F7

:Label0EB7F0
0004:  23692?? =  1?  \\ integer values

:Label0EB7F7
0051: return

:Label0EB7F9
00D6: if  0?
0038:    24432?? ==  10?  \\ integer values
004D: jump_if_false Label0EB870
00D6: if  0?
0038:    23872?? ==  0?  \\ integer values
004D: jump_if_false Label0EB870
00D6: if  0?
0118:   actor  23876?? dead
004D: jump_if_false Label0EB851
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23876??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23872?? =  1?  \\ integer values
0002: jump Label0EB870

:Label0EB851
00D6: if  0?
0118:   actor  24348?? dead
004D: jump_if_false Label0EB870
0084:  24272?? =  23876??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EB870
00D6: if  0?
0038:    24432?? ==  11?  \\ integer values
004D: jump_if_false Label0EB8E7
00D6: if  0?
0038:    23884?? ==  0?  \\ integer values
004D: jump_if_false Label0EB8E7
00D6: if  0?
0118:   actor  23888?? dead
004D: jump_if_false Label0EB8C8
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23888??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23884?? =  1?  \\ integer values
0002: jump Label0EB8E7

:Label0EB8C8
00D6: if  0?
0118:   actor  24352?? dead
004D: jump_if_false Label0EB8E7
0084:  24272?? =  23888??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EB8E7
00D6: if  0?
0038:    24432?? ==  12?  \\ integer values
004D: jump_if_false Label0EB95E
00D6: if  0?
0038:    23896?? ==  0?  \\ integer values
004D: jump_if_false Label0EB95E
00D6: if  0?
0118:   actor  23900?? dead
004D: jump_if_false Label0EB93F
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23900??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23896?? =  1?  \\ integer values
0002: jump Label0EB95E

:Label0EB93F
00D6: if  0?
0118:   actor  24356?? dead
004D: jump_if_false Label0EB95E
0084:  24272?? =  23900??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EB95E
00D6: if  0?
0038:    24432?? ==  13?  \\ integer values
004D: jump_if_false Label0EB9D5
00D6: if  0?
0038:    23908?? ==  0?  \\ integer values
004D: jump_if_false Label0EB9D5
00D6: if  0?
0118:   actor  23912?? dead
004D: jump_if_false Label0EB9B6
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23912??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23908?? =  1?  \\ integer values
0002: jump Label0EB9D5

:Label0EB9B6
00D6: if  0?
0118:   actor  24360?? dead
004D: jump_if_false Label0EB9D5
0084:  24272?? =  23912??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EB9D5
00D6: if  0?
0038:    24432?? ==  14?  \\ integer values
004D: jump_if_false Label0EBA4C
00D6: if  0?
0038:    23920?? ==  0?  \\ integer values
004D: jump_if_false Label0EBA4C
00D6: if  0?
0118:   actor  23924?? dead
004D: jump_if_false Label0EBA2D
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23924??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23920?? =  1?  \\ integer values
0002: jump Label0EBA4C

:Label0EBA2D
00D6: if  0?
0118:   actor  24364?? dead
004D: jump_if_false Label0EBA4C
0084:  24272?? =  23924??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBA4C
00D6: if  0?
0038:    24432?? ==  15?  \\ integer values
004D: jump_if_false Label0EBAC3
00D6: if  0?
0038:    23932?? ==  0?  \\ integer values
004D: jump_if_false Label0EBAC3
00D6: if  0?
0118:   actor  23936?? dead
004D: jump_if_false Label0EBAA4
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23936??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23932?? =  1?  \\ integer values
0002: jump Label0EBAC3

:Label0EBAA4
00D6: if  0?
0118:   actor  24368?? dead
004D: jump_if_false Label0EBAC3
0084:  24272?? =  23936??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBAC3
00D6: if  0?
0038:    24432?? ==  16?  \\ integer values
004D: jump_if_false Label0EBB3A
00D6: if  0?
0038:    23944?? ==  0?  \\ integer values
004D: jump_if_false Label0EBB3A
00D6: if  0?
0118:   actor  23948?? dead
004D: jump_if_false Label0EBB1B
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23948??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23944?? =  1?  \\ integer values
0002: jump Label0EBB3A

:Label0EBB1B
00D6: if  0?
0118:   actor  24372?? dead
004D: jump_if_false Label0EBB3A
0084:  24272?? =  23948??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBB3A
00D6: if  0?
0038:    24432?? ==  17?  \\ integer values
004D: jump_if_false Label0EBBB1
00D6: if  0?
0038:    23956?? ==  0?  \\ integer values
004D: jump_if_false Label0EBBB1
00D6: if  0?
0118:   actor  23960?? dead
004D: jump_if_false Label0EBB92
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23960??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23956?? =  1?  \\ integer values
0002: jump Label0EBBB1

:Label0EBB92
00D6: if  0?
0118:   actor  24376?? dead
004D: jump_if_false Label0EBBB1
0084:  24272?? =  23960??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBBB1
00D6: if  0?
0038:    24432?? ==  18?  \\ integer values
004D: jump_if_false Label0EBC28
00D6: if  0?
0038:    23968?? ==  0?  \\ integer values
004D: jump_if_false Label0EBC28
00D6: if  0?
0118:   actor  23972?? dead
004D: jump_if_false Label0EBC09
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23972??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23968?? =  1?  \\ integer values
0002: jump Label0EBC28

:Label0EBC09
00D6: if  0?
0118:   actor  24380?? dead
004D: jump_if_false Label0EBC28
0084:  24272?? =  23972??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBC28
00D6: if  0?
0038:    24432?? ==  19?  \\ integer values
004D: jump_if_false Label0EBC9F
00D6: if  0?
0038:    23980?? ==  0?  \\ integer values
004D: jump_if_false Label0EBC9F
00D6: if  0?
0118:   actor  23984?? dead
004D: jump_if_false Label0EBC80
0008:  23708?? +=  1?  \\ integer values
0084:  24444?? =  23984??  \\ integer values and handles
0050: gosub Label0ED527
0004:  23980?? =  1?  \\ integer values
0002: jump Label0EBC9F

:Label0EBC80
00D6: if  0?
0118:   actor  24384?? dead
004D: jump_if_false Label0EBC9F
0084:  24272?? =  23984??  \\ integer values and handles
0050: gosub Label0ED01C

:Label0EBC9F
0051: return

:Label0EBCA1
00D6: if  0?
0038:    24032?? ==  0?  \\ integer values
004D: jump_if_false Label0EBD95
00A5:  23996?? = create_car #BURRITO at  24004??  24008??  24012??
0175: set_car  23996?? z_angle_to  275.73!
0129:  24040?? = create_actor  4? #CBA in_car  23996?? driverseat
01ED: spawn_actor  24040??
0187:  24048?? = create_marker_above_actor  24040??
0243: set_actor  24040?? ped_stats_to  16?
00A9: set_car  23996?? to_normal_driver
01C8:  24056?? = create_actor  4? #CBB in_car  23996?? passenger_seat  0?
01ED: spawn_actor  24056??
0187:  24064?? = create_marker_above_actor  24056??
0243: set_actor  24056?? ped_stats_to  16?
01C8:  24072?? = create_actor  4? #CBA in_car  23996?? passenger_seat  1?
01ED: spawn_actor  24072??
0187:  24080?? = create_marker_above_actor  24072??
0243: set_actor  24072?? ped_stats_to  16?
01C8:  24088?? = create_actor  4? #CBB in_car  23996?? passenger_seat  2?
01ED: spawn_actor  24088??
0187:  24096?? = create_marker_above_actor  24088??
0243: set_actor  24088?? ped_stats_to  16?
00A7: unknown_car  23996?? drive_to  24016??  24020??  24024??
00AE: unknown_set_car  23996?? to_ignore_traffic_lights  2?
00AD: set_car  23996?? max_speed_to  35!
00BC: text_highpriority "HAM3_7"  5000& ms  1? \\ ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004:  24432?? =  19?  \\ integer values
0004:  24032?? =  1?  \\ integer values

:Label0EBD95
0051: return

:Label0EBD97
00D6: if  0?
0038:    24036?? ==  0?  \\ integer values
004D: jump_if_false Label0EBF73
009A:  24132?? = create_actor  4? #CBA at -862.426!  59.084!  8.38!
0187:  24136?? = create_marker_above_actor  24132??
01ED: spawn_actor  24132??
011A: set_actor  24132?? flags  256&
0243: set_actor  24132?? ped_stats_to  16?
0239: actor  24132?? run_to  24100??  24104??
0004:  24144?? =  1?  \\ integer values
009A:  24152?? = create_actor  4? #CBB at -864.075!  59.57!  8.38!
01ED: spawn_actor  24152??
0187:  24160?? = create_marker_above_actor  24152??
011A: set_actor  24152?? flags  256&
0243: set_actor  24152?? ped_stats_to  16?
0239: actor  24152?? run_to  24100??  24104??
0004:  24164?? =  1?  \\ integer values
009A:  24172?? = create_actor  4? #CBA at -865.799!  60.488!  8.38!
01ED: spawn_actor  24172??
0187:  24184?? = create_marker_above_actor  24172??
011A: set_actor  24172?? flags  256&
01B2: give_actor  24172?? weapon  10? ammo  1?  \\ Load the weapon model before using this
0243: set_actor  24172?? ped_stats_to  16?
0239: actor  24172?? run_to  24100??  24104??
0004:  24180?? =  1?  \\ integer values
009A:  24192?? = create_actor  4? #CBB at -868.311!  61.519!  8.38!
01ED: spawn_actor  24192??
0187:  24204?? = create_marker_above_actor  24192??
011A: set_actor  24192?? flags  256&
0243: set_actor  24192?? ped_stats_to  16?
0239: actor  24192?? run_to  24100??  24104??
0004:  24200?? =  1?  \\ integer values
009A:  24212?? = create_actor  4? #CBA at -870.435!  62.566!  8.38!
01ED: spawn_actor  24212??
0187:  24224?? = create_marker_above_actor  24212??
011A: set_actor  24212?? flags  256&
0243: set_actor  24212?? ped_stats_to  16?
0239: actor  24212?? run_to  24100??  24104??
0004:  24220?? =  1?  \\ integer values
009A:  24232?? = create_actor  4? #CBB at -872.876!  63.476!  8.38!
01ED: spawn_actor  24232??
0187:  24244?? = create_marker_above_actor  24232??
011A: set_actor  24232?? flags  256&
0243: set_actor  24232?? ped_stats_to  16?
0239: actor  24232?? run_to  24100??  24104??
0004:  24240?? =  1?  \\ integer values
00BC: text_highpriority "HAM3_7"  5000& ms  1? \\ ~g~Look Out! The Cubans have brought reinforcements. Kill them all!!
0004:  24432?? =  23?  \\ integer values
0004:  24036?? =  1?  \\ integer values

:Label0EBF73
0051: return

:Label0EBF75
00D6: if  0?
0038:    24000?? ==  0?  \\ integer values
004D: jump_if_false Label0EC01F
00D6: if  0?
0119:   car  23996?? wrecked
004D: jump_if_false Label0EBFA5
0004:  24000?? =  1?  \\ integer values
0002: jump Label0EC01F

:Label0EBFA5
00D6: if  0?
0038:    24028?? ==  0?  \\ integer values
004D: jump_if_false Label0EC01F
00D6: if  0?
01AF:   car  23996??  0? ()near_point  24016??  24020??  24024?? radius  3!  3!  3!
004D: jump_if_false Label0EBFF7
00AD: set_car  23996?? max_speed_to  0!
00A9: set_car  23996?? to_normal_driver
0004:  24028?? =  1?  \\ integer values

:Label0EBFF7
00D6: if  0?
0038:    24044?? ==  0?  \\ integer values
004D: jump_if_false Label0EC010
0002: jump Label0EC01F

:Label0EC010
00AD: set_car  23996?? max_speed_to  0!
00A9: set_car  23996?? to_normal_driver

:Label0EC01F
00D6: if  0?
0038:    24432?? ==  21?  \\ integer values
004D: jump_if_false Label0EC150
00D6: if  0?
0038:    24044?? ==  0?  \\ integer values
004D: jump_if_false Label0EC150
00D6: if  0?
0118:   actor  24040?? dead
004D: jump_if_false Label0EC07C
0164: disable_marker  24048??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24040??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24044?? =  1?  \\ integer values
0002: jump Label0EC150

:Label0EC07C
00D6: if  0?
0038:    24028?? ==  1?  \\ integer values
004D: jump_if_false Label0EC0FE
00D6: if  0?
0038:    24112?? ==  0?  \\ integer values
004D: jump_if_false Label0EC0FE
00D6: if  0?
00DF:   actor  24040?? driving
004D: jump_if_false Label0EC0D7
00D9:  23996?? = actor  24040?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC0D0
01D3: actor  24040?? leave_car  23996??

:Label0EC0D0
0002: jump Label0EC0FE

:Label0EC0D7
0084:  24052?? =  23984??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24052?? dead
004D: jump_if_false Label0EC0F7
01C9: actor  24040?? kill_actor  24052??

:Label0EC0F7
0004:  24112?? =  1?  \\ integer values

:Label0EC0FE
00D6: if  0?
0038:    24112?? ==  1?  \\ integer values
004D: jump_if_false Label0EC12F
00D6: if  0?
0118:   actor  24052?? dead
004D: jump_if_false Label0EC12F
0084:  24268?? =  24040??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC12F
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC150
0084:  24276?? =  24040??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC150
00D6: if  0?
0038:    24432?? ==  22?  \\ integer values
004D: jump_if_false Label0EC2F5
00D6: if  0?
0038:    24060?? ==  0?  \\ integer values
004D: jump_if_false Label0EC2F5
00D6: if  0?
0118:   actor  24056?? dead
004D: jump_if_false Label0EC1AD
0164: disable_marker  24064??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24056??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24060?? =  1?  \\ integer values
0002: jump Label0EC2F5

:Label0EC1AD
00D6: if  0?
0038:    24044?? ==  1?  \\ integer values
004D: jump_if_false Label0EC221
00D6: if  0?
0038:    24000?? ==  0?  \\ integer values
004D: jump_if_false Label0EC221
00D6: if  0?
0038:    24116?? ==  0?  \\ integer values
004D: jump_if_false Label0EC221
00D6: if  0?
00DF:   actor  24056?? driving
004D: jump_if_false Label0EC21A
00D9:  23996?? = actor  24056?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC213
01D3: actor  24056?? leave_car  23996??

:Label0EC213
0002: jump Label0EC221

:Label0EC21A
0004:  24116?? =  1?  \\ integer values

:Label0EC221
00D6: if  0?
0038:    24028?? ==  1?  \\ integer values
004D: jump_if_false Label0EC2A3
00D6: if  0?
0038:    24116?? ==  0?  \\ integer values
004D: jump_if_false Label0EC2A3
00D6: if  0?
00DF:   actor  24056?? driving
004D: jump_if_false Label0EC27C
00D9:  23996?? = actor  24056?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC275
01D3: actor  24056?? leave_car  23996??

:Label0EC275
0002: jump Label0EC2A3

:Label0EC27C
0084:  24068?? =  23972??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24068?? dead
004D: jump_if_false Label0EC29C
01C9: actor  24056?? kill_actor  24068??

:Label0EC29C
0004:  24116?? =  1?  \\ integer values

:Label0EC2A3
00D6: if  0?
0038:    24116?? ==  1?  \\ integer values
004D: jump_if_false Label0EC2D4
00D6: if  0?
0118:   actor  24068?? dead
004D: jump_if_false Label0EC2D4
0084:  24268?? =  24056??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC2D4
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC2F5
0084:  24276?? =  24056??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC2F5
00D6: if  0?
0038:    24432?? ==  23?  \\ integer values
004D: jump_if_false Label0EC49A
00D6: if  0?
0038:    24076?? ==  0?  \\ integer values
004D: jump_if_false Label0EC49A
00D6: if  0?
0118:   actor  24072?? dead
004D: jump_if_false Label0EC352
0164: disable_marker  24080??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24072??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24076?? =  1?  \\ integer values
0002: jump Label0EC49A

:Label0EC352
00D6: if  0?
0038:    24044?? ==  1?  \\ integer values
004D: jump_if_false Label0EC3E6
00D6: if  0?
0038:    24000?? ==  0?  \\ integer values
004D: jump_if_false Label0EC3E6
00D6: if  0?
0038:    24120?? ==  0?  \\ integer values
004D: jump_if_false Label0EC3E6
00D6: if  0?
00DF:   actor  24072?? driving
004D: jump_if_false Label0EC3BF
00D9:  23996?? = actor  24072?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC3B8
01D3: actor  24072?? leave_car  23996??

:Label0EC3B8
0002: jump Label0EC3E6

:Label0EC3BF
0084:  24084?? =  23960??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24084?? dead
004D: jump_if_false Label0EC3DF
01C9: actor  24072?? kill_actor  24084??

:Label0EC3DF
0004:  24120?? =  1?  \\ integer values

:Label0EC3E6
00D6: if  0?
0038:    24028?? ==  1?  \\ integer values
004D: jump_if_false Label0EC448
00D6: if  0?
0038:    24120?? ==  0?  \\ integer values
004D: jump_if_false Label0EC448
00D6: if  0?
00DF:   actor  24072?? driving
004D: jump_if_false Label0EC441
00D9:  23996?? = actor  24072?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC43A
01D3: actor  24072?? leave_car  23996??

:Label0EC43A
0002: jump Label0EC448

:Label0EC441
0004:  24120?? =  1?  \\ integer values

:Label0EC448
00D6: if  0?
0038:    24120?? ==  1?  \\ integer values
004D: jump_if_false Label0EC479
00D6: if  0?
0118:   actor  24084?? dead
004D: jump_if_false Label0EC479
0084:  24268?? =  24072??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC479
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC49A
0084:  24276?? =  24072??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC49A
00D6: if  0?
0038:    24432?? ==  24?  \\ integer values
004D: jump_if_false Label0EC63F
00D6: if  0?
0038:    24092?? ==  0?  \\ integer values
004D: jump_if_false Label0EC63F
00D6: if  0?
0118:   actor  24088?? dead
004D: jump_if_false Label0EC4F7
0164: disable_marker  24096??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24088??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24092?? =  1?  \\ integer values
0002: jump Label0EC63F

:Label0EC4F7
00D6: if  0?
0038:    24044?? ==  1?  \\ integer values
004D: jump_if_false Label0EC58B
00D6: if  0?
0038:    24000?? ==  0?  \\ integer values
004D: jump_if_false Label0EC58B
00D6: if  0?
0038:    24124?? ==  0?  \\ integer values
004D: jump_if_false Label0EC58B
00D6: if  0?
00DF:   actor  24088?? driving
004D: jump_if_false Label0EC564
00D9:  23996?? = actor  24088?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC55D
01D3: actor  24088?? leave_car  23996??

:Label0EC55D
0002: jump Label0EC58B

:Label0EC564
0084:  24128?? =  23960??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24128?? dead
004D: jump_if_false Label0EC584
01C9: actor  24088?? kill_actor  24128??

:Label0EC584
0004:  24124?? =  1?  \\ integer values

:Label0EC58B
00D6: if  0?
0038:    24028?? ==  1?  \\ integer values
004D: jump_if_false Label0EC5ED
00D6: if  0?
0038:    24124?? ==  0?  \\ integer values
004D: jump_if_false Label0EC5ED
00D6: if  0?
00DF:   actor  24088?? driving
004D: jump_if_false Label0EC5E6
00D9:  23996?? = actor  24088?? car
00D6: if  0?
8119:   NOT   car  23996?? wrecked
004D: jump_if_false Label0EC5DF
01D3: actor  24088?? leave_car  23996??

:Label0EC5DF
0002: jump Label0EC5ED

:Label0EC5E6
0004:  24124?? =  1?  \\ integer values

:Label0EC5ED
00D6: if  0?
0038:    24124?? ==  1?  \\ integer values
004D: jump_if_false Label0EC61E
00D6: if  0?
0118:   actor  24128?? dead
004D: jump_if_false Label0EC61E
0084:  24268?? =  24088??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC61E
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC63F
0084:  24276?? =  24088??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC63F
0051: return

:Label0EC641
00D6: if  0?
0038:    24432?? ==  25?  \\ integer values
004D: jump_if_false Label0EC764
00D6: if  0?
0038:    24140?? ==  0?  \\ integer values
004D: jump_if_false Label0EC764
00D6: if  0?
0118:   actor  24132?? dead
004D: jump_if_false Label0EC69E
0164: disable_marker  24136??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24132??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24140?? =  1?  \\ integer values
0002: jump Label0EC764

:Label0EC69E
00D6: if  0?
0038:    24144?? ==  1?  \\ integer values
004D: jump_if_false Label0EC6D9
00D6: if  0?
00ED:   actor  24132??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0EC6D9
0004:  24144?? =  2?  \\ integer values

:Label0EC6D9
00D6: if  0?
0038:    24144?? ==  2?  \\ integer values
004D: jump_if_false Label0EC712
0084:  24148?? =  23948??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24148?? dead
004D: jump_if_false Label0EC70B
01C9: actor  24132?? kill_actor  24148??

:Label0EC70B
0004:  24144?? =  3?  \\ integer values

:Label0EC712
00D6: if  0?
0038:    24144?? ==  3?  \\ integer values
004D: jump_if_false Label0EC743
00D6: if  0?
0118:   actor  24148?? dead
004D: jump_if_false Label0EC743
0084:  24268?? =  24132??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC743
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC764
0084:  24276?? =  24132??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC764
00D6: if  0?
0038:    24432?? ==  26?  \\ integer values
004D: jump_if_false Label0EC887
00D6: if  0?
0038:    24156?? ==  0?  \\ integer values
004D: jump_if_false Label0EC887
00D6: if  0?
0118:   actor  24152?? dead
004D: jump_if_false Label0EC7C1
0164: disable_marker  24160??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24152??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24156?? =  1?  \\ integer values
0002: jump Label0EC887

:Label0EC7C1
00D6: if  0?
0038:    24164?? ==  1?  \\ integer values
004D: jump_if_false Label0EC7FC
00D6: if  0?
00ED:   actor  24152??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0EC7FC
0004:  24164?? =  2?  \\ integer values

:Label0EC7FC
00D6: if  0?
0038:    24164?? ==  2?  \\ integer values
004D: jump_if_false Label0EC835
0084:  24168?? =  23936??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24168?? dead
004D: jump_if_false Label0EC82E
01C9: actor  24152?? kill_actor  24168??

:Label0EC82E
0004:  24164?? =  3?  \\ integer values

:Label0EC835
00D6: if  0?
0038:    24164?? ==  3?  \\ integer values
004D: jump_if_false Label0EC866
00D6: if  0?
0118:   actor  24168?? dead
004D: jump_if_false Label0EC866
0084:  24268?? =  24152??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC866
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC887
0084:  24276?? =  24152??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC887
00D6: if  0?
0038:    24432?? ==  27?  \\ integer values
004D: jump_if_false Label0EC9AA
00D6: if  0?
0038:    24176?? ==  0?  \\ integer values
004D: jump_if_false Label0EC9AA
00D6: if  0?
0118:   actor  24172?? dead
004D: jump_if_false Label0EC8E4
0164: disable_marker  24184??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24172??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24176?? =  1?  \\ integer values
0002: jump Label0EC9AA

:Label0EC8E4
00D6: if  0?
0038:    24180?? ==  1?  \\ integer values
004D: jump_if_false Label0EC91F
00D6: if  0?
00ED:   actor  24172??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0EC91F
0004:  24180?? =  2?  \\ integer values

:Label0EC91F
00D6: if  0?
0038:    24180?? ==  2?  \\ integer values
004D: jump_if_false Label0EC958
0084:  24188?? =  23924??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24188?? dead
004D: jump_if_false Label0EC951
01C9: actor  24172?? kill_actor  24188??

:Label0EC951
0004:  24180?? =  3?  \\ integer values

:Label0EC958
00D6: if  0?
0038:    24180?? ==  3?  \\ integer values
004D: jump_if_false Label0EC989
00D6: if  0?
0118:   actor  24188?? dead
004D: jump_if_false Label0EC989
0084:  24268?? =  24172??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0EC989
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0EC9AA
0084:  24276?? =  24172??  \\ integer values and handles
0050: gosub Label0EB778

:Label0EC9AA
00D6: if  0?
0038:    24432?? ==  28?  \\ integer values
004D: jump_if_false Label0ECACD
00D6: if  0?
0038:    24196?? ==  0?  \\ integer values
004D: jump_if_false Label0ECACD
00D6: if  0?
0118:   actor  24192?? dead
004D: jump_if_false Label0ECA07
0164: disable_marker  24204??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24192??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24196?? =  1?  \\ integer values
0002: jump Label0ECACD

:Label0ECA07
00D6: if  0?
0038:    24200?? ==  1?  \\ integer values
004D: jump_if_false Label0ECA42
00D6: if  0?
00ED:   actor  24192??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0ECA42
0004:  24200?? =  2?  \\ integer values

:Label0ECA42
00D6: if  0?
0038:    24200?? ==  2?  \\ integer values
004D: jump_if_false Label0ECA7B
0084:  24208?? =  23912??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24208?? dead
004D: jump_if_false Label0ECA74
01C9: actor  24192?? kill_actor  24208??

:Label0ECA74
0004:  24200?? =  3?  \\ integer values

:Label0ECA7B
00D6: if  0?
0038:    24200?? ==  3?  \\ integer values
004D: jump_if_false Label0ECAAC
00D6: if  0?
0118:   actor  24208?? dead
004D: jump_if_false Label0ECAAC
0084:  24268?? =  24192??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0ECAAC
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0ECACD
0084:  24276?? =  24192??  \\ integer values and handles
0050: gosub Label0EB778

:Label0ECACD
00D6: if  0?
0038:    24432?? ==  29?  \\ integer values
004D: jump_if_false Label0ECBF0
00D6: if  0?
0038:    24216?? ==  0?  \\ integer values
004D: jump_if_false Label0ECBF0
00D6: if  0?
0118:   actor  24212?? dead
004D: jump_if_false Label0ECB2A
0164: disable_marker  24224??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24212??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24216?? =  1?  \\ integer values
0002: jump Label0ECBF0

:Label0ECB2A
00D6: if  0?
0038:    24220?? ==  1?  \\ integer values
004D: jump_if_false Label0ECB65
00D6: if  0?
00ED:   actor  24212??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0ECB65
0004:  24220?? =  2?  \\ integer values

:Label0ECB65
00D6: if  0?
0038:    24220?? ==  2?  \\ integer values
004D: jump_if_false Label0ECB9E
0084:  24228?? =  23900??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24228?? dead
004D: jump_if_false Label0ECB97
01C9: actor  24212?? kill_actor  24228??

:Label0ECB97
0004:  24220?? =  3?  \\ integer values

:Label0ECB9E
00D6: if  0?
0038:    24220?? ==  3?  \\ integer values
004D: jump_if_false Label0ECBCF
00D6: if  0?
0118:   actor  24228?? dead
004D: jump_if_false Label0ECBCF
0084:  24268?? =  24212??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0ECBCF
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0ECBF0
0084:  24276?? =  24212??  \\ integer values and handles
0050: gosub Label0EB778

:Label0ECBF0
00D6: if  0?
0038:    24432?? ==  30?  \\ integer values
004D: jump_if_false Label0ECD13
00D6: if  0?
0038:    24236?? ==  0?  \\ integer values
004D: jump_if_false Label0ECD13
00D6: if  0?
0118:   actor  24232?? dead
004D: jump_if_false Label0ECC4D
0164: disable_marker  24244??
0008:  23704?? +=  1?  \\ integer values
0084:  24444?? =  24232??  \\ integer values and handles
0050: gosub Label0ED527
0004:  24236?? =  1?  \\ integer values
0002: jump Label0ECD13

:Label0ECC4D
00D6: if  0?
0038:    24240?? ==  1?  \\ integer values
004D: jump_if_false Label0ECC88
00D6: if  0?
00ED:   actor  24232??  0? ()near_point_on_foot  24100??  24104?? radius  4!  4!
004D: jump_if_false Label0ECC88
0004:  24240?? =  2?  \\ integer values

:Label0ECC88
00D6: if  0?
0038:    24240?? ==  2?  \\ integer values
004D: jump_if_false Label0ECCC1
0084:  24248?? =  23888??  \\ integer values and handles
00D6: if  0?
8118:   NOT   actor  24248?? dead
004D: jump_if_false Label0ECCBA
01C9: actor  24232?? kill_actor  24248??

:Label0ECCBA
0004:  24240?? =  3?  \\ integer values

:Label0ECCC1
00D6: if  0?
0038:    24240?? ==  3?  \\ integer values
004D: jump_if_false Label0ECCF2
00D6: if  0?
0118:   actor  24248?? dead
004D: jump_if_false Label0ECCF2
0084:  24268?? =  24232??  \\ integer values and handles
0050: gosub Label0ECD59

:Label0ECCF2
00D6: if  0?
0038:    23692?? ==  0?  \\ integer values
004D: jump_if_false Label0ECD13
0084:  24276?? =  24232??  \\ integer values and handles
0050: gosub Label0EB778

:Label0ECD13
0051: return

:Label0ECD15
00A0:  24316?? = actor  24312?? x_pos,  24320?? = actor  24312?? y_pos,  24324?? = actor  24312?? z_pos
0509: unknown  24340?? = distance between point  24280??  24284?? and point  24316??  24320??
00D6: if  0?
0024:    24304?? >  24340??  \\ floating-point values only
004D: jump_if_false Label0ECD57
0086:  24304?? =  24340??  \\ floating-point values only
0084:  24308?? =  24312??  \\ integer values and handles

:Label0ECD57
0051: return

:Label0ECD59
0005:  24304?? =  50!  \\ floating-point values
0004:  24308?? = -1?  \\ integer values
00A0:  24280?? = actor  24268?? x_pos,  24284?? = actor  24268?? y_pos,  24288?? = actor  24268?? z_pos
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0ECD97
0084:  24312?? =  23876??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECD97
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0ECDB6
0084:  24312?? =  23888??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECDB6
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0ECDD5
0084:  24312?? =  23900??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECDD5
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0ECDF4
0084:  24312?? =  23912??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECDF4
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0ECE13
0084:  24312?? =  23924??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECE13
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0ECE32
0084:  24312?? =  23936??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECE32
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0ECE51
0084:  24312?? =  23948??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECE51
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0ECE70
0084:  24312?? =  23960??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECE70
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0ECE8F
0084:  24312?? =  23972??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECE8F
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0ECEAE
0084:  24312?? =  23984??  \\ integer values and handles
0050: gosub Label0ECD15

:Label0ECEAE
00D6: if  0?
8038:   NOT    24308?? == -1?  \\ integer values
004D: jump_if_false Label0ECEC8
01C9: actor  24268?? kill_actor  24308??

:Label0ECEC8
00D6: if  0?
003A:    24268?? ==  23716??  \\ integer values and handles
004D: jump_if_false Label0ECEE3
0084:  24388?? =  24308??  \\ integer values and handles

:Label0ECEE3
00D6: if  0?
003A:    24268?? ==  23732??  \\ integer values and handles
004D: jump_if_false Label0ECEFE
0084:  24392?? =  24308??  \\ integer values and handles

:Label0ECEFE
00D6: if  0?
003A:    24268?? ==  23748??  \\ integer values and handles
004D: jump_if_false Label0ECF19
0084:  24396?? =  24308??  \\ integer values and handles

:Label0ECF19
00D6: if  0?
003A:    24268?? ==  23764??  \\ integer values and handles
004D: jump_if_false Label0ECF34
0084:  24400?? =  24308??  \\ integer values and handles

:Label0ECF34
00D6: if  0?
003A:    24268?? ==  23780??  \\ integer values and handles
004D: jump_if_false Label0ECF4F
0084:  24404?? =  24308??  \\ integer values and handles

:Label0ECF4F
00D6: if  0?
003A:    24268?? ==  23796??  \\ integer values and handles
004D: jump_if_false Label0ECF6A
0084:  24408?? =  24308??  \\ integer values and handles

:Label0ECF6A
00D6: if  0?
003A:    24268?? ==  23812??  \\ integer values and handles
004D: jump_if_false Label0ECF85
0084:  24412?? =  24308??  \\ integer values and handles

:Label0ECF85
00D6: if  0?
003A:    24268?? ==  23828??  \\ integer values and handles
004D: jump_if_false Label0ECFA0
0084:  24416?? =  24308??  \\ integer values and handles

:Label0ECFA0
00D6: if  0?
003A:    24268?? ==  23844??  \\ integer values and handles
004D: jump_if_false Label0ECFBB
0084:  24420?? =  24308??  \\ integer values and handles

:Label0ECFBB
00D6: if  0?
003A:    24268?? ==  23860??  \\ integer values and handles
004D: jump_if_false Label0ECFD6
0084:  24424?? =  24308??  \\ integer values and handles

:Label0ECFD6
0051: return

:Label0ECFD8
00A0:  24328?? = actor  24312?? x_pos,  24332?? = actor  24312?? y_pos,  24336?? = actor  24312?? z_pos
0509: unknown  24340?? = distance between point  24292??  24296?? and point  24328??  24332??
00D6: if  0?
0024:    24304?? >  24340??  \\ floating-point values only
004D: jump_if_false Label0ED01A
0086:  24304?? =  24340??  \\ floating-point values only
0084:  24344?? =  24312??  \\ integer values and handles

:Label0ED01A
0051: return

:Label0ED01C
0005:  24304?? =  50!  \\ floating-point values
0004:  24344?? = -1?  \\ integer values
00A0:  24292?? = actor  24272?? x_pos,  24296?? = actor  24272?? y_pos,  24300?? = actor  24272?? z_pos
00D6: if  0?
8118:   NOT   actor  23716?? dead
004D: jump_if_false Label0ED05A
0084:  24312?? =  23716??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED05A
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0ED079
0084:  24312?? =  23732??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED079
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0ED098
0084:  24312?? =  23748??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED098
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0ED0B7
0084:  24312?? =  23764??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED0B7
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0ED0D6
0084:  24312?? =  23780??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED0D6
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0ED0F5
0084:  24312?? =  23796??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED0F5
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0ED114
0084:  24312?? =  23812??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED114
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0ED133
0084:  24312?? =  23828??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED133
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0ED152
0084:  24312?? =  23844??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED152
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0ED171
0084:  24312?? =  23860??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED171
00D6: if  0?
0038:    24032?? ==  1?  \\ integer values
004D: jump_if_false Label0ED1FF
00D6: if  0?
8118:   NOT   actor  24040?? dead
004D: jump_if_false Label0ED1A2
0084:  24312?? =  24040??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED1A2
00D6: if  0?
8118:   NOT   actor  24056?? dead
004D: jump_if_false Label0ED1C1
0084:  24312?? =  24056??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED1C1
00D6: if  0?
8118:   NOT   actor  24072?? dead
004D: jump_if_false Label0ED1E0
0084:  24312?? =  24072??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED1E0
00D6: if  0?
8118:   NOT   actor  24088?? dead
004D: jump_if_false Label0ED1FF
0084:  24312?? =  24088??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED1FF
00D6: if  0?
0038:    24036?? ==  1?  \\ integer values
004D: jump_if_false Label0ED2CB
00D6: if  0?
8118:   NOT   actor  24132?? dead
004D: jump_if_false Label0ED230
0084:  24312?? =  24132??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED230
00D6: if  0?
8118:   NOT   actor  24152?? dead
004D: jump_if_false Label0ED24F
0084:  24312?? =  24152??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED24F
00D6: if  0?
8118:   NOT   actor  24172?? dead
004D: jump_if_false Label0ED26E
0084:  24312?? =  24172??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED26E
00D6: if  0?
8118:   NOT   actor  24192?? dead
004D: jump_if_false Label0ED28D
0084:  24312?? =  24192??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED28D
00D6: if  0?
8118:   NOT   actor  24212?? dead
004D: jump_if_false Label0ED2AC
0084:  24312?? =  24212??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED2AC
00D6: if  0?
8118:   NOT   actor  24232?? dead
004D: jump_if_false Label0ED2CB
0084:  24312?? =  24232??  \\ integer values and handles
0050: gosub Label0ECFD8

:Label0ED2CB
00D6: if  0?
8038:   NOT    24344?? == -1?  \\ integer values
004D: jump_if_false Label0ED2E5
01C9: actor  24272?? kill_actor  24344??

:Label0ED2E5
00D6: if  0?
003A:    24272?? ==  23876??  \\ integer values and handles
004D: jump_if_false Label0ED300
0084:  24348?? =  24344??  \\ integer values and handles

:Label0ED300
00D6: if  0?
003A:    24272?? ==  23888??  \\ integer values and handles
004D: jump_if_false Label0ED31B
0084:  24352?? =  24344??  \\ integer values and handles

:Label0ED31B
00D6: if  0?
003A:    24272?? ==  23900??  \\ integer values and handles
004D: jump_if_false Label0ED336
0084:  24356?? =  24344??  \\ integer values and handles

:Label0ED336
00D6: if  0?
003A:    24272?? ==  23912??  \\ integer values and handles
004D: jump_if_false Label0ED351
0084:  24360?? =  24344??  \\ integer values and handles

:Label0ED351
00D6: if  0?
003A:    24272?? ==  23924??  \\ integer values and handles
004D: jump_if_false Label0ED36C
0084:  24364?? =  24344??  \\ integer values and handles

:Label0ED36C
00D6: if  0?
003A:    24272?? ==  23936??  \\ integer values and handles
004D: jump_if_false Label0ED387
0084:  24368?? =  24344??  \\ integer values and handles

:Label0ED387
00D6: if  0?
003A:    24272?? ==  23948??  \\ integer values and handles
004D: jump_if_false Label0ED3A2
0084:  24372?? =  24344??  \\ integer values and handles

:Label0ED3A2
00D6: if  0?
003A:    24272?? ==  23960??  \\ integer values and handles
004D: jump_if_false Label0ED3BD
0084:  24376?? =  24344??  \\ integer values and handles

:Label0ED3BD
00D6: if  0?
003A:    24272?? ==  23972??  \\ integer values and handles
004D: jump_if_false Label0ED3D8
0084:  24380?? =  24344??  \\ integer values and handles

:Label0ED3D8
00D6: if  0?
003A:    24272?? ==  23984??  \\ integer values and handles
004D: jump_if_false Label0ED3F3
0084:  24384?? =  24344??  \\ integer values and handles

:Label0ED3F3
00D6: if  0?
0038:    24032?? ==  1?  \\ integer values
004D: jump_if_false Label0ED471
00D6: if  0?
003A:    24272?? ==  24040??  \\ integer values and handles
004D: jump_if_false Label0ED420
0084:  24052?? =  24344??  \\ integer values and handles

:Label0ED420
00D6: if  0?
003A:    24272?? ==  24056??  \\ integer values and handles
004D: jump_if_false Label0ED43B
0084:  24068?? =  24344??  \\ integer values and handles

:Label0ED43B
00D6: if  0?
003A:    24272?? ==  24072??  \\ integer values and handles
004D: jump_if_false Label0ED456
0084:  24084?? =  24344??  \\ integer values and handles

:Label0ED456
00D6: if  0?
003A:    24272?? ==  24088??  \\ integer values and handles
004D: jump_if_false Label0ED471
0084:  24128?? =  24344??  \\ integer values and handles

:Label0ED471
00D6: if  0?
0038:    24036?? ==  1?  \\ integer values
004D: jump_if_false Label0ED525
00D6: if  0?
003A:    24272?? ==  24132??  \\ integer values and handles
004D: jump_if_false Label0ED49E
0084:  24148?? =  24344??  \\ integer values and handles

:Label0ED49E
00D6: if  0?
003A:    24272?? ==  24152??  \\ integer values and handles
004D: jump_if_false Label0ED4B9
0084:  24168?? =  24344??  \\ integer values and handles

:Label0ED4B9
00D6: if  0?
003A:    24272?? ==  24172??  \\ integer values and handles
004D: jump_if_false Label0ED4D4
0084:  24188?? =  24344??  \\ integer values and handles

:Label0ED4D4
00D6: if  0?
003A:    24272?? ==  24192??  \\ integer values and handles
004D: jump_if_false Label0ED4EF
0084:  24208?? =  24344??  \\ integer values and handles

:Label0ED4EF
00D6: if  0?
003A:    24272?? ==  24212??  \\ integer values and handles
004D: jump_if_false Label0ED50A
0084:  24228?? =  24344??  \\ integer values and handles

:Label0ED50A
00D6: if  0?
003A:    24272?? ==  24232??  \\ integer values and handles
004D: jump_if_false Label0ED525
0084:  24248?? =  24344??  \\ integer values and handles

:Label0ED525
0051: return

:Label0ED527
00D6: if  0?
02B3:   player $PLAYER_CHAR in_cube -936.42!  109.11!  13! -873.118!  45.222!  18! radius  30! sphere  0?
004D: jump_if_false Label0ED56A
0004:  24436?? =  0?  \\ integer values
0002: jump Label0ED5D7

:Label0ED56A
00D6: if  0?
0038:    24436?? ==  0?  \\ integer values
004D: jump_if_false Label0ED5D7
00D6: if  0?
0118:   actor  24444?? dead
004D: jump_if_false Label0ED5D7
00D6: if  0?
051A:   unknown_actor  24444?? actor $PLAYER_ACTOR
004D: jump_if_false Label0ED5D7
054E:  24444??
00D6: if  23?
031D:   actor  24444?? hit_by_weapon  46?
031D:   actor  24444?? hit_by_weapon  39?
031D:   actor  24444?? hit_by_weapon  40?
031D:   actor  24444?? hit_by_weapon  47?
004D: jump_if_false Label0ED5D7
0467: unknown_actor  24444??
0004:  24436?? =  1?  \\ integer values

:Label0ED5D7
0051: return
00D6: if  0?
8118:   NOT   actor  23716?? dead
004D: jump_if_false Label0ED5F0
02A9: set_actor  23716?? immune_to_nonplayer  1?

:Label0ED5F0
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0ED607
02A9: set_actor  23732?? immune_to_nonplayer  1?

:Label0ED607
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0ED61E
02A9: set_actor  23748?? immune_to_nonplayer  1?

:Label0ED61E
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0ED635
02A9: set_actor  23764?? immune_to_nonplayer  1?

:Label0ED635
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0ED64C
02A9: set_actor  23780?? immune_to_nonplayer  1?

:Label0ED64C
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0ED663
02A9: set_actor  23796?? immune_to_nonplayer  1?

:Label0ED663
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0ED67A
02A9: set_actor  23812?? immune_to_nonplayer  1?

:Label0ED67A
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0ED691
02A9: set_actor  23828?? immune_to_nonplayer  1?

:Label0ED691
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0ED6A8
02A9: set_actor  23844?? immune_to_nonplayer  1?

:Label0ED6A8
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0ED6BF
02A9: set_actor  23860?? immune_to_nonplayer  1?

:Label0ED6BF
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0ED6D6
02A9: set_actor  23876?? immune_to_nonplayer  1?

:Label0ED6D6
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0ED6ED
02A9: set_actor  23888?? immune_to_nonplayer  1?

:Label0ED6ED
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0ED704
02A9: set_actor  23900?? immune_to_nonplayer  1?

:Label0ED704
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0ED71B
02A9: set_actor  23912?? immune_to_nonplayer  1?

:Label0ED71B
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0ED732
02A9: set_actor  23924?? immune_to_nonplayer  1?

:Label0ED732
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0ED749
02A9: set_actor  23936?? immune_to_nonplayer  1?

:Label0ED749
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0ED760
02A9: set_actor  23948?? immune_to_nonplayer  1?

:Label0ED760
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0ED777
02A9: set_actor  23960?? immune_to_nonplayer  1?

:Label0ED777
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0ED78E
02A9: set_actor  23972?? immune_to_nonplayer  1?

:Label0ED78E
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0ED7A5
02A9: set_actor  23984?? immune_to_nonplayer  1?

:Label0ED7A5
00D6: if  0?
0038:    24032?? ==  1?  \\ integer values
004D: jump_if_false Label0ED813
00D6: if  0?
8118:   NOT   actor  24040?? dead
004D: jump_if_false Label0ED7CE
02A9: set_actor  24040?? immune_to_nonplayer  1?

:Label0ED7CE
00D6: if  0?
8118:   NOT   actor  24056?? dead
004D: jump_if_false Label0ED7E5
02A9: set_actor  24056?? immune_to_nonplayer  1?

:Label0ED7E5
00D6: if  0?
8118:   NOT   actor  24072?? dead
004D: jump_if_false Label0ED7FC
02A9: set_actor  24072?? immune_to_nonplayer  1?

:Label0ED7FC
00D6: if  0?
8118:   NOT   actor  24088?? dead
004D: jump_if_false Label0ED813
02A9: set_actor  24088?? immune_to_nonplayer  1?

:Label0ED813
00D6: if  0?
0038:    24036?? ==  1?  \\ integer values
004D: jump_if_false Label0ED8AF
00D6: if  0?
8118:   NOT   actor  24132?? dead
004D: jump_if_false Label0ED83C
02A9: set_actor  24132?? immune_to_nonplayer  1?

:Label0ED83C
00D6: if  0?
8118:   NOT   actor  24152?? dead
004D: jump_if_false Label0ED853
02A9: set_actor  24152?? immune_to_nonplayer  1?

:Label0ED853
00D6: if  0?
8118:   NOT   actor  24172?? dead
004D: jump_if_false Label0ED86A
02A9: set_actor  24172?? immune_to_nonplayer  1?

:Label0ED86A
00D6: if  0?
8118:   NOT   actor  24192?? dead
004D: jump_if_false Label0ED881
02A9: set_actor  24192?? immune_to_nonplayer  1?

:Label0ED881
00D6: if  0?
8118:   NOT   actor  24212?? dead
004D: jump_if_false Label0ED898
02A9: set_actor  24212?? immune_to_nonplayer  1?

:Label0ED898
00D6: if  0?
8118:   NOT   actor  24232?? dead
004D: jump_if_false Label0ED8AF
02A9: set_actor  24232?? immune_to_nonplayer  1?

:Label0ED8AF
0051: return
00D6: if  0?
8118:   NOT   actor  23716?? dead
004D: jump_if_false Label0ED8C8
02A9: set_actor  23716?? immune_to_nonplayer  0?

:Label0ED8C8
00D6: if  0?
8118:   NOT   actor  23732?? dead
004D: jump_if_false Label0ED8DF
02A9: set_actor  23732?? immune_to_nonplayer  0?

:Label0ED8DF
00D6: if  0?
8118:   NOT   actor  23748?? dead
004D: jump_if_false Label0ED8F6
02A9: set_actor  23748?? immune_to_nonplayer  0?

:Label0ED8F6
00D6: if  0?
8118:   NOT   actor  23764?? dead
004D: jump_if_false Label0ED90D
02A9: set_actor  23764?? immune_to_nonplayer  0?

:Label0ED90D
00D6: if  0?
8118:   NOT   actor  23780?? dead
004D: jump_if_false Label0ED924
02A9: set_actor  23780?? immune_to_nonplayer  0?

:Label0ED924
00D6: if  0?
8118:   NOT   actor  23796?? dead
004D: jump_if_false Label0ED93B
02A9: set_actor  23796?? immune_to_nonplayer  0?

:Label0ED93B
00D6: if  0?
8118:   NOT   actor  23812?? dead
004D: jump_if_false Label0ED952
02A9: set_actor  23812?? immune_to_nonplayer  0?

:Label0ED952
00D6: if  0?
8118:   NOT   actor  23828?? dead
004D: jump_if_false Label0ED969
02A9: set_actor  23828?? immune_to_nonplayer  0?

:Label0ED969
00D6: if  0?
8118:   NOT   actor  23844?? dead
004D: jump_if_false Label0ED980
02A9: set_actor  23844?? immune_to_nonplayer  0?

:Label0ED980
00D6: if  0?
8118:   NOT   actor  23860?? dead
004D: jump_if_false Label0ED997
02A9: set_actor  23860?? immune_to_nonplayer  0?

:Label0ED997
00D6: if  0?
8118:   NOT   actor  23876?? dead
004D: jump_if_false Label0ED9AE
02A9: set_actor  23876?? immune_to_nonplayer  0?

:Label0ED9AE
00D6: if  0?
8118:   NOT   actor  23888?? dead
004D: jump_if_false Label0ED9C5
02A9: set_actor  23888?? immune_to_nonplayer  0?

:Label0ED9C5
00D6: if  0?
8118:   NOT   actor  23900?? dead
004D: jump_if_false Label0ED9DC
02A9: set_actor  23900?? immune_to_nonplayer  0?

:Label0ED9DC
00D6: if  0?
8118:   NOT   actor  23912?? dead
004D: jump_if_false Label0ED9F3
02A9: set_actor  23912?? immune_to_nonplayer  0?

:Label0ED9F3
00D6: if  0?
8118:   NOT   actor  23924?? dead
004D: jump_if_false Label0EDA0A
02A9: set_actor  23924?? immune_to_nonplayer  0?

:Label0EDA0A
00D6: if  0?
8118:   NOT   actor  23936?? dead
004D: jump_if_false Label0EDA21
02A9: set_actor  23936?? immune_to_nonplayer  0?

:Label0EDA21
00D6: if  0?
8118:   NOT   actor  23948?? dead
004D: jump_if_false Label0EDA38
02A9: set_actor  23948?? immune_to_nonplayer  0?

:Label0EDA38
00D6: if  0?
8118:   NOT   actor  23960?? dead
004D: jump_if_false Label0EDA4F
02A9: set_actor  23960?? immune_to_nonplayer  0?

:Label0EDA4F
00D6: if  0?
8118:   NOT   actor  23972?? dead
004D: jump_if_false Label0EDA66
02A9: set_actor  23972?? immune_to_nonplayer  0?

:Label0EDA66
00D6: if  0?
8118:   NOT   actor  23984?? dead
004D: jump_if_false Label0EDA7D
02A9: set_actor  23984?? immune_to_nonplayer  0?

:Label0EDA7D
00D6: if  0?
0038:    24032?? ==  1?  \\ integer values
004D: jump_if_false Label0EDAD4
00D6: if  0?
8118:   NOT   actor  24040?? dead
004D: jump_if_false Label0EDAA6
02A9: set_actor  24040?? immune_to_nonplayer  0?

:Label0EDAA6
00D6: if  0?
8118:   NOT   actor  24072?? dead
004D: jump_if_false Label0EDABD
02A9: set_actor  24072?? immune_to_nonplayer  0?

:Label0EDABD
00D6: if  0?
8118:   NOT   actor  24088?? dead
004D: jump_if_false Label0EDAD4
02A9: set_actor  24088?? immune_to_nonplayer  0?

:Label0EDAD4
00D6: if  0?
0038:    24036?? ==  1?  \\ integer values
004D: jump_if_false Label0EDB59
00D6: if  0?
8118:   NOT   actor  24132?? dead
004D: jump_if_false Label0EDAFD
02A9: set_actor  24132?? immune_to_nonplayer  0?

:Label0EDAFD
00D6: if  0?
8118:   NOT   actor  24172?? dead
004D: jump_if_false Label0EDB14
02A9: set_actor  24172?? immune_to_nonplayer  0?

:Label0EDB14
00D6: if  0?
8118:   NOT   actor  24192?? dead
004D: jump_if_false Label0EDB2B
02A9: set_actor  24192?? immune_to_nonplayer  0?

:Label0EDB2B
00D6: if  0?
8118:   NOT   actor  24212?? dead
004D: jump_if_false Label0EDB42
02A9: set_actor  24212?? immune_to_nonplayer  0?

:Label0EDB42
00D6: if  0?
8118:   NOT   actor  24232?? dead
004D: jump_if_false Label0EDB59
02A9: set_actor  24232?? immune_to_nonplayer  0?

:Label0EDB59
0051: return

;-------------Mission 63---------------
; Originally: Love Juice


:Label0EDB5B
03A4: name_thread "ROCKB1"
0050: gosub Label0EDBA7
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0EDB80
0050: gosub Label0EF739

:Label0EDB80
0050: gosub Label0EF78C
004E: end_thread
0005:  24576?? =  0!  \\ floating-point values
0005:  24580?? =  0!  \\ floating-point values
0005:  24584?? =  0!  \\ floating-point values

:Label0EDBA7
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  24456?? =  0?  \\ integer values
0004:  24460?? =  0?  \\ integer values
0004:  24476?? =  0?  \\ integer values
0005:  24492?? = -513.988!  \\ floating-point values
0005:  24496?? =  1133.143!  \\ floating-point values
0005:  24500?? =  10.08!  \\ floating-point values
0004:  24508?? =  0?  \\ integer values
0004:  24516?? =  0?  \\ integer values
0004:  24484?? =  0?  \\ integer values
0004:  24524?? =  0?  \\ integer values
0004:  24536?? =  0?  \\ integer values
0005:  24540?? =  0!  \\ floating-point values
0005:  24544?? =  0!  \\ floating-point values
0005:  24548?? =  0!  \\ floating-point values
0004:  24556?? =  0?  \\ integer values
0004:  24560?? =  0?  \\ integer values
0004:  24568?? =  91000&&  \\ integer values
0004:  24572?? =  0?  \\ integer values
0004:  24588?? =  0?  \\ integer values
0004:  24596?? =  0?  \\ integer values
0004:  24600?? =  0?  \\ integer values
0004:  24604?? =  0?  \\ integer values
0004:  24608?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ROCK1"
058E: unknown_point_command -860.688!  1169.914!  9.997! angle  185.46!
023C: load_special_actor  1? "CSDICK"
023C: load_special_actor  2? "CSJEZZ"
023C: load_special_actor  3? "CSKENT"
023C: load_special_actor  4? "CSPERCY"
023C: load_special_actor  5? "CSPLAY"
04BB: select_interiour  9?  \\ select render area
03CB: set_camera -879.75!  1157.77!  17.81!
04F9: interiour_colors  17?  0?
038B: load_requested_models

:Label0EDCE3
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0EDD0D
0001: wait  0? ms
0002: jump Label0EDCE3

:Label0EDD0D
02E4: load_cutscene_data "ROK_1"
0244: set_cutscene_pos -879.823!  1158.479!  16.776!
041D: set_camera_near_clip  .1!
02E5:  684?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  684?? "CSDICK"
02E5:  688?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  688?? "CSJEZZ"
02E5:  568?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  692?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  692?? "CSPERCY"
02E5:  500?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  500?? "CSPLAY"
0395: clear_area  1? at -871.9!  1159.46! range  10.07!  1!
0055: put_player $PLAYER_CHAR at -871.9!  1159.46!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  270!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0EDDDF
00D6: if  0?
001A:    1056& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDE02
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDDDF

:Label0EDE02
00BC: text_highpriority "RBM1_A"  10000& ms  1? \\ AllllllllRrrighttt!

:Label0EDE11
00D6: if  0?
001A:    5224& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDE34
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE11

:Label0EDE34
00BC: text_highpriority "RBM1_B"  10000& ms  1? \\ Yessss! Brilliant, bloody brilliant!

:Label0EDE43
00D6: if  0?
001A:    7304& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDE66
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE43

:Label0EDE66
00BC: text_highpriority "RBM1_C"  10000& ms  1? \\ Hey, Tommy! Glad you could make it.

:Label0EDE75
00D6: if  0?
001A:    9427& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDE98
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDE75

:Label0EDE98
00BC: text_highpriority "RBM1_D"  10000& ms  1? \\ Hey, you ever met Love Fist before?

:Label0EDEA7
00D6: if  0?
001A:    11052& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDECA
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDEA7

:Label0EDECA
00BC: text_highpriority "RBM1_E"  10000& ms  1? \\ No, I haven't but I've always loved your music.

:Label0EDED9
00D6: if  0?
001A:    12782& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDEFC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDED9

:Label0EDEFC
00BC: text_highpriority "RBM1_F"  10000& ms  1? \\ Let me introduce you to the band.

:Label0EDF0B
00D6: if  0?
001A:    14396& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDF2E
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF0B

:Label0EDF2E
00BC: text_highpriority "RBM1_G"  10000& ms  1? \\ This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier,

:Label0EDF3D
00D6: if  0?
001A:    18961& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDF60
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF3D

:Label0EDF60
00BC: text_highpriority "RBM1_H"  10000& ms  1? \\ and guys, I want you to meet a good friend of mine.

:Label0EDF6F
00D6: if  0?
001A:    21292& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDF92
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDF6F

:Label0EDF92
00BC: text_highpriority "RBM1_I"  10000& ms  1? \\ This is Tommy. We go way back.

:Label0EDFA1
00D6: if  0?
001A:    22918& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDFC4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDFA1

:Label0EDFC4
00BC: text_highpriority "RBM1_J"  10000& ms  1? \\ All right, pal.

:Label0EDFD3
00D6: if  0?
001A:    24055& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EDFF6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EDFD3

:Label0EDFF6
00BC: text_highpriority "RBM1_K"  10000& ms  1? \\ And eh, what was your name again?

:Label0EE005
00D6: if  0?
001A:    26610& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE028
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE005

:Label0EE028
00BC: text_highpriority "RBM1_L"  10000& ms  1? \\ Leave it out, Jezz you, remember -

:Label0EE037
00D6: if  0?
001A:    28351& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE05A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE037

:Label0EE05A
00BC: text_highpriority "RBM1_M"  10000& ms  1? \\ don't be playing them games with me, mate,

:Label0EE069
00D6: if  0?
001A:    29855& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE08C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE069

:Label0EE08C
00BC: text_highpriority "RBM1_N"  10000& ms  1? \\ I'm too crafty for that, sunshine!

:Label0EE09B
00D6: if  0?
001A:    34583&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE0C0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE09B

:Label0EE0C0
00BC: text_highpriority "RBM1_O"  10000& ms  1? \\ You see, the thing is, Tom, the boys need some help.

:Label0EE0CF
00D6: if  0?
001A:    38289&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE0F4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE0CF

:Label0EE0F4
00BC: text_highpriority "RBM1_P"  10000& ms  1? \\ They ain't too connected here, they don't have the old 'how's your father?'

:Label0EE103
00D6: if  0?
001A:    41099&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE128
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE103

:Label0EE128
00BC: text_highpriority "RBM1_Q"  10000& ms  1? \\ We need some drugs, pal!

:Label0EE137
00D6: if  0?
001A:    43119&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE15C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE137

:Label0EE15C
00BC: text_highpriority "RBM1_R"  10000& ms  1? \\ Gonna get on the old Love Fist fury, you know?!

:Label0EE16B
00D6: if  0?
001A:    46114&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE190
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE16B

:Label0EE190
00BC: text_highpriority "RBM1_S"  10000& ms  1? \\ Well, this is Vice City, man. What's the problem?

:Label0EE19F
00D6: if  0?
001A:    48332&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE1C4
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE19F

:Label0EE1C4
00BC: text_highpriority "RBM1_U"  10000& ms  1? \\ Love Juice, man!

:Label0EE1D3
00D6: if  0?
001A:    49782&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE1F8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE1D3

:Label0EE1F8
00BC: text_highpriority "RBM1_T"  10000& ms  1? \\ We need Love Juice, man, you know?

:Label0EE207
00D6: if  0?
001A:    52122&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE22C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE207

:Label0EE22C
00BC: text_highpriority "RBM1_V"  10000& ms  1? \\ Love Juice?

:Label0EE23B
00D6: if  0?
001A:    53173&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE260
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE23B

:Label0EE260
00BC: text_highpriority "RBM1_W"  10000& ms  1? \\ Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol.

:Label0EE26F
00D6: if  0?
001A:    58523&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE294
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE26F

:Label0EE294
00BC: text_highpriority "RBM1_X"  10000& ms  1? \\ Can you help us out, pal?

:Label0EE2A3
00D6: if  0?
001A:    59953&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE2C8
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE2A3

:Label0EE2C8
00BC: text_highpriority "RBM1_Y"  10000& ms  1? \\ Aw, it would really mean a lot to the boys.

:Label0EE2D7
00D6: if  0?
001A:    61300&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE2FC
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE2D7

:Label0EE2FC
00BC: text_highpriority "RBM1_Z"  10000& ms  1? \\ You can do that for the boys, right?

:Label0EE30B
00D6: if  0?
001A:    62839&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0EE330
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0EE30B

:Label0EE330
00BE: text_clear_all
016A: fade  0? ()  2000& ms

:Label0EE339
00D6: if  0?
016B:   fading
004D: jump_if_false Label0EE351
0001: wait  0? ms
0002: jump Label0EE339

:Label0EE351
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
03CB: set_camera -871.9!  1159.46!  10.07!
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0247: request_model #BMYBB
0247: request_model #BUDDYSHOT
0247: request_model #STINGER
0247: request_model #PCJ600
023C: load_special_actor  6? "IGMERC"
0247: request_model #CELLPHONE

:Label0EE3B6
00D6: if  25?
8248:   NOT   model #BUDDYSHOT available
8248:   NOT   model #STINGER available
8248:   NOT   model #PCJ600 available
823D:   NOT   special_actor  6? loaded
8248:   NOT   model #CELLPHONE available
8248:   NOT   model #BMYBB available
004D: jump_if_false Label0EE3E8
0001: wait  0? ms
0002: jump Label0EE3B6

:Label0EE3E8
018A:  24564?? = create_checkpoint_at -867.8!  1165.7!  10.2!
0164: disable_marker  24564??
0213:  24532?? = create_pickup -120? (BRIEFCASE) type  3? at  24540??  24544??  24548??
03DC:  24552?? = create_marker_above_pickup  24532??
0164: disable_marker  24552??
0215: destroy_pickup  24532??
009A:  24472?? = create_actor  4? #BMYBB at  308.24! -621.28!  8.9!
0187:  24480?? = create_marker_above_actor  24472??
0164: disable_marker  24480??
009B: destroy_actor_instantly  24472??
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
00BC: text_highpriority "RBM1_12"  4000& ms  1? \\ ~g~Go and collect the 'Love Juice' ingredients from the dealer.
018A:  24504?? = create_checkpoint_at  24492??  24496??  24500??

:Label0EE480
00D6: if  0?
8038:   NOT    24560?? ==  1?  \\ integer values
004D: jump_if_false Label0EE961
0001: wait  0? ms
00D6: if  0?
0038:    24484?? ==  0?  \\ integer values
004D: jump_if_false Label0EE647
00D6: if  0?
0038:    24516?? ==  0?  \\ integer values
004D: jump_if_false Label0EE647
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  24492??  24496??  24500?? radius  2!  2!  2!
004D: jump_if_false Label0EE581
00D6: if  21?
04C9: $PLAYER_CHAR
04A8: $PLAYER_CHAR
004D: jump_if_false Label0EE528
00D6: if  0?
0038:    24572?? ==  0?  \\ integer values
004D: jump_if_false Label0EE521
00BC: text_highpriority "RBM1_14"  5000& ms  1? \\ ~g~You need a car or a motorcycle!
0004:  24572?? =  1?  \\ integer values

:Label0EE521
0002: jump Label0EE57A

:Label0EE528
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot  24492??  24496??  24500?? radius  2!  2!  2!
004D: jump_if_false Label0EE57A
00D6: if  0?
0038:    24572?? ==  0?  \\ integer values
004D: jump_if_false Label0EE57A
00BC: text_highpriority "RBM1_14"  5000& ms  1? \\ ~g~You need a car or a motorcycle!
0004:  24572?? =  1?  \\ integer values

:Label0EE57A
0002: jump Label0EE588

:Label0EE581
0004:  24572?? =  0?  \\ integer values

:Label0EE588
00D6: if  2?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  24492??  24496??  24500?? radius  2!  2!  2!
84C9:   NOT $PLAYER_CHAR
84A8:   NOT $PLAYER_CHAR
004D: jump_if_false Label0EE640
00D6: if  0?
0038:    24508?? ==  0?  \\ integer values
004D: jump_if_false Label0EE5E4
00BC: text_highpriority "HORN"  5000& ms  1? \\ ~g~Sound the horn.
0004:  24508?? =  1?  \\ integer values

:Label0EE5E4
00D6: if  1?
0443:   player $PLAYER_CHAR in_a_car
0122:   player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label0EE639
00DA:  24512?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  24512?? wrecked
004D: jump_if_false Label0EE618
020A: set_car  24512?? door_status_to  4?

:Label0EE618
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0001: wait  500& ms
0050: gosub Label0EF83D

:Label0EE639
0002: jump Label0EE647

:Label0EE640
0004:  24508?? =  0?  \\ integer values

:Label0EE647
00D6: if  0?
0038:    24556?? ==  1?  \\ integer values
004D: jump_if_false Label0EE672
00D6: if  0?
0038:    24536?? ==  0?  \\ integer values
004D: jump_if_false Label0EE672
0050: gosub Label0EFD94

:Label0EE672
00D6: if  0?
0038:    24484?? ==  1?  \\ integer values
004D: jump_if_false Label0EE95A
00D6: if  0?
0038:    24476?? ==  0?  \\ integer values
004D: jump_if_false Label0EE95A
00D6: if  0?
0118:   actor  24472?? dead
004D: jump_if_false Label0EE781
0164: disable_marker  24480??
00D6: if  0?
0038:    24516?? ==  0?  \\ integer values
004D: jump_if_false Label0EE6DA
00BC: text_highpriority "RBM1_10"  5000& ms  1? \\ ~r~You idiot! You have destroyed the merchandise!
0002: jump Label0EF739
0002: jump Label0EE773

:Label0EE6DA
00D6: if  22?
031D:   actor  24472?? hit_by_weapon  15?
031D:   actor  24472?? hit_by_weapon  31?
031D:   actor  24472?? hit_by_weapon  41?
004D: jump_if_false Label0EE717
00BC: text_highpriority "RBM1_10"  5000& ms  1? \\ ~r~You idiot! You have destroyed the merchandise!
0002: jump Label0EF739
0002: jump Label0EE773

:Label0EE717
00D6: if  0?
056D:   unknown_actor  24472?? dead_but_active
004D: jump_if_false Label0EE75D
04A5: unknown_store_dead_actor  24472?? position_to  24540??  24544??  24548??
0213:  24532?? = create_pickup -120? (BRIEFCASE) type  3? at  24540??  24544??  24548??
03DC:  24552?? = create_marker_above_pickup  24532??
0004:  24556?? =  1?  \\ integer values
0002: jump Label0EE773

:Label0EE75D
00BC: text_highpriority "RBM1_10"  5000& ms  1? \\ ~r~You idiot! You have destroyed the merchandise!
0002: jump Label0EF739

:Label0EE773
0004:  24476?? =  1?  \\ integer values
0002: jump Label0EE95A

:Label0EE781
00D6: if  0?
0038:    24556?? ==  0?  \\ integer values
004D: jump_if_false Label0EE7B9
00D6: if  0?
04AD:  24472??
004D: jump_if_false Label0EE7B9
00BC: text_highpriority "RBM1_10"  5000& ms  1? \\ ~r~You idiot! You have destroyed the merchandise!
0002: jump Label0EF739

:Label0EE7B9
00D6: if  0?
8118:   NOT   actor  24472?? dead
004D: jump_if_false Label0EE95A
00D6: if  0?
0038:    24516?? ==  1?  \\ integer values
004D: jump_if_false Label0EE95A
00D6: if  0?
82CB:   NOT   actor  24472?? bounding_sphere_visible
004D: jump_if_false Label0EE82A
00D6: if  0?
80FB:   NOT   player $PLAYER_CHAR  0? ()near_actor  24472?? radius  180!  180!  180!
004D: jump_if_false Label0EE82A
0164: disable_marker  24480??
00BC: text_highpriority "RBM1_15"  5000& ms  1? \\ ~r~You have lost the dealer, our cash and the drugs!
0002: jump Label0EF739

:Label0EE82A
00D6: if  0?
0038:    24608?? ==  0?  \\ integer values
004D: jump_if_false Label0EE86B
00D6: if  0?
80DF:   NOT   actor  24472?? driving
004D: jump_if_false Label0EE86B
00D6: if  0?
02CB:   actor  24472?? bounding_sphere_visible
004D: jump_if_false Label0EE86B
01CC: actor  24472?? kill_player $PLAYER_CHAR
0004:  24608?? =  1?  \\ integer values

:Label0EE86B
00D6: if  0?
0038:    24524?? ==  0?  \\ integer values
004D: jump_if_false Label0EE8D0
00D6: if  0?
00DF:   actor  24472?? driving
004D: jump_if_false Label0EE8D0
011C: actor  24472?? clear_objective
00D9:  24528?? = actor  24472?? car
0190: unknown_car  24528??
03CC: car  24528?? add_to_stuck_car_check  .1! =  2000&
00AD: set_car  24528?? max_speed_to  40!
00AE: unknown_set_car  24528?? to_ignore_traffic_lights  2?
00A8: set_car  24528?? to_psycho_driver
0004:  24608?? =  0?  \\ integer values
0004:  24524?? =  1?  \\ integer values

:Label0EE8D0
00D6: if  0?
0038:    24524?? ==  1?  \\ integer values
004D: jump_if_false Label0EE91B
00D6: if  0?
8119:   NOT   car  24528?? wrecked
004D: jump_if_false Label0EE91B
00D6: if  22?
018F:   unknown_car_check  24528??
03CE:   car  24528?? stuck
0495:   unknown_car_check  24528??
004D: jump_if_false Label0EE91B
01D3: actor  24472?? leave_car  24528??
0004:  24608?? =  0?  \\ integer values

:Label0EE91B
00D6: if  0?
0038:    24524?? ==  1?  \\ integer values
004D: jump_if_false Label0EE95A
00D6: if  0?
80DF:   NOT   actor  24472?? driving
004D: jump_if_false Label0EE95A
0191: unknown_car  24528??
03CD: car  24528?? remove_from_stuck_car_check
01C3: remove_references_to_car  24528??  \\ Like turning a car into any random car
0004:  24608?? =  0?  \\ integer values
0004:  24524?? =  0?  \\ integer values

:Label0EE95A
0002: jump Label0EE480

:Label0EE961
01C3: remove_references_to_car  24528??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  24472??  \\ Like turning an actor into a random pedestrian
0006:  16@ =  0?  \\ integer values
03CF: load_wav "MOBRING" as  1?
03CF: load_wav "MOB_07A" as  2?

:Label0EE98A
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0EE9A8
0001: wait  0? ms
0002: jump Label0EE98A

:Label0EE9A8
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label0EE9C6
0001: wait  0? ms
0002: jump Label0EE9A8

:Label0EE9C6
03D1: play_wav  1?

:Label0EE9CA
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0EE9E4
0001: wait  0? ms
0002: jump Label0EE9CA

:Label0EE9E4
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00D6: if  0?
044B: (unknown) $PLAYER_ACTOR 
004D: jump_if_false Label0EEA0E
052B: actor $PLAYER_ACTOR hold_cellphone  1?
0001: wait  1250& ms

:Label0EEA0E
03CF: load_wav "MOB_07B" as  1?
03D1: play_wav  2?
00BC: text_highpriority "MOB_07A"  10000& ms  1? \\ Hey mate, the guys could do with some company, if you know what I mean...

:Label0EEA2D
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0EEA47
0001: wait  0? ms
0002: jump Label0EEA2D

:Label0EEA47
03D5: remove_text "MOB_07A" \\ Hey mate, the guys could do with some company, if you know what I mean...

:Label0EEA51
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0EEA6B
0001: wait  0? ms
0002: jump Label0EEA51

:Label0EEA6B
03D1: play_wav  1?
00BC: text_highpriority "MOB_07B"  5000& ms  1? \\ I know just the girl.

:Label0EEA7E
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0EEA98
0001: wait  0? ms
0002: jump Label0EEA7E

:Label0EEA98
03D5: remove_text "MOB_07B" \\ I know just the girl.
00D6: if  0?
044B: (unknown) $PLAYER_ACTOR 
004D: jump_if_false Label0EEAB9
052B: actor $PLAYER_ACTOR hold_cellphone  0?

:Label0EEAB9
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00BC: text_highpriority "RBM1_1"  5000& ms  1? \\ ~g~Go and collect Mercedes from her apartment.
009A:  24448?? = create_actor  5? #SPECIAL06 at  297.849!  289.728!  16.64!
01ED: spawn_actor  24448??
0173: set_actor  24448?? z_angle_to  270!
0245: set_actor  24448?? walk_style_to  46?
0446: (unknown)  24448??  0? 
04F5: unknown_actor  24448?? kiss_player $PLAYER_CHAR on  1?
0568:  24448??  1?
018A:  24464?? = create_checkpoint_at  304.747!  291.581!  15.238!
0004:  492?? =  1?  \\ integer values

:Label0EEB37
00D6: if  22?
80FA:   NOT   player $PLAYER_CHAR stopped  492?? (in-sphere)near_point_in_car  304.747!  291.581!  15.238! radius  3!  3!  4!
8443:   NOT   player $PLAYER_CHAR in_a_car
0038:    24596?? ==  0?  \\ integer values
004D: jump_if_false Label0EECBD
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEBAC
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0004:  492?? =  0?  \\ integer values
0002: jump Label0EF739

:Label0EEBAC
00D6: if  21?
04A8: $PLAYER_CHAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label0EEBD2
0004:  24596?? =  0?  \\ integer values
0002: jump Label0EEBD9

:Label0EEBD2
0004:  24596?? =  1?  \\ integer values

:Label0EEBD9
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  304.747!  291.581!  15.238! radius  3!  3!  4!
004D: jump_if_false Label0EECAF
00D6: if  21?
04A8: $PLAYER_CHAR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
004D: jump_if_false Label0EEC50
00D6: if  0?
0038:    24588?? ==  0?  \\ integer values
004D: jump_if_false Label0EEC49
00BC: text_highpriority "RBM1_14"  5000& ms  1? \\ ~g~You need a car or a motorcycle!
0004:  24588?? =  1?  \\ integer values

:Label0EEC49
0002: jump Label0EECA8

:Label0EEC50
00D6: if  0?
00F6:   player $PLAYER_CHAR  0? ()near_point_on_foot  304.747!  291.581!  15.238! radius  3!  3!  4!
004D: jump_if_false Label0EECA8
00D6: if  0?
0038:    24588?? ==  0?  \\ integer values
004D: jump_if_false Label0EECA8
00BC: text_highpriority "RBM1_14"  5000& ms  1? \\ ~g~You need a car or a motorcycle!
0004:  24588?? =  1?  \\ integer values

:Label0EECA8
0002: jump Label0EECB6

:Label0EECAF
0004:  24588?? =  0?  \\ integer values

:Label0EECB6
0002: jump Label0EEB37

:Label0EECBD
0164: disable_marker  24464??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00DA:  24468?? = player $PLAYER_CHAR car
039E: (unknown) $PLAYER_ACTOR  1? 
0395: clear_area  0? at  297.02!  299.427! range  17.47!  1!
015F: set_camera_position  297.02!  299.427!  17.47!  0!  0!  0!
0160: point_camera  297.473!  298.532!  17.43!  2?
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EED53
0002: jump Label0EF739
0002: jump Label0EED8F

:Label0EED53
00D6: if  0?
8118:   NOT   actor  24448?? dead
004D: jump_if_false Label0EED72
01D4: actor  24448?? go_to_car  24468?? and_enter_it_as_a_passenger
0002: jump Label0EED8F

:Label0EED72
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EED8F
03CF: load_wav "ROK1_5" as  1?
03CF: load_wav "ROK1_6" as  2?

:Label0EEDA7
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0EEE3D
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEDEB
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EEDEB
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EEE36
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEE2F
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EEE36

:Label0EEE2F
0002: jump Label0EF739

:Label0EEE36
0002: jump Label0EEDA7

:Label0EEE3D
03D1: play_wav  1?
00BC: text_highpriority "ROK1_5"  5000& ms  1? \\ Hey, Mercedes!

:Label0EEE50
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0EEEE2
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEE90
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EEE90
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EEEDB
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEED4
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EEEDB

:Label0EEED4
0002: jump Label0EF739

:Label0EEEDB
0002: jump Label0EEE50

:Label0EEEE2
03D5: remove_text "ROK1_5" \\ Hey, Mercedes!
03CF: load_wav "ROK1_7" as  1?
03D1: play_wav  2?
00BC: text_highpriority "ROK1_6"  5000& ms  1? \\ Hiya, Tommy. And how are you?

:Label0EEF0B
00D6: if  21?
83D2:   NOT   wav  2? ended
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0EEFA1
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEF4F
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EEF4F
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EEF9A
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EEF93
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EEF9A

:Label0EEF93
0002: jump Label0EF739

:Label0EEF9A
0002: jump Label0EEF0B

:Label0EEFA1
03D5: remove_text "ROK1_6" \\ Hiya, Tommy. And how are you?
03CF: load_wav "ROK1_8" as  2?
03D1: play_wav  1?
00BC: text_highpriority "ROK1_7"  5000& ms  1? \\ Just fine. Listen, you fancy having Love Fist?

:Label0EEFCA
00D6: if  21?
83D2:   NOT   wav  1? ended
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0EF060
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF00E
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EF00E
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EF059
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF052
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EF059

:Label0EF052
0002: jump Label0EF739

:Label0EF059
0002: jump Label0EEFCA

:Label0EF060
03D5: remove_text "ROK1_7" \\ Just fine. Listen, you fancy having Love Fist?
03D1: play_wav  2?
00BC: text_highpriority "ROK1_8"  5000& ms  1? \\ Ok, but just as a favor I expect returned..

:Label0EF07D
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0EF10F
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF0BD
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EF0BD
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EF108
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF101
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EF108

:Label0EF101
0002: jump Label0EF739

:Label0EF108
0002: jump Label0EF07D

:Label0EF10F
03D5: remove_text "ROK1_8" \\ Ok, but just as a favor I expect returned..

:Label0EF119
00D6: if  0?
80DB:   NOT   actor  24448?? in_car  24468??
004D: jump_if_false Label0EF1AF
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF15D
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EF15D
00D6: if  0?
0119:   car  24468?? wrecked
004D: jump_if_false Label0EF1A8
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF1A1
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EF1A8

:Label0EF1A1
0002: jump Label0EF739

:Label0EF1A8
0002: jump Label0EF119

:Label0EF1AF
00D6: if  0?
8118:   NOT   actor  24448?? dead
004D: jump_if_false Label0EF1D5
01DF: tie_actor  24448?? to_player $PLAYER_CHAR
0319: set_actor  24448?? wander_state_to  1? (off)
0002: jump Label0EF1F2

:Label0EF1D5
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739

:Label0EF1F2
0004:  24456?? =  1?  \\ integer values
02A3: toggle_widescreen  0? (off)
039E: (unknown) $PLAYER_ACTOR  0? 
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00BC: text_highpriority "RBM1_13"  7000& ms  1? \\ ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
018A:  24564?? = create_checkpoint_at -867.8!  1165.7!  10.2!
014E: set_timer_to  24568?? type  1?
0004:  492?? =  1?  \\ integer values

:Label0EF24C
00D6: if  0?
8101:   NOT   actor  24448?? stopped_near_point -867.8!  1165.7!  10.2! radius  4!  4!  4! sphere  492??
004D: jump_if_false Label0EF3B4
0001: wait  0? ms
00D6: if  0?
0038:    24460?? ==  0?  \\ integer values
004D: jump_if_false Label0EF385
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF2C7
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0004:  24460?? =  1?  \\ integer values
0002: jump Label0EF739
0002: jump Label0EF385

:Label0EF2C7
00D6: if  0?
0038:    24456?? ==  1?  \\ integer values
004D: jump_if_false Label0EF316
00D6: if  0?
8320:   NOT   actor  24448?? in_range_of_player $PLAYER_CHAR
004D: jump_if_false Label0EF316
0164: disable_marker  24564??
0187:  24452?? = create_marker_above_actor  24448??
00BC: text_highpriority "HEY"  5000& ms  1? \\ ~g~Don't go solo, keep your posse together!
0004:  492?? =  0?  \\ integer values
0004:  24456?? =  0?  \\ integer values

:Label0EF316
00D6: if  0?
0038:    24456?? ==  0?  \\ integer values
004D: jump_if_false Label0EF385
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  24448?? radius  8!  8!
004D: jump_if_false Label0EF385
0164: disable_marker  24452??
00BC: text_highpriority "RBM1_13"  7000& ms  1? \\ ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage.
01DF: tie_actor  24448?? to_player $PLAYER_CHAR
018A:  24564?? = create_checkpoint_at -867.8!  1165.7!  10.2!
0004:  492?? =  1?  \\ integer values
0004:  24456?? =  1?  \\ integer values

:Label0EF385
00D6: if  0?
0038:    24568?? ==  0?  \\ integer values
004D: jump_if_false Label0EF3AD
00BC: text_highpriority "RBM1_7"  5000& ms  1? \\ ~r~You did not get the Love Juice in time!
0002: jump Label0EF739

:Label0EF3AD
0002: jump Label0EF24C

:Label0EF3B4
014F: stop_timer  24568??
0164: disable_marker  24564??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF404
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739
0002: jump Label0EF410

:Label0EF404
01E0: clear_leader  24448??
0245: set_actor  24448?? walk_style_to  46?

:Label0EF410
015F: set_camera_position -874.13!  1153.04!  14.37!  0!  0!  0!
0160: point_camera -873.68!  1153.89!  14.1!  2?
03CF: load_wav "MERC_39" as  1?

:Label0EF44F
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0EF48F
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF488
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF488
0002: jump Label0EF44F

:Label0EF48F
00D6: if  0?
8118:   NOT   actor  24448?? dead
004D: jump_if_false Label0EF4BE
00D6: if  0?
80DF:   NOT   actor  24448?? driving
004D: jump_if_false Label0EF4B7
020F: actor  24448?? look_at_player $PLAYER_CHAR

:Label0EF4B7
0002: jump Label0EF4D4

:Label0EF4BE
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF4D4
03D1: play_wav  1?
00BC: text_highpriority "MERC_39"  5000& ms  1? \\ I'll see you later, big boy.

:Label0EF4E7
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0EF527
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF520
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF520
0002: jump Label0EF4E7

:Label0EF527
03D5: remove_text "MERC_39" \\ I'll see you later, big boy.
00D6: if  0?
00DF:   actor  24448?? driving
004D: jump_if_false Label0EF5C8
00D9:  24592?? = actor  24448?? car
01D3: actor  24448?? leave_car  24592??

:Label0EF551
00D6: if  0?
00DF:   actor  24448?? driving
004D: jump_if_false Label0EF5C8
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF58B
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF58B
00D6: if  0?
0119:   car  24592?? wrecked
004D: jump_if_false Label0EF5C1
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF5C1
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF5C1
0002: jump Label0EF551

:Label0EF5C8
0211: actor  24448?? walk_to -873.33!  1161.28!
0006:  16@ =  0?  \\ integer values

:Label0EF5DE
00D6: if  0?
001B:    3000& >  16@  \\ integer values
004D: jump_if_false Label0EF622
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF61B
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF61B
0002: jump Label0EF5DE

:Label0EF622
0395: clear_area  0? at -872.9!  1153.53! range  11.72!  1!
015F: set_camera_position -872.9!  1153.53!  11.72!  0!  0!  0!
0160: point_camera -873.31!  1154.47!  11.48!  2?
00D6: if  0?
8118:   NOT   actor  24448?? dead
004D: jump_if_false Label0EF6A2
009F: set_actor  24448?? objective_to 1
00A1: put_actor  24448?? at -872.4!  1159.86!  10.09!
011C: actor  24448?? clear_objective
0002: jump Label0EF6B8

:Label0EF6A2
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF6B8
0211: actor  24448?? walk_to -883.26!  1159.3!
0006:  17@ =  0?  \\ integer values

:Label0EF6CE
00D6: if  0?
001B:    2500& >  17@  \\ integer values
004D: jump_if_false Label0EF712
0001: wait  0? ms
00D6: if  0?
0118:   actor  24448?? dead
004D: jump_if_false Label0EF70B
00BC: text_highpriority "RBM1_8"  5000& ms  1? \\ ~r~Mercedes is dead!
0002: jump Label0EF739

:Label0EF70B
0002: jump Label0EF6CE

:Label0EF712
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly  24448??
0002: jump Label0EF74A

:Label0EF739
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0EF74A
0004: $PASSED_ROCK1_LOVE_JUICE =  1?  \\ integer values
0318: set_latest_mission_passed "ROCK_1" \\ Love Juice
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  2000&
004F: create_thread Label00E097 
0051: return

:Label0EF78C
0004: $ONMISSION =  0?  \\ integer values
01EB: set_car_density_to  1!
00D6: if  0?
8119:   NOT   car  24528?? wrecked
004D: jump_if_false Label0EF7B4
0191: unknown_car  24528??
03CD: car  24528?? remove_from_stuck_car_check

:Label0EF7B4
00D6: if  0?
8118:   NOT   actor  24448?? dead
004D: jump_if_false Label0EF7C9
034F: destroy_actor_with_fade  24448??  \\ The actor fades away like a ghost

:Label0EF7C9
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label0EF7F0
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0EF7F0
052B: actor $PLAYER_ACTOR hold_cellphone  0?

:Label0EF7F0
0164: disable_marker  24452??
0164: disable_marker  24504??
0164: disable_marker  24464??
0164: disable_marker  24564??
0164: disable_marker  24552??
0164: disable_marker  24480??
014F: stop_timer  24568??
0215: destroy_pickup  24532??
0249: release_model #BMYBB
0249: release_model #BUDDYSHOT
0249: release_model #STINGER
0249: release_model #PCJ600
0249: release_model #CELLPHONE
0296: unload_special_actor  6?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0EF83D
02A3: toggle_widescreen  1? (on)
00DA:  24512?? = player $PLAYER_CHAR car
03D5: remove_text "HORN" \\ ~g~Sound the horn.
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0396:  1? (set) useless_flag
0164: disable_marker  24504??
03CF: load_wav "ROK1_9" as  1?
03CF: load_wav "ROK1_1A" as  2?

:Label0EF87C
00D6: if  21?
83D0:   NOT   wav  2? loaded
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0EF89A
0001: wait  0? ms
0002: jump Label0EF87C

:Label0EF89A
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
015F: set_camera_position -504.261!  1131.601!  14.157!  0!  0!  0!
0160: point_camera -505.183!  1131.776!  13.81!  2?
0395: clear_area  0? at -517.476!  1121.888! range  10.05!  1!
009A:  24472?? = create_actor  4? #BMYBB at -517.476!  1121.888!  10.05!
01ED: spawn_actor  24472??
02A9: set_actor  24472?? immune_to_nonplayer  1?
03FE: unknown_actor  24472??  1000&
0004:  24484?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values
0004:  24520?? =  1?  \\ integer values

:Label0EF92D
00D6: if  0?
8038:   NOT    24520?? ==  8?  \\ integer values
004D: jump_if_false Label0EFCF4
0001: wait  0? ms
00D6: if  0?
0038:    24476?? ==  0?  \\ integer values
004D: jump_if_false Label0EFCBB
00D6: if  0?
0118:   actor  24472?? dead
004D: jump_if_false Label0EF973
0004:  24476?? =  1?  \\ integer values
0002: jump Label0EFCBB

:Label0EF973
00D6: if  0?
0038:    24520?? ==  1?  \\ integer values
004D: jump_if_false Label0EF9DD
00D6: if  0?
8119:   NOT   car  24512?? wrecked
004D: jump_if_false Label0EF9B2
0407: create_coordinate  24576??  24580??  24584?? from_car  24512?? offset -1.7267!  .1686! -.0662!

:Label0EF9B2
0395: clear_area  0? at  24576??  24580?? range  24584??  1!
0239: actor  24472?? run_to  24576??  24580??
0006:  16@ =  0?  \\ integer values
0004:  24520?? =  2?  \\ integer values

:Label0EF9DD
00D6: if  0?
0038:    24520?? ==  2?  \\ integer values
004D: jump_if_false Label0EFA72
00D6: if  0?
0029:    16@ >=  5000&  \\ integer values
004D: jump_if_false Label0EFA10
00A1: put_actor  24472?? at  24576??  24580??  24584??

:Label0EFA10
00D6: if  0?
00ED:   actor  24472??  0? ()near_point_on_foot  24576??  24580?? radius  .5!  .5!
004D: jump_if_false Label0EFA72
020F: actor  24472?? look_at_player $PLAYER_CHAR
011C: actor  24472?? clear_objective
0372: set_actor  24472?? anim  19? wait_state_time  3000& ms
03D1: play_wav  2?
00BC: text_highpriority "ROK1_1A"  3000& ms  1? \\ Looking for something special? I got what you need!
0109: player $PLAYER_CHAR money += -500&
0006:  16@ =  0?  \\ integer values
0004:  24520?? =  3?  \\ integer values

:Label0EFA72
00D6: if  0?
0038:    24520?? ==  3?  \\ integer values
004D: jump_if_false Label0EFAA4
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0EFAA4
03D5: remove_text "ROK1_1A" \\ Looking for something special? I got what you need!
0004:  24520?? =  4?  \\ integer values

:Label0EFAA4
00D6: if  0?
0038:    24520?? ==  4?  \\ integer values
004D: jump_if_false Label0EFAED
00D6: if  0?
0029:    16@ >=  3000&  \\ integer values
004D: jump_if_false Label0EFAED
03D1: play_wav  1?
00BC: text_highpriority "ROK1_9"  5000& ms  1? \\ Thanks for the money, sucker!
01B2: give_actor  24472?? weapon  21? ammo  30000&  \\ Load the weapon model before using this
0004:  24520?? =  5?  \\ integer values

:Label0EFAED
00D6: if  0?
0038:    24520?? ==  5?  \\ integer values
004D: jump_if_false Label0EFB92
00D6: if  0?
8118:   NOT   actor  24472?? dead
004D: jump_if_false Label0EFB92
0395: clear_area  0? at -523.372!  1117.609! range  9.91!  1!
00A5:  24488?? = create_car #PCJ600 at -523.372!  1117.609!  9.91!
0175: set_car  24488?? z_angle_to  55.96!
02A9: set_actor  24472?? immune_to_nonplayer  0?
00D6: if  0?
8119:   NOT   car  24488?? wrecked
004D: jump_if_false Label0EFB75
01D5: actor  24472?? go_to_and_drive_car  24488??
0004:  24600?? =  1?  \\ integer values
0002: jump Label0EFB84

:Label0EFB75
01D0: actor  24472?? avoid_player $PLAYER_CHAR
0004:  24604?? =  1?  \\ integer values

:Label0EFB84
0006:  16@ =  0?  \\ integer values
0004:  24520?? =  6?  \\ integer values

:Label0EFB92
00D6: if  0?
0038:    24520?? ==  6?  \\ integer values
004D: jump_if_false Label0EFC8F
00D6: if  0?
0038:    24604?? ==  1?  \\ integer values
004D: jump_if_false Label0EFBBD
0004:  24520?? =  8?  \\ integer values

:Label0EFBBD
00D6: if  0?
0038:    24600?? ==  1?  \\ integer values
004D: jump_if_false Label0EFC8F
00D6: if  0?
0019:    16@ >  3000&  \\ integer values
004D: jump_if_false Label0EFC8F
0395: clear_area  0? at -518.031!  1126.795! range  11.975!  1!
015F: set_camera_position -518.031!  1126.795!  11.975!  0!  0!  0!
0160: point_camera -518.735!  1126.094!  11.86!  2?
00D6: if  0?
00DF:   actor  24472?? driving
004D: jump_if_false Label0EFC8F
00D6: if  0?
8119:   NOT   car  24488?? wrecked
004D: jump_if_false Label0EFC8F
0006:  17@ =  0?  \\ integer values
0187:  24480?? = create_marker_above_actor  24472??
00BC: text_highpriority "RBM1_17"  5000& ms  1? \\ ~g~Kill the dealer and get the drugs!
00AE: unknown_set_car  24488?? to_ignore_traffic_lights  2?
00AD: set_car  24488?? max_speed_to  40!
00A8: set_car  24488?? to_psycho_driver
0004:  24524?? =  1?  \\ integer values
0004:  24520?? =  7?  \\ integer values

:Label0EFC8F
00D6: if  0?
0038:    24520?? ==  7?  \\ integer values
004D: jump_if_false Label0EFCBB
00D6: if  0?
0019:    17@ >  1500&  \\ integer values
004D: jump_if_false Label0EFCBB
0004:  24520?? =  8?  \\ integer values

:Label0EFCBB
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0EFCD4
03D5: remove_text "ROK1_9" \\ Thanks for the money, sucker!

:Label0EFCD4
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0EFCED
03D5: remove_text "ROK1_1A" \\ Looking for something special? I got what you need!

:Label0EFCED
0002: jump Label0EF92D

:Label0EFCF4
00D6: if  0?
8119:   NOT   car  24488?? wrecked
004D: jump_if_false Label0EFD1A
00AE: unknown_set_car  24488?? to_ignore_traffic_lights  2?
00AD: set_car  24488?? max_speed_to  40!
00A8: set_car  24488?? to_psycho_driver

:Label0EFD1A
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0EFD33
03D5: remove_text "ROK1_9" \\ Thanks for the money, sucker!

:Label0EFD33
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0EFD4C
03D5: remove_text "ROK1_1A" \\ Looking for something special? I got what you need!

:Label0EFD4C
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
00D6: if  0?
8119:   NOT   car  24512?? wrecked
004D: jump_if_false Label0EFD71
020A: set_car  24512?? door_status_to  1?

:Label0EFD71
01EB: set_car_density_to  .5!
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0396:  0? (clear) useless_flag
02EB: restore_camera_with_jumpcut
0004:  24516?? =  1?  \\ integer values
0051: return

:Label0EFD94
00D6: if  0?
0038:    24536?? ==  0?  \\ integer values
004D: jump_if_false Label0EFDC9
00D6: if  0?
0214:   pickup  24532?? picked_up
004D: jump_if_false Label0EFDC9
0164: disable_marker  24552??
0008:  24560?? +=  1?  \\ integer values
0004:  24536?? =  1?  \\ integer values

:Label0EFDC9
0051: return

;-------------Mission 64---------------
; Originally: Psycho Killer


:Label0EFDCB
03A4: name_thread "ROCKB2"
0050: gosub Label0EFDF9
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0EFDF0
0050: gosub Label0F22DA

:Label0EFDF0
0050: gosub Label0F232D
004E: end_thread

:Label0EFDF9
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0004:  24616?? =  0?  \\ integer values
0004:  24624?? =  0?  \\ integer values
0004:  24628?? =  0?  \\ integer values
0004:  24868?? =  0?  \\ integer values
0004:  24872?? =  0?  \\ integer values
0004:  24880?? =  0?  \\ integer values
0004:  24884?? =  0?  \\ integer values
0005:  24904?? = -874.345!  \\ floating-point values
0005:  24908?? =  752.026!  \\ floating-point values
0005:  24912?? =  10.09!  \\ floating-point values
0005:  24916?? = -873.002!  \\ floating-point values
0005:  24920?? =  746.816!  \\ floating-point values
0005:  24924?? =  10.08!  \\ floating-point values
0005:  24636?? = -861.15!  \\ floating-point values
0005:  24640?? =  762.6!  \\ floating-point values
0005:  24644?? =  9.91!  \\ floating-point values
0005:  24648?? = -816.15!  \\ floating-point values
0005:  24652?? =  754.526!  \\ floating-point values
0005:  24656?? =  9.92!  \\ floating-point values
0005:  24660?? = -771.009!  \\ floating-point values
0005:  24664?? =  751.192!  \\ floating-point values
0005:  24668?? =  9.92!  \\ floating-point values
0005:  24672?? = -728.617!  \\ floating-point values
0005:  24676?? =  749.005!  \\ floating-point values
0005:  24680?? =  9.92!  \\ floating-point values
0005:  24684?? = -691.349!  \\ floating-point values
0005:  24688?? =  747.598!  \\ floating-point values
0005:  24692?? =  9.92!  \\ floating-point values
0005:  24696?? = -682.831!  \\ floating-point values
0005:  24700?? =  747.244!  \\ floating-point values
0005:  24704?? =  9.92!  \\ floating-point values
0005:  24708?? = -670.763!  \\ floating-point values
0005:  24712?? =  756.798!  \\ floating-point values
0005:  24716?? =  9.91!  \\ floating-point values
0005:  24720?? = -669.649!  \\ floating-point values
0005:  24724?? =  794.065!  \\ floating-point values
0005:  24728?? =  10.26!  \\ floating-point values
0005:  24732?? = -668.671!  \\ floating-point values
0005:  24736?? =  838.437!  \\ floating-point values
0005:  24740?? =  10.26!  \\ floating-point values
0005:  24744?? = -669.402!  \\ floating-point values
0005:  24748?? =  874.856!  \\ floating-point values
0005:  24752?? =  10.26!  \\ floating-point values
0005:  24756?? = -670.437!  \\ floating-point values
0005:  24760?? =  921.898!  \\ floating-point values
0005:  24764?? =  10.26!  \\ floating-point values
0005:  24768?? = -674.578!  \\ floating-point values
0005:  24772?? =  973.947!  \\ floating-point values
0005:  24776?? =  10.26!  \\ floating-point values
0005:  24780?? = -680.215!  \\ floating-point values
0005:  24784?? =  1021.183!  \\ floating-point values
0005:  24788?? =  10.26!  \\ floating-point values
0005:  24792?? = -681.531!  \\ floating-point values
0005:  24796?? =  1071.533!  \\ floating-point values
0005:  24800?? =  10.26!  \\ floating-point values
0005:  24804?? = -682.642!  \\ floating-point values
0005:  24808?? =  1114.051!  \\ floating-point values
0005:  24812?? =  10.26!  \\ floating-point values
0005:  24816?? = -684.139!  \\ floating-point values
0005:  24820?? =  1159.16!  \\ floating-point values
0005:  24824?? =  10.25!  \\ floating-point values
0005:  24828?? = -683.05!  \\ floating-point values
0005:  24832?? =  1177.357!  \\ floating-point values
0005:  24836?? =  9.948!  \\ floating-point values
0005:  24840?? = -694.014!  \\ floating-point values
0005:  24844?? =  1185.806!  \\ floating-point values
0005:  24848?? =  9.906!  \\ floating-point values
0005:  24852?? = -610.05!  \\ floating-point values
0005:  24856?? =  1170.63!  \\ floating-point values
0005:  24860?? =  9.9!  \\ floating-point values
0004:  24932?? =  0?  \\ integer values
0005:  24936?? = -665.192!  \\ floating-point values
0005:  24940?? =  1110.11!  \\ floating-point values
0005:  24944?? =  10.08!  \\ floating-point values
0004:  24948?? =  0?  \\ integer values
0005:  24952?? = -690.68!  \\ floating-point values
0005:  24956?? =  1115.54!  \\ floating-point values
0005:  24960?? =  10.07!  \\ floating-point values
0005:  24964?? =  0!  \\ floating-point values
0005:  24968?? =  0!  \\ floating-point values
0005:  24972?? =  0!  \\ floating-point values
0004:  24988?? =  0?  \\ integer values
0004:  24992?? =  0?  \\ integer values
0004:  24996?? =  0?  \\ integer values
0004:  25056?? =  0?  \\ integer values
0004:  25060?? =  0?  \\ integer values
0004:  25064?? =  0?  \\ integer values
01E8: create_forbidden_for_cars_cube -875.1!  1156.89!  8! -662.04!  738.48!  20!
03BA: clear_cars_from_cube -875.1!  1156.89!  8! -662.04!  738.48!  20!
042B: clear_peds_from_cube -875.1!  1156.89!  8! -662.04!  738.48!  20!
0395: clear_area  1? at -869.44!  770.12! range  9.91!  30!
0001: wait  0? ms
054C: use_GXT_table "ROCK2"
058E: unknown_point_command -860.688!  1169.914!  9.997! angle  185.46!
023C: load_special_actor  1? "CSDICK"
023C: load_special_actor  2? "CSJEZZ"
023C: load_special_actor  3? "CSKENT"
023C: load_special_actor  4? "CSPERCY"
023C: load_special_actor  5? "CSPLAY"
04BB: select_interiour  9?  \\ select render area
03CB: set_camera -880.527!  1157.64!  18.67!
04F9: interiour_colors  17?  0?
038B: load_requested_models

:Label0F0230
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0F025A
0001: wait  0? ms
0002: jump Label0F0230

:Label0F025A
02E4: load_cutscene_data "ROK_2"
0244: set_cutscene_pos -879.823!  1158.479!  16.776!
041D: set_camera_near_clip  .1!
02E5:  684?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  684?? "CSDICK"
02E5:  688?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  688?? "CSJEZZ"
02E5:  568?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  692?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  692?? "CSPERCY"
02E5:  500?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  500?? "CSPLAY"
0395: clear_area  1? at -871.9!  1159.46! range  10.07!  2!
0055: put_player $PLAYER_CHAR at -871.9!  1159.46!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  270!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F032C
00D6: if  0?
001A:    1079& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F034F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F032C

:Label0F034F
00BC: text_highpriority "RBM2_A"  10000& ms  1? \\ Tommy, man. Am I glad to see you!

:Label0F035E
00D6: if  0?
001A:    2647& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0381
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F035E

:Label0F0381
00BC: text_highpriority "RBM2_B"  10000& ms  1? \\ What's going on?

:Label0F0390
00D6: if  0?
001A:    3303& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F03B3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0390

:Label0F03B3
00BC: text_highpriority "RBM2_C"  10000& ms  1? \\ Bad vibes, Tommy....

:Label0F03C2
00D6: if  0?
001A:    4762& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F03E5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F03C2

:Label0F03E5
00BC: text_highpriority "RBM2_D"  10000& ms  1? \\ Aye, I'm not joking, it's heavy stuff man, heavy you know?

:Label0F03F4
00D6: if  0?
001A:    7952& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0417
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F03F4

:Label0F0417
00BC: text_highpriority "RBM2_E"  10000& ms  1? \\ There's this cat, we hardly know him, but he knows us.

:Label0F0426
00D6: if  0?
001A:    11003& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0449
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0426

:Label0F0449
00BC: text_highpriority "RBM2_F"  10000& ms  1? \\ Like this cat. Knows all about us.

:Label0F0458
00D6: if  0?
001A:    12952& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F047B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0458

:Label0F047B
00BC: text_highpriority "RBM2_G"  10000& ms  1? \\ Knows that Willy likes his ladies' underwear, eh!

:Label0F048A
00D6: if  0?
001A:    15081& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F04AD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F048A

:Label0F04AD
00BC: text_highpriority "RBM2_H"  10000& ms  1? \\ Or that Percy likes Duran Duran!

:Label0F04BC
00D6: if  0?
001A:    16366& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F04DF
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F04BC

:Label0F04DF
00BC: text_highpriority "RBM2_I"  10000& ms  1? \\ Shut up ye fool. Just 'cause Jezz bangs sheep.

:Label0F04EE
00D6: if  0?
001A:    19135& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0511
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F04EE

:Label0F0511
00BC: text_highpriority "RBM2_J"  10000& ms  1? \\ It's a love rocket thing, you know?

:Label0F0520
00D6: if  0?
001A:    20496& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0543
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0520

:Label0F0543
00BC: text_highpriority "RBM2_R"  10000& ms  1? \\ Oi shut it!

:Label0F0552
00D6: if  0?
001A:    21594& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F0575
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0552

:Label0F0575
00BC: text_highpriority "RBM2_K"  10000& ms  1? \\ Yeah, the love rocket thing, right. But listen, this cat...

:Label0F0584
00D6: if  0?
001A:    24497& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F05A7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F0584

:Label0F05A7
00BC: text_highpriority "RBM2_L"  10000& ms  1? \\ yeh, yeh, the guy, he wants Love Fist dead.

:Label0F05B6
00D6: if  0?
001A:    26615& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F05D9
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F05B6

:Label0F05D9
00BC: text_highpriority "RBM2_M"  10000& ms  1? \\ Dead Tommy.

:Label0F05E8
00D6: if  0?
001A:    27614& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F060B
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F05E8

:Label0F060B
00BC: text_highpriority "RBM2_N"  10000& ms  1? \\ Love Fist gone. You know what they say, the good die young.

:Label0F061A
00D6: if  0?
001A:    30209& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F063D
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F061A

:Label0F063D
00BC: text_highpriority "RBM2_O"  10000& ms  1? \\ but Tommy, you gotta save Love Fist!

:Label0F064C
00D6: if  0?
001A:    31227& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F066F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F064C

:Label0F066F
00BC: text_highpriority "RBM2_P"  10000& ms  1? \\ We got a signing in two hours and I think...

:Label0F067E
00D6: if  0?
001A:    34202&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F06A3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F067E

:Label0F06A3
00BC: text_highpriority "RBM2_Q"  10000& ms  1? \\ And the boys think the stalker's gonna try some monkey business there.

:Label0F06B2
00D6: if  0?
001A:    37248&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F06D7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F06B2

:Label0F06D7
00BE: text_clear_all
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0F06E2
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F06FA
0001: wait  0? ms
0002: jump Label0F06E2

:Label0F06FA
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
03CB: set_camera -871.9!  1159.46!  10.07!
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
0247: request_model #GDA
0247: request_model #SENTINEL
0247: request_model #TRASH
023C: load_special_actor  6? "PSYCHO"
0247: request_model #UZI
0247: request_model #COLT45
0247: request_model #LOVEFIST
0247: request_model #WFYG1
0247: request_model #WFYG2
0247: request_model #WMYCR
04ED: unknown_load_skin "RIOT"
0247: request_model #BKA
0247: request_model #BKB
0247: request_model -185& (LF_MEDIASTAGE)

:Label0F0787
00D6: if  25?
8248:   NOT   model #GDA available
8248:   NOT   model #SENTINEL available
8248:   NOT   model #UZI available
8248:   NOT   model #TRASH available
823D:   NOT   special_actor  6? loaded
8248:   NOT   model -185& (LF_MEDIASTAGE) available
004D: jump_if_false Label0F07B9
0001: wait  0? ms
0002: jump Label0F0787

:Label0F07B9
03CF: load_wav "ROK2_01" as  1?
03CF: load_wav "PSYCH_1" as  2?

:Label0F07D1
00D6: if  25?
8248:   NOT   model #WFYG1 available
8248:   NOT   model #WFYG2 available
8248:   NOT   model #LOVEFIST available
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
8248:   NOT   model #WMYCR available
004D: jump_if_false Label0F0800
0001: wait  0? ms
0002: jump Label0F07D1

:Label0F0800
00D6: if  23?
84EE:   NOT   unknown_skin "RIOT" loaded
8248:   NOT   model #BKA available
8248:   NOT   model #BKB available
8248:   NOT   model #COLT45 available
004D: jump_if_false Label0F082D
0001: wait  0? ms
0002: jump Label0F0800

:Label0F082D
00A5:  24980?? = create_car #LOVEFIST at -862.22!  1149.87!  9.75!
0175: set_car  24980?? z_angle_to  178.437!
0186:  24984?? = create_marker_above_car  24980??
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms

:Label0F086A
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F08A8
0001: wait  0? ms
00D6: if  0?
0119:   car  24980?? wrecked
004D: jump_if_false Label0F08A1
00BC: text_highpriority "RBM2_2"  5000& ms  1? \\ ~r~You've wrecked the band's car!
0002: jump Label0F22DA

:Label0F08A1
0002: jump Label0F086A

:Label0F08A8
00BC: text_highpriority "RBM2_1"  5000& ms  1? \\ ~g~Drive the limo to the signing event and try to draw the psycho out.

:Label0F08B7
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  24980??
004D: jump_if_false Label0F08FB
0001: wait  0? ms
00D6: if  0?
0119:   car  24980?? wrecked
004D: jump_if_false Label0F08F4
00BC: text_highpriority "RBM2_2"  5000& ms  1? \\ ~r~You've wrecked the band's car!
0002: jump Label0F22DA

:Label0F08F4
0002: jump Label0F08B7

:Label0F08FB
0004:  24992?? =  1?  \\ integer values
0164: disable_marker  24984??
03D7: set_wav  1? location -875.225!  755.786!  11.092!
03D1: play_wav  1?
009A:  24896?? = create_actor  4? #GDA at -876.059!  750.314!  10.087!
01ED: spawn_actor  24896??
0173: set_actor  24896?? z_angle_to  16!
0243: set_actor  24896?? ped_stats_to  16?
009A:  24900?? = create_actor  4? #GDA at -870.89!  750.314!  10.087!
01ED: spawn_actor  24900??
0173: set_actor  24900?? z_angle_to  16!
0243: set_actor  24900?? ped_stats_to  16?
009A:  24864?? = create_actor  5? #WFYG1 at -877.13!  751.69!  10.08!
01ED: spawn_actor  24864??
0173: set_actor  24864?? z_angle_to  276!
0372: set_actor  24864?? anim  29? wait_state_time  1000000&& ms
009A:  24876?? = create_actor  5? #WFYG2 at -879.13!  751.69!  10.08!
01ED: spawn_actor  24876??
0173: set_actor  24876?? z_angle_to  276!
009A:  24612?? = create_actor  4? #SPECIAL06 at -881.13!  751.69!  10.08!
01ED: spawn_actor  24612??
0173: set_actor  24612?? z_angle_to  276!
0372: set_actor  24612?? anim  29? wait_state_time  1000000&& ms
009A:  24888?? = create_actor  5? #WFYG1 at -881.948!  754.142!  10.09!
01ED: spawn_actor  24888??
0173: set_actor  24888?? z_angle_to  171.339!
009A:  24892?? = create_actor  5? #WFYG2 at -881.87!  756.396!  10.09!
01ED: spawn_actor  24892??
0173: set_actor  24892?? z_angle_to  189.55!
03F9: make_actors  24892??  24888?? converse_in  1000000&& ms
009A:  25000?? = create_actor  5? #WFYG1 at -873.03!  757.606!  10.09!
01ED: spawn_actor  25000??
0173: set_actor  25000?? z_angle_to  59.35!
009A:  25004?? = create_actor  5? #WFYG2 at -875.061!  758.918!  10.09!
01ED: spawn_actor  25004??
0173: set_actor  25004?? z_angle_to  238.128!
03F9: make_actors  25004??  25000?? converse_in  1000000&& ms
009A:  25008?? = create_actor  5? #WFYG1 at -878.734!  755.467!  10.09!
01ED: spawn_actor  25008??
0173: set_actor  25008?? z_angle_to  0!
009A:  25012?? = create_actor  5? #WFYG2 at -878.106!  756.674!  10.09!
01ED: spawn_actor  25012??
0173: set_actor  25012?? z_angle_to  0!
03F9: make_actors  25008??  25012?? converse_in  1000000&& ms
009A:  25016?? = create_actor  5? #WFYG1 at -880.432!  761.017!  10.09!
01ED: spawn_actor  25016??
0173: set_actor  25016?? z_angle_to  211.157!
0372: set_actor  25016?? anim  29? wait_state_time  1000000&& ms
009A:  25020?? = create_actor  5? #WFYG2 at -880.529!  758.98!  10.09!
01ED: spawn_actor  25020??
0173: set_actor  25020?? z_angle_to  191.085!
0372: set_actor  25020?? anim  29? wait_state_time  1000000&& ms
009A:  25024?? = create_actor  4? #WMYCR at -877.909!  758.973!  10.09!
01ED: spawn_actor  25024??
0173: set_actor  25024?? z_angle_to  207.253!
0372: set_actor  25024?? anim  29? wait_state_time  1000000&& ms
009A:  25028?? = create_actor  4? #WMYCR at -874.309!  756.278!  10.09!
01ED: spawn_actor  25028??
0173: set_actor  25028?? z_angle_to  205.828!
0372: set_actor  25028?? anim  29? wait_state_time  1000000&& ms
009A:  25032?? = create_actor  5? #WFYG2 at -868.406!  754.232!  10.09!
01ED: spawn_actor  25032??
0173: set_actor  25032?? z_angle_to  141.694!
0372: set_actor  25032?? anim  29? wait_state_time  1000000&& ms
009A:  25036?? = create_actor  5? #WFYG1 at -869.254!  756.061!  10.09!
01ED: spawn_actor  25036??
0173: set_actor  25036?? z_angle_to  165.718!
0372: set_actor  25036?? anim  29? wait_state_time  1000000&& ms
009A:  25040?? = create_actor  4? #BKB at -871.932!  758.94!  10.09!
01ED: spawn_actor  25040??
0173: set_actor  25040?? z_angle_to  175!
0372: set_actor  25040?? anim  29? wait_state_time  1000000&& ms
009A:  25044?? = create_actor  4? #BKA at -870.592!  756.081!  10.09!
01ED: spawn_actor  25044??
0173: set_actor  25044?? z_angle_to  186.374!
0372: set_actor  25044?? anim  29? wait_state_time  1000000&& ms
009A:  25048?? = create_actor  4? #BKB at -870.124!  757.097!  10.09!
01ED: spawn_actor  25048??
0173: set_actor  25048?? z_angle_to  150.524!
0372: set_actor  25048?? anim  29? wait_state_time  1000000&& ms
0107:  25052?? = create_object -185& (LF_MEDIASTAGE) at -868.367!  753.316!  10.09!
0177: set_object  25052?? z_angle_to  180!
018A:  24976?? = create_checkpoint_at -869.44!  770.12!  9.91!
0004:  492?? =  1?  \\ integer values

:Label0F0D1F
00D6: if  21?
80FA:   NOT   player $PLAYER_CHAR stopped  492?? (in-sphere)near_point_in_car -869.44!  770.12!  9.91! radius  6!  4!  8!
0038:    24992?? ==  0?  \\ integer values
004D: jump_if_false Label0F1075
0001: wait  0? ms
00D6: if  0?
0118:   actor  24612?? dead
004D: jump_if_false Label0F0D81
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0D81
00D6: if  0?
0118:   actor  24864?? dead
004D: jump_if_false Label0F0DA7
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0DA7
00D6: if  0?
0118:   actor  24876?? dead
004D: jump_if_false Label0F0DCD
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0DCD
00D6: if  0?
0118:   actor  24888?? dead
004D: jump_if_false Label0F0DF3
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0DF3
00D6: if  0?
0118:   actor  24892?? dead
004D: jump_if_false Label0F0E19
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0E19
00D6: if  0?
0118:   actor  25000?? dead
004D: jump_if_false Label0F0E3F
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0E3F
00D6: if  0?
0118:   actor  25004?? dead
004D: jump_if_false Label0F0E65
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0E65
00D6: if  0?
0118:   actor  25008?? dead
004D: jump_if_false Label0F0E8B
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0E8B
00D6: if  0?
0118:   actor  25012?? dead
004D: jump_if_false Label0F0EB1
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0EB1
00D6: if  0?
0118:   actor  25016?? dead
004D: jump_if_false Label0F0ED7
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0ED7
00D6: if  0?
0118:   actor  25020?? dead
004D: jump_if_false Label0F0EFD
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0EFD
00D6: if  0?
0118:   actor  25024?? dead
004D: jump_if_false Label0F0F23
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F23
00D6: if  0?
0118:   actor  25028?? dead
004D: jump_if_false Label0F0F49
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F49
00D6: if  0?
0118:   actor  24896?? dead
004D: jump_if_false Label0F0F6F
00BC: text_highpriority "RBM2_8"  5000& ms  1? \\ ~r~The security guards have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F6F
00D6: if  0?
0118:   actor  24900?? dead
004D: jump_if_false Label0F0F95
00BC: text_highpriority "RBM2_8"  5000& ms  1? \\ ~r~The security guards have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F0F95
00D6: if  0?
0119:   car  24980?? wrecked
004D: jump_if_false Label0F0FC2
00BC: text_highpriority "RBM2_2"  5000& ms  1? \\ ~r~You've wrecked the band's car!
0002: jump Label0F22DA
0002: jump Label0F106E

:Label0F0FC2
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  24980??
004D: jump_if_false Label0F101F
00D6: if  0?
0038:    24988?? ==  0?  \\ integer values
004D: jump_if_false Label0F1018
0164: disable_marker  24976??
0186:  24984?? = create_marker_above_car  24980??
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0004:  492?? =  0?  \\ integer values
0004:  24992?? =  0?  \\ integer values
0004:  24988?? =  1?  \\ integer values

:Label0F1018
0002: jump Label0F106E

:Label0F101F
00D6: if  0?
0038:    24988?? ==  1?  \\ integer values
004D: jump_if_false Label0F106E
0164: disable_marker  24984??
018A:  24976?? = create_checkpoint_at -869.44!  770.12!  9.91!
00BC: text_highpriority "RBM2_3"  5000& ms  1? \\ ~g~Get to the signing!
0004:  492?? =  1?  \\ integer values
0004:  24992?? =  1?  \\ integer values
0004:  24988?? =  0?  \\ integer values

:Label0F106E
0002: jump Label0F0D1F

:Label0F1075
0164: disable_marker  24976??
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0395: clear_area  0? at -871.706!  752.216! range  10.415!  1!
015F: set_camera_position -871.706!  752.216!  10.415!  0!  0!  0!
0160: point_camera -872.667!  752.154!  10.683!  2?

:Label0F10DE
00D6: if  0?
0038:    24996?? ==  0?  \\ integer values
004D: jump_if_false Label0F1C8A
0001: wait  0? ms
00D6: if  0?
0038:    24868?? ==  0?  \\ integer values
004D: jump_if_false Label0F1345
00D6: if  0?
001A:    4? >  24872??  \\ integer values
004D: jump_if_false Label0F1345
00D6: if  0?
0118:   actor  24864?? dead
004D: jump_if_false Label0F114C
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA
0004:  24868?? =  1?  \\ integer values
0002: jump Label0F1345

:Label0F114C
00D6: if  0?
0038:    24872?? ==  0?  \\ integer values
004D: jump_if_false Label0F122B
0395: clear_area  0? at  24904??  24908?? range  24912??  2!
0395: clear_area  0? at  24916??  24920?? range  24924??  2!
0395: clear_area  0? at -877.13!  751.69! range  10.08!  2!
0395: clear_area  0? at -879.13!  751.69! range  10.08!  2!
0395: clear_area  0? at -881.13!  751.69! range  10.08!  2!
00D6: if  0?
8118:   NOT   actor  24896?? dead
004D: jump_if_false Label0F11EB
0372: set_actor  24896?? anim  19? wait_state_time  2000& ms
0002: jump Label0F1201

:Label0F11EB
00BC: text_highpriority "RBM2_8"  5000& ms  1? \\ ~r~The security guards have been attacked, the psycho won't show!
0002: jump Label0F22DA

:Label0F1201
053D:  24864??
0579:  24864??
0211: actor  24864?? walk_to  24904??  24908??
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  24872?? =  1?  \\ integer values

:Label0F122B
00D6: if  0?
0038:    24872?? ==  1?  \\ integer values
004D: jump_if_false Label0F12BB
00D6: if  0?
0029:    17@ >=  6000&  \\ integer values
004D: jump_if_false Label0F1280
00D6: if  0?
80ED:   NOT   actor  24864??  0? ()near_point_on_foot  24904??  24908?? radius  .5!  .5!
004D: jump_if_false Label0F1280
00A1: put_actor  24864?? at  24904??  24908??  24912??

:Label0F1280
00D6: if  0?
00ED:   actor  24864??  0? ()near_point_on_foot  24904??  24908?? radius  .5!  .5!
004D: jump_if_false Label0F12BB
0211: actor  24864?? walk_to  24916??  24920??
0006:  17@ =  0?  \\ integer values
0004:  24872?? =  2?  \\ integer values

:Label0F12BB
00D6: if  0?
0038:    24872?? ==  2?  \\ integer values
004D: jump_if_false Label0F1345
00D6: if  0?
0029:    17@ >=  6000&  \\ integer values
004D: jump_if_false Label0F1310
00D6: if  0?
80ED:   NOT   actor  24864??  0? ()near_point_on_foot  24916??  24920?? radius  .5!  .5!
004D: jump_if_false Label0F1310
00A1: put_actor  24864?? at  24916??  24920??  24924??

:Label0F1310
00D6: if  0?
00ED:   actor  24864??  0? ()near_point_on_foot  24916??  24920?? radius  .5!  .5!
004D: jump_if_false Label0F1345
009F: set_actor  24864?? objective_to 1
0006:  17@ =  0?  \\ integer values
0004:  24872?? =  3?  \\ integer values

:Label0F1345
00D6: if  0?
0038:    24872?? ==  3?  \\ integer values
004D: jump_if_false Label0F1363
009B: destroy_actor_instantly  24864??
0004:  24872?? =  4?  \\ integer values

:Label0F1363
00D6: if  0?
0038:    24880?? ==  0?  \\ integer values
004D: jump_if_false Label0F1561
00D6: if  0?
001A:    4? >  24884??  \\ integer values
004D: jump_if_false Label0F1543
00D6: if  0?
0118:   actor  24876?? dead
004D: jump_if_false Label0F13BB
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA
0004:  24880?? =  1?  \\ integer values
0002: jump Label0F1543

:Label0F13BB
00D6: if  0?
0028:    24872?? >=  1?  \\ integer values
004D: jump_if_false Label0F1543
00D6: if  0?
001A:    4? >  24884??  \\ integer values
004D: jump_if_false Label0F1543
00D6: if  0?
0038:    24884?? ==  0?  \\ integer values
004D: jump_if_false Label0F142E
00D6: if  0?
0019:    16@ >  350&  \\ integer values
004D: jump_if_false Label0F142E
053D:  24876??
0579:  24876??
0211: actor  24876?? walk_to  24904??  24908??
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  24884?? =  1?  \\ integer values

:Label0F142E
00D6: if  0?
0038:    24884?? ==  1?  \\ integer values
004D: jump_if_false Label0F14BE
00D6: if  0?
0029:    17@ >=  6000&  \\ integer values
004D: jump_if_false Label0F1483
00D6: if  0?
80ED:   NOT   actor  24876??  0? ()near_point_on_foot  24904??  24908?? radius  .5!  .5!
004D: jump_if_false Label0F1483
00A1: put_actor  24876?? at  24904??  24908??  24912??

:Label0F1483
00D6: if  0?
00ED:   actor  24876??  0? ()near_point_on_foot  24904??  24908?? radius  .5!  .5!
004D: jump_if_false Label0F14BE
0211: actor  24876?? walk_to  24916??  24920??
0006:  17@ =  0?  \\ integer values
0004:  24884?? =  2?  \\ integer values

:Label0F14BE
00D6: if  0?
0038:    24884?? ==  2?  \\ integer values
004D: jump_if_false Label0F1543
00D6: if  0?
0029:    17@ >=  6000&  \\ integer values
004D: jump_if_false Label0F1513
00D6: if  0?
80ED:   NOT   actor  24876??  0? ()near_point_on_foot  24916??  24920?? radius  .5!  .5!
004D: jump_if_false Label0F1513
00A1: put_actor  24876?? at  24916??  24920??  24924??

:Label0F1513
00D6: if  0?
00ED:   actor  24876??  0? ()near_point_on_foot  24916??  24920?? radius  .5!  .5!
004D: jump_if_false Label0F1543
0006:  17@ =  0?  \\ integer values
0004:  24884?? =  3?  \\ integer values

:Label0F1543
00D6: if  0?
0038:    24884?? ==  3?  \\ integer values
004D: jump_if_false Label0F1561
009B: destroy_actor_instantly  24876??
0004:  24884?? =  4?  \\ integer values

:Label0F1561
00D6: if  0?
0038:    24616?? ==  0?  \\ integer values
004D: jump_if_false Label0F1A06
00D6: if  0?
0118:   actor  24612?? dead
004D: jump_if_false Label0F15A7
00BC: text_highpriority "RBM2_7"  5000& ms  1? \\ ~r~The fans have been attacked, the psycho won't show!
0002: jump Label0F22DA
0004:  24616?? =  1?  \\ integer values
0002: jump Label0F1A06

:Label0F15A7
00D6: if  0?
0028:    24884?? >=  1?  \\ integer values
004D: jump_if_false Label0F1A06
00D6: if  0?
0038:    24624?? ==  0?  \\ integer values
004D: jump_if_false Label0F1608
00D6: if  0?
0019:    16@ >  450&  \\ integer values
004D: jump_if_false Label0F1608
053D:  24612??
0579:  24612??
0211: actor  24612?? walk_to  24904??  24908??
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values
0004:  24624?? =  1?  \\ integer values

:Label0F1608
00D6: if  0?
0038:    24624?? ==  1?  \\ integer values
004D: jump_if_false Label0F16A3
00D6: if  0?
0029:    17@ >=  6000&  \\ integer values
004D: jump_if_false Label0F165D
00D6: if  0?
80ED:   NOT   actor  24612??  0? ()near_point_on_foot  24904??  24908?? radius  1!  1!
004D: jump_if_false Label0F165D
00A1: put_actor  24612?? at  24904??  24908??  24912??

:Label0F165D
00D6: if  0?
00ED:   actor  24612??  0? ()near_point_on_foot  24904??  24908?? radius  1!  1!
004D: jump_if_false Label0F16A3
009F: set_actor  24612?? objective_to 1
00D6: if  0?
8118:   NOT   actor  24896?? dead
004D: jump_if_false Label0F169C
020E: actor  24612?? look_at_actor  24896??

:Label0F169C
0004:  24624?? =  2?  \\ integer values

:Label0F16A3
00D6: if  0?
0038:    24624?? ==  2?  \\ integer values
004D: jump_if_false Label0F175D
0395: clear_area  0? at  24636??  24640?? range  24644??  1!
00A5:  24632?? = create_car #SENTINEL at  24636??  24640??  24644??
0175: set_car  24632?? z_angle_to  260!
02AA: set_car  24632?? immune_to_nonplayer  1?
03D1: play_wav  2?
00BC: text_highpriority "PSYCH_1"  5000& ms  1? \\ I'll see Love Fist burn!
01B2: give_actor  24612?? weapon  17? ammo  30000&  \\ Load the weapon model before using this
00D6: if  0?
8118:   NOT   actor  24900?? dead
004D: jump_if_false Label0F1725
0223: set_actor  24900?? health_to  20?
020E: actor  24900?? look_at_actor  24612??

:Label0F1725
00D6: if  0?
8118:   NOT   actor  24896?? dead
004D: jump_if_false Label0F175D
020E: actor  24896?? look_at_actor  24612??
0223: set_actor  24896?? health_to  20?
01C9: actor  24612?? kill_actor  24896??
0372: set_actor  24896?? anim  17? wait_state_time  2000& ms
0004:  24624?? =  3?  \\ integer values

:Label0F175D
00D6: if  0?
0038:    24624?? ==  3?  \\ integer values
004D: jump_if_false Label0F17B8
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0F179B
03D5: remove_text "PSYCH_1" \\ I'll see Love Fist burn!
03CF: load_wav "PSYCH_2" as  2?
0004:  24624?? =  4?  \\ integer values

:Label0F179B
00D6: if  0?
8118:   NOT   actor  24900?? dead
004D: jump_if_false Label0F17B8
0579:  24900??
01CF: unknown_actor  24900?? actor  24612??

:Label0F17B8
00D6: if  0?
0038:    24624?? ==  4?  \\ integer values
004D: jump_if_false Label0F17E0
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label0F17E0
0004:  24624?? =  5?  \\ integer values

:Label0F17E0
00D6: if  0?
0038:    24624?? ==  5?  \\ integer values
004D: jump_if_false Label0F1855
0173: set_actor  24612?? z_angle_to  288.184!
03D1: play_wav  2?
00BC: text_highpriority "PSYCH_2"  5000& ms  1? \\ Love Fist ruined my life!
015F: set_camera_position -873.219!  752.811!  11.062!  0!  0!  0!
0160: point_camera -874.159!  752.585!  11.319!  2?
0372: set_actor  24612?? anim  19? wait_state_time  1000000&& ms
0004:  24624?? =  6?  \\ integer values

:Label0F1855
00D6: if  0?
0038:    24624?? ==  6?  \\ integer values
004D: jump_if_false Label0F1895
00D6: if  0?
03D2:   wav  2? ended
004D: jump_if_false Label0F1895
03D5: remove_text "PSYCH_2" \\ Love Fist ruined my life!
0372: set_actor  24612?? anim  0? wait_state_time  1? ms
0579:  24612??
0004:  24624?? =  7?  \\ integer values

:Label0F1895
00D6: if  0?
0038:    24624?? ==  7?  \\ integer values
004D: jump_if_false Label0F18E2
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F18DB
0319: set_actor  24612?? wander_state_to  1? (off)
01D5: actor  24612?? go_to_and_drive_car  24632??
0006:  17@ =  0?  \\ integer values
0004:  24624?? =  8?  \\ integer values
0002: jump Label0F18E2

:Label0F18DB
0002: jump Label0F22DA

:Label0F18E2
00D6: if  0?
0038:    24624?? ==  8?  \\ integer values
004D: jump_if_false Label0F1977
00D6: if  0?
0019:    17@ >  1200&  \\ integer values
004D: jump_if_false Label0F1977
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F1970
0395: clear_area  0? at -871.587!  751.17! range  12.45!  1!
015F: set_camera_position -871.587!  751.17!  12.45!  0!  0!  0!
0160: point_camera -870.721!  751.668!  12.4!  2?
0004:  24624?? =  9?  \\ integer values
0002: jump Label0F1977

:Label0F1970
0002: jump Label0F22DA

:Label0F1977
00D6: if  0?
0038:    24624?? ==  9?  \\ integer values
004D: jump_if_false Label0F19ED
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F19E6
00D6: if  0?
00DB:   actor  24612?? in_car  24632??
004D: jump_if_false Label0F19DF
03CC: car  24632?? add_to_stuck_car_check  .5! =  2000&
0190: unknown_car  24632??
0162: tie_marker  24620?? to_actor  24612??  1?  1?
0004:  25064?? =  1?  \\ integer values
0004:  25060?? =  1?  \\ integer values
0004:  24624?? =  10?  \\ integer values

:Label0F19DF
0002: jump Label0F19ED

:Label0F19E6
0002: jump Label0F22DA

:Label0F19ED
00D6: if  0?
0038:    24624?? ==  10?  \\ integer values
004D: jump_if_false Label0F1A06
0004:  24996?? =  1?  \\ integer values

:Label0F1A06
00D6: if  0?
0038:    24624?? ==  3?  \\ integer values
004D: jump_if_false Label0F1C83
040D: unload_wav  1?
00D6: if  0?
8118:   NOT   actor  24888?? dead
004D: jump_if_false Label0F1A45
053D:  24888??
0579:  24888??
0243: set_actor  24888?? ped_stats_to  39?
01CF: unknown_actor  24888?? actor  24612??

:Label0F1A45
00D6: if  0?
8118:   NOT   actor  24892?? dead
004D: jump_if_false Label0F1A6E
053D:  24892??
0579:  24892??
0243: set_actor  24892?? ped_stats_to  39?
01CF: unknown_actor  24892?? actor  24612??

:Label0F1A6E
00D6: if  0?
8118:   NOT   actor  25000?? dead
004D: jump_if_false Label0F1A97
053D:  25000??
0579:  25000??
0243: set_actor  25000?? ped_stats_to  39?
01CF: unknown_actor  25000?? actor  24612??

:Label0F1A97
00D6: if  0?
8118:   NOT   actor  25004?? dead
004D: jump_if_false Label0F1AC0
053D:  25004??
0579:  25004??
0243: set_actor  25004?? ped_stats_to  39?
01CF: unknown_actor  25004?? actor  24612??

:Label0F1AC0
00D6: if  0?
8118:   NOT   actor  25008?? dead
004D: jump_if_false Label0F1AE9
053D:  25008??
0579:  25008??
0243: set_actor  25008?? ped_stats_to  39?
01CF: unknown_actor  25008?? actor  24612??

:Label0F1AE9
00D6: if  0?
8118:   NOT   actor  25012?? dead
004D: jump_if_false Label0F1B12
053D:  25012??
0579:  25012??
0243: set_actor  25012?? ped_stats_to  39?
01CF: unknown_actor  25012?? actor  24612??

:Label0F1B12
00D6: if  0?
8118:   NOT   actor  25016?? dead
004D: jump_if_false Label0F1B3B
053D:  25016??
0579:  25016??
0243: set_actor  25016?? ped_stats_to  39?
01CF: unknown_actor  25016?? actor  24612??

:Label0F1B3B
00D6: if  0?
8118:   NOT   actor  25020?? dead
004D: jump_if_false Label0F1B64
053D:  25020??
0579:  25020??
0243: set_actor  25020?? ped_stats_to  39?
01CF: unknown_actor  25020?? actor  24612??

:Label0F1B64
00D6: if  0?
8118:   NOT   actor  25024?? dead
004D: jump_if_false Label0F1B8D
053D:  25024??
0579:  25024??
0243: set_actor  25024?? ped_stats_to  39?
01CF: unknown_actor  25024?? actor  24612??

:Label0F1B8D
00D6: if  0?
8118:   NOT   actor  25028?? dead
004D: jump_if_false Label0F1BB6
053D:  25028??
0579:  25028??
0243: set_actor  25028?? ped_stats_to  39?
01CF: unknown_actor  25028?? actor  24612??

:Label0F1BB6
00D6: if  0?
8118:   NOT   actor  25032?? dead
004D: jump_if_false Label0F1BDF
053D:  25032??
0579:  25032??
0243: set_actor  25032?? ped_stats_to  39?
01CF: unknown_actor  25032?? actor  24612??

:Label0F1BDF
00D6: if  0?
8118:   NOT   actor  25036?? dead
004D: jump_if_false Label0F1C08
053D:  25036??
0579:  25036??
0243: set_actor  25036?? ped_stats_to  39?
01CF: unknown_actor  25036?? actor  24612??

:Label0F1C08
00D6: if  0?
8118:   NOT   actor  25040?? dead
004D: jump_if_false Label0F1C31
053D:  25040??
0579:  25040??
0243: set_actor  25040?? ped_stats_to  39?
01CF: unknown_actor  25040?? actor  24612??

:Label0F1C31
00D6: if  0?
8118:   NOT   actor  25044?? dead
004D: jump_if_false Label0F1C5A
053D:  25044??
0579:  25044??
0243: set_actor  25044?? ped_stats_to  39?
01CF: unknown_actor  25044?? actor  24612??

:Label0F1C5A
00D6: if  0?
8118:   NOT   actor  25048?? dead
004D: jump_if_false Label0F1C83
053D:  25048??
0579:  25048??
0243: set_actor  25048?? ped_stats_to  39?
01CF: unknown_actor  25048?? actor  24612??

:Label0F1C83
0002: jump Label0F10DE

:Label0F1C8A
00D6: if  0?
8118:   NOT   actor  24896?? dead
004D: jump_if_false Label0F1CA4
0579:  24896??
053D:  24896??

:Label0F1CA4
00D6: if  0?
8118:   NOT   actor  24900?? dead
004D: jump_if_false Label0F1CBE
0579:  24900??
053D:  24900??

:Label0F1CBE
00D6: if  0?
8118:   NOT   actor  24864?? dead
004D: jump_if_false Label0F1CD8
0579:  24864??
053D:  24864??

:Label0F1CD8
00D6: if  0?
8118:   NOT   actor  24876?? dead
004D: jump_if_false Label0F1CF2
0579:  24876??
053D:  24876??

:Label0F1CF2
00D6: if  0?
8118:   NOT   actor  24888?? dead
004D: jump_if_false Label0F1D0C
0579:  24888??
053D:  24888??

:Label0F1D0C
00D6: if  0?
8118:   NOT   actor  24892?? dead
004D: jump_if_false Label0F1D26
0579:  24892??
053D:  24892??

:Label0F1D26
00D6: if  0?
8118:   NOT   actor  25000?? dead
004D: jump_if_false Label0F1D40
0579:  25000??
053D:  25000??

:Label0F1D40
00D6: if  0?
8118:   NOT   actor  25004?? dead
004D: jump_if_false Label0F1D5A
0579:  25004??
053D:  25004??

:Label0F1D5A
00D6: if  0?
8118:   NOT   actor  25008?? dead
004D: jump_if_false Label0F1D74
0579:  25008??
053D:  25008??

:Label0F1D74
00D6: if  0?
8118:   NOT   actor  25012?? dead
004D: jump_if_false Label0F1D8E
0579:  25012??
053D:  25012??

:Label0F1D8E
00D6: if  0?
8118:   NOT   actor  25016?? dead
004D: jump_if_false Label0F1DA8
0579:  25016??
053D:  25016??

:Label0F1DA8
00D6: if  0?
8118:   NOT   actor  25020?? dead
004D: jump_if_false Label0F1DC2
0579:  25020??
053D:  25020??

:Label0F1DC2
00D6: if  0?
8118:   NOT   actor  25024?? dead
004D: jump_if_false Label0F1DDC
0579:  25024??
053D:  25024??

:Label0F1DDC
00D6: if  0?
8118:   NOT   actor  25028?? dead
004D: jump_if_false Label0F1DF6
0579:  25028??
053D:  25028??

:Label0F1DF6
00D6: if  0?
8118:   NOT   actor  25032?? dead
004D: jump_if_false Label0F1E10
0579:  25032??
053D:  25032??

:Label0F1E10
00D6: if  0?
8118:   NOT   actor  25036?? dead
004D: jump_if_false Label0F1E2A
0579:  25036??
053D:  25036??

:Label0F1E2A
00D6: if  0?
8118:   NOT   actor  25040?? dead
004D: jump_if_false Label0F1E44
0579:  25040??
053D:  25040??

:Label0F1E44
00D6: if  0?
8118:   NOT   actor  25044?? dead
004D: jump_if_false Label0F1E5E
0579:  25044??
053D:  25044??

:Label0F1E5E
00D6: if  0?
8118:   NOT   actor  25048?? dead
004D: jump_if_false Label0F1E78
0579:  25048??
053D:  25048??

:Label0F1E78
01C2: remove_references_to_actor  24896??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  24900??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  24864??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  24876??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  24888??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  24892??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25000??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25004??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25008??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25012??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25016??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25020??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25024??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25028??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25032??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25036??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25040??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25044??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25048??  \\ Like turning an actor into a random pedestrian
0249: release_model -185& (LF_MEDIASTAGE)
04EF: unknown_unload_skin "RIOT"
00BC: text_highpriority "RBM2_4"  5000& ms  1? \\ ~g~Get the Psycho! Don't let him escape!
02A3: toggle_widescreen  0? (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)

:Label0F1F12
00D6: if  0?
0038:    24616?? ==  0?  \\ integer values
004D: jump_if_false Label0F22CE
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  24612?? dead
004D: jump_if_false Label0F1FB7
00D6: if  0?
0038:    25064?? ==  1?  \\ integer values
004D: jump_if_false Label0F1F6B
00D6: if  0?
80DF:   NOT   actor  24612?? driving
004D: jump_if_false Label0F1F6B
01B2: give_actor  24612?? weapon  23? ammo  30000&  \\ Load the weapon model before using this
0004:  25064?? =  0?  \\ integer values

:Label0F1F6B
00D6: if  0?
82CB:   NOT   actor  24612?? bounding_sphere_visible
004D: jump_if_false Label0F1FB0
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  24612?? radius  200!  200!
004D: jump_if_false Label0F1FB0
00BC: text_highpriority "RBM2_5"  5000& ms  1? \\ ~r~You lost him, you idiot!
0002: jump Label0F22DA

:Label0F1FB0
0002: jump Label0F1FC3

:Label0F1FB7
0164: disable_marker  24620??
0004:  24616?? =  1?  \\ integer values

:Label0F1FC3
00D6: if  0?
0038:    25064?? ==  1?  \\ integer values
004D: jump_if_false Label0F203E
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F203E
00D6: if  0?
8118:   NOT   actor  24612?? dead
004D: jump_if_false Label0F203E
00D6: if  0?
00DB:   actor  24612?? in_car  24632??
004D: jump_if_false Label0F202F
00D6: if  0?
001A:    19? >  24628??  \\ integer values
004D: jump_if_false Label0F2028
0050: gosub Label0F25F0
0050: gosub Label0F2B91

:Label0F2028
0002: jump Label0F203E

:Label0F202F
00AD: set_car  24632?? max_speed_to  0!
00A9: set_car  24632?? to_normal_driver

:Label0F203E
00D6: if  0?
8118:   NOT   actor  24612?? dead
004D: jump_if_false Label0F2185
00D6: if  0?
0038:    25056?? ==  0?  \\ integer values
004D: jump_if_false Label0F208F
00D6: if  0?
80DF:   NOT   actor  24612?? driving
004D: jump_if_false Label0F208F
00D6: if  0?
02CB:   actor  24612?? bounding_sphere_visible
004D: jump_if_false Label0F208F
01CC: actor  24612?? kill_player $PLAYER_CHAR
0004:  25056?? =  1?  \\ integer values

:Label0F208F
00D6: if  0?
0038:    25060?? ==  0?  \\ integer values
004D: jump_if_false Label0F20F4
00D6: if  0?
00DF:   actor  24612?? driving
004D: jump_if_false Label0F20F4
011C: actor  24612?? clear_objective
00D9:  24632?? = actor  24612?? car
0190: unknown_car  24632??
03CC: car  24632?? add_to_stuck_car_check  .1! =  2000&
00AD: set_car  24632?? max_speed_to  30!
00AE: unknown_set_car  24632?? to_ignore_traffic_lights  2?
00A8: set_car  24632?? to_psycho_driver
0004:  25056?? =  0?  \\ integer values
0004:  25060?? =  1?  \\ integer values

:Label0F20F4
00D6: if  0?
0038:    25060?? ==  1?  \\ integer values
004D: jump_if_false Label0F213F
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F213F
00D6: if  22?
018F:   unknown_car_check  24632??
03CE:   car  24632?? stuck
0495:   unknown_car_check  24632??
004D: jump_if_false Label0F213F
01D3: actor  24612?? leave_car  24632??
0004:  25056?? =  0?  \\ integer values

:Label0F213F
00D6: if  0?
0038:    25060?? ==  1?  \\ integer values
004D: jump_if_false Label0F2185
00D6: if  0?
80DF:   NOT   actor  24612?? driving
004D: jump_if_false Label0F2185
0191: unknown_car  24632??
03CD: car  24632?? remove_from_stuck_car_check
01C3: remove_references_to_car  24632??  \\ Like turning a car into any random car
0004:  25064?? =  0?  \\ integer values
0004:  25056?? =  0?  \\ integer values
0004:  25060?? =  0?  \\ integer values

:Label0F2185
00D6: if  0?
0038:    24932?? ==  0?  \\ integer values
004D: jump_if_false Label0F21CB
00D6: if  0?
0028:    24628?? >=  13?  \\ integer values
004D: jump_if_false Label0F21CB
00A5:  24928?? = create_car #TRASH at  24936??  24940??  24944??
0175: set_car  24928?? z_angle_to  93!
0004:  24932?? =  1?  \\ integer values

:Label0F21CB
00D6: if  0?
0038:    24932?? ==  1?  \\ integer values
004D: jump_if_false Label0F22C7
00D6: if  0?
8119:   NOT   car  24928?? wrecked
004D: jump_if_false Label0F22C7
00D6: if  0?
0038:    24948?? ==  0?  \\ integer values
004D: jump_if_false Label0F2260
00D6: if  0?
0028:    24628?? >=  13?  \\ integer values
004D: jump_if_false Label0F2260
00D6: if  0?
0057:   player $PLAYER_CHAR  0? ()in_cube -717.148!  1014.399!  8! -655.46!  1172.155!  15!
004D: jump_if_false Label0F2260
00AD: set_car  24928?? max_speed_to  40!
00A7: unknown_car  24928?? drive_to  24952??  24956??  24960??
0004:  24948?? =  1?  \\ integer values

:Label0F2260
00D6: if  0?
0038:    24948?? ==  1?  \\ integer values
004D: jump_if_false Label0F22C7
00D6: if  0?
8119:   NOT   car  24928?? wrecked
004D: jump_if_false Label0F22C7
00D6: if  0?
01AF:   car  24928??  0? ()near_point  24952??  24956??  24960?? radius  2!  2!  2!
004D: jump_if_false Label0F22C7
00AD: set_car  24928?? max_speed_to  20!
00A8: set_car  24928?? to_psycho_driver
01C3: remove_references_to_car  24928??  \\ Like turning a car into any random car
0004:  24948?? =  2?  \\ integer values

:Label0F22C7
0002: jump Label0F1F12

:Label0F22CE
0164: disable_marker  24620??
0002: jump Label0F22EB

:Label0F22DA
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0F22EB
0004: $PASSED_ROCK2_PSYCHO_KILLER =  1?  \\ integer values
0318: set_latest_mission_passed "ROCK_2" \\ Psycho Killer
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  4000&
004F: create_thread Label00E145 
0051: return

:Label0F232D
00D6: if  0?
8119:   NOT   car  24980?? wrecked
004D: jump_if_false Label0F2342
01C3: remove_references_to_car  24980??  \\ Like turning a car into any random car

:Label0F2342
00D6: if  0?
8118:   NOT   actor  24896?? dead
004D: jump_if_false Label0F235C
0579:  24896??
053D:  24896??

:Label0F235C
00D6: if  0?
8118:   NOT   actor  24900?? dead
004D: jump_if_false Label0F2376
0579:  24900??
053D:  24900??

:Label0F2376
00D6: if  0?
8118:   NOT   actor  24864?? dead
004D: jump_if_false Label0F2390
0579:  24864??
053D:  24864??

:Label0F2390
00D6: if  0?
8118:   NOT   actor  24876?? dead
004D: jump_if_false Label0F23AA
0579:  24876??
053D:  24876??

:Label0F23AA
00D6: if  0?
8118:   NOT   actor  24888?? dead
004D: jump_if_false Label0F23C4
0579:  24888??
053D:  24888??

:Label0F23C4
00D6: if  0?
8118:   NOT   actor  24892?? dead
004D: jump_if_false Label0F23DE
0579:  24892??
053D:  24892??

:Label0F23DE
00D6: if  0?
8118:   NOT   actor  25000?? dead
004D: jump_if_false Label0F23F8
0579:  25000??
053D:  25000??

:Label0F23F8
00D6: if  0?
8118:   NOT   actor  25004?? dead
004D: jump_if_false Label0F2412
0579:  25004??
053D:  25004??

:Label0F2412
00D6: if  0?
8118:   NOT   actor  25008?? dead
004D: jump_if_false Label0F242C
0579:  25008??
053D:  25008??

:Label0F242C
00D6: if  0?
8118:   NOT   actor  25012?? dead
004D: jump_if_false Label0F2446
0579:  25012??
053D:  25012??

:Label0F2446
00D6: if  0?
8118:   NOT   actor  25016?? dead
004D: jump_if_false Label0F2460
0579:  25016??
053D:  25016??

:Label0F2460
00D6: if  0?
8118:   NOT   actor  25020?? dead
004D: jump_if_false Label0F247A
0579:  25020??
053D:  25020??

:Label0F247A
00D6: if  0?
8118:   NOT   actor  25024?? dead
004D: jump_if_false Label0F2494
0579:  25024??
053D:  25024??

:Label0F2494
00D6: if  0?
8118:   NOT   actor  25028?? dead
004D: jump_if_false Label0F24AE
0579:  25028??
053D:  25028??

:Label0F24AE
00D6: if  0?
8118:   NOT   actor  25032?? dead
004D: jump_if_false Label0F24C8
0579:  25032??
053D:  25032??

:Label0F24C8
00D6: if  0?
8118:   NOT   actor  25036?? dead
004D: jump_if_false Label0F24E2
0579:  25036??
053D:  25036??

:Label0F24E2
00D6: if  0?
8118:   NOT   actor  25040?? dead
004D: jump_if_false Label0F24FC
0579:  25040??
053D:  25040??

:Label0F24FC
00D6: if  0?
8118:   NOT   actor  25044?? dead
004D: jump_if_false Label0F2516
0579:  25044??
053D:  25044??

:Label0F2516
00D6: if  0?
8118:   NOT   actor  25048?? dead
004D: jump_if_false Label0F2530
0579:  25048??
053D:  25048??

:Label0F2530
00D6: if  0?
8118:   NOT   actor  24612?? dead
004D: jump_if_false Label0F254A
0579:  24612??
053D:  24612??

:Label0F254A
04EF: unknown_unload_skin "RIOT"
034F: destroy_actor_with_fade  24612??  \\ The actor fades away like a ghost
040D: unload_wav  1?
0004: $ONMISSION =  0?  \\ integer values
01E7: remove_forbidden_for_cars_cube -875.1!  1156.89!  8! -662.04!  738.48!  20!
0164: disable_marker  24620??
0164: disable_marker  24976??
0164: disable_marker  24984??
0296: unload_special_actor  6?
0249: release_model #GDA
0249: release_model #SENTINEL
0249: release_model #TRASH
0249: release_model #UZI
0249: release_model #COLT45
0249: release_model #WFYG1
0249: release_model #WFYG2
0249: release_model #LOVEFIST
0249: release_model #WMYCR
0249: release_model #BKA
0249: release_model #BKB
0249: release_model -185& (LF_MEDIASTAGE)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F25EC
0191: unknown_car  24632??
03CD: car  24632?? remove_from_stuck_car_check

:Label0F25EC
00D8: mission_cleanup
0051: return

:Label0F25F0
00D6: if  0?
0119:   car  24632?? wrecked
004D: jump_if_false Label0F2635
00D6: if  0?
0038:    24616?? ==  0?  \\ integer values
004D: jump_if_false Label0F262E
00D6: if  0?
0118:   actor  24612?? dead
004D: jump_if_false Label0F262E
0164: disable_marker  24620??
0004:  24616?? =  1?  \\ integer values

:Label0F262E
0002: jump Label0F2B8F

:Label0F2635
00D6: if  0?
0038:    24628?? ==  0?  \\ integer values
004D: jump_if_false Label0F266D
00AD: set_car  24632?? max_speed_to  40!
00AE: unknown_set_car  24632?? to_ignore_traffic_lights  2?
00A7: unknown_car  24632?? drive_to  24648??  24652??  24656??
0004:  24628?? =  1?  \\ integer values

:Label0F266D
00D6: if  0?
0038:    24628?? ==  1?  \\ integer values
004D: jump_if_false Label0F26B6
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24648??  24652??  6!  4!
004D: jump_if_false Label0F26B6
00A7: unknown_car  24632?? drive_to  24660??  24664??  24668??
0004:  24628?? =  2?  \\ integer values

:Label0F26B6
00D6: if  0?
0038:    24628?? ==  2?  \\ integer values
004D: jump_if_false Label0F26FF
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24660??  24664??  6!  4!
004D: jump_if_false Label0F26FF
00A7: unknown_car  24632?? drive_to  24672??  24676??  24680??
0004:  24628?? =  3?  \\ integer values

:Label0F26FF
00D6: if  0?
0038:    24628?? ==  3?  \\ integer values
004D: jump_if_false Label0F2748
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24672??  24676??  6!  4!
004D: jump_if_false Label0F2748
00A7: unknown_car  24632?? drive_to  24684??  24688??  24692??
0004:  24628?? =  4?  \\ integer values

:Label0F2748
00D6: if  0?
0038:    24628?? ==  4?  \\ integer values
004D: jump_if_false Label0F2791
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24684??  24688??  6!  4!
004D: jump_if_false Label0F2791
00A7: unknown_car  24632?? drive_to  24696??  24700??  24704??
0004:  24628?? =  5?  \\ integer values

:Label0F2791
00D6: if  0?
0038:    24628?? ==  5?  \\ integer values
004D: jump_if_false Label0F27E3
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24696??  24700??  6!  4!
004D: jump_if_false Label0F27E3
0477: unknown_car  24632??  3?  5?
00A7: unknown_car  24632?? drive_to  24708??  24712??  24716??
0004:  24628?? =  6?  \\ integer values

:Label0F27E3
00D6: if  0?
0038:    24628?? ==  6?  \\ integer values
004D: jump_if_false Label0F282C
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24708??  24712??  6!  4!
004D: jump_if_false Label0F282C
00A7: unknown_car  24632?? drive_to  24720??  24724??  24728??
0004:  24628?? =  7?  \\ integer values

:Label0F282C
00D6: if  0?
0038:    24628?? ==  7?  \\ integer values
004D: jump_if_false Label0F2875
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24720??  24724??  6!  4!
004D: jump_if_false Label0F2875
00A7: unknown_car  24632?? drive_to  24732??  24736??  24740??
0004:  24628?? =  8?  \\ integer values

:Label0F2875
00D6: if  0?
0038:    24628?? ==  8?  \\ integer values
004D: jump_if_false Label0F28BE
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24732??  24736??  6!  4!
004D: jump_if_false Label0F28BE
00A7: unknown_car  24632?? drive_to  24744??  24748??  24752??
0004:  24628?? =  9?  \\ integer values

:Label0F28BE
00D6: if  0?
0038:    24628?? ==  9?  \\ integer values
004D: jump_if_false Label0F2907
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24744??  24748??  6!  4!
004D: jump_if_false Label0F2907
00A7: unknown_car  24632?? drive_to  24756??  24760??  24764??
0004:  24628?? =  10?  \\ integer values

:Label0F2907
00D6: if  0?
0038:    24628?? ==  10?  \\ integer values
004D: jump_if_false Label0F2950
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24756??  24760??  6!  4!
004D: jump_if_false Label0F2950
00A7: unknown_car  24632?? drive_to  24768??  24772??  24776??
0004:  24628?? =  11?  \\ integer values

:Label0F2950
00D6: if  0?
0038:    24628?? ==  11?  \\ integer values
004D: jump_if_false Label0F2999
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24768??  24772??  6!  4!
004D: jump_if_false Label0F2999
00A7: unknown_car  24632?? drive_to  24780??  24784??  24788??
0004:  24628?? =  12?  \\ integer values

:Label0F2999
00D6: if  0?
0038:    24628?? ==  12?  \\ integer values
004D: jump_if_false Label0F29E2
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24780??  24784??  6!  4!
004D: jump_if_false Label0F29E2
00A7: unknown_car  24632?? drive_to  24792??  24796??  24800??
0004:  24628?? =  13?  \\ integer values

:Label0F29E2
00D6: if  0?
0038:    24628?? ==  13?  \\ integer values
004D: jump_if_false Label0F2A2B
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24792??  24796??  6!  4!
004D: jump_if_false Label0F2A2B
00A7: unknown_car  24632?? drive_to  24804??  24808??  24812??
0004:  24628?? =  14?  \\ integer values

:Label0F2A2B
00D6: if  0?
0038:    24628?? ==  14?  \\ integer values
004D: jump_if_false Label0F2A74
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24804??  24808??  6!  4!
004D: jump_if_false Label0F2A74
00A7: unknown_car  24632?? drive_to  24816??  24820??  24824??
0004:  24628?? =  15?  \\ integer values

:Label0F2A74
00D6: if  0?
0038:    24628?? ==  15?  \\ integer values
004D: jump_if_false Label0F2ABD
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24816??  24820??  6!  4!
004D: jump_if_false Label0F2ABD
00A7: unknown_car  24632?? drive_to  24828??  24832??  24836??
0004:  24628?? =  16?  \\ integer values

:Label0F2ABD
00D6: if  0?
0038:    24628?? ==  16?  \\ integer values
004D: jump_if_false Label0F2B06
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24828??  24832??  6!  4!
004D: jump_if_false Label0F2B06
00A7: unknown_car  24632?? drive_to  24840??  24844??  24848??
0004:  24628?? =  17?  \\ integer values

:Label0F2B06
00D6: if  0?
0038:    24628?? ==  17?  \\ integer values
004D: jump_if_false Label0F2B4F
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24840??  24844??  6!  4!
004D: jump_if_false Label0F2B4F
00A7: unknown_car  24632?? drive_to  24852??  24856??  24860??
0004:  24628?? =  18?  \\ integer values

:Label0F2B4F
00D6: if  0?
0038:    24628?? ==  18?  \\ integer values
004D: jump_if_false Label0F2B8F
00D6: if  0?
01AD:   car  24632??  0? ()near_point  24852??  24856??  6!  4!
004D: jump_if_false Label0F2B8F
00A8: set_car  24632?? to_psycho_driver
0004:  24628?? =  19?  \\ integer values

:Label0F2B8F
0051: return

:Label0F2B91
00D6: if  0?
8119:   NOT   car  24632?? wrecked
004D: jump_if_false Label0F2D11
00D6: if  0?
01F4:   car  24632?? flipped
004D: jump_if_false Label0F2C59
00D6: if  0?
82CA:   NOT   car  24632?? bounding_sphere_visible
004D: jump_if_false Label0F2C59
00AA:  24636?? = car  24632?? x_pos,  24640?? = car  24632?? y_pos,  24644?? = car  24632?? z_pos
02C1: set  24964??  24968??  24972?? to_car_path_coords_closest_to  24636??  24640??  24644??
00D6: if  0?
838A:   NOT   car_in_cube  24964??  24968??  24972??  4!  4!  3!
004D: jump_if_false Label0F2C59
00D6: if  0?
80C2:   NOT   sphere_onscreen  24964??  24968??  24972??  4!
004D: jump_if_false Label0F2C59
00AB: put_car  24632?? at  24964??  24968??  24972??
00D6: if  0?
0028:    24628?? >=  19?  \\ integer values
004D: jump_if_false Label0F2C59
00AD: set_car  24632?? max_speed_to  40!
00AE: unknown_set_car  24632?? to_ignore_traffic_lights  2?
00A8: set_car  24632?? to_psycho_driver

:Label0F2C59
00D6: if  0?
03CE:   car  24632?? stuck
004D: jump_if_false Label0F2D11
00D6: if  0?
82CA:   NOT   car  24632?? bounding_sphere_visible
004D: jump_if_false Label0F2D11
00AA:  24636?? = car  24632?? x_pos,  24640?? = car  24632?? y_pos,  24644?? = car  24632?? z_pos
02C1: set  24964??  24968??  24972?? to_car_path_coords_closest_to  24636??  24640??  24644??
00D6: if  0?
838A:   NOT   car_in_cube  24964??  24968??  24972??  4!  4!  3!
004D: jump_if_false Label0F2D11
00D6: if  0?
80C2:   NOT   sphere_onscreen  24964??  24968??  24972??  4!
004D: jump_if_false Label0F2D11
00AB: put_car  24632?? at  24964??  24968??  24972??
00D6: if  0?
0028:    24628?? >=  19?  \\ integer values
004D: jump_if_false Label0F2D11
00AD: set_car  24632?? max_speed_to  40!
00AE: unknown_set_car  24632?? to_ignore_traffic_lights  2?
00A8: set_car  24632?? to_psycho_driver

:Label0F2D11
0051: return

;-------------Mission 65---------------
; Originally: Publicity Tour


:Label0F2D13
03A4: name_thread "ROCKB3"
0050: gosub Label0F2D4F
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0F2D38
0050: gosub Label0F5103

:Label0F2D38
0050: gosub Label0F5162
004E: end_thread
0004:  25168?? =  0?  \\ integer values
0004:  25172?? =  0?  \\ integer values

:Label0F2D4F
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0004:  25080?? =  0?  \\ integer values
0005:  25084?? =  100!  \\ floating-point values
0005:  25072?? =  0!  \\ floating-point values
0004:  25092?? =  1?  \\ integer values
0004:  25096?? =  0?  \\ integer values
0004:  25100?? =  0?  \\ integer values
0004:  25104?? =  0?  \\ integer values
0004:  25112?? =  0?  \\ integer values
0004:  25120?? =  0?  \\ integer values
0004:  25128?? =  0?  \\ integer values
0004:  25132?? =  0?  \\ integer values
0004:  25136?? =  0?  \\ integer values
0004:  25140?? =  0?  \\ integer values
0004:  25144?? =  0?  \\ integer values
0004:  25148?? =  0?  \\ integer values
0004:  25152?? =  0?  \\ integer values
0004:  25156?? =  0?  \\ integer values
0004:  25160?? =  0?  \\ integer values
0004:  25164?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ROCK3"
058E: unknown_point_command -860.688!  1169.914!  9.997! angle  185.46!
023C: load_special_actor  1? "CSDICK"
023C: load_special_actor  2? "CSJEZZ"
023C: load_special_actor  3? "CSKENT"
023C: load_special_actor  4? "CSPERCY"
023C: load_special_actor  5? "CSPLAY"
04BB: select_interiour  9?  \\ select render area
03CB: set_camera -879.75!  1157.77!  17.81!
04F9: interiour_colors  17?  0?
038B: load_requested_models

:Label0F2E60
00D6: if  24?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
823D:   NOT   special_actor  3? loaded
823D:   NOT   special_actor  4? loaded
823D:   NOT   special_actor  5? loaded
004D: jump_if_false Label0F2E8A
0001: wait  0? ms
0002: jump Label0F2E60

:Label0F2E8A
02E4: load_cutscene_data "ROK_3A"
0244: set_cutscene_pos -879.823!  1158.479!  16.776!
041D: set_camera_near_clip  .1!
02E5:  684?? = create_cutscene_object #SPECIAL01
02E6: set_cutscene_anim  684?? "CSDICK"
02E5:  688?? = create_cutscene_object #SPECIAL02
02E6: set_cutscene_anim  688?? "CSJEZZ"
02E5:  568?? = create_cutscene_object #SPECIAL03
02E6: set_cutscene_anim  568?? "CSKENT"
02E5:  692?? = create_cutscene_object #SPECIAL04
02E6: set_cutscene_anim  692?? "CSPERCY"
02E5:  500?? = create_cutscene_object #SPECIAL05
02E6: set_cutscene_anim  500?? "CSPLAY"
0395: clear_area  1? at -871.9!  1159.46! range  10.07!  1!
0055: put_player $PLAYER_CHAR at -871.9!  1159.46!  10.07!
0171: set_player $PLAYER_CHAR z_angle_to  270!
016A: fade  1? (back)  2000& ms
03AD: set_rubbish  0? (invisible)
03AF: set_streaming  1? (enabled)
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F2F5C
00D6: if  0?
001A:    374& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F2F7F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2F5C

:Label0F2F7F
00BC: text_highpriority "RBM3_A"  10000& ms  1? \\ Tommy! Tommy! Tommy, man, that psycho's back!

:Label0F2F8E
00D6: if  0?
001A:    4104& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F2FB1
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2F8E

:Label0F2FB1
00BC: text_highpriority "RBM3_B"  10000& ms  1? \\ What's going on?

:Label0F2FC0
00D6: if  0?
001A:    4760& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F2FE3
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2FC0

:Label0F2FE3
00BC: text_highpriority "RBM3_C"  10000& ms  1? \\ That psycho won't leave Love Fist alone!

:Label0F2FF2
00D6: if  0?
001A:    6489& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F3015
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F2FF2

:Label0F3015
00BC: text_highpriority "RBM3_D"  10000& ms  1? \\ You didnae kill him man. And now he's back.

:Label0F3024
00D6: if  0?
001A:    8719& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F3047
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3024

:Label0F3047
00BC: text_highpriority "RBM3_E"  10000& ms  1? \\ Yeah, yeah, yeah, and the thing is...

:Label0F3056
00D6: if  0?
001A:    9730& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F3079
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3056

:Label0F3079
00BC: text_highpriority "RBM3_F"  10000& ms  1? \\ The thing is, we need someone to drive the limo we can trust,

:Label0F3088
00D6: if  0?
001A:    12434& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F30AB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3088

:Label0F30AB
00BC: text_highpriority "RBM3_G"  10000& ms  1? \\ cause that nutter keeps making threats!

:Label0F30BA
00D6: if  0?
001A:    13952& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F30DD
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F30BA

:Label0F30DD
00BC: text_highpriority "RBM3_H"  10000& ms  1? \\ I'm shitin' masel' man. I need ma ma!

:Label0F30EC
00D6: if  0?
001A:    15620& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F310F
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F30EC

:Label0F310F
00BC: text_highpriority "RBM3_I"  10000& ms  1? \\ We're all bricking ourselves, man.

:Label0F311E
00D6: if  0?
001A:    16985& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F3141
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F311E

:Label0F3141
00BC: text_highpriority "RBM3_J"  10000& ms  1? \\ Okay guys, calm down, I'll handle this.

:Label0F3150
00D6: if  0?
001A:    21240& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F3173
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3150

:Label0F3173
00BC: text_highpriority "RBM3_K"  10000& ms  1? \\ Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals,

:Label0F3182
00D6: if  0?
001A:    26029& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F31A5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F3182

:Label0F31A5
00BC: text_highpriority "RBM3_L"  10000& ms  1? \\ but, in your case I'll make an exception.

:Label0F31B4
00D6: if  0?
001A:    28823& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F31D7
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
0002: jump Label0F31B4

:Label0F31D7
00BE: text_clear_all
016A: fade  0? ()  2000& ms
00BE: text_clear_all

:Label0F31E2
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F31FA
0001: wait  0? ms
0002: jump Label0F31E2

:Label0F31FA
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
03AD: set_rubbish  1? (visible)
02EA: end_cutscene
0373: set_camera_directly_behind_player
0296: unload_special_actor  1?
0296: unload_special_actor  2?
0296: unload_special_actor  3?
0296: unload_special_actor  4?
0296: unload_special_actor  5?
03CB: set_camera -871.9!  1159.46!  10.07!
04E3: unknown_player $PLAYER_CHAR  3?  60000&&
01B6: set_weather  2?
041E: set_radio_station  7? -1?
0247: request_model #LOVEFIST
023C: load_special_actor  6? "IGJEZZ"
023C: load_special_actor  7? "IGDICK"
023C: load_special_actor  8? "IGPERCY"

:Label0F326E
00D6: if  23?
8248:   NOT   model #LOVEFIST available
823D:   NOT   special_actor  6? loaded
823D:   NOT   special_actor  7? loaded
823D:   NOT   special_actor  8? loaded
004D: jump_if_false Label0F3295
0001: wait  0? ms
0002: jump Label0F326E

:Label0F3295
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0395: clear_area  0? at -870.157!  1145.945! range  11.05!  1!
015F: set_camera_position -870.157!  1145.945!  11.05!  0!  0!  0!
0160: point_camera -870.468!  1146.895!  11.078!  2?
0395: clear_area  0? at -872.155!  1151.921! range  11.054!  4!
00A5:  25068?? = create_car #LOVEFIST at -872.155!  1151.921!  11.054!
0175: set_car  25068?? z_angle_to  177.458!
03AB: (unknown)  25068??  1? 
0224: set_car  25068?? health_to  1500&
01C8:  25108?? = create_actor  4? #SPECIAL06 in_car  25068?? passenger_seat  0?
01ED: spawn_actor  25108??
039E: (unknown)  25108??  1? 
0526: unknown_actor  25108??  1?
01C8:  25116?? = create_actor  4? #SPECIAL07 in_car  25068?? passenger_seat  1?
01ED: spawn_actor  25116??
039E: (unknown)  25116??  1? 
0526: unknown_actor  25116??  1?
01C8:  25124?? = create_actor  4? #SPECIAL08 in_car  25068?? passenger_seat  2?
01ED: spawn_actor  25124??
039E: (unknown)  25124??  1? 
0526: unknown_actor  25124??  1?
036A: put_actor $PLAYER_ACTOR in_car  25068??
00A9: set_car  25068?? to_normal_driver
020A: set_car  25068?? door_status_to  4?
0169: set_fade_color  0?  0?  0?
0001: wait  2500& ms
016A: fade  1? (back)  2000& ms

:Label0F33CC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F34ED
0001: wait  0? ms
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F3423
00D6: if  21?
0118:   actor  25108?? dead
0038:    25148?? ==  1?  \\ integer values
004D: jump_if_false Label0F3423
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F3423
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F3469
00D6: if  21?
0118:   actor  25116?? dead
0038:    25152?? ==  1?  \\ integer values
004D: jump_if_false Label0F3469
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F3469
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F34AF
00D6: if  21?
0118:   actor  25124?? dead
0038:    25156?? ==  1?  \\ integer values
004D: jump_if_false Label0F34AF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F34AF
00D6: if  21?
0119:   car  25068?? wrecked
0038:    25160?? ==  1?  \\ integer values
004D: jump_if_false Label0F34E6
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F34E6
0002: jump Label0F33CC

:Label0F34ED
0006:  17@ =  0?  \\ integer values

:Label0F34F4
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F3925
0001: wait  0? ms
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F3565
00D6: if  0?
0038:    428?? ==  1?  \\ integer values
004D: jump_if_false Label0F355E
00D6: if  0?
001A:    6? >  25164??  \\ integer values
004D: jump_if_false Label0F355E
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F355E
0004:  25164?? =  6?  \\ integer values

:Label0F355E
0050: gosub Label0F524D

:Label0F3565
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F3679
00D6: if  0?
0038:    25140?? ==  0?  \\ integer values
004D: jump_if_false Label0F3597
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  1?  \\ integer values

:Label0F3597
00D6: if  0?
0038:    25140?? ==  1?  \\ integer values
004D: jump_if_false Label0F35CD
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F35CD
03E5: text_box "RBM3_9" \\ If you are stopped or drive slowly the detonation bar will increase.
0004:  25140?? =  2?  \\ integer values

:Label0F35CD
00D6: if  0?
0038:    25140?? ==  2?  \\ integer values
004D: jump_if_false Label0F35ED
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  3?  \\ integer values

:Label0F35ED
00D6: if  0?
0038:    25140?? ==  3?  \\ integer values
004D: jump_if_false Label0F3623
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F3623
03E5: text_box "RBM3_8" \\ The faster you drive the lower the detonation bar will go.
0004:  25140?? =  4?  \\ integer values

:Label0F3623
00D6: if  0?
0038:    25140?? ==  4?  \\ integer values
004D: jump_if_false Label0F3643
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  5?  \\ integer values

:Label0F3643
00D6: if  0?
0038:    25140?? ==  5?  \\ integer values
004D: jump_if_false Label0F3679
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F3679
03E5: text_box "RBM3_3" \\ If the detonation bar completely fills the bomb will explode.
0004:  25140?? =  6?  \\ integer values

:Label0F3679
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F36BF
00D6: if  21?
0118:   actor  25108?? dead
0038:    25148?? ==  1?  \\ integer values
004D: jump_if_false Label0F36BF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F36BF
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F3705
00D6: if  21?
0118:   actor  25116?? dead
0038:    25152?? ==  1?  \\ integer values
004D: jump_if_false Label0F3705
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F3705
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F374B
00D6: if  21?
0118:   actor  25124?? dead
0038:    25156?? ==  1?  \\ integer values
004D: jump_if_false Label0F374B
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F374B
00D6: if  25?
0119:   car  25068?? wrecked
0038:    25160?? ==  1?  \\ integer values
0038:    25100?? ==  1?  \\ integer values
0038:    25112?? ==  1?  \\ integer values
0038:    25120?? ==  1?  \\ integer values
0038:    25128?? ==  1?  \\ integer values
004D: jump_if_false Label0F37A5
040D: unload_wav  1?
040D: unload_wav  2?
00BE: text_clear_all
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F382B

:Label0F37A5
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F37E5
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  25068??
004D: jump_if_false Label0F37E5
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F37E5
02E3:  25072?? = car  25068?? speed
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F382B
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label0F382B
00D6: if  0?
0038:    25164?? ==  0?  \\ integer values
004D: jump_if_false Label0F382B
0004:  25164?? =  1?  \\ integer values

:Label0F382B
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F391E
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F391E
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0F391E
000D:  25072?? -=  26!  \\ floating-point values
0015:  25072?? /=  15!  \\ floating-point values
0059:  25084?? +=  25072??  \\ floating-point values
00D6: if  0?
0020:    25084?? >  100!  \\ floating-point values
004D: jump_if_false Label0F389D
0005:  25084?? =  100!  \\ floating-point values

:Label0F389D
00D6: if  0?
0022:    1! >  25084??  \\ floating-point values
004D: jump_if_false Label0F38FA
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F38E4
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F38FA

:Label0F38E4
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F38FA
0086:  3052?? =  25084??  \\ floating-point values only
0011:  3052?? *= -1!  \\ floating-point values
0009:  3052?? +=  100!  \\ floating-point values
008C:  25080?? = float_to_integer  3052??

:Label0F391E
0002: jump Label0F34F4

:Label0F3925
01B7: release_weather
0151: remove_status_text  25080??
00BA: text_styled "RBM3_7"  4000& ms  4? \\ ~g~BOMB DEFUSED!

:Label0F393B
00D6: if  0?
001A:    29? >  25164??  \\ integer values
004D: jump_if_false Label0F3B1B
0001: wait  0? ms
00D6: if  0?
001A:    29? >  25164??  \\ integer values
004D: jump_if_false Label0F396A
0050: gosub Label0F5E0C

:Label0F396A
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F39A9
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F39A9
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F39A9
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F39E8
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F39E8
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F39E8
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F3A27
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F3A27
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F3A27
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F3A54
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F3B14

:Label0F3A54
00D6: if  2?
0038:    25112?? ==  0?  \\ integer values
0038:    25120?? ==  0?  \\ integer values
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F3AAC
00D6: if  2?
00DB:   actor  25108?? in_car  25068??
00DB:   actor  25116?? in_car  25068??
00DB:   actor  25124?? in_car  25068??
004D: jump_if_false Label0F3AA5
0004:  25136?? =  1?  \\ integer values
0002: jump Label0F3AAC

:Label0F3AA5
0004:  25136?? =  0?  \\ integer values

:Label0F3AAC
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  25068??
004D: jump_if_false Label0F3AF6
00D6: if  0?
0038:    25168?? ==  0?  \\ integer values
004D: jump_if_false Label0F3AEF
0186:  25076?? = create_marker_above_car  25068??
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0004:  25168?? =  1?  \\ integer values

:Label0F3AEF
0002: jump Label0F3B14

:Label0F3AF6
00D6: if  0?
0038:    25168?? ==  1?  \\ integer values
004D: jump_if_false Label0F3B14
0164: disable_marker  25076??
0004:  25168?? =  0?  \\ integer values

:Label0F3B14
0002: jump Label0F393B

:Label0F3B1B
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F3B39
020A: set_car  25068?? door_status_to  1?
0002: jump Label0F3B4F

:Label0F3B39
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3B4F
041E: set_radio_station  4? -1?
00BC: text_highpriority "RBM3_1"  5000& ms  1? \\ ~g~Drive Love Fist to the venue.
018A:  25088?? = create_checkpoint_at -870.933!  1053.342!  9.9!
0004:  25104?? =  1?  \\ integer values

:Label0F3B7F
00D6: if  21?
81AF:   NOT   car  25068??  1? (in-sphere)near_point -870.933!  1053.342!  9.9! radius  3!  3!  3!
0038:    25136?? ==  0?  \\ integer values
004D: jump_if_false Label0F3D9B
0001: wait  0? ms
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F3BF9
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F3BF9
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F3BF9
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F3C38
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F3C38
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F3C38
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F3C77
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F3C77
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F3C77
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F3CA4
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0002: jump Label0F3D94

:Label0F3CA4
00D6: if  2?
0038:    25112?? ==  0?  \\ integer values
0038:    25120?? ==  0?  \\ integer values
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F3D04
00D6: if  3?
00DB:   actor  25108?? in_car  25068??
00DB:   actor  25116?? in_car  25068??
00DB:   actor  25124?? in_car  25068??
00DC:   player $PLAYER_CHAR driving  25068??
004D: jump_if_false Label0F3CFD
0004:  25136?? =  1?  \\ integer values
0002: jump Label0F3D04

:Label0F3CFD
0004:  25136?? =  0?  \\ integer values

:Label0F3D04
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  25068??
004D: jump_if_false Label0F3D53
00D6: if  0?
0038:    25104?? ==  1?  \\ integer values
004D: jump_if_false Label0F3D4C
0164: disable_marker  25088??
0186:  25076?? = create_marker_above_car  25068??
00BC: text_highpriority "IN_VEH"  5000& ms  1? \\ ~g~Hey! Get back in the vehicle!
0004:  25104?? =  0?  \\ integer values

:Label0F3D4C
0002: jump Label0F3D94

:Label0F3D53
00D6: if  0?
0038:    25104?? ==  0?  \\ integer values
004D: jump_if_false Label0F3D94
0164: disable_marker  25076??
00BC: text_highpriority "RBM3_1"  5000& ms  1? \\ ~g~Drive Love Fist to the venue.
018A:  25088?? = create_checkpoint_at -870.933!  1053.342!  9.9!
0004:  25104?? =  1?  \\ integer values

:Label0F3D94
0002: jump Label0F3B7F

:Label0F3D9B
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F3DB9
020A: set_car  25068?? door_status_to  1?
0002: jump Label0F3DCF

:Label0F3DB9
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3DCF
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0395: clear_area  0? at -880.363!  1043.654! range  12.096!  1!
015F: set_camera_position -880.363!  1043.654!  12.096!  0!  0!  0!
0160: point_camera -879.557!  1044.242!  12.035!  2?
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F3EF1
01D3: actor $PLAYER_ACTOR leave_car  25068??
00D6: if  0?
8118:   NOT   actor  25108?? dead
004D: jump_if_false Label0F3E6A
01D3: actor  25108?? leave_car  25068??
0002: jump Label0F3E80

:Label0F3E6A
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3E80
00D6: if  0?
8118:   NOT   actor  25116?? dead
004D: jump_if_false Label0F3E9F
01D3: actor  25116?? leave_car  25068??
0002: jump Label0F3EB5

:Label0F3E9F
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3EB5
00D6: if  0?
8118:   NOT   actor  25124?? dead
004D: jump_if_false Label0F3ED4
01D3: actor  25124?? leave_car  25068??
0002: jump Label0F3EEA

:Label0F3ED4
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3EEA
0002: jump Label0F3F07

:Label0F3EF1
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F3F07
00D6: if  3?
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor  25108?? driving
00DF:   actor  25116?? driving
00DF:   actor  25124?? driving
004D: jump_if_false Label0F4014
0001: wait  0? ms
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F3F69
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F3F69
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F3F69
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F3FA8
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F3FA8
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F3FA8
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F3FE7
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F3FE7
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F3FE7
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F400D
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F400D
0002: jump Label0F3F07

:Label0F4014
016A: fade  0? ()  1500& ms

:Label0F401B
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F4116
0001: wait  0? ms
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F406B
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F406B
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F406B
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F40AA
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F40AA
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F40AA
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F40E9
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F40E9
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F40E9
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F410F
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103

:Label0F410F
0002: jump Label0F401B

:Label0F4116
02EB: restore_camera_with_jumpcut
04BB: select_interiour  8?  \\ select render area
0004:  25172?? =  1?  \\ integer values
03CB: set_camera -928.915!  1056.264!  12.28!
04F9: interiour_colors  12?  0?
0055: put_player $PLAYER_CHAR at -924.115!  1054.524!  12.28!
0171: set_player $PLAYER_CHAR z_angle_to  188.883!
009B: destroy_actor_instantly  25108??
00D6: if  0?
8118:   NOT   actor  25116?? dead
004D: jump_if_false Label0F4192
00A1: put_actor  25116?? at -925.288!  1053.268!  12.2!
0173: set_actor  25116?? z_angle_to  249.491!
0002: jump Label0F41AF

:Label0F4192
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F41AF
00D6: if  0?
8118:   NOT   actor  25124?? dead
004D: jump_if_false Label0F41E4
00A1: put_actor  25124?? at -923.094!  1053.125!  12.2!
0173: set_actor  25124?? z_angle_to  44.398!
0002: jump Label0F4201

:Label0F41E4
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25112?? =  1?  \\ integer values

:Label0F4201
02E4: load_cutscene_data "FIST"
0395: clear_area  0? at -924.114!  1038.89! range  12.675!  1!
015F: set_camera_position -924.114!  1038.89!  12.675!  0!  0!  0!
0160: point_camera -924.114!  1039.858!  12.925!  2?
00A6: destroy_car  25068??
016A: fade  1? (back)  1000& ms

:Label0F4262
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F42F8
0001: wait  0? ms
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F42B2
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F42B2
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F42B2
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F42F1
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F42F1
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F42F1
0002: jump Label0F4262

:Label0F42F8
02E7: start_cutscene
02E8: $CUT_SCENE_TIME = cutscenetime

:Label0F42FF
00D6: if  0?
001A:    16980& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F43A0
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F435A
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F435A
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F435A
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4399
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4399
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4399
0002: jump Label0F42FF

:Label0F43A0
015F: set_camera_position -926.72!  1048.895!  13.04!  0!  0!  0!
0160: point_camera -926.32!  1049.811!  13.075!  2?
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4425
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4419
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4425

:Label0F4419
0372: set_actor  25124?? anim  19? wait_state_time  1000000&& ms

:Label0F4425
00BC: text_highpriority "ROK3_73"  10000& ms  1? \\ Jezz is running the tape,

:Label0F4434
00D6: if  0?
001A:    18851& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F44D5
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F448F
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F448F
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F448F
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F44CE
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F44CE
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F44CE
0002: jump Label0F4434

:Label0F44D5
00BC: text_highpriority "ROK3_62"  10000& ms  1? \\ so we thought we'd show you our Temple of Rock -

:Label0F44E4
00D6: if  0?
001A:    22311& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4585
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F453F
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F453F
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F453F
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F457E
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F457E
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F457E
0002: jump Label0F44E4

:Label0F4585
00BC: text_highpriority "ROK3_63"  10000& ms  1? \\ Get a feel for that Love Fist fury!

:Label0F4594
00D6: if  0?
001A:    24834& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4635
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F45EF
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F45EF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F45EF
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F462E
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F462E
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F462E
0002: jump Label0F4594

:Label0F4635
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4684
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F467B
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4684

:Label0F467B
0372: set_actor  25124?? anim  0? wait_state_time  1? ms

:Label0F4684
00BC: text_highpriority "ROK3_64"  10000& ms  1? \\ Listen to yourself, man. It's papier-mache and gaffa tape.
015F: set_camera_position -919.641!  1050.383!  14.67!  0!  0!  0!
0160: point_camera -919.783!  1051.364!  14.799!  2?

:Label0F46C6
00D6: if  0?
001A:    28433& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4767
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4721
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4721
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4721
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4760
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4760
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4760
0002: jump Label0F46C6

:Label0F4767
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F47B9
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F47AD
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values
0002: jump Label0F47B9

:Label0F47AD
0372: set_actor  25116?? anim  19? wait_state_time  1000000&& ms

:Label0F47B9
00BC: text_highpriority "ROK3_65"  10000& ms  1? \\ Hey, to the kids, it's a temple and we are the priests!

:Label0F47C8
00D6: if  0?
001A:    32395& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4869
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4823
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4823
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4823
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4862
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4862
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4862
0002: jump Label0F47C8

:Label0F4869
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F48B8
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F48AF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values
0002: jump Label0F48B8

:Label0F48AF
0372: set_actor  25116?? anim  0? wait_state_time  1? ms

:Label0F48B8
00BC: text_highpriority "ROK3_66"  10000& ms  1? \\ Aye, well, if the kids like their priests half cut and tone deaf,

:Label0F48C7
00D6: if  0?
001A:    36052&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F496A
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4924
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4924
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4924
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4963
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4963
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4963
0002: jump Label0F48C7

:Label0F496A
00BC: text_highpriority "ROK3_67"  10000& ms  1? \\ who am I to argue?

:Label0F4979
00D6: if  0?
001A:    37237&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4A1C
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F49D6
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F49D6
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F49D6
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4A15
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4A15
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4A15
0002: jump Label0F4979

:Label0F4A1C
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4A6E
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4A62
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4A6E

:Label0F4A62
0372: set_actor  25124?? anim  19? wait_state_time  1000000&& ms

:Label0F4A6E
00BC: text_highpriority "ROK3_68"  10000& ms  1? \\ Oh geez, the tape's getting chewed again.
015F: set_camera_position -926.72!  1048.895!  13.04!  0!  0!  0!
0160: point_camera -926.32!  1049.811!  13.075!  2?

:Label0F4AB0
00D6: if  0?
001A:    40045&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4B53
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4B0D
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4B0D
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4B0D
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4B4C
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4B4C
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4B4C
0002: jump Label0F4AB0

:Label0F4B53
00BC: text_highpriority "ROK3_69"  10000& ms  1? \\ At this rate, we'll never get to play live.

:Label0F4B62
00D6: if  0?
001A:    42415&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4C05
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4BBF
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4BBF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4BBF
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4BFE
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4BFE
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4BFE
0002: jump Label0F4B62

:Label0F4C05
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4C54
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4C4B
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4C54

:Label0F4C4B
0372: set_actor  25124?? anim  0? wait_state_time  1? ms

:Label0F4C54
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4CA6
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4C9A
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values
0002: jump Label0F4CA6

:Label0F4C9A
0372: set_actor  25124?? anim  19? wait_state_time  1000000&& ms

:Label0F4CA6
00BC: text_highpriority "ROK3_70"  10000& ms  1? \\ Oohh shite! My bowels...

:Label0F4CB5
00D6: if  0?
001A:    44776&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4D58
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4D12
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4D12
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4D12
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4D51
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4D51
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4D51
0002: jump Label0F4CB5

:Label0F4D58
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4DA7
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4D9E
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values
0002: jump Label0F4DA7

:Label0F4D9E
0372: set_actor  25124?? anim  0? wait_state_time  1? ms

:Label0F4DA7
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4DF9
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4DED
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4DF9

:Label0F4DED
0372: set_actor  25124?? anim  19? wait_state_time  1000000&& ms

:Label0F4DF9
00BC: text_highpriority "ROK3_71"  10000& ms  1? \\ We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye!

:Label0F4E08
00D6: if  0?
001A:    49873&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4EAB
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4E65
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4E65
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4E65
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4EA4
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4EA4
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4EA4
0002: jump Label0F4E08

:Label0F4EAB
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4EFA
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4EF1
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values
0002: jump Label0F4EFA

:Label0F4EF1
0372: set_actor  25124?? anim  0? wait_state_time  1? ms

:Label0F4EFA
00BE: text_clear_all
016A: fade  0? ()  1500& ms

:Label0F4F03
00D6: if  0?
001A:    51280&& > $CUT_SCENE_TIME  \\ integer values
004D: jump_if_false Label0F4FA6
0001: wait  0? ms
02E8: $CUT_SCENE_TIME = cutscenetime
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4F60
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4F60
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4F60
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F4F9F
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F4F9F
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F4F9F
0002: jump Label0F4F03

:Label0F4FA6
02EA: end_cutscene
0006:  16@ =  0?  \\ integer values

:Label0F4FAF
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F5045
0001: wait  0? ms
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F4FFF
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F4FFF
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25120?? =  1?  \\ integer values

:Label0F4FFF
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F503E
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F503E
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F5103
0004:  25128?? =  1?  \\ integer values

:Label0F503E
0002: jump Label0F4FAF

:Label0F5045
009B: destroy_actor_instantly  25116??
009B: destroy_actor_instantly  25124??
04FA: reset_interior_colors  0?
04BB: select_interiour  0?  \\ select render area
0004:  25172?? =  0?  \\ integer values
03CB: set_camera -885.396!  1054.467!  12.583!
015F: set_camera_position -887.965!  1054.653!  14.846!  0!  0!  0!
0160: point_camera -887.016!  1054.583!  14.538!  2?
0055: put_player $PLAYER_CHAR at -885.396!  1054.467!  12.583!
0171: set_player $PLAYER_CHAR z_angle_to  280.871!
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
016A: fade  1? (back)  1500& ms

:Label0F50CB
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F50E3
0001: wait  0? ms
0002: jump Label0F50CB

:Label0F50E3
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
0002: jump Label0F511C

:Label0F5103
040D: unload_wav  1?
040D: unload_wav  2?
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0F511C
0004: $PASSED_ROCK3_PUBLICITY_TOUR =  1?  \\ integer values
0318: set_latest_mission_passed "ROCK_3" \\ Publicity Tour
030C: set_mission_points +=  1?
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  8000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  8000&
014C: set_parked_car_generator  7960?? cars_to_generate_to  101?
0164: disable_marker  1148??
0051: return

:Label0F5162
0004: $ONMISSION =  0?  \\ integer values
041E: set_radio_station  4? -1?
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F518B
020A: set_car  25068?? door_status_to  1?
01C3: remove_references_to_car  25068??  \\ Like turning a car into any random car

:Label0F518B
034F: destroy_actor_with_fade  25108??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25116??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25124??  \\ The actor fades away like a ghost
01B7: release_weather
040D: unload_wav  1?
040D: unload_wav  2?
04FA: reset_interior_colors  0?
00D6: if  0?
0038:    25172?? ==  1?  \\ integer values
004D: jump_if_false Label0F5224
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -885.396!  1054.467!  12.583!
015F: set_camera_position -887.965!  1054.653!  14.846!  0!  0!  0!
0160: point_camera -887.016!  1054.583!  14.538!  2?
0055: put_player $PLAYER_CHAR at -885.396!  1054.467!  12.583!
0171: set_player $PLAYER_CHAR z_angle_to  280.871!
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees

:Label0F5224
0164: disable_marker  25076??
0164: disable_marker  25088??
0151: remove_status_text  25080??
0249: release_model #LOVEFIST
0296: unload_special_actor  6?
0296: unload_special_actor  7?
0296: unload_special_actor  8?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label0F524D
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F5361
00D6: if  0?
0038:    25140?? ==  0?  \\ integer values
004D: jump_if_false Label0F527F
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  1?  \\ integer values

:Label0F527F
00D6: if  0?
0038:    25140?? ==  1?  \\ integer values
004D: jump_if_false Label0F52B5
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F52B5
03E5: text_box "RBM3_9" \\ If you are stopped or drive slowly the detonation bar will increase.
0004:  25140?? =  2?  \\ integer values

:Label0F52B5
00D6: if  0?
0038:    25140?? ==  2?  \\ integer values
004D: jump_if_false Label0F52D5
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  3?  \\ integer values

:Label0F52D5
00D6: if  0?
0038:    25140?? ==  3?  \\ integer values
004D: jump_if_false Label0F530B
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F530B
03E5: text_box "RBM3_8" \\ The faster you drive the lower the detonation bar will go.
0004:  25140?? =  4?  \\ integer values

:Label0F530B
00D6: if  0?
0038:    25140?? ==  4?  \\ integer values
004D: jump_if_false Label0F532B
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  5?  \\ integer values

:Label0F532B
00D6: if  0?
0038:    25140?? ==  5?  \\ integer values
004D: jump_if_false Label0F5361
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F5361
03E5: text_box "RBM3_3" \\ If the detonation bar completely fills the bomb will explode.
0004:  25140?? =  6?  \\ integer values

:Label0F5361
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F538A
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F538A
0004:  25148?? =  1?  \\ integer values

:Label0F538A
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F53B3
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F53B3
0004:  25152?? =  1?  \\ integer values

:Label0F53B3
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F53DC
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F53DC
0004:  25156?? =  1?  \\ integer values

:Label0F53DC
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F53FA
0004:  25160?? =  1?  \\ integer values
0002: jump Label0F54FF

:Label0F53FA
02E3:  25072?? = car  25068?? speed
00D6: if  0?
8442:   NOT   player $PLAYER_CHAR in_car  25068??
004D: jump_if_false Label0F5429
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!

:Label0F5429
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F54FF
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F54FF
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0F54FF
000D:  25072?? -=  26!  \\ floating-point values
0015:  25072?? /=  15!  \\ floating-point values
0059:  25084?? +=  25072??  \\ floating-point values
00D6: if  0?
0022:    1! >  25084??  \\ floating-point values
004D: jump_if_false Label0F54BC
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F54BC
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F54BC

:Label0F54BC
00D6: if  0?
0020:    25084?? >  100!  \\ floating-point values
004D: jump_if_false Label0F54DB
0005:  25084?? =  100!  \\ floating-point values

:Label0F54DB
0086:  3052?? =  25084??  \\ floating-point values only
0011:  3052?? *= -1!  \\ floating-point values
0009:  3052?? +=  100!  \\ floating-point values
008C:  25080?? = float_to_integer  3052??

:Label0F54FF
00D6: if  0?
0038:    25164?? ==  1?  \\ integer values
004D: jump_if_false Label0F55A0
03CF: load_wav "ROK3_1" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_1"  10000& ms  1? \\ At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0050: gosub Label0F6251
03D5: remove_text "ROK3_1" \\ At last man, time for a well earned drink. The venue's just a hundred yards down the road.
0004:  25164?? =  2?  \\ integer values
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F55A0
00D6: if  0?
0038:    428?? ==  1?  \\ integer values
004D: jump_if_false Label0F55A0
00D6: if  0?
001A:    6? >  25164??  \\ integer values
004D: jump_if_false Label0F55A0
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F55A0
0004:  25164?? =  6?  \\ integer values

:Label0F55A0
00D6: if  0?
0038:    25164?? ==  2?  \\ integer values
004D: jump_if_false Label0F5641
03CF: load_wav "ROK3_2" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_2"  10000& ms  1? \\ Better make it a large one then. Hey Tommy, change the tunes, man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_2" \\ Better make it a large one then. Hey Tommy, change the tunes, man.
0004:  25164?? =  3?  \\ integer values
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F5641
00D6: if  0?
0038:    428?? ==  1?  \\ integer values
004D: jump_if_false Label0F5641
00D6: if  0?
001A:    6? >  25164??  \\ integer values
004D: jump_if_false Label0F5641
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F5641
0004:  25164?? =  6?  \\ integer values

:Label0F5641
00D6: if  0?
0038:    25164?? ==  3?  \\ integer values
004D: jump_if_false Label0F56E2
03CF: load_wav "ROK3_3" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_3"  10000& ms  1? \\ I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0050: gosub Label0F6251
03D5: remove_text "ROK3_3" \\ I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on.
0004:  25164?? =  4?  \\ integer values
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F56E2
00D6: if  0?
0038:    428?? ==  1?  \\ integer values
004D: jump_if_false Label0F56E2
00D6: if  0?
001A:    6? >  25164??  \\ integer values
004D: jump_if_false Label0F56E2
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F56E2
0004:  25164?? =  6?  \\ integer values

:Label0F56E2
00D6: if  0?
0038:    25164?? ==  4?  \\ integer values
004D: jump_if_false Label0F5789
03CF: load_wav "ROK3_4" as  25092??
0050: gosub Label0F5EF5
041E: set_radio_station  9? -1?
00BC: text_highpriority "ROK3_4"  10000& ms  1? \\ Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0050: gosub Label0F6251
03D5: remove_text "ROK3_4" \\ Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends.
0004:  25164?? =  5?  \\ integer values
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F5789
00D6: if  0?
0038:    428?? ==  1?  \\ integer values
004D: jump_if_false Label0F5789
00D6: if  0?
001A:    6? >  25164??  \\ integer values
004D: jump_if_false Label0F5789
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F5789
0004:  25164?? =  6?  \\ integer values

:Label0F5789
00D6: if  0?
0038:    25164?? ==  5?  \\ integer values
004D: jump_if_false Label0F57D6
03CF: load_wav "ROK3_5" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_5"  10000& ms  1? \\ Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0050: gosub Label0F6251
03D5: remove_text "ROK3_5" \\ Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES!
0004:  25164?? =  6?  \\ integer values

:Label0F57D6
00D6: if  0?
0038:    25164?? ==  6?  \\ integer values
004D: jump_if_false Label0F584C
00D6: if  0?
0038:    25132?? ==  0?  \\ integer values
004D: jump_if_false Label0F583E
02A3: toggle_widescreen  0? (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03E5: text_box "RBM3_2" \\ While the bomb is armed if you try to leave the car it will explode...
03C4: set_status_text_to  25080??  1? (bar) "RBM3_6" \\ DETONATION:
0006:  16@ =  0?  \\ integer values
0004:  25132?? =  1?  \\ integer values

:Label0F583E
0004:  428?? =  1?  \\ integer values
0004:  25164?? =  7?  \\ integer values

:Label0F584C
00D6: if  0?
0038:    25164?? ==  7?  \\ integer values
004D: jump_if_false Label0F5899
03CF: load_wav "ROK3_6" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_6"  10000& ms  1? \\ Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0050: gosub Label0F6251
03D5: remove_text "ROK3_6" \\ Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!!
0004:  25164?? =  8?  \\ integer values

:Label0F5899
00D6: if  0?
0038:    25164?? ==  8?  \\ integer values
004D: jump_if_false Label0F58E6
03CF: load_wav "ROK3_7" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_7"  10000& ms  1? \\ We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0050: gosub Label0F6251
03D5: remove_text "ROK3_7" \\ We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink..
0004:  25164?? =  9?  \\ integer values

:Label0F58E6
00D6: if  0?
0038:    25164?? ==  9?  \\ integer values
004D: jump_if_false Label0F5933
03CF: load_wav "ROK3_8" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_8"  10000& ms  1? \\ Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0050: gosub Label0F6251
03D5: remove_text "ROK3_8" \\ Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk!
0004:  25164?? =  10?  \\ integer values

:Label0F5933
00D6: if  0?
0038:    25164?? ==  10?  \\ integer values
004D: jump_if_false Label0F5980
03CF: load_wav "ROK3_9" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_9"  10000& ms  1? \\ Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0050: gosub Label0F6251
03D5: remove_text "ROK3_9" \\ Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way!
0004:  25164?? =  11?  \\ integer values

:Label0F5980
00D6: if  0?
0038:    25164?? ==  11?  \\ integer values
004D: jump_if_false Label0F59CD
03CF: load_wav "ROK3_10" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_10"  10000& ms  1? \\ Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0050: gosub Label0F6251
03D5: remove_text "ROK3_10" \\ Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE!
0004:  25164?? =  12?  \\ integer values

:Label0F59CD
00D6: if  0?
0038:    25164?? ==  12?  \\ integer values
004D: jump_if_false Label0F5A1A
03CF: load_wav "ROK3_11" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_11"  10000& ms  1? \\ WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0050: gosub Label0F6251
03D5: remove_text "ROK3_11" \\ WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!!
0004:  25164?? =  13?  \\ integer values

:Label0F5A1A
00D6: if  0?
0038:    25164?? ==  13?  \\ integer values
004D: jump_if_false Label0F5A67
03CF: load_wav "ROK3_12" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_12"  10000& ms  1? \\ They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_12" \\ They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man.
0004:  25164?? =  14?  \\ integer values

:Label0F5A67
00D6: if  0?
0038:    25164?? ==  14?  \\ integer values
004D: jump_if_false Label0F5AB4
03CF: load_wav "ROK3_13" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_13"  10000& ms  1? \\ I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0050: gosub Label0F6251
03D5: remove_text "ROK3_13" \\ I don't have a clue. Willy, say something. I'm gonna play bass in hell.
0004:  25164?? =  15?  \\ integer values

:Label0F5AB4
00D6: if  0?
0038:    25164?? ==  15?  \\ integer values
004D: jump_if_false Label0F5B01
03CF: load_wav "ROK3_14" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_14"  10000& ms  1? \\ Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0050: gosub Label0F6251
03D5: remove_text "ROK3_14" \\ Tommy man, keep driving fast, pal. Somebody do something. Aye, clever!
0004:  25164?? =  16?  \\ integer values

:Label0F5B01
00D6: if  0?
0038:    25164?? ==  16?  \\ integer values
004D: jump_if_false Label0F5B4E
03CF: load_wav "ROK3_15" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_15"  10000& ms  1? \\ 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0050: gosub Label0F6251
03D5: remove_text "ROK3_15" \\ 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something.
0004:  25164?? =  17?  \\ integer values

:Label0F5B4E
00D6: if  0?
0038:    25164?? ==  17?  \\ integer values
004D: jump_if_false Label0F5B9B
03CF: load_wav "ROK3_16" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_16"  10000& ms  1? \\ Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0050: gosub Label0F6251
03D5: remove_text "ROK3_16" \\ Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw.
0004:  25164?? =  18?  \\ integer values

:Label0F5B9B
00D6: if  0?
0038:    25164?? ==  18?  \\ integer values
004D: jump_if_false Label0F5BE8
03CF: load_wav "ROK3_17" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_17"  10000& ms  1? \\ Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0050: gosub Label0F6251
03D5: remove_text "ROK3_17" \\ Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know!
0004:  25164?? =  19?  \\ integer values

:Label0F5BE8
00D6: if  0?
0038:    25164?? ==  19?  \\ integer values
004D: jump_if_false Label0F5C35
03CF: load_wav "ROK3_18" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_18"  10000& ms  1? \\ Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0050: gosub Label0F6251
03D5: remove_text "ROK3_18" \\ Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus!
0004:  25164?? =  20?  \\ integer values

:Label0F5C35
00D6: if  0?
0038:    25164?? ==  20?  \\ integer values
004D: jump_if_false Label0F5C82
03CF: load_wav "ROK3_19" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_19"  10000& ms  1? \\ Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0050: gosub Label0F6251
03D5: remove_text "ROK3_19" \\ Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one.
0004:  25164?? =  21?  \\ integer values

:Label0F5C82
00D6: if  0?
0038:    25164?? ==  21?  \\ integer values
004D: jump_if_false Label0F5CCF
03CF: load_wav "ROK3_20" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_20"  10000& ms  1? \\ Or is this one green? Any of these wires look green to you?
0050: gosub Label0F6251
03D5: remove_text "ROK3_20" \\ Or is this one green? Any of these wires look green to you?
0004:  25164?? =  22?  \\ integer values

:Label0F5CCF
00D6: if  0?
0038:    25164?? ==  22?  \\ integer values
004D: jump_if_false Label0F5D1C
03CF: load_wav "ROK3_21" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_21"  10000& ms  1? \\ Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0050: gosub Label0F6251
03D5: remove_text "ROK3_21" \\ Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man.
0004:  25164?? =  23?  \\ integer values

:Label0F5D1C
00D6: if  0?
0038:    25164?? ==  23?  \\ integer values
004D: jump_if_false Label0F5D69
03CF: load_wav "ROK3_22" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_22"  10000& ms  1? \\ Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0050: gosub Label0F6251
03D5: remove_text "ROK3_22" \\ Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit.
0004:  25164?? =  24?  \\ integer values

:Label0F5D69
00D6: if  0?
0038:    25164?? ==  24?  \\ integer values
004D: jump_if_false Label0F5DB6
03CF: load_wav "ROK3_23" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_23"  10000& ms  1? \\ A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0050: gosub Label0F6251
03D5: remove_text "ROK3_23" \\ A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one..
0004:  25164?? =  25?  \\ integer values

:Label0F5DB6
00D6: if  0?
0038:    25164?? ==  25?  \\ integer values
004D: jump_if_false Label0F5E0A
03CF: load_wav "ROK3_24" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_24"  10000& ms  1? \\ NO! Man, we're okay. We ain't been blown up, pal.
0050: gosub Label0F6251
03D5: remove_text "ROK3_24" \\ NO! Man, we're okay. We ain't been blown up, pal.
0004:  25164?? =  26?  \\ integer values
0004:  25096?? =  1?  \\ integer values

:Label0F5E0A
0051: return

:Label0F5E0C
00D6: if  0?
0038:    25164?? ==  26?  \\ integer values
004D: jump_if_false Label0F5E59
03CF: load_wav "ROK3_25" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_25"  10000& ms  1? \\ Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0050: gosub Label0F6251
03D5: remove_text "ROK3_25" \\ Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to?
0004:  25164?? =  27?  \\ integer values

:Label0F5E59
00D6: if  0?
0038:    25164?? ==  27?  \\ integer values
004D: jump_if_false Label0F5EA6
03CF: load_wav "ROK3_26" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_26"  10000& ms  1? \\ A racket to make? Groupies to abuse? LOVE FIST!
0050: gosub Label0F6251
03D5: remove_text "ROK3_26" \\ A racket to make? Groupies to abuse? LOVE FIST!
0004:  25164?? =  28?  \\ integer values

:Label0F5EA6
00D6: if  0?
0038:    25164?? ==  28?  \\ integer values
004D: jump_if_false Label0F5EF3
03CF: load_wav "ROK3_27" as  25092??
0050: gosub Label0F5EF5
00BC: text_highpriority "ROK3_27"  10000& ms  1? \\ Have you finished with that bottle?
0050: gosub Label0F6251
03D5: remove_text "ROK3_27" \\ Have you finished with that bottle?
0004:  25164?? =  29?  \\ integer values

:Label0F5EF3
0051: return

:Label0F5EF5
00D6: if  0?
83D0:   NOT   wav  25092?? loaded
004D: jump_if_false Label0F624A
0001: wait  0? ms
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F602F
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F602F
00D6: if  0?
0038:    25140?? ==  0?  \\ integer values
004D: jump_if_false Label0F5F4D
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  1?  \\ integer values

:Label0F5F4D
00D6: if  0?
0038:    25140?? ==  1?  \\ integer values
004D: jump_if_false Label0F5F83
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F5F83
03E5: text_box "RBM3_9" \\ If you are stopped or drive slowly the detonation bar will increase.
0004:  25140?? =  2?  \\ integer values

:Label0F5F83
00D6: if  0?
0038:    25140?? ==  2?  \\ integer values
004D: jump_if_false Label0F5FA3
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  3?  \\ integer values

:Label0F5FA3
00D6: if  0?
0038:    25140?? ==  3?  \\ integer values
004D: jump_if_false Label0F5FD9
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F5FD9
03E5: text_box "RBM3_8" \\ The faster you drive the lower the detonation bar will go.
0004:  25140?? =  4?  \\ integer values

:Label0F5FD9
00D6: if  0?
0038:    25140?? ==  4?  \\ integer values
004D: jump_if_false Label0F5FF9
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  5?  \\ integer values

:Label0F5FF9
00D6: if  0?
0038:    25140?? ==  5?  \\ integer values
004D: jump_if_false Label0F602F
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F602F
03E5: text_box "RBM3_3" \\ If the detonation bar completely fills the bomb will explode.
0004:  25140?? =  6?  \\ integer values

:Label0F602F
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F6058
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F6058
0004:  25148?? =  1?  \\ integer values

:Label0F6058
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F6081
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F6081
0004:  25152?? =  1?  \\ integer values

:Label0F6081
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F60AA
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F60AA
0004:  25156?? =  1?  \\ integer values

:Label0F60AA
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F60C8
0004:  25160?? =  1?  \\ integer values
0002: jump Label0F61CD

:Label0F60C8
02E3:  25072?? = car  25068?? speed
00D6: if  0?
8442:   NOT   player $PLAYER_CHAR in_car  25068??
004D: jump_if_false Label0F60F7
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!

:Label0F60F7
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F61CD
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F61CD
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0F61CD
000D:  25072?? -=  26!  \\ floating-point values
0015:  25072?? /=  15!  \\ floating-point values
0059:  25084?? +=  25072??  \\ floating-point values
00D6: if  0?
0022:    1! >  25084??  \\ floating-point values
004D: jump_if_false Label0F618A
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F618A
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F618A

:Label0F618A
00D6: if  0?
0020:    25084?? >  100!  \\ floating-point values
004D: jump_if_false Label0F61A9
0005:  25084?? =  100!  \\ floating-point values

:Label0F61A9
0086:  3052?? =  25084??  \\ floating-point values only
0011:  3052?? *= -1!  \\ floating-point values
0009:  3052?? +=  100!  \\ floating-point values
008C:  25080?? = float_to_integer  3052??

:Label0F61CD
00D6: if  0?
0038:    25096?? ==  1?  \\ integer values
004D: jump_if_false Label0F6243
00D6: if  0?
0038:    25144?? ==  0?  \\ integer values
004D: jump_if_false Label0F6243
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F621A
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F621A
0004:  25152?? =  1?  \\ integer values

:Label0F621A
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F6243
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F6243
0004:  25156?? =  1?  \\ integer values

:Label0F6243
0002: jump Label0F5EF5

:Label0F624A
03D1: play_wav  25092??
0051: return

:Label0F6251
00D6: if  0?
83D2:   NOT   wav  25092?? ended
004D: jump_if_false Label0F65AD
0001: wait  0? ms
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F638B
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F638B
00D6: if  0?
0038:    25140?? ==  0?  \\ integer values
004D: jump_if_false Label0F62A9
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  1?  \\ integer values

:Label0F62A9
00D6: if  0?
0038:    25140?? ==  1?  \\ integer values
004D: jump_if_false Label0F62DF
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F62DF
03E5: text_box "RBM3_9" \\ If you are stopped or drive slowly the detonation bar will increase.
0004:  25140?? =  2?  \\ integer values

:Label0F62DF
00D6: if  0?
0038:    25140?? ==  2?  \\ integer values
004D: jump_if_false Label0F62FF
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  3?  \\ integer values

:Label0F62FF
00D6: if  0?
0038:    25140?? ==  3?  \\ integer values
004D: jump_if_false Label0F6335
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F6335
03E5: text_box "RBM3_8" \\ The faster you drive the lower the detonation bar will go.
0004:  25140?? =  4?  \\ integer values

:Label0F6335
00D6: if  0?
0038:    25140?? ==  4?  \\ integer values
004D: jump_if_false Label0F6355
0006:  17@ =  0?  \\ integer values
0004:  25140?? =  5?  \\ integer values

:Label0F6355
00D6: if  0?
0038:    25140?? ==  5?  \\ integer values
004D: jump_if_false Label0F638B
00D6: if  0?
0029:    17@ >=  5000&  \\ integer values
004D: jump_if_false Label0F638B
03E5: text_box "RBM3_3" \\ If the detonation bar completely fills the bomb will explode.
0004:  25140?? =  6?  \\ integer values

:Label0F638B
00D6: if  0?
0038:    25112?? ==  0?  \\ integer values
004D: jump_if_false Label0F63B4
00D6: if  0?
0118:   actor  25108?? dead
004D: jump_if_false Label0F63B4
0004:  25148?? =  1?  \\ integer values

:Label0F63B4
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F63DD
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F63DD
0004:  25152?? =  1?  \\ integer values

:Label0F63DD
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F6406
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F6406
0004:  25156?? =  1?  \\ integer values

:Label0F6406
00D6: if  0?
0119:   car  25068?? wrecked
004D: jump_if_false Label0F6424
0004:  25160?? =  1?  \\ integer values
0002: jump Label0F6530

:Label0F6424
02E3:  25072?? = car  25068?? speed
00D6: if  0?
8442:   NOT   player $PLAYER_CHAR in_car  25068??
004D: jump_if_false Label0F645A
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0004:  25100?? =  1?  \\ integer values

:Label0F645A
00D6: if  0?
0038:    25096?? ==  0?  \\ integer values
004D: jump_if_false Label0F6530
00D6: if  0?
0038:    25132?? ==  1?  \\ integer values
004D: jump_if_false Label0F6530
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0F6530
000D:  25072?? -=  26!  \\ floating-point values
0015:  25072?? /=  15!  \\ floating-point values
0059:  25084?? +=  25072??  \\ floating-point values
00D6: if  0?
0022:    1! >  25084??  \\ floating-point values
004D: jump_if_false Label0F64ED
00D6: if  0?
8119:   NOT   car  25068?? wrecked
004D: jump_if_false Label0F64ED
020B: explode_car  25068??
00BC: text_highpriority "RBM3_4"  5000& ms  1? \\ ~r~You've killed Love Fist!
0002: jump Label0F64ED

:Label0F64ED
00D6: if  0?
0020:    25084?? >  100!  \\ floating-point values
004D: jump_if_false Label0F650C
0005:  25084?? =  100!  \\ floating-point values

:Label0F650C
0086:  3052?? =  25084??  \\ floating-point values only
0011:  3052?? *= -1!  \\ floating-point values
0009:  3052?? +=  100!  \\ floating-point values
008C:  25080?? = float_to_integer  3052??

:Label0F6530
00D6: if  0?
0038:    25096?? ==  1?  \\ integer values
004D: jump_if_false Label0F65A6
00D6: if  0?
0038:    25144?? ==  0?  \\ integer values
004D: jump_if_false Label0F65A6
00D6: if  0?
0038:    25120?? ==  0?  \\ integer values
004D: jump_if_false Label0F657D
00D6: if  0?
0118:   actor  25116?? dead
004D: jump_if_false Label0F657D
0004:  25152?? =  1?  \\ integer values

:Label0F657D
00D6: if  0?
0038:    25128?? ==  0?  \\ integer values
004D: jump_if_false Label0F65A6
00D6: if  0?
0118:   actor  25124?? dead
004D: jump_if_false Label0F65A6
0004:  25156?? =  1?  \\ integer values

:Label0F65A6
0002: jump Label0F6251

:Label0F65AD
0051: return

;-------------Mission 66---------------
; Originally: (no description)


:Label0F65AF
03A4: name_thread "RANGE"
0050: gosub Label0F65DD
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0F65D4
0050: gosub Label0F7DB0

:Label0F65D4
0050: gosub Label0F7E16
004E: end_thread

:Label0F65DD
0004: $ONMISSION =  1?  \\ integer values
00D6: if  0?
0038:    432?? ==  0?  \\ integer values
004D: jump_if_false Label0F65F8
0317: increment_mission_attempts

:Label0F65F8
0004:  15668?? =  0?  \\ integer values
0004:  15648?? =  0?  \\ integer values
0004:  15876?? =  0?  \\ integer values
0004:  15640?? =  0?  \\ integer values
0004:  15952?? =  30?  \\ integer values
0004:  15872?? =  0?  \\ integer values
0004:  15644?? =  0?  \\ integer values
0004:  14724?? =  0?  \\ integer values
0004:  14708?? =  121000&&  \\ integer values
0004:  14696?? =  0?  \\ integer values
0004:  14704?? =  0?  \\ integer values
0004:  14720?? =  0?  \\ integer values
0004:  14748?? =  0?  \\ integer values
0004:  14752?? =  0?  \\ integer values
0004:  14756?? =  0?  \\ integer values
0004:  14760?? =  0?  \\ integer values
0004:  14764?? =  0?  \\ integer values
0004:  14768?? =  0?  \\ integer values
0005:  14796?? =  0!  \\ floating-point values
0005:  14800?? =  0!  \\ floating-point values
0005:  14804?? =  0!  \\ floating-point values
0004:  14744?? =  0?  \\ integer values
0005:  14796?? = -673.29!  \\ floating-point values
0005:  14800?? =  1238.52!  \\ floating-point values
0005:  14804?? =  11.5!  \\ floating-point values
0004:  14828?? =  0?  \\ integer values
0004:  14832?? =  0?  \\ integer values
0004:  14836?? =  0?  \\ integer values
0004:  14840?? =  0?  \\ integer values
0004:  14844?? =  0?  \\ integer values
0004:  14848?? =  0?  \\ integer values
0005:  14876?? =  0!  \\ floating-point values
0005:  14880?? =  0!  \\ floating-point values
0005:  14884?? =  0!  \\ floating-point values
0004:  14824?? =  0?  \\ integer values
0005:  14888?? =  0!  \\ floating-point values
0005:  14892?? =  0!  \\ floating-point values
0005:  14896?? =  0!  \\ floating-point values
0004:  14900?? =  0?  \\ integer values
0005:  14876?? = -676.11!  \\ floating-point values
0005:  14880?? =  1227!  \\ floating-point values
0005:  14884?? =  11.5!  \\ floating-point values
0004:  14908?? =  0?  \\ integer values
0004:  14912?? =  0?  \\ integer values
0004:  14916?? =  0?  \\ integer values
0004:  14920?? =  0?  \\ integer values
0004:  14924?? =  0?  \\ integer values
0004:  14928?? =  0?  \\ integer values
0005:  14956?? =  0!  \\ floating-point values
0005:  14960?? =  0!  \\ floating-point values
0005:  14964?? =  0!  \\ floating-point values
0004:  14904?? =  0?  \\ integer values
0005:  14968?? =  0!  \\ floating-point values
0005:  14972?? =  0!  \\ floating-point values
0005:  14976?? =  0!  \\ floating-point values
0004:  14980?? =  0?  \\ integer values
0005:  14956?? = -679.04!  \\ floating-point values
0005:  14960?? =  1238.52!  \\ floating-point values
0005:  14964?? =  11.5!  \\ floating-point values
0004:  15752?? =  0?  \\ integer values
0004:  15756?? =  0?  \\ integer values
0004:  15760?? =  0?  \\ integer values
0004:  15880?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "BANKJ2"
04E2: $PLAYER_CHAR  1?
0247: request_model #COLT45
0247: request_model -132& (TAR_FRAME)
0247: request_model -133& (TAR_DOWNLEFT)
0247: request_model -134& (TAR_DOWNRIGHT)
0247: request_model -135& (TAR_TOP)
0247: request_model -136& (TAR_UPLEFT)
0247: request_model -137& (TAR_UPRIGHT)
0247: request_model -121? (FAKETARGET)
03CF: load_wav "BNK2_1" as  1?
03CF: load_wav "BNK2_2" as  2?

:Label0F6850
00D6: if  24?
8248:   NOT   model #COLT45 available
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
8248:   NOT   model -121? (FAKETARGET) available
004D: jump_if_false Label0F6877
0001: wait  0? ms
0002: jump Label0F6850

:Label0F6877
00D6: if  25?
8248:   NOT   model -132& (TAR_FRAME) available
8248:   NOT   model -133& (TAR_DOWNLEFT) available
8248:   NOT   model -134& (TAR_DOWNRIGHT) available
8248:   NOT   model -135& (TAR_TOP) available
8248:   NOT   model -136& (TAR_UPLEFT) available
8248:   NOT   model -137& (TAR_UPRIGHT) available
004D: jump_if_false Label0F68AB
0001: wait  0? ms
0002: jump Label0F6877

:Label0F68AB
029B:  15776?? = init_object -121? (FAKETARGET) at -668.42!  1231.65!  10.08!
01C7: spawn_object  15776??
0177: set_object  15776?? z_angle_to  90!
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4? weapon  15752?? ammo  15756?? model  15760??
04F4: unknown_actor $PLAYER_ACTOR mess_around_with_object  15776??  0! -2!  1!  0?  60!  17?
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0?
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  17?
017A: set_player $PLAYER_CHAR weapon  17? ammo_to  100?
0004:  15644?? =  100?  \\ integer values
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms

:Label0F6932
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F6990
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6989
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6989
0002: jump Label0F6932

:Label0F6990
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F69B5
0002: jump Label0F6C15

:Label0F69B5
00BC: text_highpriority "BJM2_19"  8000& ms  1? \\ ~g~Hit as many targets as you can in the time limit!
0006:  16@ =  0?  \\ integer values

:Label0F69CB
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0F6A4D
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F6A00
0002: jump Label0F6C15

:Label0F6A00
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6A46
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6A46
0002: jump Label0F69CB

:Label0F6A4D
00BC: text_highpriority "BJM2_20"  8000& ms  1? \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
0006:  16@ =  0?  \\ integer values

:Label0F6A63
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0F6AE5
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F6A98
0002: jump Label0F6C15

:Label0F6A98
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6ADE
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6ADE
0002: jump Label0F6A63

:Label0F6AE5
00BC: text_highpriority "BJM2_2"  8000& ms  1? \\ ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
0006:  16@ =  0?  \\ integer values

:Label0F6AFB
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0F6B7D
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F6B30
0002: jump Label0F6C15

:Label0F6B30
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6B76
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6B76
0002: jump Label0F6AFB

:Label0F6B7D
00BC: text_highpriority "BJM2_23"  8000& ms  1? \\ ~g~If you leave the shooting range during the competition, you will fail the mission.
0006:  16@ =  0?  \\ integer values

:Label0F6B93
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0F6C15
0001: wait  0? ms
00D6: if  21?
00E1:   key_pressed  0?  16?
00E1:   key_pressed  0?  12?
004D: jump_if_false Label0F6BC8
0002: jump Label0F6C15

:Label0F6BC8
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6C0E
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6C0E
0002: jump Label0F6B93

:Label0F6C15
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00BC: text_highpriority "BNK2_1"  5000& ms  1? \\ LIVE AMMUNITION
03D1: play_wav  1?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0004:  492?? =  1?  \\ integer values

:Label0F6C44
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0F6CA4
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6C9D
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6C9D
0002: jump Label0F6C44

:Label0F6CA4
03D5: remove_text "BNK2_1" \\ LIVE AMMUNITION
03D1: play_wav  2?
00BC: text_highpriority "BNK2_2"  5000& ms  1? \\ AIM 3-2-1 FIRE!

:Label0F6CC1
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label0F6D21
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6D1A
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6D1A
0002: jump Label0F6CC1

:Label0F6D21
03D5: remove_text "BNK2_2" \\ AIM 3-2-1 FIRE!
014E: set_timer_to  14708?? type  1?
04F7: unknown_status_text  15952??  0? line  2? "BJM2_18" \\ SCORE TO BEAT:
04F7: unknown_status_text  15872??  0? line  1? "BJM2_15" \\ SCORE:
0006:  16@ =  0?  \\ integer values
018D:  15868?? = create_sound  11? at -679.403!  1232.564!  11.105!

:Label0F6D71
00D6: if  0?
0038:    14704?? ==  0?  \\ integer values
004D: jump_if_false Label0F7C08
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F6DCD
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F6DCD
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label0F6DE5
0004:  14704?? =  1?  \\ integer values

:Label0F6DE5
00D6: if  0?
0038:    15772?? ==  0?  \\ integer values
004D: jump_if_false Label0F6E0A
03CF: load_wav "BNK2_3" as  1?
0004:  15772?? =  1?  \\ integer values

:Label0F6E0A
00D6: if  0?
0038:    15772?? ==  1?  \\ integer values
004D: jump_if_false Label0F6E32
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0F6E32
0004:  15772?? =  2?  \\ integer values

:Label0F6E32
0110: clear_player $PLAYER_CHAR wanted_level
0419:  14720?? = player $PLAYER_CHAR weapon  17? ammo
00D6: if  21?
0038:    14708?? ==  0?  \\ integer values
0038:    14720?? ==  0?  \\ integer values
004D: jump_if_false Label0F6EB5
00D6: if  0?
0038:    15880?? ==  0?  \\ integer values
004D: jump_if_false Label0F6E81
0006:  16@ =  0?  \\ integer values
0004:  15880?? =  1?  \\ integer values
0002: jump Label0F6EB5

:Label0F6E81
00D6: if  0?
0019:    16@ >  200&  \\ integer values
004D: jump_if_false Label0F6EB5
03D1: play_wav  1?
00BC: text_highpriority "BNK2_3"  5000& ms  1? \\ AREA CLEAR!
0004:  15788?? =  1?  \\ integer values
0004:  14704?? =  1?  \\ integer values

:Label0F6EB5
01BD:  15912?? = current_time_in_ms
00D6: if  0?
0038:    15916?? ==  0?  \\ integer values
004D: jump_if_false Label0F6EE0
01BD:  15912?? = current_time_in_ms
0084:  15920?? =  15912??  \\ integer values and handles
0004:  15916?? =  1?  \\ integer values

:Label0F6EE0
00D6: if  0?
0038:    15916?? ==  1?  \\ integer values
004D: jump_if_false Label0F6F02
0084:  15924?? =  15912??  \\ integer values and handles
0060:  15924?? -=  15920??  \\ integer values

:Label0F6F02
00D6: if  0?
0028:    15924?? >=  2000&  \\ integer values
004D: jump_if_false Label0F7001
00D6: if  0?
0038:    14744?? ==  0?  \\ integer values
004D: jump_if_false Label0F7001
0107:  14772?? = create_object -132& (TAR_FRAME) at  14796??  14800??  14804??
0177: set_object  14772?? z_angle_to  90!
0107:  14776?? = create_object -133& (TAR_DOWNLEFT) at  14796??  14800??  14804??
0177: set_object  14776?? z_angle_to  90!
0107:  14780?? = create_object -134& (TAR_DOWNRIGHT) at  14796??  14800??  14804??
0177: set_object  14780?? z_angle_to  90!
0107:  14784?? = create_object -135& (TAR_TOP) at  14796??  14800??  14804??
0177: set_object  14784?? z_angle_to  90!
0107:  14788?? = create_object -136& (TAR_UPLEFT) at  14796??  14800??  14804??
0177: set_object  14788?? z_angle_to  90!
0107:  14792?? = create_object -137& (TAR_UPRIGHT) at  14796??  14800??  14804??
0177: set_object  14792?? z_angle_to  90!
0004:  14748?? =  0?  \\ integer values
0004:  14752?? =  0?  \\ integer values
0004:  14756?? =  0?  \\ integer values
0004:  14760?? =  0?  \\ integer values
0004:  14764?? =  0?  \\ integer values
0004:  14768?? =  0?  \\ integer values
0004:  14820?? =  0?  \\ integer values
0004:  14744?? =  1?  \\ integer values

:Label0F7001
00D6: if  0?
0038:    14744?? ==  1?  \\ integer values
004D: jump_if_false Label0F7124
00D6: if  0?
0038:    14748?? ==  0?  \\ integer values
004D: jump_if_false Label0F70BD
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label0F7043
01BB:  14808?? = object  14772?? x_pos,  14812?? = object  14772?? y_pos,  14816?? = object  14772?? z_pos

:Label0F7043
00D6: if  0?
0038:    14820?? ==  0?  \\ integer values
004D: jump_if_false Label0F7089
00D6: if  0?
0032:    1228.7! >=  14812??  \\ floating-point values
004D: jump_if_false Label0F7078
0004:  14820?? =  1?  \\ integer values
0002: jump Label0F7082

:Label0F7078
007E:  14812?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label0F7082
0002: jump Label0F70B6

:Label0F7089
00D6: if  0?
0030:    14812?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label0F70AC
0004:  14820?? =  0?  \\ integer values
0002: jump Label0F70B6

:Label0F70AC
0078:  14812?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label0F70B6
0002: jump Label0F7124

:Label0F70BD
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label0F7124
01BB:  14808?? = object  14772?? x_pos,  14812?? = object  14772?? y_pos,  14816?? = object  14772?? z_pos
00D6: if  0?
0030:    14812?? >=  1239!  \\ floating-point values
004D: jump_if_false Label0F711A
00D6: if  0?
8366:   NOT (unknown)  14772?? 
004D: jump_if_false Label0F7105
0108: destroy_object  14772??

:Label0F7105
0004:  14744?? =  0?  \\ integer values
0004:  15916?? =  0?  \\ integer values
0002: jump Label0F7124

:Label0F711A
0078:  14812?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label0F7124
00D6: if  0?
0038:    14744?? ==  1?  \\ integer values
004D: jump_if_false Label0F7319
01BC: put_object  14772?? at  14808??  14812??  14816??
00D6: if  0?
0038:    14748?? ==  0?  \\ integer values
004D: jump_if_false Label0F7319
00D6: if  4?
0038:    14752?? ==  1?  \\ integer values
0038:    14756?? ==  1?  \\ integer values
0038:    14760?? ==  1?  \\ integer values
0038:    14764?? ==  1?  \\ integer values
0038:    14768?? ==  1?  \\ integer values
004D: jump_if_false Label0F71A7
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15916?? =  0?  \\ integer values
0004:  14748?? =  1?  \\ integer values

:Label0F71A7
00D6: if  0?
0038:    14752?? ==  0?  \\ integer values
004D: jump_if_false Label0F71F1
00D6: if  0?
0366: (unknown)  14776?? 
004D: jump_if_false Label0F71E3
0108: destroy_object  14776??
0008:  14724?? +=  1?  \\ integer values
0004:  14752?? =  1?  \\ integer values
0002: jump Label0F71F1

:Label0F71E3
01BC: put_object  14776?? at  14808??  14812??  14816??

:Label0F71F1
00D6: if  0?
0038:    14756?? ==  0?  \\ integer values
004D: jump_if_false Label0F723B
00D6: if  0?
0366: (unknown)  14780?? 
004D: jump_if_false Label0F722D
0108: destroy_object  14780??
0008:  14724?? +=  1?  \\ integer values
0004:  14756?? =  1?  \\ integer values
0002: jump Label0F723B

:Label0F722D
01BC: put_object  14780?? at  14808??  14812??  14816??

:Label0F723B
00D6: if  0?
0038:    14760?? ==  0?  \\ integer values
004D: jump_if_false Label0F7285
00D6: if  0?
0366: (unknown)  14784?? 
004D: jump_if_false Label0F7277
0108: destroy_object  14784??
0008:  14724?? +=  1?  \\ integer values
0004:  14760?? =  1?  \\ integer values
0002: jump Label0F7285

:Label0F7277
01BC: put_object  14784?? at  14808??  14812??  14816??

:Label0F7285
00D6: if  0?
0038:    14764?? ==  0?  \\ integer values
004D: jump_if_false Label0F72CF
00D6: if  0?
0366: (unknown)  14788?? 
004D: jump_if_false Label0F72C1
0108: destroy_object  14788??
0008:  14724?? +=  1?  \\ integer values
0004:  14764?? =  1?  \\ integer values
0002: jump Label0F72CF

:Label0F72C1
01BC: put_object  14788?? at  14808??  14812??  14816??

:Label0F72CF
00D6: if  0?
0038:    14768?? ==  0?  \\ integer values
004D: jump_if_false Label0F7319
00D6: if  0?
0366: (unknown)  14792?? 
004D: jump_if_false Label0F730B
0108: destroy_object  14792??
0008:  14724?? +=  1?  \\ integer values
0004:  14768?? =  1?  \\ integer values
0002: jump Label0F7319

:Label0F730B
01BC: put_object  14792?? at  14808??  14812??  14816??

:Label0F7319
00D6: if  0?
0038:    15928?? ==  0?  \\ integer values
004D: jump_if_false Label0F733F
01BD:  15912?? = current_time_in_ms
0084:  15932?? =  15912??  \\ integer values and handles
0004:  15928?? =  1?  \\ integer values

:Label0F733F
00D6: if  0?
0038:    15928?? ==  1?  \\ integer values
004D: jump_if_false Label0F7361
0084:  15936?? =  15912??  \\ integer values and handles
0060:  15936?? -=  15932??  \\ integer values

:Label0F7361
00D6: if  0?
0028:    15936?? >=  2000&  \\ integer values
004D: jump_if_false Label0F7460
00D6: if  0?
0038:    14824?? ==  0?  \\ integer values
004D: jump_if_false Label0F7460
0107:  14852?? = create_object -132& (TAR_FRAME) at  14876??  14880??  14884??
0177: set_object  14852?? z_angle_to  90!
0107:  14856?? = create_object -133& (TAR_DOWNLEFT) at  14876??  14880??  14884??
0177: set_object  14856?? z_angle_to  90!
0107:  14860?? = create_object -134& (TAR_DOWNRIGHT) at  14876??  14880??  14884??
0177: set_object  14860?? z_angle_to  90!
0107:  14864?? = create_object -135& (TAR_TOP) at  14876??  14880??  14884??
0177: set_object  14864?? z_angle_to  90!
0107:  14868?? = create_object -136& (TAR_UPLEFT) at  14876??  14880??  14884??
0177: set_object  14868?? z_angle_to  90!
0107:  14872?? = create_object -137& (TAR_UPRIGHT) at  14876??  14880??  14884??
0177: set_object  14872?? z_angle_to  90!
0004:  14828?? =  0?  \\ integer values
0004:  14832?? =  0?  \\ integer values
0004:  14836?? =  0?  \\ integer values
0004:  14840?? =  0?  \\ integer values
0004:  14844?? =  0?  \\ integer values
0004:  14848?? =  0?  \\ integer values
0004:  14900?? =  1?  \\ integer values
0004:  14824?? =  1?  \\ integer values

:Label0F7460
00D6: if  0?
0038:    14824?? ==  1?  \\ integer values
004D: jump_if_false Label0F7583
00D6: if  0?
0038:    14828?? ==  0?  \\ integer values
004D: jump_if_false Label0F751C
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label0F74A2
01BB:  14888?? = object  14852?? x_pos,  14892?? = object  14852?? y_pos,  14896?? = object  14852?? z_pos

:Label0F74A2
00D6: if  0?
0038:    14900?? ==  0?  \\ integer values
004D: jump_if_false Label0F74E8
00D6: if  0?
0032:    1228.7! >=  14892??  \\ floating-point values
004D: jump_if_false Label0F74D7
0004:  14900?? =  1?  \\ integer values
0002: jump Label0F74E1

:Label0F74D7
007E:  14892?? -= unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label0F74E1
0002: jump Label0F7515

:Label0F74E8
00D6: if  0?
0030:    14892?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label0F750B
0004:  14900?? =  0?  \\ integer values
0002: jump Label0F7515

:Label0F750B
0078:  14892?? += unknown_inaccurate_float_timer  .04!  \\ floating-point values

:Label0F7515
0002: jump Label0F7583

:Label0F751C
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label0F7583
01BB:  14888?? = object  14852?? x_pos,  14892?? = object  14852?? y_pos,  14896?? = object  14852?? z_pos
00D6: if  0?
0032:    1227! >=  14892??  \\ floating-point values
004D: jump_if_false Label0F7579
00D6: if  0?
8366:   NOT (unknown)  14852?? 
004D: jump_if_false Label0F7564
0108: destroy_object  14852??

:Label0F7564
0004:  14824?? =  0?  \\ integer values
0004:  15928?? =  0?  \\ integer values
0002: jump Label0F7583

:Label0F7579
007E:  14892?? -= unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label0F7583
00D6: if  0?
0038:    14824?? ==  1?  \\ integer values
004D: jump_if_false Label0F7786
01BC: put_object  14852?? at  14888??  14892??  14896??
00D6: if  0?
0038:    14828?? ==  0?  \\ integer values
004D: jump_if_false Label0F7786
00D6: if  4?
0038:    14832?? ==  1?  \\ integer values
0038:    14836?? ==  1?  \\ integer values
0038:    14840?? ==  1?  \\ integer values
0038:    14844?? ==  1?  \\ integer values
0038:    14848?? ==  1?  \\ integer values
004D: jump_if_false Label0F7614
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15928?? =  0?  \\ integer values
0004:  14828?? =  1?  \\ integer values

:Label0F7614
00D6: if  0?
0038:    14832?? ==  0?  \\ integer values
004D: jump_if_false Label0F765E
00D6: if  0?
0366: (unknown)  14856?? 
004D: jump_if_false Label0F7650
0108: destroy_object  14856??
0008:  14724?? +=  1?  \\ integer values
0004:  14832?? =  1?  \\ integer values
0002: jump Label0F765E

:Label0F7650
01BC: put_object  14856?? at  14888??  14892??  14896??

:Label0F765E
00D6: if  0?
0038:    14836?? ==  0?  \\ integer values
004D: jump_if_false Label0F76A8
00D6: if  0?
0366: (unknown)  14860?? 
004D: jump_if_false Label0F769A
0108: destroy_object  14860??
0008:  14724?? +=  1?  \\ integer values
0004:  14836?? =  1?  \\ integer values
0002: jump Label0F76A8

:Label0F769A
01BC: put_object  14860?? at  14888??  14892??  14896??

:Label0F76A8
00D6: if  0?
0038:    14840?? ==  0?  \\ integer values
004D: jump_if_false Label0F76F2
00D6: if  0?
0366: (unknown)  14864?? 
004D: jump_if_false Label0F76E4
0108: destroy_object  14864??
0008:  14724?? +=  1?  \\ integer values
0004:  14840?? =  1?  \\ integer values
0002: jump Label0F76F2

:Label0F76E4
01BC: put_object  14864?? at  14888??  14892??  14896??

:Label0F76F2
00D6: if  0?
0038:    14844?? ==  0?  \\ integer values
004D: jump_if_false Label0F773C
00D6: if  0?
0366: (unknown)  14868?? 
004D: jump_if_false Label0F772E
0108: destroy_object  14868??
0008:  14724?? +=  1?  \\ integer values
0004:  14844?? =  1?  \\ integer values
0002: jump Label0F773C

:Label0F772E
01BC: put_object  14868?? at  14888??  14892??  14896??

:Label0F773C
00D6: if  0?
0038:    14848?? ==  0?  \\ integer values
004D: jump_if_false Label0F7786
00D6: if  0?
0366: (unknown)  14872?? 
004D: jump_if_false Label0F7778
0108: destroy_object  14872??
0008:  14724?? +=  1?  \\ integer values
0004:  14848?? =  1?  \\ integer values
0002: jump Label0F7786

:Label0F7778
01BC: put_object  14872?? at  14888??  14892??  14896??

:Label0F7786
00D6: if  0?
0038:    15940?? ==  0?  \\ integer values
004D: jump_if_false Label0F77AC
01BD:  15912?? = current_time_in_ms
0084:  15944?? =  15912??  \\ integer values and handles
0004:  15940?? =  1?  \\ integer values

:Label0F77AC
00D6: if  0?
0038:    15940?? ==  1?  \\ integer values
004D: jump_if_false Label0F77CE
0084:  15948?? =  15912??  \\ integer values and handles
0060:  15948?? -=  15944??  \\ integer values

:Label0F77CE
00D6: if  0?
0028:    15948?? >=  2000&  \\ integer values
004D: jump_if_false Label0F78CD
00D6: if  0?
0038:    14904?? ==  0?  \\ integer values
004D: jump_if_false Label0F78CD
0107:  14932?? = create_object -132& (TAR_FRAME) at  14956??  14960??  14964??
0177: set_object  14932?? z_angle_to  90!
0107:  14936?? = create_object -133& (TAR_DOWNLEFT) at  14956??  14960??  14964??
0177: set_object  14936?? z_angle_to  90!
0107:  14940?? = create_object -134& (TAR_DOWNRIGHT) at  14956??  14960??  14964??
0177: set_object  14940?? z_angle_to  90!
0107:  14944?? = create_object -135& (TAR_TOP) at  14956??  14960??  14964??
0177: set_object  14944?? z_angle_to  90!
0107:  14948?? = create_object -136& (TAR_UPLEFT) at  14956??  14960??  14964??
0177: set_object  14948?? z_angle_to  90!
0107:  14952?? = create_object -137& (TAR_UPRIGHT) at  14956??  14960??  14964??
0177: set_object  14952?? z_angle_to  90!
0004:  14908?? =  0?  \\ integer values
0004:  14912?? =  0?  \\ integer values
0004:  14916?? =  0?  \\ integer values
0004:  14920?? =  0?  \\ integer values
0004:  14924?? =  0?  \\ integer values
0004:  14928?? =  0?  \\ integer values
0004:  14980?? =  0?  \\ integer values
0004:  14904?? =  1?  \\ integer values

:Label0F78CD
00D6: if  0?
0038:    14904?? ==  1?  \\ integer values
004D: jump_if_false Label0F79F0
00D6: if  0?
0038:    14908?? ==  0?  \\ integer values
004D: jump_if_false Label0F7989
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label0F790F
01BB:  14968?? = object  14932?? x_pos,  14972?? = object  14932?? y_pos,  14976?? = object  14932?? z_pos

:Label0F790F
00D6: if  0?
0038:    14980?? ==  0?  \\ integer values
004D: jump_if_false Label0F7955
00D6: if  0?
0032:    1228.7! >=  14972??  \\ floating-point values
004D: jump_if_false Label0F7944
0004:  14980?? =  1?  \\ integer values
0002: jump Label0F794E

:Label0F7944
007E:  14972?? -= unknown_inaccurate_float_timer  .02!  \\ floating-point values

:Label0F794E
0002: jump Label0F7982

:Label0F7955
00D6: if  0?
0030:    14972?? >=  1236.5!  \\ floating-point values
004D: jump_if_false Label0F7978
0004:  14980?? =  0?  \\ integer values
0002: jump Label0F7982

:Label0F7978
0078:  14972?? += unknown_inaccurate_float_timer  .02!  \\ floating-point values

:Label0F7982
0002: jump Label0F79F0

:Label0F7989
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label0F79F0
01BB:  14968?? = object  14932?? x_pos,  14972?? = object  14932?? y_pos,  14976?? = object  14932?? z_pos
00D6: if  0?
0030:    14972?? >=  1239!  \\ floating-point values
004D: jump_if_false Label0F79E6
00D6: if  0?
8366:   NOT (unknown)  14932?? 
004D: jump_if_false Label0F79D1
0108: destroy_object  14932??

:Label0F79D1
0004:  14904?? =  0?  \\ integer values
0004:  15948?? =  0?  \\ integer values
0002: jump Label0F79F0

:Label0F79E6
0078:  14972?? += unknown_inaccurate_float_timer  .06!  \\ floating-point values

:Label0F79F0
00D6: if  0?
0038:    14904?? ==  1?  \\ integer values
004D: jump_if_false Label0F7C01
01BC: put_object  14932?? at  14968??  14972??  14976??
00D6: if  0?
0038:    14908?? ==  0?  \\ integer values
004D: jump_if_false Label0F7C01
00D6: if  4?
0038:    14912?? ==  1?  \\ integer values
0038:    14916?? ==  1?  \\ integer values
0038:    14920?? ==  1?  \\ integer values
0038:    14924?? ==  1?  \\ integer values
0038:    14928?? ==  1?  \\ integer values
004D: jump_if_false Label0F7A8F
0008:  15956?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  14696?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0008:  15872?? +=  1?  \\ integer values
0004:  15948?? =  0?  \\ integer values
0004:  14908?? =  1?  \\ integer values

:Label0F7A8F
00D6: if  0?
0038:    14912?? ==  0?  \\ integer values
004D: jump_if_false Label0F7AD9
00D6: if  0?
0366: (unknown)  14936?? 
004D: jump_if_false Label0F7ACB
0108: destroy_object  14936??
0008:  14724?? +=  1?  \\ integer values
0004:  14912?? =  1?  \\ integer values
0002: jump Label0F7AD9

:Label0F7ACB
01BC: put_object  14936?? at  14968??  14972??  14976??

:Label0F7AD9
00D6: if  0?
0038:    14916?? ==  0?  \\ integer values
004D: jump_if_false Label0F7B23
00D6: if  0?
0366: (unknown)  14940?? 
004D: jump_if_false Label0F7B15
0108: destroy_object  14940??
0008:  14724?? +=  1?  \\ integer values
0004:  14916?? =  1?  \\ integer values
0002: jump Label0F7B23

:Label0F7B15
01BC: put_object  14940?? at  14968??  14972??  14976??

:Label0F7B23
00D6: if  0?
0038:    14920?? ==  0?  \\ integer values
004D: jump_if_false Label0F7B6D
00D6: if  0?
0366: (unknown)  14944?? 
004D: jump_if_false Label0F7B5F
0108: destroy_object  14944??
0008:  14724?? +=  1?  \\ integer values
0004:  14920?? =  1?  \\ integer values
0002: jump Label0F7B6D

:Label0F7B5F
01BC: put_object  14944?? at  14968??  14972??  14976??

:Label0F7B6D
00D6: if  0?
0038:    14924?? ==  0?  \\ integer values
004D: jump_if_false Label0F7BB7
00D6: if  0?
0366: (unknown)  14948?? 
004D: jump_if_false Label0F7BA9
0108: destroy_object  14948??
0008:  14724?? +=  1?  \\ integer values
0004:  14924?? =  1?  \\ integer values
0002: jump Label0F7BB7

:Label0F7BA9
01BC: put_object  14948?? at  14968??  14972??  14976??

:Label0F7BB7
00D6: if  0?
0038:    14928?? ==  0?  \\ integer values
004D: jump_if_false Label0F7C01
00D6: if  0?
0366: (unknown)  14952?? 
004D: jump_if_false Label0F7BF3
0108: destroy_object  14952??
0008:  14724?? +=  1?  \\ integer values
0004:  14928?? =  1?  \\ integer values
0002: jump Label0F7C01

:Label0F7BF3
01BC: put_object  14952?? at  14968??  14972??  14976??

:Label0F7C01
0002: jump Label0F6D71

:Label0F7C08
018E: stop_sound  15868??
00D6: if  0?
0038:    15788?? ==  1?  \\ integer values
004D: jump_if_false Label0F7C7F

:Label0F7C1F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label0F7C7F
0001: wait  0? ms
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -667.8!  1210!  10.5! radius  3!  3!  3!
004D: jump_if_false Label0F7C78
00BC: text_highpriority "BJM2_22"  5000& ms  1? \\ ~r~You have left the shooting range!
0002: jump Label0F7DB0

:Label0F7C78
0002: jump Label0F7C1F

:Label0F7C7F
03D5: remove_text "BJM2_19" \\ ~g~Hit as many targets as you can in the time limit!
03D5: remove_text "BJM2_20" \\ ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over!
03D5: remove_text "BJM2_2" \\ ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button.
03D5: remove_text "BNK2_3" \\ AREA CLEAR!
0084:  15648?? =  15644??  \\ integer values and handles
0060:  15648?? -=  14720??  \\ integer values
01B8: set_player $PLAYER_CHAR armed_weapon_to  0?
014F: stop_timer  14708??
01E3: text_1number_styled "RANGE_1"  14696??  4000& ms  1? \\ SCORE FOR SHOOT: ~1~
0001: wait  4000& ms
0084:  15640?? =  14724??  \\ integer values and handles
0010:  15640?? *=  100?  \\ integer values
00D6: if  0?
0018:    15648?? >  0?  \\ integer values
004D: jump_if_false Label0F7D0A
0070:  15640?? /=  15648??  \\ integer values
0002: jump Label0F7D11

:Label0F7D0A
0004:  15640?? =  0?  \\ integer values

:Label0F7D11
01E3: text_1number_styled "BJM2_3"  15640??  4000& ms  1? \\ HIT RATE: ~1~%
0001: wait  4000& ms
03D6: remove_big_text "BJM2_3" \\ HIT RATE: ~1~%
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object  15776??
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
0028:    15872?? >=  45?  \\ integer values
004D: jump_if_false Label0F7D88
00D6: if  0?
0038:    432?? ==  0?  \\ integer values
004D: jump_if_false Label0F7D88
030C: set_mission_points +=  1?
0331: unknown_player $PLAYER_CHAR set_fast_reload  1?
00BC: text_highpriority "RELOAD"  5000& ms  1? \\ ~g~You have won the fast reload ability!
0004:  432?? =  1?  \\ integer values

:Label0F7D88
00D6: if  0?
001C:    15872?? >  15952??  \\ integer values
004D: jump_if_false Label0F7DA9
0002: jump Label0F7DC1
0002: jump Label0F7DB0

:Label0F7DA9
0002: jump Label0F7DB0

:Label0F7DB0
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0F7DC1
01EB: set_car_density_to  1!
01E3: text_1number_styled "M_PASS"  500&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  500&
00D6: if  0?
0038:    6416?? ==  0?  \\ integer values
004D: jump_if_false Label0F7DFD
0595: (unknown)
0004:  6416?? =  1?  \\ integer values

:Label0F7DFD
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
042F: save_record  0?  15872??
042F: save_record  1?  15640??
0051: return

:Label0F7E16
018E: stop_sound  15868??
0108: destroy_object  14772??
0108: destroy_object  14776??
0108: destroy_object  14780??
0108: destroy_object  14784??
0108: destroy_object  14788??
0108: destroy_object  14792??
0108: destroy_object  14852??
0108: destroy_object  14856??
0108: destroy_object  14860??
0108: destroy_object  14864??
0108: destroy_object  14868??
0108: destroy_object  14872??
0108: destroy_object  14932??
0108: destroy_object  14936??
0108: destroy_object  14940??
0108: destroy_object  14944??
0108: destroy_object  14948??
0108: destroy_object  14952??
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0?
0018:    15756?? >  0?  \\ integer values
004D: jump_if_false Label0F7E91
0247: request_model  15760??

:Label0F7E91
038B: load_requested_models
01B1: give_player $PLAYER_CHAR weapon  15752?? ammo  15756??  \\ Load the weapon model before using this
0249: release_model  15760??
0004: $ONMISSION =  0?  \\ integer values
0004:  3980?? =  0?  \\ integer values
04E2: $PLAYER_CHAR  0?
0108: destroy_object  15776??
0151: remove_status_text  15872??
0151: remove_status_text  15952??
014F: stop_timer  14708??
0249: release_model #COLT45
0249: release_model -132& (TAR_FRAME)
0249: release_model -133& (TAR_DOWNLEFT)
0249: release_model -134& (TAR_DOWNRIGHT)
0249: release_model -135& (TAR_TOP)
0249: release_model -136& (TAR_UPLEFT)
0249: release_model -137& (TAR_UPRIGHT)
0249: release_model -121? (FAKETARGET)
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 67---------------
; Originally: Road Kill


:Label0F7EFC
03A4: name_thread "ASSIN1"
0050: gosub Label0F7F2A
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0F7F21
0050: gosub Label0F861C

:Label0F7F21
0050: gosub Label0F8670
004E: end_thread

:Label0F7F2A
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ASSIN1"
0247: request_model #PIZZABOY
0247: request_model #HMYRI
0247: request_model -186& (PIZZABOX)
0247: request_model #CELLPHONE

:Label0F7F54
00D6: if  23?
8248:   NOT   model #PIZZABOY available
8248:   NOT   model #HMYRI available
8248:   NOT   model -186& (PIZZABOX) available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label0F7F7D
0001: wait  0? ms
0002: jump Label0F7F54

:Label0F7F7D
016A: fade  1? (back)  1500& ms
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
0395: clear_area  0? at  37.6088! -1023.986! range  9.4108!  1!
0395: clear_area  0? at  36.86817! -1027.186! range  10.41709!  1!
042B: clear_peds_from_cube  14! -1034.703!  5.02!  69.44! -1008.664!  14!
02A3: toggle_widescreen  1? (on)
0055: put_player $PLAYER_CHAR at  36.8778! -1023.988!  9.4108!
0171: set_player $PLAYER_CHAR z_angle_to -.01!
015F: set_camera_position  36.86817! -1027.186!  10.41709!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  4?  2?
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1?
03CF: load_wav "JOB1_1B" as  1?
03CF: load_wav "JOB1_1C" as  2?

:Label0F804E
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0F806C
0001: wait  0? ms
0002: jump Label0F804E

:Label0F806C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F8084
0001: wait  0? ms
0002: jump Label0F806C

:Label0F8084
00BC: text_highpriority "ASM1_D"  10000& ms  1? \\ Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
03D1: play_wav  1?

:Label0F8097
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F80CE
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F80C7
0002: jump Label0F81B2

:Label0F80C7
0002: jump Label0F8097

:Label0F80CE
03D5: remove_text "ASM1_D" \\ Mr. Teal, your help in eradicating those out-of-towners was invaluable to business.
040D: unload_wav  1?
00BC: text_highpriority "ASM1_C"  10000& ms  1? \\ I have more work for you with a more 'hands-on' approach.
03D1: play_wav  2?

:Label0F80EF
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F8126
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F811F
0002: jump Label0F81B2

:Label0F811F
0002: jump Label0F80EF

:Label0F8126
03D5: remove_text "ASM1_C" \\ I have more work for you with a more 'hands-on' approach.
040D: unload_wav  2?
03CF: load_wav "JOB1_1D" as  1?

:Label0F8140
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0F815A
0001: wait  0? ms
0002: jump Label0F8140

:Label0F815A
00BC: text_highpriority "ASM1_B"  10000& ms  1? \\ Your next job is taped under the phone.
03D1: play_wav  1?

:Label0F816D
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F81A4
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F819D
0002: jump Label0F81B2

:Label0F819D
0002: jump Label0F816D

:Label0F81A4
03D5: remove_text "ASM1_B" \\ Your next job is taped under the phone.
040D: unload_wav  1?

:Label0F81B2
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
0001: wait  500& ms
052B: actor $PLAYER_ACTOR hold_cellphone  0?
0249: release_model #CELLPHONE
016A: fade  0? ()  1500& ms
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0006:  16@ =  0?  \\ integer values

:Label0F81E9
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F8201
0001: wait  0? ms
0002: jump Label0F81E9

:Label0F8201
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1? (back)  1500& ms

:Label0F8210
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F8228
0001: wait  0? ms
0002: jump Label0F8210

:Label0F8228
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0005:  25196?? =  121.0519!  \\ floating-point values
0005:  25200?? = -1443.547!  \\ floating-point values
0005:  25204?? =  9.845!  \\ floating-point values
0005:  25208?? =  150!  \\ floating-point values
0004:  25212?? =  0?  \\ integer values
0004:  25224?? =  0?  \\ integer values
0004:  25220?? =  0?  \\ integer values
0004:  25216?? =  50?  \\ integer values
0481:  3!

:Label0F827A
0001: wait  0? ms
00D6: if  0?
0038:    25224?? ==  0?  \\ integer values
004D: jump_if_false Label0F8332
00BC: text_highpriority "ASM1_7"  10000& ms  2? \\ ~g~Carl Pearson, Pizza Delivery Man. Kill him before he completes his deliveries.
0004:  25224?? =  2?  \\ integer values
04E3: unknown_player $PLAYER_CHAR  2?  350000&&
03C4: set_status_text_to  25216??  0? (number) "ASM1_6" \\ Deliveries left:
0395: clear_area  0? at  25196??  25200?? range  25204??  5!
00A5:  25180?? = create_car #PIZZABOY at  25196??  25200??  25204??
0175: set_car  25180?? z_angle_to  25208??
0129:  25176?? = create_actor  4? #HMYRI in_car  25180?? driverseat
02A9: set_actor  25176?? immune_to_nonplayer  1?
035F: (unknown)  25176??  50? 
00A8: set_car  25180?? to_psycho_driver
00AD: set_car  25180?? max_speed_to  32!
00AE: unknown_set_car  25180?? to_ignore_traffic_lights  2?
02AA: set_car  25180?? immune_to_nonplayer  1?
0187:  25184?? = create_marker_above_actor  25176??
0004:  25224?? =  1?  \\ integer values

:Label0F8332
00D6: if  0?
0038:    25224?? ==  1?  \\ integer values
004D: jump_if_false Label0F8615
00D6: if  0?
0118:   actor  25176?? dead
004D: jump_if_false Label0F835B
0002: jump Label0F862D

:Label0F835B
00D6: if  0?
8118:   NOT   actor  25176?? dead
004D: jump_if_false Label0F8398
00D6: if  0?
0038:    25216?? ==  0?  \\ integer values
004D: jump_if_false Label0F8398
0151: remove_status_text  25216??
00BC: text_highpriority "ASM1_5"  5000& ms  1? \\ ~r~Your target completed his deliveries!
0002: jump Label0F861C

:Label0F8398
00D6: if  0?
8118:   NOT   actor  25176?? dead
004D: jump_if_false Label0F84E1
00D6: if  0?
001A:    2? >  25212??  \\ integer values
004D: jump_if_false Label0F8410
00D6: if  0?
8119:   NOT   car  25180?? wrecked
004D: jump_if_false Label0F8409
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  25180??
004D: jump_if_false Label0F83FB
00D6: if  0?
02BF:   car  25180?? sunk
004D: jump_if_false Label0F83F4
0004:  25212?? =  2?  \\ integer values

:Label0F83F4
0002: jump Label0F8402

:Label0F83FB
0004:  25212?? =  2?  \\ integer values

:Label0F8402
0002: jump Label0F8410

:Label0F8409
0004:  25212?? =  2?  \\ integer values

:Label0F8410
00D6: if  0?
0038:    25212?? ==  0?  \\ integer values
004D: jump_if_false Label0F8448
00D6: if  0?
80DF:   NOT   actor  25176?? driving
004D: jump_if_false Label0F8448
01D5: actor  25176?? go_to_and_drive_car  25180??
0319: set_actor  25176?? wander_state_to  1? (off)
0004:  25212?? =  1?  \\ integer values

:Label0F8448
00D6: if  0?
0038:    25212?? ==  1?  \\ integer values
004D: jump_if_false Label0F848A
00D6: if  0?
0448:   actor  25176?? in_car  25180??
004D: jump_if_false Label0F848A
00AD: set_car  25180?? max_speed_to  32!
00AE: unknown_set_car  25180?? to_ignore_traffic_lights  2?
00A8: set_car  25180?? to_psycho_driver
0004:  25212?? =  0?  \\ integer values

:Label0F848A
00D6: if  0?
0038:    25212?? ==  2?  \\ integer values
004D: jump_if_false Label0F84E1
00D6: if  21?
044B: (unknown)  25176?? 
0119:   car  25180?? wrecked
004D: jump_if_false Label0F84CC
011C: actor  25176?? clear_objective
01D0: actor  25176?? avoid_player $PLAYER_CHAR
0004:  25212?? =  3?  \\ integer values
0002: jump Label0F84E1

:Label0F84CC
00D6: if  0?
0449:   actor  25176?? in_a_car
004D: jump_if_false Label0F84E1
03E2: actor  25176?? exit_car

:Label0F84E1
00D6: if  0?
0038:    25220?? ==  0?  \\ integer values
004D: jump_if_false Label0F85DD
00D6: if  0?
8119:   NOT   car  25180?? wrecked
004D: jump_if_false Label0F85DD
00D6: if  0?
8118:   NOT   actor  25176?? dead
004D: jump_if_false Label0F85DD
00D6: if  0?
0448:   actor  25176?? in_car  25180??
004D: jump_if_false Label0F85DD
02E3:  25236?? = car  25180?? speed
00D6: if  0?
0020:    25236?? >  10!  \\ floating-point values
004D: jump_if_false Label0F85DD
029B:  25244?? = init_object -186& (PIZZABOX) at  0!  0!  100!
035C: place_object  25244?? relative_to_car  25180?? offset  .5!  0!  .7!
0382: unknown_set_object  25244?? collision_detection  1?
0392: object  25244?? toggle_in_moving_list  1?
0172:  25240?? = actor  25176?? z_angle
000D:  25228?? -=  90!  \\ floating-point values
000D:  25232?? -=  90!  \\ floating-point values
02F7:  25228?? = sinus  25240?? \\ cosine swapped with sinus
02F6:  25232?? = cosine  25240??  \\ sinus swapped with cosine
0011:  25228?? *=  11!  \\ floating-point values
0011:  25232?? *=  11!  \\ floating-point values
038C: object  25244?? scatter  25228??  25232??  6!
0004:  25220?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label0F85DD
00D6: if  0?
0038:    25220?? ==  1?  \\ integer values
004D: jump_if_false Label0F8615
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0F8615
0108: destroy_object  25244??
000C:  25216?? -=  1?  \\ integer values
0004:  25220?? =  0?  \\ integer values

:Label0F8615
0002: jump Label0F827A

:Label0F861C
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0F862D
0004:  1192?? =  1?  \\ integer values
0318: set_latest_mission_passed "JOB_1" \\ Road Kill
01E3: text_1number_styled "M_PASS"  500&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1?
0533:  1?
0109: player $PLAYER_CHAR money +=  500&
0164: disable_marker  1188??
0051: return

:Label0F8670
0004: $ONMISSION =  0?  \\ integer values
0249: release_model -186& (PIZZABOX)
0249: release_model #HMYRI
0249: release_model #PIZZABOY
0249: release_model #CELLPHONE
0151: remove_status_text  25216??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  25184??
00D8: mission_cleanup
0051: return

;-------------Mission 68---------------
; Originally: Waste the Wife


:Label0F869D
03A4: name_thread "ASSIN2"
0050: gosub Label0F86CB
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0F86C2
0050: gosub Label0F9684

:Label0F86C2
0050: gosub Label0F96D8
004E: end_thread

:Label0F86CB
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ASSIN2"
0004:  25264?? =  0?  \\ integer values
0005:  25268?? =  394.9916!  \\ floating-point values
0005:  25272?? =  202.5176!  \\ floating-point values
0005:  25276?? =  9.763452!  \\ floating-point values
0005:  25280?? =  403.978!  \\ floating-point values
0005:  25284?? =  222.629!  \\ floating-point values
0005:  25288?? =  10.761!  \\ floating-point values
0004:  25292?? =  0?  \\ integer values
0004:  25296?? =  0?  \\ integer values
0004:  25304?? =  0?  \\ integer values
0004:  25308?? =  0?  \\ integer values
0004:  25312?? =  0?  \\ integer values
0004:  25316?? =  0?  \\ integer values
0004:  25340?? =  0?  \\ integer values
0004:  25332?? =  99999&&  \\ integer values
0004:  25336?? =  0?  \\ integer values
0004:  25264?? =  0?  \\ integer values
0247: request_model #COMET
0247: request_model #WFYRI
0247: request_model #CELLPHONE

:Label0F877C
00D6: if  22?
8248:   NOT   model #COMET available
8248:   NOT   model #WFYRI available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label0F87A0
0001: wait  0? ms
0002: jump Label0F877C

:Label0F87A0
016A: fade  1? (back)  1500& ms
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
0395: clear_area  0? at  482.4669!  244.3981! range  10.0611!  1!
042B: clear_peds_from_cube  467.323!  237.113!  5.992!  491.743!  252.845!  15.029!
02A3: toggle_widescreen  1? (on)
0055: put_player $PLAYER_CHAR at  482.4622!  244.5908!  10.10115!
0171: set_player $PLAYER_CHAR z_angle_to  359.0237!
015F: set_camera_position  482.462!  242.7434!  12.795!  0!  0!  0!
0395: clear_area  0? at  482.462!  242.7434! range  12.795!  1!
0157: camera_on_player $PLAYER_CHAR  4?  2?
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1?
03CF: load_wav "JOB2_1B" as  1?
03CF: load_wav "JOB1_1C" as  2?

:Label0F8871
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0F888F
0001: wait  0? ms
0002: jump Label0F8871

:Label0F888F
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F88A7
0001: wait  0? ms
0002: jump Label0F888F

:Label0F88A7
00BC: text_highpriority "ASM2_A"  10000& ms  1? \\ My compliments on a job well done Mr. Teal. My client was very pleased.
03D1: play_wav  1?

:Label0F88BA
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F88F1
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F88EA
0002: jump Label0F89D5

:Label0F88EA
0002: jump Label0F88BA

:Label0F88F1
03D5: remove_text "ASM2_A" \\ My compliments on a job well done Mr. Teal. My client was very pleased.
040D: unload_wav  1?
00BC: text_highpriority "ASM1_C"  10000& ms  1? \\ I have more work for you with a more 'hands-on' approach.
03D1: play_wav  2?

:Label0F8912
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F8949
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F8942
0002: jump Label0F89D5

:Label0F8942
0002: jump Label0F8912

:Label0F8949
03D5: remove_text "ASM1_C" \\ I have more work for you with a more 'hands-on' approach.
040D: unload_wav  2?
03CF: load_wav "JOB1_1D" as  1?

:Label0F8963
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0F897D
0001: wait  0? ms
0002: jump Label0F8963

:Label0F897D
00BC: text_highpriority "ASM1_B"  10000& ms  1? \\ Your next job is taped under the phone.
03D1: play_wav  1?

:Label0F8990
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F89C7
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F89C0
0002: jump Label0F89D5

:Label0F89C0
0002: jump Label0F8990

:Label0F89C7
03D5: remove_text "ASM1_B" \\ Your next job is taped under the phone.
040D: unload_wav  1?

:Label0F89D5
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
0001: wait  500& ms
052B: actor $PLAYER_ACTOR hold_cellphone  0?
0249: release_model #CELLPHONE
016A: fade  0? ()  1500& ms
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!

:Label0F8A05
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F8A1D
0001: wait  0? ms
0002: jump Label0F8A05

:Label0F8A1D
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1? (back)  1500& ms

:Label0F8A2C
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F8A44
0001: wait  0? ms
0002: jump Label0F8A2C

:Label0F8A44
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label0F8A4B
0001: wait  0? ms
00D6: if  0?
0038:    25292?? ==  0?  \\ integer values
004D: jump_if_false Label0F8ACC
00BC: text_highpriority "ASM2_1"  10000& ms  2? \\ ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident.
018A:  25300?? = create_checkpoint_at  25280??  25284??  25288??
01E8: create_forbidden_for_cars_cube  397!  220! -9.71!  402.61!  191.618!  9.89!
022B: create_forbidden_for_peds_cube  306.885!  179.0982! -10.0907!  413.129!  203.139!  10.89!
0006:  16@ =  0?  \\ integer values
0004:  25292?? =  1?  \\ integer values

:Label0F8ACC
00D6: if  0?
0038:    25292?? ==  1?  \\ integer values
004D: jump_if_false Label0F8F15
00D6: if  0?
0038:    25296?? ==  0?  \\ integer values
004D: jump_if_false Label0F8F15
00D6: if  0?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point  25280??  25284??  25288?? radius  2!  2!  3!
004D: jump_if_false Label0F8F15
00D6: if  0?
0443:   player $PLAYER_CHAR in_a_car
004D: jump_if_false Label0F8F06
0164: disable_marker  25300??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0395: clear_area  1? at  25268??  25272?? range  25276??  30!
009A:  25248?? = create_actor  5? #WFYRI at  379.3426!  203.4908!  11.39251!
0489: unknown_actor  25248?? flag  1?
0173: set_actor  25248?? z_angle_to  268.9735!
015F: set_camera_position  390.952!  212.377!  16.131!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  15?  2?
0395: clear_area  1? at  25268??  25272?? range  25276??  15!
00A5:  25252?? = create_car #COMET at  25268??  25272??  25276??
0229: set_car  25252?? color_to  6?  6?
0175: set_car  25252?? z_angle_to  178.2268!
00AD: set_car  25252?? max_speed_to  0!
00AE: unknown_set_car  25252?? to_ignore_traffic_lights  0?
0224: set_car  25252?? health_to  893&
020A: set_car  25252?? door_status_to  3?

:Label0F8BF4
00D6: if  0?
8038:   NOT    25304?? ==  5?  \\ integer values
004D: jump_if_false Label0F8ED1
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F8C52
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F8C52
00D6: if  0?
0038:    25304?? ==  0?  \\ integer values
004D: jump_if_false Label0F8C52
01D5: actor  25248?? go_to_and_drive_car  25252??
0006:  16@ =  0?  \\ integer values
0004:  25304?? =  1?  \\ integer values

:Label0F8C52
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F8CF6
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F8CF6
00D6: if  0?
0038:    25304?? ==  1?  \\ integer values
004D: jump_if_false Label0F8CF6
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0F8CF6
015F: set_camera_position  378.6064!  203.7468!  11.02881!  0!  0!  0!
0160: point_camera  379.5837!  203.6236!  11.19348!  2?
00BC: text_highpriority "ASM2_8"  6000& ms  2? \\ ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons.
00BB: text_lowpriority "ASM2_10"  6000& ms  2? \\ ~g~When her car bursts into flames make your self scarce!
0006:  16@ =  0?  \\ integer values
0004:  25304?? =  2?  \\ integer values

:Label0F8CF6
00D6: if  0?
0038:    25304?? ==  2?  \\ integer values
004D: jump_if_false Label0F8DFF
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F8DFF
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F8DFF
00D6: if  0?
00FF:   actor  25248??  0? ()near_point_on_foot  384.3994!  203.4012!  10.39251! radius  1.5!  1.5!  1.5!
004D: jump_if_false Label0F8DC7
0395: clear_area  1? at  25268??  25272?? range  25276??  50!
015F: set_camera_position  390.022!  205.2038!  10.93295!  0!  0!  0!
00A1: put_actor  25248?? at  390.8115!  202.5918!  10.07062!
0173: set_actor  25248?? z_angle_to  270.7903!
01D5: actor  25248?? go_to_and_drive_car  25252??
0158: camera_on_vehicle  25252??  15?  2?
0004:  25304?? =  3?  \\ integer values
0002: jump Label0F8DFF

:Label0F8DC7
00D6: if  0?
0019:    16@ >  14000&  \\ integer values
004D: jump_if_false Label0F8DFF
00A1: put_actor  25248?? at  384.3994!  203.4012!  10.39251!
0173: set_actor  25248?? z_angle_to  270!
0006:  16@ =  0?  \\ integer values

:Label0F8DFF
00D6: if  0?
0038:    25304?? ==  3?  \\ integer values
004D: jump_if_false Label0F8E85
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F8E85
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F8E85
00D6: if  0?
0448:   actor  25248?? in_car  25252??
004D: jump_if_false Label0F8E85
0187:  25256?? = create_marker_above_actor  25248??
020A: set_car  25252?? door_status_to  2?
00AD: set_car  25252?? max_speed_to  15!
00A8: set_car  25252?? to_psycho_driver
00AE: unknown_set_car  25252?? to_ignore_traffic_lights  1?
02AA: set_car  25252?? immune_to_nonplayer  1?
054A: unknown_actor  25248?? flag  0?
0006:  16@ =  0?  \\ integer values
0004:  25304?? =  4?  \\ integer values

:Label0F8E85
00D6: if  0?
0038:    25304?? ==  4?  \\ integer values
004D: jump_if_false Label0F8ECA
00D6: if  0?
0019:    16@ >  4000&  \\ integer values
004D: jump_if_false Label0F8ECA
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03D5: remove_text "ASM2_10" \\ ~g~When her car bursts into flames make your self scarce!
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004:  25304?? =  5?  \\ integer values

:Label0F8ECA
0002: jump Label0F8BF4

:Label0F8ED1
0004:  25296?? =  1?  \\ integer values
0004:  25292?? =  2?  \\ integer values
03CC: car  25252?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  25252??
04E2: $PLAYER_CHAR  1?
0006:  16@ =  0?  \\ integer values
0002: jump Label0F8F15

:Label0F8F06
00BC: text_highpriority "ASM2_9"  3000& ms  2? \\ ~g~You need some wheels for this job!

:Label0F8F15
00D6: if  0?
0038:    25296?? ==  1?  \\ integer values
004D: jump_if_false Label0F8FF4
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F8FF4
00D6: if  0?
82BF:   NOT   car  25252?? sunk
004D: jump_if_false Label0F8FF4
00D6: if  0?
8495:   NOT   unknown_car_check  25252??
004D: jump_if_false Label0F8FF4
00D6: if  21?
03CE:   car  25252?? stuck
018F:   unknown_car_check  25252??
004D: jump_if_false Label0F8FF4
00D6: if  0?
82CA:   NOT   car  25252?? bounding_sphere_visible
004D: jump_if_false Label0F8FF4
00AA:  25320?? = car  25252?? x_pos,  25324?? = car  25252?? y_pos,  25328?? = car  25252?? z_pos
02C1: set  25320??  25324??  25328?? to_car_path_coords_closest_to  25320??  25324??  25328??
00D6: if  0?
838A:   NOT   car_in_cube  25320??  25324??  25328??  4!  4!  3!
004D: jump_if_false Label0F8FF4
00D6: if  0?
80C2:   NOT   sphere_onscreen  25320??  25324??  25328??  3!
004D: jump_if_false Label0F8FF4
00AD: set_car  25252?? max_speed_to  30!
00AE: unknown_set_car  25252?? to_ignore_traffic_lights  2?
00A8: set_car  25252?? to_psycho_driver

:Label0F8FF4
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F9040
0227:  25260?? = car  25252?? health
000C:  25260?? -=  243&  \\ integer values
0010:  25260?? *=  10?  \\ integer values
0014:  25260?? /=  65?  \\ integer values
00D6: if  0?
002A:    0? >=  25260??  \\ integer values
004D: jump_if_false Label0F9039
0151: remove_status_text  25260??

:Label0F9039
0002: jump Label0F9047

:Label0F9040
0004:  25260?? =  0?  \\ integer values

:Label0F9047
00D6: if  0?
0038:    25292?? ==  2?  \\ integer values
004D: jump_if_false Label0F9081
00D6: if  0?
0038:    25316?? ==  0?  \\ integer values
004D: jump_if_false Label0F9081
03C4: set_status_text_to  25260??  1? (bar) "ASM2_2" \\ health:
0004:  25316?? =  1?  \\ integer values

:Label0F9081
00D6: if  0?
0038:    25296?? ==  1?  \\ integer values
004D: jump_if_false Label0F9102
00D6: if  0?
0038:    25292?? ==  2?  \\ integer values
004D: jump_if_false Label0F9102
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F9102
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F9102
00D6: if  0?
0038:    25308?? ==  0?  \\ integer values
004D: jump_if_false Label0F9102
00D6: if  0?
8185:   NOT   car  25252?? health >=  892&
004D: jump_if_false Label0F9102
00AD: set_car  25252?? max_speed_to  29!
00AE: unknown_set_car  25252?? to_ignore_traffic_lights  2?
0004:  25308?? =  1?  \\ integer values

:Label0F9102
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F9464
00D6: if  0?
0038:    25340?? ==  0?  \\ integer values
004D: jump_if_false Label0F9315
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F930E
00D6: if  0?
0495:   unknown_car_check  25252??
004D: jump_if_false Label0F9177
00D6: if  0?
0018:    25332?? >  1?  \\ integer values
004D: jump_if_false Label0F9170
0004:  25336?? =  1?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_9" as  1?

:Label0F9170
0002: jump Label0F930E

:Label0F9177
00D6: if  0?
001A:    14? >  25260??  \\ integer values
004D: jump_if_false Label0F91BC
00D6: if  0?
0018:    25332?? >  2?  \\ integer values
004D: jump_if_false Label0F91B5
0004:  25336?? =  2?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_8" as  1?

:Label0F91B5
0002: jump Label0F930E

:Label0F91BC
00D6: if  0?
001A:    28? >  25260??  \\ integer values
004D: jump_if_false Label0F9201
00D6: if  0?
0018:    25332?? >  3?  \\ integer values
004D: jump_if_false Label0F91FA
0004:  25336?? =  3?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_7" as  1?

:Label0F91FA
0002: jump Label0F930E

:Label0F9201
00D6: if  0?
001A:    45? >  25260??  \\ integer values
004D: jump_if_false Label0F9246
00D6: if  0?
0018:    25332?? >  4?  \\ integer values
004D: jump_if_false Label0F923F
0004:  25336?? =  4?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_6" as  1?

:Label0F923F
0002: jump Label0F930E

:Label0F9246
00D6: if  0?
001A:    59? >  25260??  \\ integer values
004D: jump_if_false Label0F928B
00D6: if  0?
0018:    25332?? >  5?  \\ integer values
004D: jump_if_false Label0F9284
0004:  25336?? =  5?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_5" as  1?

:Label0F9284
0002: jump Label0F930E

:Label0F928B
00D6: if  0?
001A:    72? >  25260??  \\ integer values
004D: jump_if_false Label0F92D0
00D6: if  0?
0018:    25332?? >  6?  \\ integer values
004D: jump_if_false Label0F92C9
0004:  25336?? =  6?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_4" as  1?

:Label0F92C9
0002: jump Label0F930E

:Label0F92D0
00D6: if  0?
001A:    88? >  25260??  \\ integer values
004D: jump_if_false Label0F930E
00D6: if  0?
0018:    25332?? >  7?  \\ integer values
004D: jump_if_false Label0F930E
0004:  25336?? =  7?  \\ integer values
0004:  25340?? =  1?  \\ integer values
03CF: load_wav "JOB2_3" as  1?

:Label0F930E
0002: jump Label0F945D

:Label0F9315
00D6: if  0?
0038:    25340?? ==  1?  \\ integer values
004D: jump_if_false Label0F93C0
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label0F93B9
03D1: play_wav  1?
00D6: if  23?
0038:    25336?? ==  2?  \\ integer values
0038:    25336?? ==  4?  \\ integer values
0038:    25336?? ==  5?  \\ integer values
0038:    25336?? ==  7?  \\ integer values
004D: jump_if_false Label0F9370
00BC: text_highpriority "ASM2_13"  3000& ms  1? \\ Oh my god!

:Label0F9370
00D6: if  0?
0038:    25336?? ==  3?  \\ integer values
004D: jump_if_false Label0F9391
00BC: text_highpriority "ASM2_12"  3000& ms  1? \\ Somebody help me!

:Label0F9391
00D6: if  0?
0038:    25336?? ==  6?  \\ integer values
004D: jump_if_false Label0F93B2
00BC: text_highpriority "ASM2_11"  3000& ms  1? \\ Help me!

:Label0F93B2
0004:  25340?? =  2?  \\ integer values

:Label0F93B9
0002: jump Label0F945D

:Label0F93C0
00D6: if  0?
0038:    25340?? ==  2?  \\ integer values
004D: jump_if_false Label0F945D
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label0F945D
0004:  25340?? =  0?  \\ integer values
040D: unload_wav  1?
00D6: if  23?
0038:    25336?? ==  2?  \\ integer values
0038:    25336?? ==  4?  \\ integer values
0038:    25336?? ==  5?  \\ integer values
0038:    25336?? ==  7?  \\ integer values
004D: jump_if_false Label0F941D
03D5: remove_text "ASM2_13" \\ Oh my god!

:Label0F941D
00D6: if  0?
0038:    25336?? ==  3?  \\ integer values
004D: jump_if_false Label0F9439
03D5: remove_text "ASM2_12" \\ Somebody help me!

:Label0F9439
00D6: if  0?
0038:    25336?? ==  6?  \\ integer values
004D: jump_if_false Label0F9455
03D5: remove_text "ASM2_11" \\ Help me!

:Label0F9455
0084:  25332?? =  25336??  \\ integer values and handles

:Label0F945D
0002: jump Label0F946F

:Label0F9464
0004:  25340?? =  0?  \\ integer values
040D: unload_wav  1?

:Label0F946F
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F9523
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F9523
00D6: if  0?
0495:   unknown_car_check  25252??
004D: jump_if_false Label0F9523
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  25252?? radius  20!  20!  0?
004D: jump_if_false Label0F94F4
0004:  25264?? =  1?  \\ integer values
00D6: if  0?
0038:    25312?? ==  0?  \\ integer values
004D: jump_if_false Label0F94ED
00BC: text_highpriority "ASM2_3"  3000& ms  2? \\ ~g~She's gonna blow! Get out of there!
0004:  25312?? =  1?  \\ integer values

:Label0F94ED
0002: jump Label0F9523

:Label0F94F4
0004:  25264?? =  0?  \\ integer values
00D6: if  0?
0038:    25312?? ==  0?  \\ integer values
004D: jump_if_false Label0F9523
00BC: text_highpriority "ASM2_3"  3000& ms  2? \\ ~g~She's gonna blow! Get out of there!
0004:  25312?? =  1?  \\ integer values

:Label0F9523
00D6: if  0?
0018:    25296?? >  0?  \\ integer values
004D: jump_if_false Label0F9599
00D6: if  1?
0119:   car  25252?? wrecked
0118:   actor  25248?? dead
004D: jump_if_false Label0F9599
00D6: if  0?
831E:   NOT   unknown_vehicle_check  25252?? unknown  47?
004D: jump_if_false Label0F9599
00D6: if  1?
831D:   NOT   actor  25248?? hit_by_weapon  47?
0038:    25264?? ==  0?  \\ integer values
004D: jump_if_false Label0F9583
0002: jump Label0F9695
0002: jump Label0F9599

:Label0F9583
00BC: text_highpriority "ASM2_6"  5000& ms  1? \\ ~r~You were too near the scene of the 'accident'!
0002: jump Label0F9684

:Label0F9599
00D6: if  0?
0018:    25296?? >  0?  \\ integer values
004D: jump_if_false Label0F9610
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F9610
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F9610
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  25248?? radius  250!  250!
004D: jump_if_false Label0F9610
00D6: if  0?
82CB:   NOT   actor  25248?? bounding_sphere_visible
004D: jump_if_false Label0F9610
00BC: text_highpriority "ASM2_5"  5000& ms  1? \\ ~r~She got away!
0002: jump Label0F9684

:Label0F9610
00D6: if  0?
0018:    25296?? >  0?  \\ integer values
004D: jump_if_false Label0F967D
00D6: if  0?
8119:   NOT   car  25252?? wrecked
004D: jump_if_false Label0F967D
00D6: if  0?
8118:   NOT   actor  25248?? dead
004D: jump_if_false Label0F967D
00D6: if  0?
00DB:   actor  25248?? in_car  25252??
004D: jump_if_false Label0F967D
00D6: if  0?
031E:   unknown_vehicle_check  25252?? unknown  47?
004D: jump_if_false Label0F967D
00BC: text_highpriority "ASM2_7"  5000& ms  1? \\ ~r~It's supposed to look like an accident! Try ramming her off the road instead!
0002: jump Label0F9684

:Label0F967D
0002: jump Label0F8A4B

:Label0F9684
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0F9695
0004:  1196?? =  1?  \\ integer values
0318: set_latest_mission_passed "JOB_2" \\ Waste the Wife
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
030C: set_mission_points +=  1?
0533:  1?
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
0164: disable_marker  1188??
0051: return

:Label0F96D8
0004: $ONMISSION =  0?  \\ integer values
04E2: $PLAYER_CHAR  0?
01E7: remove_forbidden_for_cars_cube  397!  220! -9.71!  402.61!  191.618!  9.89!
022A: remove_forbidden_for_peds_cube  306.885!  179.0982! -10.0907!  413.129!  203.139!  10.89!
0249: release_model #WFYRI
0249: release_model #COMET
0249: release_model #CELLPHONE
0164: disable_marker  25256??
0164: disable_marker  25300??
0151: remove_status_text  25260??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 69---------------
; Originally: Autocide


:Label0F974C
03A4: name_thread "ASSIN3"
0050: gosub Label0F977A
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0F9771
0050: gosub Label0FB128

:Label0F9771
0050: gosub Label0FB180
004E: end_thread

:Label0F977A
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ASSIN3"
0247: request_model #WMYCW
0247: request_model #GDA
0247: request_model #HMYAP
0247: request_model #JMOTO
0247: request_model #BOBCAT
0247: request_model #TROPIC
0247: request_model #PCJ600
0247: request_model #SECURICA
0247: request_model #BUDDYSHOT
0247: request_model #CELLPHONE

:Label0F97BF
00D6: if  24?
8248:   NOT   model #WMYCW available
8248:   NOT   model #BOBCAT available
8248:   NOT   model #TROPIC available
8248:   NOT   model #PCJ600 available
8248:   NOT   model #BUDDYSHOT available
004D: jump_if_false Label0F97ED
0001: wait  0? ms
0002: jump Label0F97BF

:Label0F97ED
00D6: if  24?
8248:   NOT   model #GDA available
8248:   NOT   model #SECURICA available
8248:   NOT   model #HMYAP available
8248:   NOT   model #JMOTO available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label0F9819
0001: wait  0? ms
0002: jump Label0F97ED

:Label0F9819
023C: load_special_actor  1? "MBB"

:Label0F9825
00D6: if  0?
823D:   NOT   special_actor  1? loaded
004D: jump_if_false Label0F983F
0001: wait  0? ms
0002: jump Label0F9825

:Label0F983F
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
0395: clear_area  0? at  38.39647! -1026.227! range  9.660453!  4!
042B: clear_peds_from_cube  14! -1034.703!  5.02!  69.44! -1008.664!  14!
02A3: toggle_widescreen  1? (on)
0055: put_player $PLAYER_CHAR at  38.39647! -1023.988!  9.450843!
0171: set_player $PLAYER_CHAR z_angle_to  9.008627!
015F: set_camera_position  38.39647! -1026.227!  9.660453!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  4?  2?
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1?
03CF: load_wav "JOB3_1" as  1?
03CF: load_wav "JOB3_2" as  2?

:Label0F98F1
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0F990F
0001: wait  0? ms
0002: jump Label0F98F1

:Label0F990F
016A: fade  1? (back)  1000& ms

:Label0F9916
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F992E
0001: wait  0? ms
0002: jump Label0F9916

:Label0F992E
00BC: text_highpriority "ASM3_C"  10000& ms  1? \\ A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
03D1: play_wav  1?

:Label0F9941
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F9978
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F9971
0002: jump Label0F9A5C

:Label0F9971
0002: jump Label0F9941

:Label0F9978
03D5: remove_text "ASM3_C" \\ A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen.
040D: unload_wav  1?
00BC: text_highpriority "ASM3_D"  10000& ms  1? \\ Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
03D1: play_wav  2?

:Label0F9999
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F99D0
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F99C9
0002: jump Label0F9A5C

:Label0F99C9
0002: jump Label0F9999

:Label0F99D0
03D5: remove_text "ASM3_D" \\ Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation.
040D: unload_wav  2?
03CF: load_wav "JOB3_3" as  1?

:Label0F99EA
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0F9A04
0001: wait  0? ms
0002: jump Label0F99EA

:Label0F9A04
00BC: text_highpriority "ASM3_E"  10000& ms  1? \\ Each target and their likely whereabouts are taped under the phone.
03D1: play_wav  1?

:Label0F9A17
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0F9A4E
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0F9A47
0002: jump Label0F9A5C

:Label0F9A47
0002: jump Label0F9A17

:Label0F9A4E
03D5: remove_text "ASM3_E" \\ Each target and their likely whereabouts are taped under the phone.
040D: unload_wav  1?

:Label0F9A5C
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
0001: wait  500& ms
052B: actor $PLAYER_ACTOR hold_cellphone  0?
0249: release_model #CELLPHONE
016A: fade  0? ()  1000& ms
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0006:  16@ =  0?  \\ integer values

:Label0F9A93
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F9AAB
0001: wait  0? ms
0002: jump Label0F9A93

:Label0F9AAB
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1? (back)  1000& ms

:Label0F9ABA
00D6: if  0?
016B:   fading
004D: jump_if_false Label0F9AD2
0001: wait  0? ms
0002: jump Label0F9ABA

:Label0F9AD2
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0005:  25548?? = -42.95979!  \\ floating-point values
0005:  25552?? = -1049.275!  \\ floating-point values
0005:  25556?? =  10.46391!  \\ floating-point values
0005:  25348?? = -52.03355!  \\ floating-point values
0005:  25352?? = -885.0644!  \\ floating-point values
0005:  25356?? =  26.44922!  \\ floating-point values
0005:  25360?? =  278.4962!  \\ floating-point values
0005:  25376?? =  353.931!  \\ floating-point values
0005:  25380?? = -729.856!  \\ floating-point values
0005:  25384?? =  10.426!  \\ floating-point values
0005:  25388?? =  336.07!  \\ floating-point values
0005:  25416?? =  406.6844!  \\ floating-point values
0005:  25420?? =  210.52!  \\ floating-point values
0005:  25424?? =  10.79!  \\ floating-point values
0005:  25428?? =  52.8!  \\ floating-point values
0005:  25464?? =  36.2!  \\ floating-point values
0005:  25468?? = -668.4!  \\ floating-point values
0005:  25472?? =  4.95!  \\ floating-point values
0005:  25476?? =  131.2!  \\ floating-point values
0005:  25504?? =  31.4084!  \\ floating-point values
0005:  25508?? = -1388.646!  \\ floating-point values
0005:  25512?? =  9.2868!  \\ floating-point values
0005:  25516?? =  152.6697!  \\ floating-point values
0004:  25600?? =  540000&&  \\ integer values
0004:  25572?? =  0?  \\ integer values
0004:  25576?? =  0?  \\ integer values
0004:  25580?? =  0?  \\ integer values
0004:  25584?? =  0?  \\ integer values
0004:  25588?? =  0?  \\ integer values
0004:  25592?? =  0?  \\ integer values
0004:  25408?? =  0?  \\ integer values
0004:  25448?? =  0?  \\ integer values
0004:  25496?? =  0?  \\ integer values
0004:  25536?? =  0?  \\ integer values
0004:  25400?? =  0?  \\ integer values
0004:  25440?? =  0?  \\ integer values
0004:  25488?? =  0?  \\ integer values
0004:  25524?? =  0?  \\ integer values
0004:  25528?? =  0?  \\ integer values
0004:  25596?? =  0?  \\ integer values
0004:  25368?? =  0?  \\ integer values
0004:  25492?? =  0?  \\ integer values
0004:  25628?? =  0?  \\ integer values
0481:  3.5!

:Label0F9C55
0001: wait  0? ms
00D6: if  0?
0038:    25572?? ==  0?  \\ integer values
004D: jump_if_false Label0F9C81
03C3: set_timer_with_text_to  25600?? type  1? text "ASM3_11" \\ TIME:
0004:  25572?? =  1?  \\ integer values

:Label0F9C81
00D6: if  0?
0038:    25572?? ==  1?  \\ integer values
004D: jump_if_false Label0F9D32
032B:  25544?? = create_weapon_pickup #SNIPER  3? ammo  12? at  25548??  25552??  25556??
032B:  25564?? = create_weapon_pickup #UZI  3? ammo  180& at -43.07554! -1052.056!  10.47165!
03DC:  25560?? = create_marker_above_pickup  25544??
0165: set_marker  25560?? color_to  6?
0395: clear_area  0? at -41.6449! -1039.381! range  9.4545!  1.5!
00A5:  25568?? = create_car #PCJ600 at -41.6449! -1039.381!  9.4545!
0229: set_car  25568?? color_to  1?  1?
0175: set_car  25568?? z_angle_to  79.1594!
00BC: text_highpriority "ASM3_12"  8000& ms  2? \\ ~g~A selection of weapons have been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all members of the gang.
0006:  16@ =  0?  \\ integer values
0004:  25572?? =  2?  \\ integer values

:Label0F9D32
00D6: if  0?
0038:    25572?? ==  2?  \\ integer values
004D: jump_if_false Label0F9D77
00D6: if  21?
0214:   pickup  25544?? picked_up
80E3:   NOT   player $PLAYER_CHAR  0? ()near_point  25548??  25552?? radius  130!  130!
004D: jump_if_false Label0F9D77
0164: disable_marker  25560??
0004:  25572?? =  3?  \\ integer values

:Label0F9D77
00D6: if  0?
0038:    25576?? ==  0?  \\ integer values
004D: jump_if_false Label0F9DAA
00D6: if  21?
0019:    16@ >  9999&  \\ integer values
0038:    25572?? ==  3?  \\ integer values
004D: jump_if_false Label0F9DAA
0004:  25576?? =  1?  \\ integer values

:Label0F9DAA
00D6: if  0?
0038:    25576?? ==  1?  \\ integer values
004D: jump_if_false Label0F9E31
0395: clear_area  0? at  25348??  25352?? range  25356??  1!
009A:  25344?? = create_actor  4? #WMYCW at  25348??  25352??  25356??
01ED: spawn_actor  25344??
0173: set_actor  25344?? z_angle_to  25360??
0187:  25364?? = create_marker_above_actor  25344??
0350: unknown_actor  25344?? not_scared_flag  1?
00BC: text_highpriority "ASM3_13"  8000& ms  2? \\ ~g~Mike Griffin is working on an advertising board in Washington.
018C: play_sound  1? at  0!  0!  0!
04E3: unknown_player $PLAYER_CHAR  2?  350000&&
0004:  25576?? =  2?  \\ integer values

:Label0F9E31
00D6: if  0?
8118:   NOT   actor  25344?? dead
004D: jump_if_false Label0F9EBD
00D6: if  0?
037E:   unknown_cube_checking -30.3157! -896.563!  17.36755! -55.192! -880!  37.84!
004D: jump_if_false Label0F9E9F
0004:  25368?? =  1?  \\ integer values
00D6: if  0?
0038:    25368?? ==  1?  \\ integer values
004D: jump_if_false Label0F9E98
0372: set_actor  25344?? anim  14? wait_state_time  60000&& ms
0004:  25368?? =  2?  \\ integer values

:Label0F9E98
0002: jump Label0F9EBD

:Label0F9E9F
00D6: if  0?
0038:    25368?? ==  0?  \\ integer values
004D: jump_if_false Label0F9EBD
0372: set_actor  25344?? anim  25? wait_state_time  60000&& ms

:Label0F9EBD
00D6: if  0?
0018:    25576?? >  1?  \\ integer values
004D: jump_if_false Label0F9F17
00D6: if  0?
001A:    3? >  25576??  \\ integer values
004D: jump_if_false Label0F9F17
00D6: if  0?
0118:   actor  25344?? dead
004D: jump_if_false Label0F9F17
0004:  25576?? =  3?  \\ integer values
0004:  25580?? =  1?  \\ integer values
0164: disable_marker  25364??
018C: play_sound  1? at  0!  0!  0!

:Label0F9F17
00D6: if  0?
0038:    25580?? ==  1?  \\ integer values
004D: jump_if_false Label0F9FC1
0249: release_model #WMYCW
01C2: remove_references_to_actor  25344??  \\ Like turning an actor into a random pedestrian
0395: clear_area  0? at  25376??  25380?? range  25384??  3!
00A5:  25396?? = create_car #SECURICA at  25376??  25380??  25384??
0175: set_car  25396?? z_angle_to  25388??
0129:  25372?? = create_actor  4? #GDA in_car  25396?? driverseat
01ED: spawn_actor  25372??
00A9: set_car  25396?? to_normal_driver
0187:  25392?? = create_marker_above_actor  25372??
020A: set_car  25396?? door_status_to  3?
0224: set_car  25396?? health_to  2200&
02AA: set_car  25396?? immune_to_nonplayer  1?
01EC: unknown_car  25396?? flag  1?
00BC: text_highpriority "ASM3_14"  8000& ms  2? \\ ~g~Dick Tanner is working for DBP Security in Ocean Drive.
018C: play_sound  1? at  0!  0!  0!
0004:  25580?? =  2?  \\ integer values

:Label0F9FC1
00D6: if  0?
0038:    25580?? ==  2?  \\ integer values
004D: jump_if_false Label0FA079
00D6: if  0?
0038:    25400?? ==  0?  \\ integer values
004D: jump_if_false Label0FA079
00D6: if  0?
0019:    16@ >  799&  \\ integer values
004D: jump_if_false Label0FA079
00D6: if  0?
8118:   NOT   actor  25372?? dead
004D: jump_if_false Label0FA079
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25372?? radius  20!  20!  2!
004D: jump_if_false Label0FA079
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA079
00D6: if  0?
02CA:   car  25396?? bounding_sphere_visible
004D: jump_if_false Label0FA079
00D6: if  0?
850D:   NOT  25372??
004D: jump_if_false Label0FA079
00BC: text_highpriority "ASM3_18"  2000& ms  2? \\ ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0?  \\ integer values
0008:  25408?? +=  1?  \\ integer values

:Label0FA079
00D6: if  0?
0038:    25580?? ==  2?  \\ integer values
004D: jump_if_false Label0FA12A
00D6: if  0?
0038:    25400?? ==  0?  \\ integer values
004D: jump_if_false Label0FA12A
00D6: if  0?
8118:   NOT   actor  25372?? dead
004D: jump_if_false Label0FA12A
00D6: if  0?
02CB:   actor  25372?? bounding_sphere_visible
004D: jump_if_false Label0FA12A
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25372?? radius  11!  11!  2!
004D: jump_if_false Label0FA12A
00D6: if  0?
02D7:   player $PLAYER_CHAR currentweapon ==  47?
004D: jump_if_false Label0FA12A
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA12A
00D6: if  0?
02CA:   car  25396?? bounding_sphere_visible
004D: jump_if_false Label0FA12A
00D6: if  0?
850D:   NOT  25372??
004D: jump_if_false Label0FA12A
0004:  25408?? =  20?  \\ integer values

:Label0FA12A
00D6: if  0?
0038:    25580?? ==  2?  \\ integer values
004D: jump_if_false Label0FA177
00D6: if  0?
0038:    25400?? ==  0?  \\ integer values
004D: jump_if_false Label0FA177
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA177
00D6: if  0?
0496:   unknown_car_check  25396??  4?
004D: jump_if_false Label0FA177
0004:  25408?? =  20?  \\ integer values

:Label0FA177
00D6: if  0?
0038:    25580?? ==  2?  \\ integer values
004D: jump_if_false Label0FA24E
00D6: if  0?
0038:    25400?? ==  0?  \\ integer values
004D: jump_if_false Label0FA24E
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA24E
0227:  25404?? = car  25396?? health
00D6: if  21?
001A:    2200& >  25404??  \\ integer values
0018:    25408?? >  3?  \\ integer values
004D: jump_if_false Label0FA24E
00D6: if  0?
8118:   NOT   actor  25372?? dead
004D: jump_if_false Label0FA24E
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA24E
00D6: if  0?
00DB:   actor  25372?? in_car  25396??
004D: jump_if_false Label0FA24E
00D6: if  0?
850D:   NOT  25372??
004D: jump_if_false Label0FA24E
00AD: set_car  25396?? max_speed_to  38!
00A8: set_car  25396?? to_psycho_driver
00AE: unknown_set_car  25396?? to_ignore_traffic_lights  3?
00BC: text_highpriority "ASM3_19"  5000& ms  2? \\ ~g~He's seen you! Waste him!
03CC: car  25396?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  25396??
0004:  25400?? =  1?  \\ integer values

:Label0FA24E
00D6: if  0?
0038:    25400?? ==  1?  \\ integer values
004D: jump_if_false Label0FA362
00D6: if  0?
001A:    3? >  25580??  \\ integer values
004D: jump_if_false Label0FA362
00D6: if  0?
8118:   NOT   actor  25372?? dead
004D: jump_if_false Label0FA362
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA362
00D6: if  0?
00DB:   actor  25372?? in_car  25396??
004D: jump_if_false Label0FA362
00D6: if  0?
82BF:   NOT   car  25396?? sunk
004D: jump_if_false Label0FA362
00D6: if  0?
8495:   NOT   unknown_car_check  25396??
004D: jump_if_false Label0FA362
00D6: if  21?
03CE:   car  25396?? stuck
018F:   unknown_car_check  25396??
004D: jump_if_false Label0FA362
00D6: if  0?
82CA:   NOT   car  25396?? bounding_sphere_visible
004D: jump_if_false Label0FA362
00AA:  25616?? = car  25396?? x_pos,  25620?? = car  25396?? y_pos,  25624?? = car  25396?? z_pos
02C1: set  25616??  25620??  25624?? to_car_path_coords_closest_to  25616??  25620??  25624??
00D6: if  0?
838A:   NOT   car_in_cube  25616??  25620??  25624??  4!  4!  3!
004D: jump_if_false Label0FA362
00D6: if  0?
80C2:   NOT   sphere_onscreen  25616??  25620??  25624??  3!
004D: jump_if_false Label0FA362
00AD: set_car  25396?? max_speed_to  38!
00A8: set_car  25396?? to_psycho_driver
00AE: unknown_set_car  25396?? to_ignore_traffic_lights  3?

:Label0FA362
00D6: if  0?
0038:    25400?? ==  1?  \\ integer values
004D: jump_if_false Label0FA3C3
00D6: if  0?
8118:   NOT   actor  25372?? dead
004D: jump_if_false Label0FA3C3
00D6: if  0?
8119:   NOT   car  25396?? wrecked
004D: jump_if_false Label0FA3C3
0227:  25404?? = car  25396?? health
00D6: if  0?
001A:    450& >  25404??  \\ integer values
004D: jump_if_false Label0FA3C3
00A9: set_car  25396?? to_normal_driver
01D0: actor  25372?? avoid_player $PLAYER_CHAR
0004:  25400?? =  2?  \\ integer values

:Label0FA3C3
00D6: if  0?
0018:    25580?? >  1?  \\ integer values
004D: jump_if_false Label0FA40A
00D6: if  0?
001A:    3? >  25580??  \\ integer values
004D: jump_if_false Label0FA40A
00D6: if  0?
0118:   actor  25372?? dead
004D: jump_if_false Label0FA40A
0004:  25580?? =  3?  \\ integer values
0004:  25584?? =  1?  \\ integer values
0164: disable_marker  25392??

:Label0FA40A
00D6: if  0?
0038:    25584?? ==  1?  \\ integer values
004D: jump_if_false Label0FA508
0249: release_model #GDA
01C2: remove_references_to_actor  25372??  \\ Like turning an actor into a random pedestrian
0249: release_model #SECURICA
01C3: remove_references_to_car  25396??  \\ Like turning a car into any random car
0395: clear_area  0? at  25416??  25420?? range  25424??  3!
00A5:  25436?? = create_car #BOBCAT at  25416??  25420??  25424??
0229: set_car  25436?? color_to  0?  15?
0175: set_car  25436?? z_angle_to  25428??
0224: set_car  25436?? health_to  1000&
0129:  25412?? = create_actor  4? #HMYAP in_car  25436?? driverseat
01ED: spawn_actor  25412??
00A9: set_car  25436?? to_normal_driver
0187:  25432?? = create_marker_above_actor  25412??
02A9: set_actor  25412?? immune_to_nonplayer  1?
01C8:  25452?? = create_actor  4? #HMYAP in_car  25436?? passenger_seat  0?
0187:  25456?? = create_marker_above_actor  25452??
01B2: give_actor  25452?? weapon  21? ammo  30000&  \\ Load the weapon model before using this
02E2: set_actor  25452?? weapon_accuracy_to  95?
01ED: spawn_actor  25452??
011A: set_actor  25452?? flags  1?
0243: set_actor  25452?? ped_stats_to  16?
02A9: set_actor  25452?? immune_to_nonplayer  1?
020A: set_car  25436?? door_status_to  3?
02AA: set_car  25436?? immune_to_nonplayer  1?
00BC: text_highpriority "ASM3_15"  8000& ms  2? \\ ~g~Marcus Hammond and Franco Carter are located near the Jewelry shop in Vice Point.
018C: play_sound  1? at  0!  0!  0!
0004:  25584?? =  2?  \\ integer values

:Label0FA508
00D6: if  0?
0038:    25584?? ==  2?  \\ integer values
004D: jump_if_false Label0FA5D2
00D6: if  0?
0038:    25440?? ==  0?  \\ integer values
004D: jump_if_false Label0FA5D2
00D6: if  0?
0019:    16@ >  799&  \\ integer values
004D: jump_if_false Label0FA5D2
00D6: if  0?
8118:   NOT   actor  25412?? dead
004D: jump_if_false Label0FA5D2
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25412?? radius  36!  36!  2!
004D: jump_if_false Label0FA5D2
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA5D2
00D6: if  0?
02CA:   car  25436?? bounding_sphere_visible
004D: jump_if_false Label0FA5D2
00D6: if  0?
8018:   NOT    25448?? >  2?  \\ integer values
004D: jump_if_false Label0FA5D2
00D6: if  0?
850D:   NOT  25412??
004D: jump_if_false Label0FA5D2
00BC: text_highpriority "ASM3_22"  2000& ms  2? \\ ~g~Don't get too close to the targets or they may spot you!
0006:  16@ =  0?  \\ integer values
0008:  25448?? +=  1?  \\ integer values

:Label0FA5D2
00D6: if  0?
0038:    25584?? ==  2?  \\ integer values
004D: jump_if_false Label0FA653
00D6: if  0?
0038:    25440?? ==  0?  \\ integer values
004D: jump_if_false Label0FA653
00D6: if  0?
8118:   NOT   actor  25412?? dead
004D: jump_if_false Label0FA653
00D6: if  0?
02CB:   actor  25412?? bounding_sphere_visible
004D: jump_if_false Label0FA653
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25412?? radius  20!  20!  2!
004D: jump_if_false Label0FA653
00D6: if  0?
02D7:   player $PLAYER_CHAR currentweapon ==  47?
004D: jump_if_false Label0FA653
0004:  25448?? =  20?  \\ integer values

:Label0FA653
00D6: if  0?
0038:    25584?? ==  2?  \\ integer values
004D: jump_if_false Label0FA6A0
00D6: if  0?
0038:    25440?? ==  0?  \\ integer values
004D: jump_if_false Label0FA6A0
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA6A0
00D6: if  0?
0496:   unknown_car_check  25436??  4?
004D: jump_if_false Label0FA6A0
0004:  25448?? =  20?  \\ integer values

:Label0FA6A0
00D6: if  0?
0038:    25584?? ==  2?  \\ integer values
004D: jump_if_false Label0FA726
00D6: if  0?
0038:    25440?? ==  0?  \\ integer values
004D: jump_if_false Label0FA726
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA726
0227:  25444?? = car  25436?? health
00D6: if  22?
001A:    1000& >  25444??  \\ integer values
0018:    25448?? >  2?  \\ integer values
0118:   actor  25412?? dead
004D: jump_if_false Label0FA726
00BC: text_highpriority "ASM3_20"  5000& ms  2? \\ ~g~They have seen you! Make sure you waste them both!
00D6: if  0?
8118:   NOT   actor  25452?? dead
004D: jump_if_false Label0FA71F
03E2: actor  25452?? exit_car

:Label0FA71F
0004:  25440?? =  1?  \\ integer values

:Label0FA726
00D6: if  0?
0038:    25440?? ==  1?  \\ integer values
004D: jump_if_false Label0FA775
00D6: if  0?
8118:   NOT   actor  25452?? dead
004D: jump_if_false Label0FA76E
00D6: if  0?
80DF:   NOT   actor  25452?? driving
004D: jump_if_false Label0FA767
01CA: actor  25452?? kill_player $PLAYER_CHAR
0004:  25440?? =  2?  \\ integer values

:Label0FA767
0002: jump Label0FA775

:Label0FA76E
0004:  25440?? =  2?  \\ integer values

:Label0FA775
00D6: if  21?
0038:    25440?? ==  2?  \\ integer values
0118:   actor  25452?? dead
004D: jump_if_false Label0FA826
00D6: if  0?
8118:   NOT   actor  25412?? dead
004D: jump_if_false Label0FA826
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA826
00D6: if  0?
00DB:   actor  25412?? in_car  25436??
004D: jump_if_false Label0FA826
00D6: if  0?
850D:   NOT  25412??
004D: jump_if_false Label0FA826
00D6: if  0?
0038:    25628?? ==  0?  \\ integer values
004D: jump_if_false Label0FA826
00BC: text_highpriority "ASM3_20"  5000& ms  2? \\ ~g~They have seen you! Make sure you waste them both!
00AD: set_car  25436?? max_speed_to  34!
00A8: set_car  25436?? to_psycho_driver
00AE: unknown_set_car  25436?? to_ignore_traffic_lights  2?
03CC: car  25436?? add_to_stuck_car_check  .5! =  1000&
0190: unknown_car  25436??
0004:  25440?? =  3?  \\ integer values
0004:  25628?? =  1?  \\ integer values

:Label0FA826
00D6: if  0?
0038:    25440?? ==  3?  \\ integer values
004D: jump_if_false Label0FA8A0
00D6: if  0?
8118:   NOT   actor  25412?? dead
004D: jump_if_false Label0FA8A0
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA8A0
0227:  25444?? = car  25436?? health
00D6: if  0?
001A:    500& >  25444??  \\ integer values
004D: jump_if_false Label0FA8A0
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  25436?? radius  40!  40!  0?
004D: jump_if_false Label0FA8A0
00AF: set_car  25436?? driver_behaviour_to  2?
0004:  25440?? =  4?  \\ integer values

:Label0FA8A0
00D6: if  0?
0018:    25440?? >  2?  \\ integer values
004D: jump_if_false Label0FA9AF
00D6: if  0?
001A:    3? >  25584??  \\ integer values
004D: jump_if_false Label0FA9AF
00D6: if  0?
8118:   NOT   actor  25412?? dead
004D: jump_if_false Label0FA9AF
00D6: if  0?
8119:   NOT   car  25436?? wrecked
004D: jump_if_false Label0FA9AF
00D6: if  0?
00DB:   actor  25412?? in_car  25436??
004D: jump_if_false Label0FA9AF
00D6: if  0?
82BF:   NOT   car  25436?? sunk
004D: jump_if_false Label0FA9AF
00D6: if  0?
8495:   NOT   unknown_car_check  25436??
004D: jump_if_false Label0FA9AF
00D6: if  21?
03CE:   car  25436?? stuck
018F:   unknown_car_check  25436??
004D: jump_if_false Label0FA9AF
00D6: if  0?
82CA:   NOT   car  25436?? bounding_sphere_visible
004D: jump_if_false Label0FA9AF
00AA:  25604?? = car  25436?? x_pos,  25608?? = car  25436?? y_pos,  25612?? = car  25436?? z_pos
02C1: set  25604??  25608??  25612?? to_car_path_coords_closest_to  25604??  25608??  25612??
00D6: if  0?
838A:   NOT   car_in_cube  25604??  25608??  25612??  4!  4!  3!
004D: jump_if_false Label0FA9AF
00D6: if  0?
80C2:   NOT   sphere_onscreen  25604??  25608??  25612??  3!
004D: jump_if_false Label0FA9AF
00AF: set_car  25436?? driver_behaviour_to  2?
00AD: set_car  25436?? max_speed_to  35!

:Label0FA9AF
00D6: if  0?
0018:    25584?? >  1?  \\ integer values
004D: jump_if_false Label0FA9FD
00D6: if  0?
001A:    3? >  25584??  \\ integer values
004D: jump_if_false Label0FA9FD
00D6: if  0?
0118:   actor  25412?? dead
004D: jump_if_false Label0FA9E8
0164: disable_marker  25432??

:Label0FA9E8
00D6: if  0?
0118:   actor  25452?? dead
004D: jump_if_false Label0FA9FD
0164: disable_marker  25456??

:Label0FA9FD
00D6: if  0?
0018:    25584?? >  1?  \\ integer values
004D: jump_if_false Label0FAA59
00D6: if  0?
001A:    3? >  25584??  \\ integer values
004D: jump_if_false Label0FAA59
00D6: if  0?
0118:   actor  25412?? dead
004D: jump_if_false Label0FAA59
00D6: if  0?
0118:   actor  25452?? dead
004D: jump_if_false Label0FAA59
0004:  25584?? =  3?  \\ integer values
0164: disable_marker  25432??
0164: disable_marker  25456??
0004:  25588?? =  1?  \\ integer values

:Label0FAA59
00D6: if  0?
0038:    25588?? ==  1?  \\ integer values
004D: jump_if_false Label0FAB3B
0249: release_model #HMYAP
0249: release_model #BOBCAT
0249: release_model #BUDDYSHOT
01C2: remove_references_to_actor  25412??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  25452??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  25436??  \\ Like turning a car into any random car
0395: clear_area  0? at  25464??  25468?? range  25472??  3!
00A5:  25484?? = create_car #TROPIC at  25464??  25468??  25472??
0175: set_car  25484?? z_angle_to  25476??
009A:  25460?? = create_actor  4? #JMOTO at  50.916! -640.893!  8.3173!
0464: put_actor  25460?? into_turret_on_car  25484?? at_car_offset  0! -4!  1.2! unknown  0? angle  360! with_weapon  0?
0187:  25480?? = create_marker_above_actor  25460??
02AA: set_car  25484?? immune_to_nonplayer  1?
0350: unknown_actor  25460?? not_scared_flag  1?
0372: set_actor  25460?? anim  13? wait_state_time  800000&& ms
00BC: text_highpriority "ASM3_16"  8000& ms  2? \\ ~g~Nick Kong is cruising off Washington Beach.
018C: play_sound  1? at  0!  0!  0!
01ED: spawn_actor  25460??
0004:  25588?? =  2?  \\ integer values

:Label0FAB3B
00D6: if  0?
0038:    25588?? ==  2?  \\ integer values
004D: jump_if_false Label0FABE3
00D6: if  0?
0038:    25488?? ==  0?  \\ integer values
004D: jump_if_false Label0FABE3
00D6: if  0?
0019:    16@ >  999&  \\ integer values
004D: jump_if_false Label0FABE3
00D6: if  0?
8118:   NOT   actor  25460?? dead
004D: jump_if_false Label0FABE3
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25460?? radius  30!  30!  5!
004D: jump_if_false Label0FABE3
00D6: if  0?
8119:   NOT   car  25484?? wrecked
004D: jump_if_false Label0FABE3
00D6: if  0?
02CA:   car  25484?? bounding_sphere_visible
004D: jump_if_false Label0FABE3
00BC: text_highpriority "ASM3_18"  2000& ms  2? \\ ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0?  \\ integer values
0008:  25496?? +=  1?  \\ integer values

:Label0FABE3
00D6: if  0?
8118:   NOT   actor  25460?? dead
004D: jump_if_false Label0FAC43
00D6: if  0?
037E:   unknown_cube_checking  4.66! -711.711!  5.474!  8.897! -684.8!  11.77!
004D: jump_if_false Label0FAC43
00D6: if  0?
0038:    25492?? ==  0?  \\ integer values
004D: jump_if_false Label0FAC43
0372: set_actor  25460?? anim  14? wait_state_time  600000&& ms
0004:  25492?? =  2?  \\ integer values

:Label0FAC43
00D6: if  0?
0038:    25588?? ==  2?  \\ integer values
004D: jump_if_false Label0FACCD
00D6: if  0?
0038:    25488?? ==  0?  \\ integer values
004D: jump_if_false Label0FACCD
00D6: if  0?
8119:   NOT   car  25484?? wrecked
004D: jump_if_false Label0FACCD
00D6: if  21?
0038:    25492?? ==  2?  \\ integer values
0018:    25496?? >  10?  \\ integer values
004D: jump_if_false Label0FACCD
00D6: if  0?
8118:   NOT   actor  25460?? dead
004D: jump_if_false Label0FACCD
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  25460?? radius  120!  120!
004D: jump_if_false Label0FACCD
0350: unknown_actor  25460?? not_scared_flag  1?
0004:  25488?? =  1?  \\ integer values

:Label0FACCD
00D6: if  0?
0018:    25588?? >  1?  \\ integer values
004D: jump_if_false Label0FAD14
00D6: if  0?
001A:    3? >  25588??  \\ integer values
004D: jump_if_false Label0FAD14
00D6: if  0?
0118:   actor  25460?? dead
004D: jump_if_false Label0FAD14
0004:  25588?? =  3?  \\ integer values
0004:  25592?? =  1?  \\ integer values
0164: disable_marker  25480??

:Label0FAD14
00D6: if  0?
0038:    25592?? ==  1?  \\ integer values
004D: jump_if_false Label0FADE1
0249: release_model #TROPIC
0249: release_model #JMOTO
01C2: remove_references_to_actor  25460??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  25484??  \\ Like turning a car into any random car
0395: clear_area  0? at  25504??  25508?? range  25512??  10!
00A5:  25532?? = create_car #PCJ600 at  25504??  25508??  25512??
0229: set_car  25532?? color_to  7?  7?
0175: set_car  25532?? z_angle_to  25516??
0129:  25500?? = create_actor  21? #SPECIAL01 in_car  25532?? driverseat
01ED: spawn_actor  25500??
0187:  25520?? = create_marker_above_actor  25500??
020A: set_car  25532?? door_status_to  2?
02AA: set_car  25532?? immune_to_nonplayer  1?
02A9: set_actor  25500?? immune_to_nonplayer  1?
00AD: set_car  25532?? max_speed_to  12!
00A8: set_car  25532?? to_psycho_driver
00AE: unknown_set_car  25532?? to_ignore_traffic_lights  1?
02AA: set_car  25532?? immune_to_nonplayer  1?
00BC: text_highpriority "ASM3_17"  8000& ms  2? \\ ~g~Charlie Dilson is riding in Washington.
018C: play_sound  1? at  0!  0!  0!
0004:  25592?? =  2?  \\ integer values

:Label0FADE1
00D6: if  0?
0038:    25592?? ==  2?  \\ integer values
004D: jump_if_false Label0FAE79
00D6: if  0?
0038:    25524?? ==  0?  \\ integer values
004D: jump_if_false Label0FAE79
00D6: if  0?
0019:    16@ >  999&  \\ integer values
004D: jump_if_false Label0FAE79
00D6: if  0?
8118:   NOT   actor  25500?? dead
004D: jump_if_false Label0FAE79
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25500?? radius  90!  90!  5!
004D: jump_if_false Label0FAE79
00D6: if  0?
02CB:   actor  25500?? bounding_sphere_visible
004D: jump_if_false Label0FAE79
00BC: text_highpriority "ASM3_18"  5000& ms  2? \\ ~g~Don't get too close to the target or he may spot you!
0006:  16@ =  0?  \\ integer values
0008:  25536?? +=  1?  \\ integer values

:Label0FAE79
00D6: if  0?
0038:    25592?? ==  2?  \\ integer values
004D: jump_if_false Label0FAEE8
00D6: if  0?
0038:    25524?? ==  0?  \\ integer values
004D: jump_if_false Label0FAEE8
00D6: if  0?
8118:   NOT   actor  25500?? dead
004D: jump_if_false Label0FAEE8
00D6: if  0?
02CB:   actor  25500?? bounding_sphere_visible
004D: jump_if_false Label0FAEE8
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25500?? radius  70!  70!  5!
004D: jump_if_false Label0FAEE8
0004:  25536?? =  20?  \\ integer values

:Label0FAEE8
00D6: if  0?
0038:    25592?? ==  2?  \\ integer values
004D: jump_if_false Label0FAF8F
00D6: if  0?
0038:    25524?? ==  0?  \\ integer values
004D: jump_if_false Label0FAF8F
00D6: if  0?
8119:   NOT   car  25532?? wrecked
004D: jump_if_false Label0FAF8F
0227:  25540?? = car  25532?? health
00D6: if  21?
001A:    1000& >  25540??  \\ integer values
0018:    25536?? >  1?  \\ integer values
004D: jump_if_false Label0FAF8F
00D6: if  0?
00DF:   actor  25500?? driving
004D: jump_if_false Label0FAF72
0004:  25596?? =  1?  \\ integer values
0004:  25524?? =  1?  \\ integer values
00BC: text_highpriority "ASM3_19"  5000& ms  2? \\ ~g~He's seen you! Waste him!
0002: jump Label0FAF8F

:Label0FAF72
0004:  25596?? =  0?  \\ integer values
0004:  25524?? =  1?  \\ integer values
00BC: text_highpriority "ASM3_19"  5000& ms  2? \\ ~g~He's seen you! Waste him!

:Label0FAF8F
00D6: if  0?
0038:    25524?? ==  1?  \\ integer values
004D: jump_if_false Label0FB08B
00D6: if  0?
8118:   NOT   actor  25500?? dead
004D: jump_if_false Label0FB08B
00D6: if  0?
0038:    25596?? ==  0?  \\ integer values
004D: jump_if_false Label0FB02A
00D6: if  0?
80DF:   NOT   actor  25500?? driving
004D: jump_if_false Label0FB02A
00D6: if  0?
8119:   NOT   car  25532?? wrecked
004D: jump_if_false Label0FB022
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  25532??
004D: jump_if_false Label0FB013
01D5: actor  25500?? go_to_and_drive_car  25532??
0319: set_actor  25500?? wander_state_to  1? (off)
0004:  25596?? =  1?  \\ integer values
0002: jump Label0FB01B

:Label0FB013
01D0: actor  25500?? avoid_player $PLAYER_CHAR

:Label0FB01B
0002: jump Label0FB02A

:Label0FB022
01D0: actor  25500?? avoid_player $PLAYER_CHAR

:Label0FB02A
00D6: if  0?
0038:    25596?? ==  1?  \\ integer values
004D: jump_if_false Label0FB08B
00D6: if  0?
8119:   NOT   car  25532?? wrecked
004D: jump_if_false Label0FB08B
00D6: if  0?
00DB:   actor  25500?? in_car  25532??
004D: jump_if_false Label0FB083
00AD: set_car  25532?? max_speed_to  42!
00AE: unknown_set_car  25532?? to_ignore_traffic_lights  2?
00A8: set_car  25532?? to_psycho_driver
0004:  25596?? =  0?  \\ integer values
0002: jump Label0FB08B

:Label0FB083
01D0: actor  25500?? avoid_player $PLAYER_CHAR

:Label0FB08B
00D6: if  0?
0018:    25592?? >  1?  \\ integer values
004D: jump_if_false Label0FB0D2
00D6: if  0?
001A:    3? >  25592??  \\ integer values
004D: jump_if_false Label0FB0D2
00D6: if  0?
0118:   actor  25500?? dead
004D: jump_if_false Label0FB0D2
0004:  25592?? =  3?  \\ integer values
0004:  25528?? =  1?  \\ integer values
0164: disable_marker  25520??

:Label0FB0D2
00D6: if  1?
0038:    25528?? ==  1?  \\ integer values
0018:    25600?? >  0?  \\ integer values
004D: jump_if_false Label0FB0F2
0002: jump Label0FB139

:Label0FB0F2
00D6: if  1?
0038:    25528?? ==  0?  \\ integer values
001A:    1? >  25600??  \\ integer values
004D: jump_if_false Label0FB121
00BC: text_highpriority "ASM3_21"  5000& ms  1? \\ ~r~You did not kill all the gang members in time!
0002: jump Label0FB128

:Label0FB121
0002: jump Label0F9C55

:Label0FB128
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0FB139
0004:  1200?? =  1?  \\ integer values
0318: set_latest_mission_passed "JOB_3" \\ Autocide
01E3: text_1number_styled "M_PASS"  4000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  4000&
030C: set_mission_points +=  1?
0394: play_music  1?
030C: set_mission_points +=  1?
0533:  1?
0164: disable_marker  1188??
0051: return

:Label0FB180
0004: $ONMISSION =  0?  \\ integer values
0215: destroy_pickup  25544??
0215: destroy_pickup  25564??
0164: disable_marker  25364??
0164: disable_marker  25392??
0164: disable_marker  25432??
0164: disable_marker  25456??
0164: disable_marker  25480??
0164: disable_marker  25520??
0164: disable_marker  25560??
034F: destroy_actor_with_fade  25500??  \\ The actor fades away like a ghost
0249: release_model #TROPIC
0249: release_model #PCJ600
0249: release_model #WMYCW
0249: release_model #GDA
0249: release_model #HMYAP
0249: release_model #JMOTO
0249: release_model #BOBCAT
0249: release_model #SECURICA
0249: release_model #CELLPHONE
0249: release_model #BUDDYSHOT
0296: unload_special_actor  1?
014F: stop_timer  25600??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 70---------------
; Originally: Check Out at the Check In


:Label0FB1F9
03A4: name_thread "ASSIN4"
0050: gosub Label0FB227
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0FB21E
0050: gosub Label0FD22F

:Label0FB21E
0050: gosub Label0FD283
004E: end_thread

:Label0FB227
0004: $ONMISSION =  1?  \\ integer values
0317: increment_mission_attempts
0001: wait  0? ms
054C: use_GXT_table "ASSIN4"
0247: request_model #WMORI
0247: request_model #HFYBU
0247: request_model #UZI
0247: request_model #CELLPHONE

:Label0FB250
00D6: if  23?
8248:   NOT   model #WMORI available
8248:   NOT   model #HFYBU available
8248:   NOT   model #CELLPHONE available
8248:   NOT   model #UZI available
004D: jump_if_false Label0FB278
0001: wait  0? ms
0002: jump Label0FB250

:Label0FB278
023C: load_special_actor  1? "BGA"
023C: load_special_actor  2? "BGB"

:Label0FB290
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0FB2AE
0001: wait  0? ms
0002: jump Label0FB290

:Label0FB2AE
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
02A3: toggle_widescreen  1? (on)
0395: clear_area  0? at  38.39647! -1023.988! range  9.450843!  4!
042B: clear_peds_from_cube -1475.243! -832.872!  10.164! -1489.91!  819.0943!  18.669!
0055: put_player $PLAYER_CHAR at -1482.114! -825.2285!  13.8377!
0171: set_player $PLAYER_CHAR z_angle_to  100.263!
015F: set_camera_position -1479.544! -825.3295!  15.01768!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  4?  2?
0373: set_camera_directly_behind_player
052B: actor $PLAYER_ACTOR hold_cellphone  1?
03CF: load_wav "JOB4_1" as  1?
03CF: load_wav "JOB4_2" as  2?

:Label0FB360
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0FB37E
0001: wait  0? ms
0002: jump Label0FB360

:Label0FB37E
016A: fade  1? (back)  1000& ms

:Label0FB385
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FB39D
0001: wait  0? ms
0002: jump Label0FB385

:Label0FB39D
00BC: text_highpriority "ASM4_A"  10000& ms  1? \\ Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
03D1: play_wav  1?

:Label0FB3B0
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB3E7
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FB3E0
0002: jump Label0FB53F

:Label0FB3E0
0002: jump Label0FB3B0

:Label0FB3E7
03D5: remove_text "ASM4_A" \\ Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right.
040D: unload_wav  1?
0395: clear_area  0? at -1474.531! -826.0056! range  15.00762!  3!
015F: set_camera_position -1475.931! -826.0056!  15.00762!  0!  0!  0!
0160: point_camera -1476.763! -825.4517!  14.99366!  2?
00BC: text_highpriority "ASM4_B"  10000& ms  1? \\ Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
03D1: play_wav  2?

:Label0FB453
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB48A
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FB483
0002: jump Label0FB53F

:Label0FB483
0002: jump Label0FB453

:Label0FB48A
03D5: remove_text "ASM4_B" \\ Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time.
040D: unload_wav  2?
03CF: load_wav "JOB4_3" as  1?

:Label0FB4A4
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0FB4BE
0001: wait  0? ms
0002: jump Label0FB4A4

:Label0FB4BE
015F: set_camera_position -1484.055! -825.312!  16.72996!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  15?  2?
00BC: text_highpriority "ASM4_C"  10000& ms  1? \\ You must kill that person, retrieve his case and take it to the location taped under the phone.
03D1: play_wav  1?

:Label0FB4FA
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FB531
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FB52A
0002: jump Label0FB53F

:Label0FB52A
0002: jump Label0FB4FA

:Label0FB531
03D5: remove_text "ASM4_C" \\ You must kill that person, retrieve his case and take it to the location taped under the phone.
040D: unload_wav  1?

:Label0FB53F
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
0001: wait  500& ms
052B: actor $PLAYER_ACTOR hold_cellphone  0?
0249: release_model #CELLPHONE
016A: fade  0? ()  1000& ms
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0006:  16@ =  0?  \\ integer values

:Label0FB576
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FB58E
0001: wait  0? ms
0002: jump Label0FB576

:Label0FB58E
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1? (back)  1000& ms

:Label0FB59D
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FB5B5
0001: wait  0? ms
0002: jump Label0FB59D

:Label0FB5B5
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0005:  25716?? = -1493.219!  \\ floating-point values
0005:  25720?? = -798.9757!  \\ floating-point values
0005:  25724?? =  14.868!  \\ floating-point values
0005:  25728?? = -1421.181!  \\ floating-point values
0005:  25732?? = -874.6884!  \\ floating-point values
0005:  25736?? =  19.8471!  \\ floating-point values
0005:  25740?? =  289.025!  \\ floating-point values
0005:  25744?? = -1388.918!  \\ floating-point values
0005:  25748?? = -865.0282!  \\ floating-point values
0005:  25752?? =  13.87768!  \\ floating-point values
0005:  25756?? =  50.33542!  \\ floating-point values
0005:  25704?? = -1360.67!  \\ floating-point values
0005:  25708?? = -930.4258!  \\ floating-point values
0005:  25712?? =  19.8531!  \\ floating-point values
0005:  25796?? = -1387.584!  \\ floating-point values
0005:  25800?? = -865.2448!  \\ floating-point values
0005:  25804?? =  13.87768!  \\ floating-point values
0005:  25808?? =  65.23693!  \\ floating-point values
0005:  25760?? = -1484.78!  \\ floating-point values
0005:  25764?? = -807.7946!  \\ floating-point values
0005:  25768?? =  14.878!  \\ floating-point values
0005:  25784?? = -676.2405!  \\ floating-point values
0005:  25788?? =  1197.764!  \\ floating-point values
0005:  25792?? =  10.07!  \\ floating-point values
0004:  25684?? =  0?  \\ integer values
0004:  25688?? =  0?  \\ integer values
0004:  25692?? =  0?  \\ integer values
0004:  25696?? =  0?  \\ integer values
0004:  25672?? =  0?  \\ integer values
0004:  25700?? =  0?  \\ integer values
0004:  25664?? =  0?  \\ integer values
0004:  25668?? =  0?  \\ integer values
0004:  25676?? =  0?  \\ integer values
0004:  25812?? =  0?  \\ integer values
0004:  25832?? =  0?  \\ integer values
0004:  25824?? =  0?  \\ integer values
0004:  25828?? =  0?  \\ integer values
0004:  25816?? =  0?  \\ integer values
0004:  25988?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values
0005:  25892?? = -1152.279!  \\ floating-point values
0005:  25896?? = -939.467!  \\ floating-point values
0005:  25900?? =  14.688!  \\ floating-point values
0005:  25904?? =  88.806!  \\ floating-point values
0004:  25908?? =  0?  \\ integer values
0005:  25920?? = -1163.086!  \\ floating-point values
0005:  25924?? = -948.9131!  \\ floating-point values
0005:  25928?? =  14.68145!  \\ floating-point values
0005:  25932?? =  89.2464!  \\ floating-point values
0004:  25936?? =  0?  \\ integer values
0005:  25948?? = -1139.197!  \\ floating-point values
0005:  25952?? = -1086.208!  \\ floating-point values
0005:  25956?? =  14.71668!  \\ floating-point values
0005:  25960?? =  295.402!  \\ floating-point values
0004:  25964?? =  0?  \\ integer values
0004:  25976?? =  0?  \\ integer values
0004:  25980?? =  0?  \\ integer values
0004:  25984?? =  0?  \\ integer values
032B:  25644?? = create_weapon_pickup #SNIPER  3? ammo  10? at  25760??  25764??  25768??
03DC:  25648?? = create_marker_above_pickup  25644??
00BC: text_highpriority "ASM4_15"  5000& ms  2? \\ ~g~Get the sniper rifle to your right.
015C: set_zone_gang_info "TERMINL"  1? (day)  50?  0?  0?  0?  0?  25?  0?  0?  0?  0?  10? 
015C: set_zone_gang_info "TERMINL"  0? (night)  50?  0?  0?  0?  0?  25?  0?  0?  0?  0?  10? 
022B: create_forbidden_for_peds_cube -1424.038! -876.6656!  10.8537! -1422.422! -873.6301!  29.8434!
022B: create_forbidden_for_peds_cube -1407.059! -869.3946! -5.8549! -1408.656! -873.5172!  23.8402!
022B: create_forbidden_for_peds_cube -1385.123! -855.1205!  10.0263! -1383.952! -853.1511!  28.5218!
022B: create_forbidden_for_peds_cube -1386.247! -863.7204!  8.8377! -1393.27! -859.9062!  16.8377!

:Label0FB8AE
0001: wait  0? ms
00D6: if  0?
0038:    25672?? ==  0?  \\ integer values
004D: jump_if_false Label0FBC3D
00D6: if  0?
0214:   pickup  25644?? picked_up
004D: jump_if_false Label0FBC3D
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
009A:  25632?? = create_actor  4? #HFYBU at  25728??  25732??  25736??
02A9: set_actor  25632?? immune_to_nonplayer  1?
0173: set_actor  25632?? z_angle_to  25740??
0187:  25636?? = create_marker_above_actor  25632??
01ED: spawn_actor  25632??
04F5: unknown_actor  25632?? kiss_player $PLAYER_CHAR on  1?
0372: set_actor  25632?? anim  13? wait_state_time  15000& ms
009A:  25640?? = create_actor  4? #WMORI at  25744??  25748??  25752??
02A9: set_actor  25640?? immune_to_nonplayer  1?
0173: set_actor  25640?? z_angle_to  25756??
0372: set_actor  25640?? anim  13? wait_state_time  50000&& ms
01ED: spawn_actor  25640??
0350: unknown_actor  25640?? not_scared_flag  1?
009A:  25660?? = create_actor  21? #SPECIAL01 at  25796??  25800??  25804??
0173: set_actor  25660?? z_angle_to  25808??
01B2: give_actor  25660?? weapon  23? ammo  300000&&  \\ Load the weapon model before using this
01DE: tie_actor  25660?? to_actor  25640??
0243: set_actor  25660?? ped_stats_to  16?
01ED: spawn_actor  25660??
0350: unknown_actor  25660?? not_scared_flag  1?
02A9: set_actor  25660?? immune_to_nonplayer  1?
015F: set_camera_position -1488.089! -811.8918!  16.87549!  0!  0!  0!
0160: point_camera -1487.585! -812.7544!  16.91248!  2?
0395: clear_area  0? at  25728??  25732?? range  25736??  75!
0395: clear_area  0? at  25744??  25748?? range  25752??  75!
0006:  16@ =  0?  \\ integer values

:Label0FBA00
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0FBA45
0001: wait  0? ms
00BC: text_highpriority "ASM4_16"  5000& ms  2? \\ ~g~Watch the woman on the balcony, she will walk down the escalators and ask someone the time.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FBA3E
0002: jump Label0FBC20

:Label0FBA3E
0002: jump Label0FBA00

:Label0FBA45
015F: set_camera_position -1419.446! -874.2186!  21.14!  0!  0!  0!
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBA7E
0159: camera_on_ped  25632??  15?  2?

:Label0FBA7E
0006:  16@ =  0?  \\ integer values

:Label0FBA85
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0FBACA
0001: wait  0? ms
00BC: text_highpriority "ASM4_17"  5000& ms  2? \\ ~g~Once the conversation has finished kill the person she spoke to, but do not kill her.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FBAC3
0002: jump Label0FBC20

:Label0FBAC3
0002: jump Label0FBA85

:Label0FBACA
015F: set_camera_position -1407.901! -847.96!  19.56!  0!  0!  0!
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBB03
0159: camera_on_ped  25632??  15?  2?

:Label0FBB03
0006:  16@ =  0?  \\ integer values

:Label0FBB0A
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0FBB4F
0001: wait  0? ms
00BC: text_highpriority "ASM4_18"  5000& ms  2? \\ ~g~Once the target is dead retrieve his briefcase and take it to Ammu-Nation in Downtown.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FBB48
0002: jump Label0FBC20

:Label0FBB48
0002: jump Label0FBB0A

:Label0FBB4F
015F: set_camera_position -1443.797! -858.3729!  19.361!  0!  0!  0!
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBB88
0159: camera_on_ped  25632??  15?  2?

:Label0FBB88
0006:  16@ =  0?  \\ integer values

:Label0FBB8F
00D6: if  0?
001B:    6000& >  16@  \\ integer values
004D: jump_if_false Label0FBBD4
0001: wait  0? ms
00BC: text_highpriority "ASM4_19"  6000& ms  2? \\ ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FBBCD
0002: jump Label0FBC20

:Label0FBBCD
0002: jump Label0FBB8F

:Label0FBBD4
0006:  16@ =  0?  \\ integer values

:Label0FBBDB
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label0FBC20
0001: wait  0? ms
00BC: text_highpriority "ASM4_20"  5000& ms  2? \\ ~g~If it gets full he will see you.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FBC19
0002: jump Label0FBC20

:Label0FBC19
0002: jump Label0FBBDB

:Label0FBC20
00BE: text_clear_all
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0004:  25672?? =  1?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label0FBC3D
00D6: if  0?
0038:    25672?? ==  1?  \\ integer values
004D: jump_if_false Label0FBC98
00D6: if  0?
0019:    16@ >  15000&  \\ integer values
004D: jump_if_false Label0FBC98
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBC98
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FBC98
04C2:  25632??  25640??
0006:  16@ =  0?  \\ integer values
0004:  25672?? =  2?  \\ integer values

:Label0FBC98
00D6: if  0?
0038:    25672?? ==  2?  \\ integer values
004D: jump_if_false Label0FBD31
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBD31
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FBD31
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FBD31
00D6: if  21?
0126:   actor  25632?? walking
0019:    16@ >  120000&&  \\ integer values
004D: jump_if_false Label0FBD31
011C: actor  25632?? clear_objective
0372: set_actor  25640?? anim  0? wait_state_time  100? ms
022C: set_actor  25660?? to_look_at_actor  25632??
03F9: make_actors  25632??  25640?? converse_in  5000& ms
0006:  16@ =  0?  \\ integer values
0004:  25672?? =  3?  \\ integer values
0004:  25700?? =  1?  \\ integer values
0004:  25664?? =  1?  \\ integer values

:Label0FBD31
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0FBD79
00D6: if  0?
0038:    25664?? ==  1?  \\ integer values
004D: jump_if_false Label0FBD79
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FBD79
022F: set_actor  25660?? stop_looking
0350: unknown_actor  25660?? not_scared_flag  0?
0004:  25664?? =  2?  \\ integer values

:Label0FBD79
00D6: if  0?
0019:    16@ >  5000&  \\ integer values
004D: jump_if_false Label0FBDC1
00D6: if  0?
0038:    25700?? ==  1?  \\ integer values
004D: jump_if_false Label0FBDC1
00D6: if  0?
8118:   NOT   actor  25632?? dead
004D: jump_if_false Label0FBDC1
009C: set_actor  25632?? wander_path_to -1?
0164: disable_marker  25636??
0004:  25700?? =  2?  \\ integer values

:Label0FBDC1
00D6: if  0?
0038:    25672?? ==  3?  \\ integer values
004D: jump_if_false Label0FBE13
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FBE13
00D6: if  0?
0019:    16@ >  4999&  \\ integer values
004D: jump_if_false Label0FBE13
0211: actor  25640?? walk_to -1389.755! -859.1885!
0006:  17@ =  0?  \\ integer values
0004:  25672?? =  4?  \\ integer values

:Label0FBE13
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC06A
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC06A
00D6: if  0?
0038:    25988?? ==  0?  \\ integer values
004D: jump_if_false Label0FBE5D
0211: actor  25640?? walk_to -1392.829! -862.1075!
0004:  25988?? =  1?  \\ integer values

:Label0FBE5D
00D6: if  0?
0038:    25988?? ==  1?  \\ integer values
004D: jump_if_false Label0FBEAD
00D6: if  0?
00F0:   actor  25640?? stopped  0? ()near_point_on_foot -1392.829! -862.1075! radius  1!  1!
004D: jump_if_false Label0FBEAD
0372: set_actor  25640?? anim  3? wait_state_time  1000& ms
0006:  16@ =  0?  \\ integer values
0004:  25988?? =  2?  \\ integer values

:Label0FBEAD
00D6: if  0?
0038:    25988?? ==  2?  \\ integer values
004D: jump_if_false Label0FBEF1
00D6: if  0?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label0FBEF1
0372: set_actor  25640?? anim  0? wait_state_time  100? ms
0211: actor  25640?? walk_to -1389.674! -859.1384!
0004:  25988?? =  3?  \\ integer values

:Label0FBEF1
00D6: if  0?
0038:    25988?? ==  3?  \\ integer values
004D: jump_if_false Label0FBF41
00D6: if  0?
00F0:   actor  25640?? stopped  0? ()near_point_on_foot -1389.674! -859.1384! radius  1!  1!
004D: jump_if_false Label0FBF41
0372: set_actor  25640?? anim  3? wait_state_time  2000& ms
0006:  16@ =  0?  \\ integer values
0004:  25988?? =  4?  \\ integer values

:Label0FBF41
00D6: if  0?
0038:    25988?? ==  4?  \\ integer values
004D: jump_if_false Label0FBF85
00D6: if  0?
0019:    16@ >  2000&  \\ integer values
004D: jump_if_false Label0FBF85
0372: set_actor  25640?? anim  0? wait_state_time  100? ms
0211: actor  25640?? walk_to -1380.315! -850.1871!
0004:  25988?? =  5?  \\ integer values

:Label0FBF85
00D6: if  0?
0038:    25988?? ==  5?  \\ integer values
004D: jump_if_false Label0FBFC4
00D6: if  0?
00F0:   actor  25640?? stopped  0? ()near_point_on_foot -1380.315! -850.1871! radius  1!  1!
004D: jump_if_false Label0FBFC4
0004:  25988?? =  6?  \\ integer values

:Label0FBFC4
00D6: if  0?
0038:    25832?? ==  0?  \\ integer values
004D: jump_if_false Label0FC017
00D6: if  0?
0038:    25988?? ==  6?  \\ integer values
004D: jump_if_false Label0FC017
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label0FC017
009E: unknown_set_actor  25640?? path  25704??  25708??  25712?? radius  2!  0?
0006:  17@ =  0?  \\ integer values

:Label0FC017
00D6: if  0?
0038:    25832?? ==  1?  \\ integer values
004D: jump_if_false Label0FC06A
00D6: if  0?
0038:    25988?? ==  6?  \\ integer values
004D: jump_if_false Label0FC06A
00D6: if  0?
0019:    17@ >  1000&  \\ integer values
004D: jump_if_false Label0FC06A
009E: unknown_set_actor  25640?? path  25704??  25708??  25712?? radius  2!  1?
0006:  17@ =  0?  \\ integer values

:Label0FC06A
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC09A
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC09A
00A0:  25772?? = actor  25640?? x_pos,  25776?? = actor  25640?? y_pos,  25780?? = actor  25640?? z_pos

:Label0FC09A
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC185
00D6: if  0?
0118:   actor  25640?? dead
004D: jump_if_false Label0FC185
00D6: if  0?
0038:    25668?? ==  0?  \\ integer values
004D: jump_if_false Label0FC185
0213:  25652?? = create_pickup -120? (BRIEFCASE) type  3? at  25772??  25776??  25780??
03DC:  25656?? = create_marker_above_pickup  25652??
00BC: text_highpriority "ASM4_21"  5000& ms  2? \\ ~g~Get the briefcase!
0151: remove_status_text  25836??
010D: set_player $PLAYER_CHAR wanted_level_to  2?
04E3: unknown_player $PLAYER_CHAR  2?  300000&&
015C: set_zone_gang_info "TERMINL"  1? (day)  13?  0?  0?  0?  0?  5?  0?  0?  0?  0?  5? 
015C: set_zone_gang_info "TERMINL"  0? (night)  4?  0?  0?  0?  0?  5?  0?  0?  0?  0?  5? 
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC170
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FC170
0004:  25672?? = -1?  \\ integer values
0004:  25676?? =  1?  \\ integer values
0004:  25668?? =  1?  \\ integer values

:Label0FC185
00D6: if  0?
0038:    25672?? ==  1?  \\ integer values
004D: jump_if_false Label0FC1D8
00D6: if  0?
0038:    25828?? ==  1?  \\ integer values
004D: jump_if_false Label0FC1D8
00D6: if  0?
0038:    25824?? ==  0?  \\ integer values
004D: jump_if_false Label0FC1D8
03C4: set_status_text_to  25836??  1? (bar) "ASM4_12" \\ Distance:
0004:  25828?? =  2?  \\ integer values
0004:  25824?? =  1?  \\ integer values

:Label0FC1D8
00D6: if  0?
0018:    25672?? >  0?  \\ integer values
004D: jump_if_false Label0FC298
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC298
0054:  25848?? = player $PLAYER_CHAR x_pos,  25852?? = player $PLAYER_CHAR y_pos,  25856?? = player $PLAYER_CHAR z_pos
00A0:  25860?? = actor  25640?? x_pos,  25864?? = actor  25640?? y_pos,  25868?? = actor  25640?? z_pos
0509: unknown  25872?? = distance between point  25848??  25852?? and point  25860??  25864??
00D6: if  0?
0020:    25872?? >  69!  \\ floating-point values
004D: jump_if_false Label0FC246
0005:  25872?? =  70!  \\ floating-point values

:Label0FC246
00D6: if  0?
0022:    36! >  25872??  \\ floating-point values
004D: jump_if_false Label0FC265
0005:  25872?? =  35!  \\ floating-point values

:Label0FC265
0005:  25844?? =  70!  \\ floating-point values
0061:  25844?? -=  25872??  \\ floating-point values
0086:  25840?? =  25844??  \\ floating-point values only
0015:  25840?? /=  .35!  \\ floating-point values
008C:  25836?? = float_to_integer  25840??
0004:  25828?? =  1?  \\ integer values

:Label0FC298
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC316
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC316
00D6: if  0?
0018:    25836?? >  97?  \\ integer values
004D: jump_if_false Label0FC316
00D6: if  0?
0038:    25832?? ==  0?  \\ integer values
004D: jump_if_false Label0FC316
00BC: text_highpriority "ASM4_23"  5000& ms  2? \\ ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text  25836??
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC30F
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FC30F
0004:  25832?? =  1?  \\ integer values

:Label0FC316
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC3B6
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC3B6
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25640?? radius  40!  40!  20!
004D: jump_if_false Label0FC3B6
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FC3B6
00D6: if  0?
0038:    25832?? ==  0?  \\ integer values
004D: jump_if_false Label0FC3B6
00BC: text_highpriority "ASM4_23"  5000& ms  2? \\ ~g~He has spotted you! Nail him and get the briefcase!
0151: remove_status_text  25836??
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC3AF
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FC3AF
0004:  25832?? =  1?  \\ integer values

:Label0FC3B6
00D6: if  0?
0018:    25672?? >  3?  \\ integer values
004D: jump_if_false Label0FC4A8
00D6: if  0?
0038:    25816?? ==  0?  \\ integer values
004D: jump_if_false Label0FC4A8
00D6: if  0?
051A:   unknown_actor  25660?? actor $PLAYER_ACTOR
004D: jump_if_false Label0FC441
00BC: text_highpriority "ASM4_23"  5000& ms  2? \\ ~g~He has spotted you! Nail him and get the briefcase!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC419
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FC419
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC42E
054E:  25660??

:Label0FC42E
0151: remove_status_text  25836??
0004:  25832?? =  1?  \\ integer values
0004:  25816?? =  1?  \\ integer values

:Label0FC441
00D6: if  0?
051A:   unknown_actor  25640?? actor $PLAYER_ACTOR
004D: jump_if_false Label0FC4A8
00BC: text_highpriority "ASM4_23"  5000& ms  2? \\ ~g~He has spotted you! Nail him and get the briefcase!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FC480
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FC480
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FC495
054E:  25640??

:Label0FC495
0151: remove_status_text  25836??
0004:  25832?? =  1?  \\ integer values
0004:  25816?? =  1?  \\ integer values

:Label0FC4A8
00D6: if  0?
0038:    25676?? ==  1?  \\ integer values
004D: jump_if_false Label0FC65B
00D6: if  0?
0214:   pickup  25652?? picked_up
004D: jump_if_false Label0FC65B
0249: release_model #WMORI
0249: release_model #HFYBU
01C2: remove_references_to_actor  25640??  \\ Like turning an actor into a random pedestrian
0247: request_model #MAVERICK
0247: request_model #ADMIRAL

:Label0FC4E1
00D6: if  21?
8248:   NOT   model #MAVERICK available
8248:   NOT   model #ADMIRAL available
004D: jump_if_false Label0FC501
0001: wait  0? ms
0002: jump Label0FC4E1

:Label0FC501
00A5:  25820?? = create_car #MAVERICK at -1369.432! -1256.787!  17.3662!
0175: set_car  25820?? z_angle_to  308.4397!
0164: disable_marker  25656??
00BC: text_highpriority "ASM4_22"  5000& ms  2? \\ ~g~Take the briefcase to Ammu-Nation in Downtown.
018A:  25680?? = create_checkpoint_at  25784??  25788??  25792??
00A5:  25876?? = create_car #ADMIRAL at  25892??  25896??  25900??
0229: set_car  25876?? color_to  0?  0?
0175: set_car  25876?? z_angle_to  25904??
0129:  25912?? = create_actor  4? #SPECIAL01 in_car  25876?? driverseat
054A: unknown_actor  25912?? flag  0?
01C8:  25916?? = create_actor  4? #SPECIAL02 in_car  25876?? passenger_seat  0?
00A9: set_car  25876?? to_normal_driver
020A: set_car  25876?? door_status_to  2?
02AA: set_car  25876?? immune_to_nonplayer  1?
0004:  25908?? =  1?  \\ integer values
00A5:  25880?? = create_car #ADMIRAL at  25920??  25924??  25928??
0229: set_car  25880?? color_to  0?  0?
0175: set_car  25880?? z_angle_to  25932??
0129:  25940?? = create_actor  4? #SPECIAL02 in_car  25880?? driverseat
054A: unknown_actor  25940?? flag  0?
01C8:  25944?? = create_actor  4? #SPECIAL01 in_car  25880?? passenger_seat  0?
00A9: set_car  25880?? to_normal_driver
020A: set_car  25880?? door_status_to  2?
0004:  25936?? =  1?  \\ integer values
00A5:  25884?? = create_car #ADMIRAL at  25948??  25952??  25956??
0229: set_car  25884?? color_to  0?  0?
0175: set_car  25884?? z_angle_to  25960??
0129:  25968?? = create_actor  4? #SPECIAL02 in_car  25884?? driverseat
054A: unknown_actor  25968?? flag  0?
01C8:  25972?? = create_actor  4? #SPECIAL01 in_car  25884?? passenger_seat  0?
00A9: set_car  25884?? to_normal_driver
020A: set_car  25884?? door_status_to  2?
02AA: set_car  25884?? immune_to_nonplayer  1?
0004:  25964?? =  1?  \\ integer values
0004:  25676?? =  2?  \\ integer values

:Label0FC65B
00D6: if  0?
0038:    25676?? ==  2?  \\ integer values
004D: jump_if_false Label0FCEE7
00D6: if  0?
0038:    25908?? ==  1?  \\ integer values
004D: jump_if_false Label0FC729
00D6: if  0?
8119:   NOT   car  25876?? wrecked
004D: jump_if_false Label0FC729
00D6: if  21?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1212.973! -828.562! -1187.989! -985.38!
8185:   NOT   car  25876?? health >=  998&
004D: jump_if_false Label0FC729
00D6: if  0?
8118:   NOT   actor  25912?? dead
004D: jump_if_false Label0FC729
00D6: if  0?
8118:   NOT   actor  25916?? dead
004D: jump_if_false Label0FC729
00D6: if  0?
00DF:   actor  25912?? driving
004D: jump_if_false Label0FC729
00D6: if  0?
00DF:   actor  25916?? driving
004D: jump_if_false Label0FC729
00AD: set_car  25876?? max_speed_to  70!
02C2: car  25876?? drive_to_point -1202.135! -937.3721!  14.65!
01EC: unknown_car  25876?? flag  1?
0004:  25908?? =  2?  \\ integer values

:Label0FC729
00D6: if  0?
0038:    25908?? ==  2?  \\ integer values
004D: jump_if_false Label0FC7BF
00D6: if  0?
8118:   NOT   actor  25912?? dead
004D: jump_if_false Label0FC7BF
00D6: if  0?
8118:   NOT   actor  25916?? dead
004D: jump_if_false Label0FC7BF
00D6: if  0?
8119:   NOT   car  25876?? wrecked
004D: jump_if_false Label0FC7BF
00D6: if  0?
00DF:   actor  25912?? driving
004D: jump_if_false Label0FC7BF
00D6: if  0?
00DF:   actor  25916?? driving
004D: jump_if_false Label0FC7BF
00D6: if  0?
01AD:   car  25876??  0? ()near_point -1202.135! -937.3721!  7!  7!
004D: jump_if_false Label0FC7BF
00AF: set_car  25876?? driver_behaviour_to  4?
0004:  25908?? =  3?  \\ integer values

:Label0FC7BF
00D6: if  0?
0038:    25908?? ==  3?  \\ integer values
004D: jump_if_false Label0FC8B4
00D6: if  0?
8118:   NOT   actor  25912?? dead
004D: jump_if_false Label0FC8B4
00D6: if  0?
8118:   NOT   actor  25916?? dead
004D: jump_if_false Label0FC8B4
00D6: if  0?
8119:   NOT   car  25876?? wrecked
004D: jump_if_false Label0FC8B4
00D6: if  0?
00DF:   actor  25912?? driving
004D: jump_if_false Label0FC8B4
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  25876?? radius  30!  30!  0?
004D: jump_if_false Label0FC8B4
00AA:  25892?? = car  25876?? x_pos,  25896?? = car  25876?? y_pos,  25900?? = car  25876?? z_pos
009B: destroy_actor_instantly  25916??
000D:  25900?? -=  20!  \\ floating-point values
009A:  25916?? = create_actor  4? #SPECIAL01 at  25892??  25896??  25900??
0464: put_actor  25916?? into_turret_on_car  25876?? at_car_offset  0! -.3!  .8! unknown  0? angle  360! with_weapon  23?
0114: set_actor  25916?? car_weapon  23? ammo_to  3000&
0243: set_actor  25916?? ped_stats_to  16?
0350: unknown_actor  25916?? not_scared_flag  1?
01CA: actor  25916?? kill_player $PLAYER_CHAR
00AE: unknown_set_car  25876?? to_ignore_traffic_lights  2?
00AF: set_car  25876?? driver_behaviour_to  4?
0004:  25908?? =  4?  \\ integer values

:Label0FC8B4
00D6: if  0?
0038:    25908?? ==  4?  \\ integer values
004D: jump_if_false Label0FC940
00D6: if  0?
8118:   NOT   actor  25916?? dead
004D: jump_if_false Label0FC940
00D6: if  0?
0038:    25976?? ==  0?  \\ integer values
004D: jump_if_false Label0FC90F
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0FC90F
03C1:  25888?? = player $PLAYER_CHAR car
01D9: actor  25916?? run_away_from_car  25888??
0004:  25976?? =  1?  \\ integer values

:Label0FC90F
00D6: if  0?
0038:    25976?? ==  1?  \\ integer values
004D: jump_if_false Label0FC940
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0FC940
01CA: actor  25916?? kill_player $PLAYER_CHAR
0004:  25976?? =  0?  \\ integer values

:Label0FC940
00D6: if  0?
0038:    25936?? ==  1?  \\ integer values
004D: jump_if_false Label0FC9F5
00D6: if  0?
8119:   NOT   car  25880?? wrecked
004D: jump_if_false Label0FC9F5
00D6: if  21?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1212.973! -828.562! -1187.989! -985.38!
8185:   NOT   car  25880?? health >=  998&
004D: jump_if_false Label0FC9F5
00D6: if  0?
8118:   NOT   actor  25940?? dead
004D: jump_if_false Label0FC9F5
00D6: if  0?
8118:   NOT   actor  25944?? dead
004D: jump_if_false Label0FC9F5
00D6: if  0?
00DF:   actor  25940?? driving
004D: jump_if_false Label0FC9F5
00D6: if  0?
00DF:   actor  25944?? driving
004D: jump_if_false Label0FC9F5
00AD: set_car  25880?? max_speed_to  70!
00A7: unknown_car  25880?? drive_to -1202.935! -947.956!  14.534!
0004:  25936?? =  2?  \\ integer values

:Label0FC9F5
00D6: if  0?
0038:    25936?? ==  2?  \\ integer values
004D: jump_if_false Label0FCA8B
00D6: if  0?
8118:   NOT   actor  25940?? dead
004D: jump_if_false Label0FCA8B
00D6: if  0?
8118:   NOT   actor  25944?? dead
004D: jump_if_false Label0FCA8B
00D6: if  0?
8119:   NOT   car  25880?? wrecked
004D: jump_if_false Label0FCA8B
00D6: if  0?
00DF:   actor  25940?? driving
004D: jump_if_false Label0FCA8B
00D6: if  0?
00DF:   actor  25944?? driving
004D: jump_if_false Label0FCA8B
00D6: if  0?
01AD:   car  25880??  0? ()near_point -1202.935! -947.956!  10!  10!
004D: jump_if_false Label0FCA8B
00AF: set_car  25880?? driver_behaviour_to  2?
0004:  25936?? =  3?  \\ integer values

:Label0FCA8B
00D6: if  0?
0038:    25936?? ==  3?  \\ integer values
004D: jump_if_false Label0FCB79
00D6: if  0?
8118:   NOT   actor  25940?? dead
004D: jump_if_false Label0FCB79
00D6: if  0?
8118:   NOT   actor  25944?? dead
004D: jump_if_false Label0FCB79
00D6: if  0?
8119:   NOT   car  25880?? wrecked
004D: jump_if_false Label0FCB79
00D6: if  0?
00DF:   actor  25940?? driving
004D: jump_if_false Label0FCB79
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  25880?? radius  30!  30!  0?
004D: jump_if_false Label0FCB79
00AA:  25920?? = car  25880?? x_pos,  25924?? = car  25880?? y_pos,  25928?? = car  25880?? z_pos
009B: destroy_actor_instantly  25944??
000D:  25928?? -=  20!  \\ floating-point values
009A:  25944?? = create_actor  4? #SPECIAL01 at  25920??  25924??  25928??
0464: put_actor  25944?? into_turret_on_car  25880?? at_car_offset  0! -.3!  .8! unknown  0? angle  360! with_weapon  23?
0114: set_actor  25944?? car_weapon  23? ammo_to  3000&
0243: set_actor  25944?? ped_stats_to  16?
0350: unknown_actor  25944?? not_scared_flag  1?
01CA: actor  25944?? kill_player $PLAYER_CHAR
00AF: set_car  25880?? driver_behaviour_to  2?
0004:  25936?? =  4?  \\ integer values

:Label0FCB79
00D6: if  0?
0038:    25936?? ==  4?  \\ integer values
004D: jump_if_false Label0FCC05
00D6: if  0?
8118:   NOT   actor  25944?? dead
004D: jump_if_false Label0FCC05
00D6: if  0?
0038:    25980?? ==  0?  \\ integer values
004D: jump_if_false Label0FCBD4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0FCBD4
03C1:  25888?? = player $PLAYER_CHAR car
01D9: actor  25944?? run_away_from_car  25888??
0004:  25980?? =  1?  \\ integer values

:Label0FCBD4
00D6: if  0?
0038:    25980?? ==  1?  \\ integer values
004D: jump_if_false Label0FCC05
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0FCC05
01CA: actor  25944?? kill_player $PLAYER_CHAR
0004:  25980?? =  0?  \\ integer values

:Label0FCC05
00D6: if  0?
0038:    25964?? ==  1?  \\ integer values
004D: jump_if_false Label0FCC94
00D6: if  0?
8118:   NOT   actor  25968?? dead
004D: jump_if_false Label0FCC94
00D6: if  0?
8119:   NOT   car  25884?? wrecked
004D: jump_if_false Label0FCC94
00D6: if  0?
00DF:   actor  25968?? driving
004D: jump_if_false Label0FCC94
00D6: if  21?
01FC:   player $PLAYER_CHAR near_car  25884?? radius  25!  25!  0?
8185:   NOT   car  25884?? health >=  998&
004D: jump_if_false Label0FCC94
00AD: set_car  25884?? max_speed_to  70!
00AE: unknown_set_car  25884?? to_ignore_traffic_lights  2?
00AF: set_car  25884?? driver_behaviour_to  2?
01EC: unknown_car  25884?? flag  1?
0004:  25964?? =  2?  \\ integer values

:Label0FCC94
00D6: if  0?
0038:    25964?? ==  2?  \\ integer values
004D: jump_if_false Label0FCD89
00D6: if  0?
8118:   NOT   actor  25968?? dead
004D: jump_if_false Label0FCD89
00D6: if  0?
8118:   NOT   actor  25972?? dead
004D: jump_if_false Label0FCD89
00D6: if  0?
8119:   NOT   car  25884?? wrecked
004D: jump_if_false Label0FCD89
00D6: if  0?
00DF:   actor  25968?? driving
004D: jump_if_false Label0FCD89
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  25884?? radius  25!  25!  0?
004D: jump_if_false Label0FCD89
00AA:  25948?? = car  25884?? x_pos,  25952?? = car  25884?? y_pos,  25956?? = car  25884?? z_pos
009B: destroy_actor_instantly  25972??
000D:  25956?? -=  20!  \\ floating-point values
009A:  25972?? = create_actor  4? #SPECIAL01 at  25948??  25952??  25956??
0464: put_actor  25972?? into_turret_on_car  25884?? at_car_offset  0! -.3!  .8! unknown  0? angle  360! with_weapon  23?
0114: set_actor  25972?? car_weapon  23? ammo_to  3000&
0243: set_actor  25972?? ped_stats_to  16?
0350: unknown_actor  25972?? not_scared_flag  1?
02E2: set_actor  25972?? weapon_accuracy_to  90?
01CA: actor  25972?? kill_player $PLAYER_CHAR
00AF: set_car  25884?? driver_behaviour_to  4?
0004:  25964?? =  3?  \\ integer values

:Label0FCD89
00D6: if  0?
0038:    25964?? ==  4?  \\ integer values
004D: jump_if_false Label0FCE15
00D6: if  0?
8118:   NOT   actor  25972?? dead
004D: jump_if_false Label0FCE15
00D6: if  0?
0038:    25984?? ==  0?  \\ integer values
004D: jump_if_false Label0FCDE4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label0FCDE4
03C1:  25888?? = player $PLAYER_CHAR car
01D9: actor  25972?? run_away_from_car  25888??
0004:  25984?? =  1?  \\ integer values

:Label0FCDE4
00D6: if  0?
0038:    25984?? ==  1?  \\ integer values
004D: jump_if_false Label0FCE15
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label0FCE15
01CA: actor  25972?? kill_player $PLAYER_CHAR
0004:  25984?? =  0?  \\ integer values

:Label0FCE15
00D6: if  0?
0118:   actor  25660?? dead
004D: jump_if_false Label0FCE2A
01C2: remove_references_to_actor  25660??  \\ Like turning an actor into a random pedestrian

:Label0FCE2A
00D6: if  0?
0118:   actor  25912?? dead
004D: jump_if_false Label0FCE3F
01C2: remove_references_to_actor  25912??  \\ Like turning an actor into a random pedestrian

:Label0FCE3F
00D6: if  0?
0118:   actor  25916?? dead
004D: jump_if_false Label0FCE54
01C2: remove_references_to_actor  25916??  \\ Like turning an actor into a random pedestrian

:Label0FCE54
00D6: if  0?
0118:   actor  25940?? dead
004D: jump_if_false Label0FCE69
01C2: remove_references_to_actor  25940??  \\ Like turning an actor into a random pedestrian

:Label0FCE69
00D6: if  0?
0118:   actor  25944?? dead
004D: jump_if_false Label0FCE7E
01C2: remove_references_to_actor  25944??  \\ Like turning an actor into a random pedestrian

:Label0FCE7E
00D6: if  0?
0118:   actor  25968?? dead
004D: jump_if_false Label0FCE93
01C2: remove_references_to_actor  25968??  \\ Like turning an actor into a random pedestrian

:Label0FCE93
00D6: if  0?
0118:   actor  25972?? dead
004D: jump_if_false Label0FCEA8
01C2: remove_references_to_actor  25972??  \\ Like turning an actor into a random pedestrian

:Label0FCEA8
00D6: if  0?
0119:   car  25876?? wrecked
004D: jump_if_false Label0FCEBD
01C3: remove_references_to_car  25876??  \\ Like turning a car into any random car

:Label0FCEBD
00D6: if  0?
0119:   car  25880?? wrecked
004D: jump_if_false Label0FCED2
01C3: remove_references_to_car  25880??  \\ Like turning a car into any random car

:Label0FCED2
00D6: if  0?
0119:   car  25884?? wrecked
004D: jump_if_false Label0FCEE7
01C3: remove_references_to_car  25884??  \\ Like turning a car into any random car

:Label0FCEE7
00D6: if  21?
0018:    25672?? >  0?  \\ integer values
0038:    25672?? == -1?  \\ integer values
004D: jump_if_false Label0FCF26
00D6: if  0?
0118:   actor  25632?? dead
004D: jump_if_false Label0FCF26
00BC: text_highpriority "ASM4_25"  5000& ms  1? \\ ~r~You killed the woman you fool!
0002: jump Label0FD22F

:Label0FCF26
00D6: if  0?
0018:    25672?? >  0?  \\ integer values
004D: jump_if_false Label0FCF8D
00D6: if  0?
001A:    4? >  25672??  \\ integer values
004D: jump_if_false Label0FCF8D
00D6: if  0?
0118:   actor  25640?? dead
004D: jump_if_false Label0FCF8D
00BC: text_highpriority "ASM4_29"  5000& ms  1? \\ ~r~Itchy trigger finger? You killed him too soon!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FCF86
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FCF86
0002: jump Label0FD22F

:Label0FCF8D
00D6: if  1?
001A:    4? >  25672??  \\ integer values
0018:    25672?? >  0?  \\ integer values
004D: jump_if_false Label0FD07C
00D6: if  0?
0038:    25816?? ==  0?  \\ integer values
004D: jump_if_false Label0FD07C
00D6: if  0?
051A:   unknown_actor  25660?? actor $PLAYER_ACTOR
004D: jump_if_false Label0FD01A
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FCFE8
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FCFE8
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FCFFD
054E:  25660??

:Label0FCFFD
00BC: text_highpriority "ASM4_28"  5000& ms  1? \\ ~r~The target heard you firing your weapon!
0004:  25816?? =  1?  \\ integer values
0002: jump Label0FD22F

:Label0FD01A
00D6: if  0?
051A:   unknown_actor  25640?? actor $PLAYER_ACTOR
004D: jump_if_false Label0FD07C
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FD04A
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FD04A
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FD05F
054E:  25640??

:Label0FD05F
00BC: text_highpriority "ASM4_28"  5000& ms  1? \\ ~r~The target heard you firing your weapon!
0004:  25816?? =  1?  \\ integer values
0002: jump Label0FD22F

:Label0FD07C
00D6: if  0?
0018:    25672?? >  0?  \\ integer values
004D: jump_if_false Label0FD117
00D6: if  0?
001A:    4? >  25672??  \\ integer values
004D: jump_if_false Label0FD117
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FD117
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  25640?? radius  40!  40!  20!
004D: jump_if_false Label0FD117
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FD117
00BC: text_highpriority "ASM4_28"  5000& ms  1? \\ ~r~The target heard you firing your weapon!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FD110
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FD110
0002: jump Label0FD22F

:Label0FD117
00D6: if  0?
0018:    25672?? >  0?  \\ integer values
004D: jump_if_false Label0FD180
00D6: if  0?
001A:    4? >  25672??  \\ integer values
004D: jump_if_false Label0FD180
00D6: if  0?
0018:    25836?? >  97?  \\ integer values
004D: jump_if_false Label0FD180
00BC: text_highpriority "ASM4_27"  5000& ms  1? \\ ~r~The target has seen you! You should have kept your distance!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FD179
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FD179
0002: jump Label0FD22F

:Label0FD180
00D6: if  0?
8118:   NOT   actor  25640?? dead
004D: jump_if_false Label0FD1E5
00D6: if  0?
00EC:   actor  25640??  0? ()near_point  25704??  25708?? radius  5!  5!
004D: jump_if_false Label0FD1E5
00BC: text_highpriority "ASM4_26"  5000& ms  1? \\ ~r~The target has boarded his flight!
00D6: if  0?
8118:   NOT   actor  25660?? dead
004D: jump_if_false Label0FD1DE
01E0: clear_leader  25660??
01CA: actor  25660?? kill_player $PLAYER_CHAR

:Label0FD1DE
0002: jump Label0FD22F

:Label0FD1E5
00D6: if  0?
0018:    25676?? >  1?  \\ integer values
004D: jump_if_false Label0FD228
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot  25784??  25788??  25792?? radius  3!  3!  3!
004D: jump_if_false Label0FD228
0002: jump Label0FD240

:Label0FD228
0002: jump Label0FB8AE

:Label0FD22F
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label0FD240
0004:  1204?? =  1?  \\ integer values
0318: set_latest_mission_passed "JOB_4" \\ Check Out at the Check In
01E3: text_1number_styled "M_PASS"  8000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  8000&
030C: set_mission_points +=  1?
0394: play_music  1?
0533:  1?
0164: disable_marker  1188??
0051: return

:Label0FD283
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  25680??
0164: disable_marker  25656??
0164: disable_marker  25648??
0164: disable_marker  25636??
0215: destroy_pickup  25652??
0215: destroy_pickup  25644??
0249: release_model #WMORI
0249: release_model #HFYBU
0249: release_model #ADMIRAL
0249: release_model #MAVERICK
0249: release_model #UZI
034F: destroy_actor_with_fade  25660??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25640??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25912??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25916??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25940??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25944??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25968??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  25972??  \\ The actor fades away like a ghost
0151: remove_status_text  25836??
0296: unload_special_actor  1?
0296: unload_special_actor  2?
015C: set_zone_gang_info "TERMINL"  1? (day)  13?  0?  0?  0?  0?  50?  0?  0?  0?  0?  20? 
015C: set_zone_gang_info "TERMINL"  0? (night)  4?  0?  0?  0?  0?  50?  0?  0?  0?  0?  10? 
022A: remove_forbidden_for_peds_cube -1424.038! -876.6656!  10.8537! -1422.422! -873.6301!  29.8434!
022A: remove_forbidden_for_peds_cube -1407.059! -869.3946! -5.8549! -1408.656! -873.5172!  23.8402!
022A: remove_forbidden_for_peds_cube -1385.123! -855.1205!  10.0263! -1383.952! -853.1511!  28.5218!
022A: remove_forbidden_for_peds_cube -1386.247! -863.7204!  8.8377! -1393.27! -859.9062!  16.8377!
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 71---------------
; Originally: Loose Ends


:Label0FD3C1
03A4: name_thread "ASSIN5"
0050: gosub Label0FD3EF
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label0FD3E6
0050: gosub Label1003DF

:Label0FD3E6
0050: gosub Label100473
004E: end_thread

:Label0FD3EF
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "ASSIN5"
0247: request_model #SGA
0247: request_model #SGB
0247: request_model #MP5LNG
0247: request_model #CELLPHONE
0247: request_model #ADMIRAL
0247: request_model #PONY
0247: request_model #MAVERICK
0247: request_model -114? (BARREL4)

:Label0FD42B
00D6: if  23?
8248:   NOT   model #SGA available
8248:   NOT   model #SGB available
8248:   NOT   model #MP5LNG available
8248:   NOT   model #CELLPHONE available
004D: jump_if_false Label0FD453
0001: wait  0? ms
0002: jump Label0FD42B

:Label0FD453
00D6: if  23?
8248:   NOT   model #ADMIRAL available
8248:   NOT   model #PONY available
8248:   NOT   model #MAVERICK available
8248:   NOT   model -114? (BARREL4) available
004D: jump_if_false Label0FD47C
0001: wait  0? ms
0002: jump Label0FD453

:Label0FD47C
023C: load_special_actor  1? "BGA"
023C: load_special_actor  2? "BGB"

:Label0FD494
00D6: if  21?
823D:   NOT   special_actor  1? loaded
823D:   NOT   special_actor  2? loaded
004D: jump_if_false Label0FD4B2
0001: wait  0? ms
0002: jump Label0FD494

:Label0FD4B2
03DE: set_pedestrians_density_multiplier_to  0!
01EB: set_car_density_to  0!
02A3: toggle_widescreen  1? (on)
0395: clear_area  0? at -977.4625! -530.668! range  9.9113!  4!
0395: clear_area  0? at -989.819! -524.6922! range  11.39922!  3!
042B: clear_peds_from_cube -1475.243! -832.872!  10.164! -1489.91!  819.0943!  18.669!
0055: put_player $PLAYER_CHAR at -977.4625! -530.668!  9.9113!
0171: set_player $PLAYER_CHAR z_angle_to  284.6051!
052B: actor $PLAYER_ACTOR hold_cellphone  1?
015F: set_camera_position -981.4931! -531.1837!  11.49621!  0!  0!  0!
0157: camera_on_player $PLAYER_CHAR  4?  2?
0373: set_camera_directly_behind_player

:Label0FD564
00D6: if  0?
834E:   NOT unknown_move_object  7272?? to -973.664! -516.25!  10.092! unknown_angle  0!  .1!  0!  0?
004D: jump_if_false Label0FD59F
0001: wait  0? ms
0002: jump Label0FD564

:Label0FD59F
03CF: load_wav "JOB5_1" as  1?
03CF: load_wav "JOB5_2" as  2?

:Label0FD5B7
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label0FD5D5
0001: wait  0? ms
0002: jump Label0FD5B7

:Label0FD5D5
016A: fade  1? (back)  500& ms

:Label0FD5DC
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FD5F4
0001: wait  0? ms
0002: jump Label0FD5DC

:Label0FD5F4
00BC: text_highpriority "ASM5_A"  10000& ms  1? \\ There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
03D1: play_wav  1?

:Label0FD607
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD63E
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FD637
0002: jump Label0FD755

:Label0FD637
0002: jump Label0FD607

:Label0FD63E
03D5: remove_text "ASM5_A" \\ There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company.
040D: unload_wav  1?
00BC: text_highpriority "ASM5_B"  10000& ms  1? \\ Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
03D1: play_wav  2?

:Label0FD65F
00D6: if  1?
83D2:   NOT   wav  2? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD696
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FD68F
0002: jump Label0FD755

:Label0FD68F
0002: jump Label0FD65F

:Label0FD696
03D5: remove_text "ASM5_B" \\ Kill everyone involved, steal the merchandise and take it to the helipad at the airport.
040D: unload_wav  2?
03CF: load_wav "JOB5_3" as  1?

:Label0FD6B0
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label0FD6CA
0001: wait  0? ms
0002: jump Label0FD6B0

:Label0FD6CA
015F: set_camera_position -988.1754! -532.6743!  11.89331!  0!  0!  0!
0160: point_camera -987.3879! -532.0586!  11.84551!  2?
00BC: text_highpriority "ASM5_C"  10000& ms  1? \\ There is a gate to your left that leads to the back of the factory.
03D1: play_wav  1?

:Label0FD710
00D6: if  1?
83D2:   NOT   wav  1? ended
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false Label0FD747
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label0FD740
0002: jump Label0FD755

:Label0FD740
0002: jump Label0FD710

:Label0FD747
03D5: remove_text "ASM5_C" \\ There is a gate to your left that leads to the back of the factory.
040D: unload_wav  1?

:Label0FD755
040D: unload_wav  1?
040D: unload_wav  2?
03EB: clear_small_messages_only
0001: wait  500& ms
052B: actor $PLAYER_ACTOR hold_cellphone  0?
0249: release_model #CELLPHONE
016A: fade  0? ()  1000& ms

:Label0FD777
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FD78F
0001: wait  0? ms
0002: jump Label0FD777

:Label0FD78F
03DE: set_pedestrians_density_multiplier_to  1!
01EB: set_car_density_to  1!
0006:  16@ =  0?  \\ integer values
0482:  2!
03C7: unknown_maby_cops_density  .1!
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0004:  26448?? =  0?  \\ integer values
0004:  26452?? =  0?  \\ integer values
0004:  26456?? =  0?  \\ integer values
0004:  26460?? =  0?  \\ integer values
0004:  26464?? =  0?  \\ integer values
0004:  26468?? =  0?  \\ integer values
0004:  26472?? =  0?  \\ integer values
0004:  26476?? =  0?  \\ integer values
0004:  26480?? =  0?  \\ integer values
0004:  26484?? =  0?  \\ integer values
0004:  26488?? =  0?  \\ integer values
0004:  26492?? =  0?  \\ integer values
0004:  26496?? =  0?  \\ integer values
0004:  26500?? =  0?  \\ integer values
0004:  26504?? =  0?  \\ integer values
0004:  26508?? =  0?  \\ integer values
0004:  26512?? =  0?  \\ integer values
0004:  26516?? =  0?  \\ integer values
0004:  26520?? =  0?  \\ integer values
0004:  26524?? =  0?  \\ integer values
0004:  26528?? =  0?  \\ integer values
0004:  26532?? =  0?  \\ integer values
0004:  26536?? =  0?  \\ integer values
0004:  26540?? =  0?  \\ integer values
0004:  26544?? =  0?  \\ integer values
0004:  26548?? =  0?  \\ integer values
0004:  26552?? =  0?  \\ integer values
0004:  26588?? =  0?  \\ integer values
0004:  26556?? =  0?  \\ integer values
0004:  26560?? =  0?  \\ integer values
0004:  26564?? =  0?  \\ integer values
0004:  26568?? =  0?  \\ integer values
0004:  26572?? =  0?  \\ integer values
0004:  26576?? =  0?  \\ integer values
0004:  26580?? =  0?  \\ integer values
0004:  26584?? =  0?  \\ integer values
0004:  26592?? =  0?  \\ integer values
0004:  26596?? =  0?  \\ integer values
0004:  26600?? =  0?  \\ integer values
0004:  26604?? =  0?  \\ integer values
0004:  26608?? =  0?  \\ integer values
0004:  26612?? =  0?  \\ integer values
0004:  26616?? =  0?  \\ integer values
0004:  26620?? =  0?  \\ integer values
0004:  26624?? =  0?  \\ integer values
0004:  26628?? =  0?  \\ integer values
0004:  26632?? =  0?  \\ integer values
0004:  26636?? =  0?  \\ integer values
0004:  26640?? =  0?  \\ integer values
0004:  26644?? =  0?  \\ integer values
0004:  26648?? =  0?  \\ integer values
0004:  26652?? =  0?  \\ integer values
0004:  26656?? =  0?  \\ integer values
0004:  26660?? =  0?  \\ integer values
009A:  26128?? = create_actor  21? #SPECIAL01 at -888.0087! -516.6854!  28.1699!
01B2: give_actor  26128?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26128?? z_angle_to  112.8337!
01ED: spawn_actor  26128??
0243: set_actor  26128?? ped_stats_to  16?
011A: set_actor  26128?? flags  1?
02A9: set_actor  26128?? immune_to_nonplayer  1?
009A:  26132?? = create_actor  21? #SPECIAL02 at -886.0616! -514.7507!  28.1699!
01B2: give_actor  26132?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26132?? z_angle_to  105.293!
01ED: spawn_actor  26132??
0243: set_actor  26132?? ped_stats_to  16?
011A: set_actor  26132?? flags  1?
02A9: set_actor  26132?? immune_to_nonplayer  1?
009A:  26136?? = create_actor  21? #SPECIAL01 at -886.1217! -518.1573!  28.16999!
01B2: give_actor  26136?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26136?? z_angle_to  104.0362!
01ED: spawn_actor  26136??
0243: set_actor  26136?? ped_stats_to  16?
011A: set_actor  26136?? flags  1?
02A9: set_actor  26136?? immune_to_nonplayer  1?
009A:  26140?? = create_actor  4? #SGA at -893.7256! -517.13!  28.1754!
01B2: give_actor  26140?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26140?? z_angle_to  279.891!
01ED: spawn_actor  26140??
0243: set_actor  26140?? ped_stats_to  16?
011A: set_actor  26140?? flags  1?
02A9: set_actor  26140?? immune_to_nonplayer  1?
009A:  26144?? = create_actor  4? #SGB at -894.7341! -515.9601!  28.1754!
01B2: give_actor  26144?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26144?? z_angle_to  285.984!
01ED: spawn_actor  26144??
0243: set_actor  26144?? ped_stats_to  16?
011A: set_actor  26144?? flags  1?
02A9: set_actor  26144?? immune_to_nonplayer  1?
03F9: make_actors  26140??  26128?? converse_in  800000&& ms
0107:  26188?? = create_object -114? (BARREL4) at -927.3963! -528.213!  10.134!
035D: make_object  26188?? targetable
0107:  26192?? = create_object -114? (BARREL4) at -904.3218! -566.7883!  9.7807!
00A5:  25992?? = create_car #MAVERICK at -870.6392! -516.396!  28.1699!
0229: set_car  25992?? color_to  7?  1?
0175: set_car  25992?? z_angle_to  183.0478!
00A9: set_car  25992?? to_normal_driver
00A5:  26148?? = create_car #ADMIRAL at -941.5502! -513.9277!  9.9197!
0229: set_car  26148?? color_to  0?  0?
00A9: set_car  26148?? to_normal_driver
0175: set_car  26148?? z_angle_to  5.3408!
009A:  26004?? = create_actor  21? #SPECIAL01 at -939.6057! -512.2731!  9.9113!
01B2: give_actor  26004?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26004?? z_angle_to  90.5315!
01ED: spawn_actor  26004??
011A: set_actor  26004?? flags  1?
0243: set_actor  26004?? ped_stats_to  16?
02A9: set_actor  26004?? immune_to_nonplayer  1?
0350: unknown_actor  26004?? not_scared_flag  1?
009A:  26008?? = create_actor  21? #SPECIAL02 at -939.5907! -516.5395!  9.9532!
01B2: give_actor  26008?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26008?? z_angle_to  90.1574!
01ED: spawn_actor  26008??
011A: set_actor  26008?? flags  1?
0243: set_actor  26008?? ped_stats_to  16?
02A9: set_actor  26008?? immune_to_nonplayer  1?
0350: unknown_actor  26008?? not_scared_flag  1?
009A:  26012?? = create_actor  21? #SPECIAL02 at -905.3917! -512.3774!  16.9633!
01B2: give_actor  26012?? weapon  25? ammo  3000&  \\ Load the weapon model before using this
0173: set_actor  26012?? z_angle_to  119.0373!
01ED: spawn_actor  26012??
011A: set_actor  26012?? flags  1?
0243: set_actor  26012?? ped_stats_to  16?
02A9: set_actor  26012?? immune_to_nonplayer  1?
009A:  26016?? = create_actor  21? #SPECIAL01 at -900.4265! -545.6013!  21.4256!
01B2: give_actor  26016?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26016?? z_angle_to  81.1633!
01ED: spawn_actor  26016??
011A: set_actor  26016?? flags  1?
0243: set_actor  26016?? ped_stats_to  16?
02A9: set_actor  26016?? immune_to_nonplayer  1?
009A:  26020?? = create_actor  21? #SPECIAL02 at -919.222! -544.302!  10.49!
01B2: give_actor  26020?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26020?? z_angle_to  8.94846!
02A9: set_actor  26020?? immune_to_nonplayer  1?
0350: unknown_actor  26020?? not_scared_flag  1?
00A5:  26156?? = create_car #PONY at -925.0329! -530.9766!  10.1511!
0229: set_car  26156?? color_to  0?  0?
0175: set_car  26156?? z_angle_to  100.691!
02AA: set_car  26156?? immune_to_nonplayer  1?
0129:  26024?? = create_actor  21? #SPECIAL01 in_car  26156?? driverseat
01B2: give_actor  26024?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  26024??
011A: set_actor  26024?? flags  1?
0243: set_actor  26024?? ped_stats_to  16?
02A9: set_actor  26024?? immune_to_nonplayer  1?
02E2: set_actor  26024?? weapon_accuracy_to  10?
01C8:  26028?? = create_actor  21? #SPECIAL02 in_car  26156?? passenger_seat  0?
01B2: give_actor  26028?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  26028??
011A: set_actor  26028?? flags  1?
0243: set_actor  26028?? ped_stats_to  16?
02A9: set_actor  26028?? immune_to_nonplayer  1?
02E2: set_actor  26028?? weapon_accuracy_to  10?
01C8:  26032?? = create_actor  21? #SPECIAL01 in_car  26156?? passenger_seat  1?
01B2: give_actor  26032?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  26032??
011A: set_actor  26032?? flags  1?
0243: set_actor  26032?? ped_stats_to  16?
02A9: set_actor  26032?? immune_to_nonplayer  1?
02E2: set_actor  26032?? weapon_accuracy_to  10?
01C8:  26036?? = create_actor  21? #SPECIAL01 in_car  26156?? passenger_seat  2?
01B2: give_actor  26036?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
01ED: spawn_actor  26036??
011A: set_actor  26036?? flags  1?
0243: set_actor  26036?? ped_stats_to  16?
02A9: set_actor  26036?? immune_to_nonplayer  1?
02E2: set_actor  26036?? weapon_accuracy_to  10?
00A9: set_car  26156?? to_normal_driver
00A5:  26152?? = create_car #ADMIRAL at -923.2911! -534.3985!  10.1921!
0175: set_car  26152?? z_angle_to  95.827!
0229: set_car  26152?? color_to  0?  0?
02AA: set_car  26152?? immune_to_nonplayer  1?
009A:  26040?? = create_actor  21? #SPECIAL02 at -910.9335! -549.9265!  10.5692!
01B2: give_actor  26040?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26040?? z_angle_to  357.5166!
01ED: spawn_actor  26040??
011A: set_actor  26040?? flags  1?
0243: set_actor  26040?? ped_stats_to  16?
02A9: set_actor  26040?? immune_to_nonplayer  1?
0350: unknown_actor  26040?? not_scared_flag  1?
009A:  26044?? = create_actor  21? #SPECIAL01 at -919.4705! -564.1069!  10.1924!
01B2: give_actor  26044?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26044?? z_angle_to  11.053!
01ED: spawn_actor  26044??
011A: set_actor  26044?? flags  1?
0243: set_actor  26044?? ped_stats_to  16?
02A9: set_actor  26044?? immune_to_nonplayer  1?
0350: unknown_actor  26044?? not_scared_flag  1?
009A:  26048?? = create_actor  21? #SPECIAL02 at -907.8641! -562.6886!  10.3168!
01B2: give_actor  26048?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26048?? z_angle_to  354.8635!
01ED: spawn_actor  26048??
011A: set_actor  26048?? flags  1?
0243: set_actor  26048?? ped_stats_to  16?
02A9: set_actor  26048?? immune_to_nonplayer  1?
0350: unknown_actor  26048?? not_scared_flag  1?
009A:  26052?? = create_actor  21? #SPECIAL02 at -898.9297! -605.6819!  11.8547!
01B2: give_actor  26052?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26052?? z_angle_to  182.2136!
01ED: spawn_actor  26052??
011A: set_actor  26052?? flags  1?
0243: set_actor  26052?? ped_stats_to  16?
02A9: set_actor  26052?? immune_to_nonplayer  1?
0350: unknown_actor  26052?? not_scared_flag  1?
009A:  26056?? = create_actor  21? #SPECIAL01 at -909.2119! -602.8759!  9.5246!
01B2: give_actor  26056?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26056?? z_angle_to  12.6305!
01ED: spawn_actor  26056??
011A: set_actor  26056?? flags  1?
0243: set_actor  26056?? ped_stats_to  16?
02A9: set_actor  26056?? immune_to_nonplayer  1?
0350: unknown_actor  26056?? not_scared_flag  1?
009A:  26060?? = create_actor  21? #SPECIAL01 at -916.5301! -562.2043!  12.0173!
01B2: give_actor  26060?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26060?? z_angle_to  137.803!
01ED: spawn_actor  26060??
011A: set_actor  26060?? flags  1?
0243: set_actor  26060?? ped_stats_to  16?
02A9: set_actor  26060?? immune_to_nonplayer  1?
0350: unknown_actor  26060?? not_scared_flag  1?
009A:  26064?? = create_actor  21? #SPECIAL02 at -881.8743! -584.6597!  18.6255!
01B2: give_actor  26064?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26064?? z_angle_to  192.3254!
01ED: spawn_actor  26064??
011A: set_actor  26064?? flags  1?
0243: set_actor  26064?? ped_stats_to  16?
02A9: set_actor  26064?? immune_to_nonplayer  1?
009A:  26068?? = create_actor  21? #SPECIAL01 at -931.1354! -585.5306!  9.1849!
01B2: give_actor  26068?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26068?? z_angle_to  18.2377!
01ED: spawn_actor  26068??
011A: set_actor  26068?? flags  1?
0243: set_actor  26068?? ped_stats_to  16?
02A9: set_actor  26068?? immune_to_nonplayer  1?
009A:  26072?? = create_actor  21? #SPECIAL02 at -925.1932! -615.1325!  12.7716!
01B2: give_actor  26072?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26072?? z_angle_to  18.3567!
01ED: spawn_actor  26072??
011A: set_actor  26072?? flags  1?
0243: set_actor  26072?? ped_stats_to  16?
02A9: set_actor  26072?? immune_to_nonplayer  1?
0350: unknown_actor  26072?? not_scared_flag  1?
009A:  26076?? = create_actor  21? #SPECIAL02 at -929.0777! -614.6532!  14.9469!
01B2: give_actor  26076?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26076?? z_angle_to  17.6835!
01ED: spawn_actor  26076??
011A: set_actor  26076?? flags  1?
0243: set_actor  26076?? ped_stats_to  16?
02A9: set_actor  26076?? immune_to_nonplayer  1?
0350: unknown_actor  26072?? not_scared_flag  1?
009A:  26080?? = create_actor  21? #SPECIAL01 at -927.3255! -620.7064!  14.9642!
01B2: give_actor  26080?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26080?? z_angle_to  1.3416!
01ED: spawn_actor  26080??
011A: set_actor  26080?? flags  1?
0243: set_actor  26080?? ped_stats_to  16?
02A9: set_actor  26080?? immune_to_nonplayer  1?
0350: unknown_actor  26080?? not_scared_flag  1?
009A:  26084?? = create_actor  21? #SPECIAL02 at -897.9171! -632.6987!  15.5191!
01B2: give_actor  26084?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26084?? z_angle_to  102.1576!
01ED: spawn_actor  26084??
011A: set_actor  26084?? flags  1?
0243: set_actor  26084?? ped_stats_to  16?
02A9: set_actor  26084?? immune_to_nonplayer  1?
0350: unknown_actor  26084?? not_scared_flag  1?
009A:  26088?? = create_actor  21? #SPECIAL01 at -878.5259! -624.2981!  14.7945!
01B2: give_actor  26088?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26088?? z_angle_to  346.1281!
01ED: spawn_actor  26088??
011A: set_actor  26088?? flags  1?
0243: set_actor  26088?? ped_stats_to  16?
02A9: set_actor  26088?? immune_to_nonplayer  1?
0350: unknown_actor  26088?? not_scared_flag  1?
009A:  26092?? = create_actor  21? #SPECIAL02 at -867.262! -608.2192!  23.1638!
01B2: give_actor  26092?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26092?? z_angle_to  138.8068!
01ED: spawn_actor  26092??
011A: set_actor  26092?? flags  1?
0243: set_actor  26092?? ped_stats_to  16?
02A9: set_actor  26092?? immune_to_nonplayer  1?
0350: unknown_actor  26092?? not_scared_flag  1?
009A:  26096?? = create_actor  21? #SPECIAL01 at -874.3932! -605.0528!  14.7369!
01B2: give_actor  26096?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26096?? z_angle_to  101.475!
01ED: spawn_actor  26096??
011A: set_actor  26096?? flags  1?
0243: set_actor  26096?? ped_stats_to  16?
02A9: set_actor  26096?? immune_to_nonplayer  1?
0350: unknown_actor  26096?? not_scared_flag  1?
009A:  26100?? = create_actor  21? #SPECIAL01 at -924.4441! -575.0138!  9.2581!
01B2: give_actor  26100?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26100?? z_angle_to  1.4189!
01ED: spawn_actor  26100??
011A: set_actor  26100?? flags  1?
0243: set_actor  26100?? ped_stats_to  16?
02A9: set_actor  26100?? immune_to_nonplayer  1?
0350: unknown_actor  26100?? not_scared_flag  1?
009A:  26104?? = create_actor  21? #SPECIAL01 at -867.9724! -601.2151!  23.1638!
01B2: give_actor  26104?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26104?? z_angle_to  127.6761!
01ED: spawn_actor  26104??
011A: set_actor  26104?? flags  1?
0243: set_actor  26104?? ped_stats_to  16?
02A9: set_actor  26104?? immune_to_nonplayer  1?
0350: unknown_actor  26104?? not_scared_flag  1?
009A:  26108?? = create_actor  21? #SPECIAL02 at -896.634! -565.709!  12.025!
01B2: give_actor  26108?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26108?? z_angle_to  37.43!
01ED: spawn_actor  26108??
011A: set_actor  26108?? flags  1?
0243: set_actor  26108?? ped_stats_to  16?
02A9: set_actor  26108?? immune_to_nonplayer  1?
0350: unknown_actor  26108?? not_scared_flag  1?
02E2: set_actor  26108?? weapon_accuracy_to  90?
009A:  26112?? = create_actor  21? #SPECIAL02 at -878.1485! -571.4688!  18.6207!
01B2: give_actor  26112?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26112?? z_angle_to  138.079!
01ED: spawn_actor  26112??
011A: set_actor  26112?? flags  1?
0243: set_actor  26112?? ped_stats_to  16?
02A9: set_actor  26112?? immune_to_nonplayer  1?
0350: unknown_actor  26112?? not_scared_flag  1?
009A:  26116?? = create_actor  21? #SPECIAL01 at -892.1982! -552.9963!  23.8094!
01B2: give_actor  26116?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26116?? z_angle_to  190.8916!
01ED: spawn_actor  26116??
011A: set_actor  26116?? flags  1?
0243: set_actor  26116?? ped_stats_to  16?
02A9: set_actor  26116?? immune_to_nonplayer  1?
0350: unknown_actor  26116?? not_scared_flag  1?
009A:  26120?? = create_actor  21? #SPECIAL01 at -929.842! -637.3516!  14.9582!
01B2: give_actor  26120?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26120?? z_angle_to  10.5009!
01ED: spawn_actor  26120??
011A: set_actor  26120?? flags  1?
0243: set_actor  26120?? ped_stats_to  16?
02A9: set_actor  26120?? immune_to_nonplayer  1?
0350: unknown_actor  26120?? not_scared_flag  1?
009A:  26124?? = create_actor  21? #SPECIAL01 at -914.1021! -530.2435!  10.1809!
01B2: give_actor  26124?? weapon  25? ammo  300000&&  \\ Load the weapon model before using this
0173: set_actor  26124?? z_angle_to  45.0281!
01ED: spawn_actor  26124??
011A: set_actor  26124?? flags  1?
0243: set_actor  26124?? ped_stats_to  16?
02A9: set_actor  26124?? immune_to_nonplayer  1?
0350: unknown_actor  26124?? not_scared_flag  1?
016A: fade  1? (back)  500& ms

:Label0FE4C2
00D6: if  0?
016B:   fading
004D: jump_if_false Label0FE4DA
0001: wait  0? ms
0002: jump Label0FE4C2

:Label0FE4DA
0001: wait  0? ms
00D6: if  0?
0038:    26448?? ==  0?  \\ integer values
004D: jump_if_false Label0FE57E
0213:  26168?? = create_pickup -18? (BODYARMOUR) type  3? at -883.108! -615.856!  11.134!
0213:  26180?? = create_pickup -86? (HEALTH) type  3? at -867.2684! -615.3924!  15.7369!
0213:  25996?? = create_pickup -120? (BRIEFCASE) type  3? at -891.4261! -516.9407!  29.1699!
03DC:  26000?? = create_marker_above_pickup  25996??
032B:  26172?? = create_weapon_pickup #M4  3? ammo  130& at -973.5544! -518.9319!  10.926!
032B:  26176?? = create_weapon_pickup #SHOTGSPA  3? ammo  50? at -898.9763! -549.0946!  22.432!
0004:  26448?? =  1?  \\ integer values

:Label0FE57E
00D6: if  0?
0038:    26448?? ==  1?  \\ integer values
004D: jump_if_false Label0FE5A6
00BC: text_highpriority "ASM5_1"  7000& ms  2? \\ ~g~Enter the compound behind the Cherry Popper Ice Cream Company The deal is taking place on the roof.
0004:  26448?? =  2?  \\ integer values

:Label0FE5A6
00D6: if  0?
0038:    26448?? ==  2?  \\ integer values
004D: jump_if_false Label1003D8
00D6: if  0?
0038:    26452?? ==  0?  \\ integer values
004D: jump_if_false Label0FE6C5
00D6: if  0?
8119:   NOT   car  26152?? wrecked
004D: jump_if_false Label0FE6C5
0227:  26160?? = car  26152?? health
00D6: if  0?
8119:   NOT   car  26156?? wrecked
004D: jump_if_false Label0FE6C5
0227:  26164?? = car  26156?? health
00D6: if  22?
00E3:   player $PLAYER_CHAR  0? ()near_point -914.0022! -533.3141! radius  12!  12!
001A:    990& >  26160??  \\ integer values
001A:    990& >  26164??  \\ integer values
004D: jump_if_false Label0FE6C5
00D6: if  0?
8118:   NOT   actor  26024?? dead
004D: jump_if_false Label0FE648
01CA: actor  26024?? kill_player $PLAYER_CHAR

:Label0FE648
00D6: if  0?
8118:   NOT   actor  26028?? dead
004D: jump_if_false Label0FE660
01CA: actor  26028?? kill_player $PLAYER_CHAR

:Label0FE660
00D6: if  0?
8118:   NOT   actor  26032?? dead
004D: jump_if_false Label0FE678
01CA: actor  26032?? kill_player $PLAYER_CHAR

:Label0FE678
00D6: if  0?
8118:   NOT   actor  26036?? dead
004D: jump_if_false Label0FE690
01CA: actor  26036?? kill_player $PLAYER_CHAR

:Label0FE690
00D6: if  0?
8119:   NOT   car  26152?? wrecked
004D: jump_if_false Label0FE6A7
02AA: set_car  26152?? immune_to_nonplayer  0?

:Label0FE6A7
00D6: if  0?
8119:   NOT   car  26156?? wrecked
004D: jump_if_false Label0FE6BE
02AA: set_car  26156?? immune_to_nonplayer  0?

:Label0FE6BE
0004:  26452?? =  1?  \\ integer values

:Label0FE6C5
00D6: if  0?
8118:   NOT   actor  26004?? dead
004D: jump_if_false Label0FE7F7
00D6: if  0?
0038:    26456?? ==  0?  \\ integer values
004D: jump_if_false Label0FE6F6
01CA: actor  26004?? kill_player $PLAYER_CHAR
0004:  26456?? =  1?  \\ integer values

:Label0FE6F6
00D6: if  0?
0038:    26456?? ==  1?  \\ integer values
004D: jump_if_false Label0FE7F7
00D6: if  0?
0038:    26548?? ==  0?  \\ integer values
004D: jump_if_false Label0FE792
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE761
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26004?? radius  5!  5!
004D: jump_if_false Label0FE75A
01BD:  26204?? = current_time_in_ms
04EB: unknown_actor  26004?? bank  1? account_number  300000&&

:Label0FE75A
0002: jump Label0FE792

:Label0FE761
01BD:  26196?? = current_time_in_ms
0084:  26200?? =  26196??  \\ integer values and handles
0060:  26200?? -=  26204??  \\ integer values
00D6: if  0?
0018:    26200?? >  2500&  \\ integer values
004D: jump_if_false Label0FE792
04EB: unknown_actor  26004?? bank  0? account_number  100?

:Label0FE792
00D6: if  0?
0038:    26548?? ==  0?  \\ integer values
004D: jump_if_false Label0FE7F7
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26004?? radius  5!  5!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FE7F7
04EB: unknown_actor  26004?? bank  0? account_number  100?
0350: unknown_actor  26004?? not_scared_flag  0?
01CA: actor  26004?? kill_player $PLAYER_CHAR
0004:  26548?? =  1?  \\ integer values

:Label0FE7F7
00D6: if  0?
8118:   NOT   actor  26008?? dead
004D: jump_if_false Label0FE914
00D6: if  0?
0038:    26460?? ==  0?  \\ integer values
004D: jump_if_false Label0FE828
01CA: actor  26008?? kill_player $PLAYER_CHAR
0004:  26460?? =  1?  \\ integer values

:Label0FE828
00D6: if  0?
0038:    26460?? ==  1?  \\ integer values
004D: jump_if_false Label0FE914
00D6: if  0?
0038:    26552?? ==  0?  \\ integer values
004D: jump_if_false Label0FE8C4
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE893
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26008?? radius  5!  5!
004D: jump_if_false Label0FE88C
01BD:  26216?? = current_time_in_ms
04EB: unknown_actor  26008?? bank  1? account_number  300000&&

:Label0FE88C
0002: jump Label0FE8C4

:Label0FE893
01BD:  26208?? = current_time_in_ms
0084:  26212?? =  26208??  \\ integer values and handles
0060:  26212?? -=  26216??  \\ integer values
00D6: if  0?
0018:    26212?? >  2000&  \\ integer values
004D: jump_if_false Label0FE8C4
04EB: unknown_actor  26008?? bank  0? account_number  100?

:Label0FE8C4
00D6: if  0?
0038:    26552?? ==  0?  \\ integer values
004D: jump_if_false Label0FE914
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26008?? radius  5!  5!
004D: jump_if_false Label0FE914
04EB: unknown_actor  26008?? bank  0? account_number  100?
0350: unknown_actor  26008?? not_scared_flag  0?
01CA: actor  26008?? kill_player $PLAYER_CHAR
0004:  26552?? =  1?  \\ integer values

:Label0FE914
00D6: if  0?
8118:   NOT   actor  26020?? dead
004D: jump_if_false Label0FEA31
00D6: if  0?
0038:    26464?? ==  0?  \\ integer values
004D: jump_if_false Label0FE945
01CA: actor  26020?? kill_player $PLAYER_CHAR
0004:  26464?? =  1?  \\ integer values

:Label0FE945
00D6: if  0?
0038:    26464?? ==  1?  \\ integer values
004D: jump_if_false Label0FEA31
00D6: if  0?
0038:    26556?? ==  0?  \\ integer values
004D: jump_if_false Label0FE9E1
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FE9B0
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26020?? radius  5!  5!
004D: jump_if_false Label0FE9A9
01BD:  26228?? = current_time_in_ms
04EB: unknown_actor  26020?? bank  1? account_number  300000&&

:Label0FE9A9
0002: jump Label0FE9E1

:Label0FE9B0
01BD:  26220?? = current_time_in_ms
0084:  26224?? =  26220??  \\ integer values and handles
0060:  26224?? -=  26228??  \\ integer values
00D6: if  0?
0018:    26224?? >  2500&  \\ integer values
004D: jump_if_false Label0FE9E1
04EB: unknown_actor  26020?? bank  0? account_number  100?

:Label0FE9E1
00D6: if  0?
0038:    26556?? ==  0?  \\ integer values
004D: jump_if_false Label0FEA31
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26020?? radius  7!  7!
004D: jump_if_false Label0FEA31
04EB: unknown_actor  26020?? bank  0? account_number  100?
0350: unknown_actor  26020?? not_scared_flag  0?
01CA: actor  26020?? kill_player $PLAYER_CHAR
0004:  26556?? =  1?  \\ integer values

:Label0FEA31
00D6: if  0?
8118:   NOT   actor  26040?? dead
004D: jump_if_false Label0FEB73
00D6: if  0?
0038:    26468?? ==  0?  \\ integer values
004D: jump_if_false Label0FEA62
01CA: actor  26040?? kill_player $PLAYER_CHAR
0004:  26468?? =  1?  \\ integer values

:Label0FEA62
00D6: if  0?
0038:    26468?? ==  1?  \\ integer values
004D: jump_if_false Label0FEB73
00D6: if  0?
0038:    26560?? ==  0?  \\ integer values
004D: jump_if_false Label0FEAFE
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEACD
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26040?? radius  5!  5!
004D: jump_if_false Label0FEAC6
01BD:  26240?? = current_time_in_ms
04EB: unknown_actor  26040?? bank  1? account_number  300000&&

:Label0FEAC6
0002: jump Label0FEAFE

:Label0FEACD
01BD:  26232?? = current_time_in_ms
0084:  26236?? =  26232??  \\ integer values and handles
0060:  26236?? -=  26240??  \\ integer values
00D6: if  0?
0018:    26236?? >  3500&  \\ integer values
004D: jump_if_false Label0FEAFE
04EB: unknown_actor  26040?? bank  0? account_number  100?

:Label0FEAFE
00D6: if  0?
0038:    26560?? ==  0?  \\ integer values
004D: jump_if_false Label0FEB73
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEB73
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26040?? radius  7!  7!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FEB73
04EB: unknown_actor  26040?? bank  0? account_number  100?
0350: unknown_actor  26040?? not_scared_flag  0?
01CA: actor  26040?? kill_player $PLAYER_CHAR
0004:  26560?? =  1?  \\ integer values

:Label0FEB73
00D6: if  0?
8118:   NOT   actor  26044?? dead
004D: jump_if_false Label0FEC94
00D6: if  0?
0038:    26472?? ==  0?  \\ integer values
004D: jump_if_false Label0FEBA4
01CA: actor  26044?? kill_player $PLAYER_CHAR
0004:  26472?? =  1?  \\ integer values

:Label0FEBA4
00D6: if  0?
0038:    26472?? ==  1?  \\ integer values
004D: jump_if_false Label0FEC94
00D6: if  0?
0038:    26564?? ==  0?  \\ integer values
004D: jump_if_false Label0FEC40
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEC0F
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26044?? radius  5!  5!
004D: jump_if_false Label0FEC08
01BD:  26252?? = current_time_in_ms
04EB: unknown_actor  26044?? bank  1? account_number  300000&&

:Label0FEC08
0002: jump Label0FEC40

:Label0FEC0F
01BD:  26244?? = current_time_in_ms
0084:  26248?? =  26244??  \\ integer values and handles
0060:  26248?? -=  26252??  \\ integer values
00D6: if  0?
0018:    26248?? >  2500&  \\ integer values
004D: jump_if_false Label0FEC40
04EB: unknown_actor  26044?? bank  0? account_number  100?

:Label0FEC40
00D6: if  0?
0038:    26564?? ==  0?  \\ integer values
004D: jump_if_false Label0FEC94
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26044?? radius  7!  7!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FEC94
02E2: set_actor  26044?? weapon_accuracy_to  90?
0004:  26564?? =  1?  \\ integer values

:Label0FEC94
00D6: if  0?
8118:   NOT   actor  26048?? dead
004D: jump_if_false Label0FEDB1
00D6: if  0?
0038:    26476?? ==  0?  \\ integer values
004D: jump_if_false Label0FECC5
01CA: actor  26048?? kill_player $PLAYER_CHAR
0004:  26476?? =  1?  \\ integer values

:Label0FECC5
00D6: if  0?
0038:    26476?? ==  1?  \\ integer values
004D: jump_if_false Label0FEDB1
00D6: if  0?
0038:    26568?? ==  0?  \\ integer values
004D: jump_if_false Label0FED61
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FED30
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26048?? radius  5!  5!
004D: jump_if_false Label0FED29
01BD:  26264?? = current_time_in_ms
04EB: unknown_actor  26048?? bank  1? account_number  300000&&

:Label0FED29
0002: jump Label0FED61

:Label0FED30
01BD:  26256?? = current_time_in_ms
0084:  26260?? =  26256??  \\ integer values and handles
0060:  26260?? -=  26264??  \\ integer values
00D6: if  0?
0018:    26260?? >  3500&  \\ integer values
004D: jump_if_false Label0FED61
04EB: unknown_actor  26048?? bank  0? account_number  100?

:Label0FED61
00D6: if  0?
0038:    26568?? ==  0?  \\ integer values
004D: jump_if_false Label0FEDB1
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26048?? radius  10!  10!
004D: jump_if_false Label0FEDB1
04EB: unknown_actor  26048?? bank  0? account_number  100?
0350: unknown_actor  26048?? not_scared_flag  0?
01CA: actor  26048?? kill_player $PLAYER_CHAR
0004:  26568?? =  1?  \\ integer values

:Label0FEDB1
00D6: if  0?
8118:   NOT   actor  26056?? dead
004D: jump_if_false Label0FEEDE
00D6: if  0?
0038:    26484?? ==  0?  \\ integer values
004D: jump_if_false Label0FEDE2
01CA: actor  26056?? kill_player $PLAYER_CHAR
0004:  26484?? =  1?  \\ integer values

:Label0FEDE2
00D6: if  0?
0038:    26484?? ==  1?  \\ integer values
004D: jump_if_false Label0FEEDE
00D6: if  0?
0038:    26576?? ==  0?  \\ integer values
004D: jump_if_false Label0FEE7E
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEE4D
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26056?? radius  5!  5!
004D: jump_if_false Label0FEE46
01BD:  26276?? = current_time_in_ms
04EB: unknown_actor  26056?? bank  1? account_number  300000&&

:Label0FEE46
0002: jump Label0FEE7E

:Label0FEE4D
01BD:  26268?? = current_time_in_ms
0084:  26272?? =  26268??  \\ integer values and handles
0060:  26272?? -=  26276??  \\ integer values
00D6: if  0?
0018:    26272?? >  3000&  \\ integer values
004D: jump_if_false Label0FEE7E
04EB: unknown_actor  26056?? bank  0? account_number  100?

:Label0FEE7E
00D6: if  0?
0038:    26576?? ==  0?  \\ integer values
004D: jump_if_false Label0FEEDE
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FEEDE
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26056?? radius  10!  10!
004D: jump_if_false Label0FEEDE
04EB: unknown_actor  26056?? bank  0? account_number  100?
0350: unknown_actor  26056?? not_scared_flag  0?
01CA: actor  26056?? kill_player $PLAYER_CHAR
0004:  26576?? =  1?  \\ integer values

:Label0FEEDE
00D6: if  0?
8118:   NOT   actor  26052?? dead
004D: jump_if_false Label0FEF6B
00D6: if  0?
0038:    26480?? ==  0?  \\ integer values
004D: jump_if_false Label0FEF1B
01CA: actor  26052?? kill_player $PLAYER_CHAR
04EB: unknown_actor  26052?? bank  1? account_number  800000&&
0004:  26480?? =  1?  \\ integer values

:Label0FEF1B
00D6: if  0?
0038:    26572?? ==  0?  \\ integer values
004D: jump_if_false Label0FEF6B
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26052?? radius  5!  5!
004D: jump_if_false Label0FEF6B
04EB: unknown_actor  26052?? bank  0? account_number  100?
0350: unknown_actor  26052?? not_scared_flag  0?
01CA: actor  26052?? kill_player $PLAYER_CHAR
0004:  26572?? =  1?  \\ integer values

:Label0FEF6B
00D6: if  0?
8118:   NOT   actor  26060?? dead
004D: jump_if_false Label0FEFF8
00D6: if  0?
0038:    26488?? ==  0?  \\ integer values
004D: jump_if_false Label0FEFA8
01CA: actor  26060?? kill_player $PLAYER_CHAR
04EB: unknown_actor  26060?? bank  1? account_number  800000&&
0004:  26488?? =  1?  \\ integer values

:Label0FEFA8
00D6: if  0?
0038:    26580?? ==  0?  \\ integer values
004D: jump_if_false Label0FEFF8
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26060?? radius  5!  5!
004D: jump_if_false Label0FEFF8
04EB: unknown_actor  26060?? bank  0? account_number  100?
0350: unknown_actor  26060?? not_scared_flag  0?
01CA: actor  26060?? kill_player $PLAYER_CHAR
0004:  26580?? =  1?  \\ integer values

:Label0FEFF8
00D6: if  0?
0038:    26588?? ==  0?  \\ integer values
004D: jump_if_false Label0FF08C
00D6: if  0?
8118:   NOT   actor  26012?? dead
004D: jump_if_false Label0FF08C
00D6: if  0?
02CB:   actor  26012?? bounding_sphere_visible
004D: jump_if_false Label0FF08C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF08C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF08C
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26012?? radius  30!  30!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FF08C
02E2: set_actor  26012?? weapon_accuracy_to  95?
0004:  26588?? =  1?  \\ integer values

:Label0FF08C
00D6: if  0?
8118:   NOT   actor  26072?? dead
004D: jump_if_false Label0FF1B9
00D6: if  0?
0038:    26492?? ==  0?  \\ integer values
004D: jump_if_false Label0FF0BD
01CA: actor  26072?? kill_player $PLAYER_CHAR
0004:  26492?? =  1?  \\ integer values

:Label0FF0BD
00D6: if  0?
0038:    26492?? ==  1?  \\ integer values
004D: jump_if_false Label0FF1B9
00D6: if  0?
0038:    26600?? ==  0?  \\ integer values
004D: jump_if_false Label0FF159
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF128
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26072?? radius  5!  5!
004D: jump_if_false Label0FF121
01BD:  26288?? = current_time_in_ms
04EB: unknown_actor  26072?? bank  1? account_number  300000&&

:Label0FF121
0002: jump Label0FF159

:Label0FF128
01BD:  26280?? = current_time_in_ms
0084:  26284?? =  26280??  \\ integer values and handles
0060:  26284?? -=  26288??  \\ integer values
00D6: if  0?
0018:    26284?? >  2000&  \\ integer values
004D: jump_if_false Label0FF159
04EB: unknown_actor  26072?? bank  0? account_number  100?

:Label0FF159
00D6: if  0?
0038:    26600?? ==  0?  \\ integer values
004D: jump_if_false Label0FF1B9
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF1B9
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26072?? radius  10!  10!
004D: jump_if_false Label0FF1B9
04EB: unknown_actor  26072?? bank  0? account_number  100?
0350: unknown_actor  26072?? not_scared_flag  0?
01CA: actor  26072?? kill_player $PLAYER_CHAR
0004:  26600?? =  1?  \\ integer values

:Label0FF1B9
00D6: if  0?
8118:   NOT   actor  26076?? dead
004D: jump_if_false Label0FF2EA
00D6: if  0?
0038:    26496?? ==  0?  \\ integer values
004D: jump_if_false Label0FF1EA
01CA: actor  26076?? kill_player $PLAYER_CHAR
0004:  26496?? =  1?  \\ integer values

:Label0FF1EA
00D6: if  0?
0038:    26496?? ==  1?  \\ integer values
004D: jump_if_false Label0FF2EA
00D6: if  0?
0038:    26604?? ==  0?  \\ integer values
004D: jump_if_false Label0FF286
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF255
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26076?? radius  5!  5!
004D: jump_if_false Label0FF24E
01BD:  26300?? = current_time_in_ms
04EB: unknown_actor  26076?? bank  1? account_number  300000&&

:Label0FF24E
0002: jump Label0FF286

:Label0FF255
01BD:  26292?? = current_time_in_ms
0084:  26296?? =  26292??  \\ integer values and handles
0060:  26296?? -=  26300??  \\ integer values
00D6: if  0?
0018:    26296?? >  4000&  \\ integer values
004D: jump_if_false Label0FF286
04EB: unknown_actor  26076?? bank  0? account_number  100?

:Label0FF286
00D6: if  0?
0038:    26604?? ==  0?  \\ integer values
004D: jump_if_false Label0FF2EA
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF2EA
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26076?? radius  10!  10!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FF2EA
02E2: set_actor  26076?? weapon_accuracy_to  90?
0004:  26604?? =  1?  \\ integer values

:Label0FF2EA
00D6: if  0?
8118:   NOT   actor  26080?? dead
004D: jump_if_false Label0FF41B
00D6: if  0?
0038:    26500?? ==  0?  \\ integer values
004D: jump_if_false Label0FF31B
01CA: actor  26080?? kill_player $PLAYER_CHAR
0004:  26500?? =  1?  \\ integer values

:Label0FF31B
00D6: if  0?
0038:    26500?? ==  1?  \\ integer values
004D: jump_if_false Label0FF41B
00D6: if  0?
0038:    26608?? ==  0?  \\ integer values
004D: jump_if_false Label0FF3B7
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF386
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26080?? radius  5!  5!
004D: jump_if_false Label0FF37F
01BD:  26312?? = current_time_in_ms
04EB: unknown_actor  26080?? bank  1? account_number  300000&&

:Label0FF37F
0002: jump Label0FF3B7

:Label0FF386
01BD:  26304?? = current_time_in_ms
0084:  26308?? =  26304??  \\ integer values and handles
0060:  26308?? -=  26312??  \\ integer values
00D6: if  0?
0018:    26308?? >  3500&  \\ integer values
004D: jump_if_false Label0FF3B7
04EB: unknown_actor  26080?? bank  0? account_number  100?

:Label0FF3B7
00D6: if  0?
0038:    26608?? ==  0?  \\ integer values
004D: jump_if_false Label0FF41B
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF41B
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26080?? radius  7!  7!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FF41B
02E2: set_actor  26080?? weapon_accuracy_to  90?
0004:  26608?? =  1?  \\ integer values

:Label0FF41B
00D6: if  0?
8118:   NOT   actor  26084?? dead
004D: jump_if_false Label0FF54C
00D6: if  0?
0038:    26504?? ==  0?  \\ integer values
004D: jump_if_false Label0FF44C
01CA: actor  26084?? kill_player $PLAYER_CHAR
0004:  26504?? =  1?  \\ integer values

:Label0FF44C
00D6: if  0?
0038:    26504?? ==  1?  \\ integer values
004D: jump_if_false Label0FF54C
00D6: if  0?
0038:    26612?? ==  0?  \\ integer values
004D: jump_if_false Label0FF4E8
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF4B7
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26084?? radius  5!  5!
004D: jump_if_false Label0FF4B0
01BD:  26324?? = current_time_in_ms
04EB: unknown_actor  26084?? bank  1? account_number  300000&&

:Label0FF4B0
0002: jump Label0FF4E8

:Label0FF4B7
01BD:  26316?? = current_time_in_ms
0084:  26320?? =  26316??  \\ integer values and handles
0060:  26320?? -=  26324??  \\ integer values
00D6: if  0?
0018:    26320?? >  4000&  \\ integer values
004D: jump_if_false Label0FF4E8
04EB: unknown_actor  26084?? bank  0? account_number  100?

:Label0FF4E8
00D6: if  0?
0038:    26612?? ==  0?  \\ integer values
004D: jump_if_false Label0FF54C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF54C
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26084?? radius  10!  10!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FF54C
02E2: set_actor  26084?? weapon_accuracy_to  90?
0004:  26612?? =  1?  \\ integer values

:Label0FF54C
00D6: if  0?
8118:   NOT   actor  26088?? dead
004D: jump_if_false Label0FF669
00D6: if  0?
0038:    26508?? ==  0?  \\ integer values
004D: jump_if_false Label0FF57D
01CA: actor  26088?? kill_player $PLAYER_CHAR
0004:  26508?? =  1?  \\ integer values

:Label0FF57D
00D6: if  0?
0038:    26508?? ==  1?  \\ integer values
004D: jump_if_false Label0FF669
00D6: if  0?
0038:    26616?? ==  0?  \\ integer values
004D: jump_if_false Label0FF619
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF5E8
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26088?? radius  5!  5!
004D: jump_if_false Label0FF5E1
01BD:  26336?? = current_time_in_ms
04EB: unknown_actor  26088?? bank  1? account_number  300000&&

:Label0FF5E1
0002: jump Label0FF619

:Label0FF5E8
01BD:  26328?? = current_time_in_ms
0084:  26332?? =  26328??  \\ integer values and handles
0060:  26332?? -=  26336??  \\ integer values
00D6: if  0?
0018:    26332?? >  4000&  \\ integer values
004D: jump_if_false Label0FF619
04EB: unknown_actor  26088?? bank  0? account_number  100?

:Label0FF619
00D6: if  0?
0038:    26616?? ==  0?  \\ integer values
004D: jump_if_false Label0FF669
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26088?? radius  10!  10!
004D: jump_if_false Label0FF669
04EB: unknown_actor  26088?? bank  0? account_number  100?
0350: unknown_actor  26088?? not_scared_flag  0?
01CA: actor  26088?? kill_player $PLAYER_CHAR
0004:  26616?? =  1?  \\ integer values

:Label0FF669
00D6: if  0?
8118:   NOT   actor  26092?? dead
004D: jump_if_false Label0FF786
00D6: if  0?
0038:    26512?? ==  0?  \\ integer values
004D: jump_if_false Label0FF69A
01CA: actor  26092?? kill_player $PLAYER_CHAR
0004:  26512?? =  1?  \\ integer values

:Label0FF69A
00D6: if  0?
0038:    26512?? ==  1?  \\ integer values
004D: jump_if_false Label0FF786
00D6: if  0?
0038:    26620?? ==  0?  \\ integer values
004D: jump_if_false Label0FF736
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF705
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26092?? radius  5!  5!
004D: jump_if_false Label0FF6FE
01BD:  26348?? = current_time_in_ms
04EB: unknown_actor  26092?? bank  1? account_number  300000&&

:Label0FF6FE
0002: jump Label0FF736

:Label0FF705
01BD:  26340?? = current_time_in_ms
0084:  26344?? =  26340??  \\ integer values and handles
0060:  26344?? -=  26348??  \\ integer values
00D6: if  0?
0018:    26344?? >  3000&  \\ integer values
004D: jump_if_false Label0FF736
04EB: unknown_actor  26092?? bank  0? account_number  100?

:Label0FF736
00D6: if  0?
0038:    26620?? ==  0?  \\ integer values
004D: jump_if_false Label0FF786
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26092?? radius  10!  10!
004D: jump_if_false Label0FF786
04EB: unknown_actor  26092?? bank  0? account_number  100?
0350: unknown_actor  26092?? not_scared_flag  0?
01CA: actor  26092?? kill_player $PLAYER_CHAR
0004:  26620?? =  1?  \\ integer values

:Label0FF786
00D6: if  0?
8118:   NOT   actor  26096?? dead
004D: jump_if_false Label0FF8C8
00D6: if  0?
0038:    26516?? ==  0?  \\ integer values
004D: jump_if_false Label0FF7B7
01CA: actor  26096?? kill_player $PLAYER_CHAR
0004:  26516?? =  1?  \\ integer values

:Label0FF7B7
00D6: if  0?
0038:    26516?? ==  1?  \\ integer values
004D: jump_if_false Label0FF8C8
00D6: if  0?
0038:    26624?? ==  0?  \\ integer values
004D: jump_if_false Label0FF853
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF822
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26096?? radius  5!  5!
004D: jump_if_false Label0FF81B
01BD:  26360?? = current_time_in_ms
04EB: unknown_actor  26096?? bank  1? account_number  300000&&

:Label0FF81B
0002: jump Label0FF853

:Label0FF822
01BD:  26352?? = current_time_in_ms
0084:  26356?? =  26352??  \\ integer values and handles
0060:  26356?? -=  26360??  \\ integer values
00D6: if  0?
0018:    26356?? >  2000&  \\ integer values
004D: jump_if_false Label0FF853
04EB: unknown_actor  26096?? bank  0? account_number  100?

:Label0FF853
00D6: if  0?
0038:    26624?? ==  0?  \\ integer values
004D: jump_if_false Label0FF8C8
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF8C8
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26096?? radius  2!  2!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FF8C8
04EB: unknown_actor  26096?? bank  0? account_number  100?
0350: unknown_actor  26096?? not_scared_flag  0?
01CA: actor  26096?? kill_player $PLAYER_CHAR
0004:  26624?? =  1?  \\ integer values

:Label0FF8C8
00D6: if  0?
8118:   NOT   actor  26100?? dead
004D: jump_if_false Label0FF9E5
00D6: if  0?
0038:    26520?? ==  0?  \\ integer values
004D: jump_if_false Label0FF8F9
01CA: actor  26100?? kill_player $PLAYER_CHAR
0004:  26520?? =  1?  \\ integer values

:Label0FF8F9
00D6: if  0?
0038:    26520?? ==  1?  \\ integer values
004D: jump_if_false Label0FF9E5
00D6: if  0?
0038:    26628?? ==  0?  \\ integer values
004D: jump_if_false Label0FF995
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FF964
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26100?? radius  5!  5!
004D: jump_if_false Label0FF95D
01BD:  26372?? = current_time_in_ms
04EB: unknown_actor  26100?? bank  1? account_number  300000&&

:Label0FF95D
0002: jump Label0FF995

:Label0FF964
01BD:  26364?? = current_time_in_ms
0084:  26368?? =  26364??  \\ integer values and handles
0060:  26368?? -=  26372??  \\ integer values
00D6: if  0?
0018:    26368?? >  3000&  \\ integer values
004D: jump_if_false Label0FF995
04EB: unknown_actor  26100?? bank  0? account_number  100?

:Label0FF995
00D6: if  0?
0038:    26628?? ==  0?  \\ integer values
004D: jump_if_false Label0FF9E5
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26100?? radius  3!  3!
004D: jump_if_false Label0FF9E5
04EB: unknown_actor  26100?? bank  0? account_number  100?
0350: unknown_actor  26100?? not_scared_flag  0?
01CA: actor  26100?? kill_player $PLAYER_CHAR
0004:  26628?? =  1?  \\ integer values

:Label0FF9E5
00D6: if  0?
0038:    26596?? ==  0?  \\ integer values
004D: jump_if_false Label0FFA69
00D6: if  0?
8118:   NOT   actor  26068?? dead
004D: jump_if_false Label0FFA69
00D6: if  0?
02CB:   actor  26068?? bounding_sphere_visible
004D: jump_if_false Label0FFA69
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFA69
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26068?? radius  20!  20!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FFA69
02E2: set_actor  26068?? weapon_accuracy_to  90?
0004:  26596?? =  1?  \\ integer values

:Label0FFA69
00D6: if  0?
8118:   NOT   actor  26104?? dead
004D: jump_if_false Label0FFBAB
00D6: if  0?
0038:    26524?? ==  0?  \\ integer values
004D: jump_if_false Label0FFA9A
01CA: actor  26104?? kill_player $PLAYER_CHAR
0004:  26524?? =  1?  \\ integer values

:Label0FFA9A
00D6: if  0?
0038:    26524?? ==  1?  \\ integer values
004D: jump_if_false Label0FFBAB
00D6: if  0?
0038:    26632?? ==  0?  \\ integer values
004D: jump_if_false Label0FFB36
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFB05
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26104?? radius  5!  5!
004D: jump_if_false Label0FFAFE
01BD:  26384?? = current_time_in_ms
04EB: unknown_actor  26104?? bank  1? account_number  300000&&

:Label0FFAFE
0002: jump Label0FFB36

:Label0FFB05
01BD:  26376?? = current_time_in_ms
0084:  26380?? =  26376??  \\ integer values and handles
0060:  26380?? -=  26384??  \\ integer values
00D6: if  0?
0018:    26380?? >  2000&  \\ integer values
004D: jump_if_false Label0FFB36
04EB: unknown_actor  26104?? bank  0? account_number  100?

:Label0FFB36
00D6: if  0?
0038:    26632?? ==  0?  \\ integer values
004D: jump_if_false Label0FFBAB
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFBAB
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26104?? radius  10!  10!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FFBAB
04EB: unknown_actor  26104?? bank  0? account_number  100?
0350: unknown_actor  26104?? not_scared_flag  0?
01CA: actor  26104?? kill_player $PLAYER_CHAR
0004:  26632?? =  1?  \\ integer values

:Label0FFBAB
00D6: if  0?
8118:   NOT   actor  26108?? dead
004D: jump_if_false Label0FFCE4
00D6: if  0?
0038:    26528?? ==  0?  \\ integer values
004D: jump_if_false Label0FFBDC
01CA: actor  26108?? kill_player $PLAYER_CHAR
0004:  26528?? =  1?  \\ integer values

:Label0FFBDC
00D6: if  0?
0038:    26528?? ==  1?  \\ integer values
004D: jump_if_false Label0FFCE4
00D6: if  0?
0038:    26636?? ==  0?  \\ integer values
004D: jump_if_false Label0FFC78
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFC47
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26108?? radius  5!  5!
004D: jump_if_false Label0FFC40
01BD:  26396?? = current_time_in_ms
04EB: unknown_actor  26108?? bank  1? account_number  300000&&

:Label0FFC40
0002: jump Label0FFC78

:Label0FFC47
01BD:  26388?? = current_time_in_ms
0084:  26392?? =  26388??  \\ integer values and handles
0060:  26392?? -=  26396??  \\ integer values
00D6: if  0?
0018:    26392?? >  2500&  \\ integer values
004D: jump_if_false Label0FFC78
04EB: unknown_actor  26108?? bank  0? account_number  100?

:Label0FFC78
00D6: if  0?
0038:    26636?? ==  0?  \\ integer values
004D: jump_if_false Label0FFCE4
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFCE4
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26108?? radius  5!  5!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label0FFCE4
01CA: actor  26108?? kill_player $PLAYER_CHAR
02E2: set_actor  26108?? weapon_accuracy_to  90?
0004:  26636?? =  1?  \\ integer values

:Label0FFCE4
00D6: if  0?
8118:   NOT   actor  26112?? dead
004D: jump_if_false Label0FFE01
00D6: if  0?
0038:    26532?? ==  0?  \\ integer values
004D: jump_if_false Label0FFD15
01CA: actor  26112?? kill_player $PLAYER_CHAR
0004:  26532?? =  1?  \\ integer values

:Label0FFD15
00D6: if  0?
0038:    26532?? ==  1?  \\ integer values
004D: jump_if_false Label0FFE01
00D6: if  0?
0038:    26640?? ==  0?  \\ integer values
004D: jump_if_false Label0FFDB1
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFD80
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26112?? radius  5!  5!
004D: jump_if_false Label0FFD79
01BD:  26408?? = current_time_in_ms
04EB: unknown_actor  26112?? bank  1? account_number  300000&&

:Label0FFD79
0002: jump Label0FFDB1

:Label0FFD80
01BD:  26400?? = current_time_in_ms
0084:  26404?? =  26400??  \\ integer values and handles
0060:  26404?? -=  26408??  \\ integer values
00D6: if  0?
0018:    26404?? >  4000&  \\ integer values
004D: jump_if_false Label0FFDB1
04EB: unknown_actor  26112?? bank  0? account_number  100?

:Label0FFDB1
00D6: if  0?
0038:    26640?? ==  0?  \\ integer values
004D: jump_if_false Label0FFE01
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26112?? radius  7!  7!
004D: jump_if_false Label0FFE01
04EB: unknown_actor  26112?? bank  0? account_number  100?
0350: unknown_actor  26112?? not_scared_flag  0?
01CA: actor  26112?? kill_player $PLAYER_CHAR
0004:  26640?? =  1?  \\ integer values

:Label0FFE01
00D6: if  0?
8118:   NOT   actor  26116?? dead
004D: jump_if_false Label0FFF1E
00D6: if  0?
0038:    26536?? ==  0?  \\ integer values
004D: jump_if_false Label0FFE32
01CA: actor  26116?? kill_player $PLAYER_CHAR
0004:  26536?? =  1?  \\ integer values

:Label0FFE32
00D6: if  0?
0038:    26536?? ==  1?  \\ integer values
004D: jump_if_false Label0FFF1E
00D6: if  0?
0038:    26644?? ==  0?  \\ integer values
004D: jump_if_false Label0FFECE
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFE9D
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26116?? radius  3!  3!
004D: jump_if_false Label0FFE96
01BD:  26420?? = current_time_in_ms
04EB: unknown_actor  26116?? bank  1? account_number  300000&&

:Label0FFE96
0002: jump Label0FFECE

:Label0FFE9D
01BD:  26412?? = current_time_in_ms
0084:  26416?? =  26412??  \\ integer values and handles
0060:  26416?? -=  26420??  \\ integer values
00D6: if  0?
0018:    26416?? >  3000&  \\ integer values
004D: jump_if_false Label0FFECE
04EB: unknown_actor  26116?? bank  0? account_number  100?

:Label0FFECE
00D6: if  0?
0038:    26644?? ==  0?  \\ integer values
004D: jump_if_false Label0FFF1E
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26116?? radius  3!  3!
004D: jump_if_false Label0FFF1E
04EB: unknown_actor  26116?? bank  0? account_number  100?
0350: unknown_actor  26116?? not_scared_flag  0?
01CA: actor  26116?? kill_player $PLAYER_CHAR
0004:  26644?? =  1?  \\ integer values

:Label0FFF1E
00D6: if  0?
8118:   NOT   actor  26120?? dead
004D: jump_if_false Label10004F
00D6: if  0?
0038:    26540?? ==  0?  \\ integer values
004D: jump_if_false Label0FFF4F
01CA: actor  26120?? kill_player $PLAYER_CHAR
0004:  26540?? =  1?  \\ integer values

:Label0FFF4F
00D6: if  0?
0038:    26540?? ==  1?  \\ integer values
004D: jump_if_false Label10004F
00D6: if  0?
0038:    26648?? ==  0?  \\ integer values
004D: jump_if_false Label0FFFEB
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label0FFFBA
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26120?? radius  3!  3!
004D: jump_if_false Label0FFFB3
01BD:  26432?? = current_time_in_ms
04EB: unknown_actor  26120?? bank  1? account_number  300000&&

:Label0FFFB3
0002: jump Label0FFFEB

:Label0FFFBA
01BD:  26424?? = current_time_in_ms
0084:  26428?? =  26424??  \\ integer values and handles
0060:  26428?? -=  26432??  \\ integer values
00D6: if  0?
0018:    26428?? >  3000&  \\ integer values
004D: jump_if_false Label0FFFEB
04EB: unknown_actor  26120?? bank  0? account_number  100?

:Label0FFFEB
00D6: if  0?
0038:    26648?? ==  0?  \\ integer values
004D: jump_if_false Label10004F
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label10004F
00D6: if  23?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26120?? radius  3!  3!
02D7:   player $PLAYER_CHAR currentweapon ==  30?
02D7:   player $PLAYER_CHAR currentweapon ==  28?
02D7:   player $PLAYER_CHAR currentweapon ==  29?
004D: jump_if_false Label10004F
02E2: set_actor  26120?? weapon_accuracy_to  95?
0004:  26648?? =  1?  \\ integer values

:Label10004F
00D6: if  0?
8118:   NOT   actor  26124?? dead
004D: jump_if_false Label10016C
00D6: if  0?
0038:    26544?? ==  0?  \\ integer values
004D: jump_if_false Label100080
01CA: actor  26124?? kill_player $PLAYER_CHAR
0004:  26544?? =  1?  \\ integer values

:Label100080
00D6: if  0?
0038:    26544?? ==  1?  \\ integer values
004D: jump_if_false Label10016C
00D6: if  0?
0038:    26652?? ==  0?  \\ integer values
004D: jump_if_false Label10011C
00D6: if  0?
02DF: unknown_player $PLAYER_CHAR
004D: jump_if_false Label1000EB
00D6: if  0?
80E9:   NOT   player $PLAYER_CHAR  0? ()near_actor  26124?? radius  3!  3!
004D: jump_if_false Label1000E4
01BD:  26444?? = current_time_in_ms
04EB: unknown_actor  26124?? bank  1? account_number  300000&&

:Label1000E4
0002: jump Label10011C

:Label1000EB
01BD:  26436?? = current_time_in_ms
0084:  26440?? =  26436??  \\ integer values and handles
0060:  26440?? -=  26444??  \\ integer values
00D6: if  0?
0018:    26440?? >  3000&  \\ integer values
004D: jump_if_false Label10011C
04EB: unknown_actor  26124?? bank  0? account_number  100?

:Label10011C
00D6: if  0?
0038:    26652?? ==  0?  \\ integer values
004D: jump_if_false Label10016C
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  26124?? radius  3!  3!
004D: jump_if_false Label10016C
04EB: unknown_actor  26124?? bank  0? account_number  100?
0350: unknown_actor  26124?? not_scared_flag  0?
01CA: actor  26124?? kill_player $PLAYER_CHAR
0004:  26652?? =  1?  \\ integer values

:Label10016C
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -896.5784! -551.9854! -879.3575! -504.746!
004D: jump_if_false Label1001BA
00D6: if  0?
0038:    26660?? ==  0?  \\ integer values
004D: jump_if_false Label1001BA
00BC: text_highpriority "ASM5_2"  7000& ms  2? \\ ~g~Get the merchandise and take it to the helipad at the airport!
0004:  26660?? =  1?  \\ integer values

:Label1001BA
00D6: if  0?
0038:    26656?? ==  0?  \\ integer values
004D: jump_if_false Label10020B
00D6: if  0?
0214:   pickup  25996?? picked_up
004D: jump_if_false Label10020B
0164: disable_marker  26000??
00BC: text_highpriority "ASM5_3"  7000& ms  2? \\ ~g~Take the merchandise to the helipad at the airport!
018A:  26184?? = create_checkpoint_at -1368.395! -1255.998!  17.2!
0004:  26656?? =  1?  \\ integer values

:Label10020B
00D6: if  0?
0038:    26656?? ==  1?  \\ integer values
004D: jump_if_false Label100259
00D6: if  0?
00F5:   player $PLAYER_CHAR  1? (in-sphere)near_point -1368.395! -1255.998!  17.2! radius  5!  5!  4!
004D: jump_if_false Label100259
0164: disable_marker  26184??
0002: jump Label10042B

:Label100259
00D6: if  0?
0118:   actor  26004?? dead
004D: jump_if_false Label10026E
01C2: remove_references_to_actor  26004??  \\ Like turning an actor into a random pedestrian

:Label10026E
00D6: if  0?
0118:   actor  26008?? dead
004D: jump_if_false Label100283
01C2: remove_references_to_actor  26008??  \\ Like turning an actor into a random pedestrian

:Label100283
00D6: if  0?
0118:   actor  26020?? dead
004D: jump_if_false Label100298
01C2: remove_references_to_actor  26020??  \\ Like turning an actor into a random pedestrian

:Label100298
00D6: if  0?
0118:   actor  26024?? dead
004D: jump_if_false Label1002AD
01C2: remove_references_to_actor  26024??  \\ Like turning an actor into a random pedestrian

:Label1002AD
00D6: if  0?
0118:   actor  26028?? dead
004D: jump_if_false Label1002C2
01C2: remove_references_to_actor  26028??  \\ Like turning an actor into a random pedestrian

:Label1002C2
00D6: if  0?
0118:   actor  26032?? dead
004D: jump_if_false Label1002D7
01C2: remove_references_to_actor  26032??  \\ Like turning an actor into a random pedestrian

:Label1002D7
00D6: if  0?
0118:   actor  26036?? dead
004D: jump_if_false Label1002EC
01C2: remove_references_to_actor  26036??  \\ Like turning an actor into a random pedestrian

:Label1002EC
00D6: if  0?
0118:   actor  26040?? dead
004D: jump_if_false Label100301
01C2: remove_references_to_actor  26040??  \\ Like turning an actor into a random pedestrian

:Label100301
00D6: if  0?
0118:   actor  26044?? dead
004D: jump_if_false Label100316
01C2: remove_references_to_actor  26044??  \\ Like turning an actor into a random pedestrian

:Label100316
00D6: if  0?
0118:   actor  26056?? dead
004D: jump_if_false Label10032B
01C2: remove_references_to_actor  26056??  \\ Like turning an actor into a random pedestrian

:Label10032B
00D6: if  0?
0118:   actor  26060?? dead
004D: jump_if_false Label100340
01C2: remove_references_to_actor  26060??  \\ Like turning an actor into a random pedestrian

:Label100340
00D6: if  0?
0118:   actor  26072?? dead
004D: jump_if_false Label100355
01C2: remove_references_to_actor  26072??  \\ Like turning an actor into a random pedestrian

:Label100355
00D6: if  0?
0118:   actor  26076?? dead
004D: jump_if_false Label10036A
01C2: remove_references_to_actor  26076??  \\ Like turning an actor into a random pedestrian

:Label10036A
00D6: if  0?
0118:   actor  26080?? dead
004D: jump_if_false Label10037F
01C2: remove_references_to_actor  26080??  \\ Like turning an actor into a random pedestrian

:Label10037F
00D6: if  0?
0118:   actor  26084?? dead
004D: jump_if_false Label100394
01C2: remove_references_to_actor  26084??  \\ Like turning an actor into a random pedestrian

:Label100394
00D6: if  0?
0119:   car  26156?? wrecked
004D: jump_if_false Label1003AE
01C3: remove_references_to_car  26156??  \\ Like turning a car into any random car
0249: release_model #PONY

:Label1003AE
00D6: if  0?
0119:   car  26148?? wrecked
004D: jump_if_false Label1003C3
01C3: remove_references_to_car  26148??  \\ Like turning a car into any random car

:Label1003C3
00D6: if  0?
0119:   car  26152?? wrecked
004D: jump_if_false Label1003D8
01C3: remove_references_to_car  26152??  \\ Like turning a car into any random car

:Label1003D8
0002: jump Label0FE4DA

:Label1003DF
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!

:Label1003EE
00D6: if  0?
834E:   NOT unknown_move_object  7272?? to -973.664! -519.65!  10.092! unknown_angle  0!  1!  0!  0?
004D: jump_if_false Label100429
0001: wait  0? ms
0002: jump Label1003EE

:Label100429
0051: return

:Label10042B
0004:  1208?? =  1?  \\ integer values
0318: set_latest_mission_passed "JOB_5" \\ Loose Ends
01C4: remove_references_to_object  7272??  \\ This object will now disappear when the player looks away
01E3: text_1number_styled "M_PASS"  16000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  16000&
0394: play_music  1?
030C: set_mission_points +=  1?
0533:  1?
0164: disable_marker  1188??
0051: return

:Label100473
0004: $ONMISSION =  0?  \\ integer values
0215: destroy_pickup  26168??
0215: destroy_pickup  26172??
0215: destroy_pickup  26176??
0215: destroy_pickup  26180??
0215: destroy_pickup  25996??
0164: disable_marker  26000??
0164: disable_marker  26184??
0249: release_model #SGA
0249: release_model #SGB
0249: release_model #MP5LNG
0249: release_model #ADMIRAL
0249: release_model #PONY
0249: release_model #MAVERICK
0249: release_model -114? (BARREL4)
0296: unload_special_actor  1?
0296: unload_special_actor  2?
034F: destroy_actor_with_fade  26004??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26008??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26012??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26016??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26020??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26024??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26028??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26032??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26036??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26040??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26044??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26048??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26052??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26056??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26060??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26064??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26068??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26072??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26076??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26080??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26084??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26088??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26092??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26096??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26100??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26104??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26108??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26112??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26116??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26120??  \\ The actor fades away like a ghost
034F: destroy_actor_with_fade  26124??  \\ The actor fades away like a ghost
0108: destroy_object  26188??
0108: destroy_object  26192??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 72---------------
; Originally: V.I.P.


:Label100573
0050: gosub Label100597
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label10058E
0050: gosub Label1014B7

:Label10058E
0050: gosub Label10150A
004E: end_thread

:Label100597
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "TAXWAR1"
0001: wait  0? ms
054C: use_GXT_table "TAXIWA1"
058E: unknown_point_command -1020.8!  191.1!  10.5! angle  350!
0004:  26712?? =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  1@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
03CF: load_wav "TAX1_1" as  1?
03CF: load_wav "TAX1_2" as  2?

:Label100602
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label100620
0001: wait  0? ms
0002: jump Label100602

:Label100620
03D1: play_wav  1?
00BC: text_highpriority "TAX1_1"  4500& ms  1? \\ Ok, we got a high class fare needs picking up from Starfish island - any takers?
0001: wait  500& ms
0006:  16@ =  0?  \\ integer values

:Label10063F
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label100675
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label10066E
0002: jump Label1006C5

:Label10066E
0002: jump Label10063F

:Label100675
03D1: play_wav  2?
00BC: text_highpriority "TAX1_2"  3000& ms  1? \\ Tommy here, I'll take it!
0006:  16@ =  0?  \\ integer values

:Label10068F
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label1006C5
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label1006BE
0002: jump Label1006C5

:Label1006BE
0002: jump Label10068F

:Label1006C5
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1?
040D: unload_wav  2?
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #WMOBU
0247: request_model #KAUFMAN

:Label1006EC
00D6: if  23?
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #WMOBU available
8248:   NOT   model #KAUFMAN available
004D: jump_if_false Label100714
0001: wait  0? ms
0002: jump Label1006EC

:Label100714
018A:  26688?? = create_checkpoint_at -576.7! -480.1!  10.8!
00BC: text_highpriority "TAXW1_1"  10000& ms  1? \\ ~g~Pick up the V.I.P. on Starfish Island.
0004:  26740?? =  61000&&  \\ integer values
014E: set_timer_to  26740?? type  1?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label100760
00DA:  1244?? = player $PLAYER_CHAR car

:Label100760
00D6: if  0?
0119:   car  1244?? wrecked
004D: jump_if_false Label100770

:Label100770
00D6: if  22?
80F8:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -576.7! -480.1!  10.5! radius  2.5!  2.5!  3!
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122:   NOT   player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label100868
0001: wait  0? ms
00D6: if  0?
0119:   car  1244?? wrecked
004D: jump_if_false Label1007C1

:Label1007C1
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label1007E3
00DA:  1244?? = player $PLAYER_CHAR car
0002: jump Label1007F2

:Label1007E3
00BC: text_highpriority "TAXW1_5"  1000& ms  1? \\ ~g~You need to be in a Kaufman cab!

:Label1007F2
00D6: if  0?
0038:    26740?? ==  0?  \\ integer values
004D: jump_if_false Label10081A
00BC: text_highpriority "OUTTIME"  5000& ms  1? \\ ~r~Too slow, man, too slow!
0002: jump Label1014B7

:Label10081A
00D6: if  1?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -576.7! -480.1!  11! radius  2.5!  2.5!  3!
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label100861
00BC: text_highpriority "HORN"  1000& ms  1? \\ ~g~Sound the horn.

:Label100861
0002: jump Label100770

:Label100868
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label10087F
020A: set_car  1244?? door_status_to  4?

:Label10087F
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
014F: stop_timer  26740??
009A:  0@ = create_actor  4? #WMOBU at -573.9! -448.1!  14.1!
0173: set_actor  0@ z_angle_to  270!
01ED: spawn_actor  0@
0211: actor  0@ walk_to -564.3! -447.9!
015F: set_camera_position -576.171! -461.122!  11.516!  0!  0!  0!
0160: point_camera -575.533! -460.37!  11.682!  2?
03CF: load_wav "TAX1_3" as  1?
0001: wait  3000& ms
015F: set_camera_position -584.096! -471.163!  12.693!  0!  0!  0!
0160: point_camera -583.402! -471.861!  12.514!  2?
00A5:  26792?? = create_car #TAXI at -546! -474.3!  10!
03BA: clear_cars_from_cube -600.8! -487.6!  0! -463.6! -433.6!  20!
0129:  26716?? = create_actor  4? #WMOCA in_car  26792?? driverseat
0175: set_car  26792?? z_angle_to  90!
00AD: set_car  26792?? max_speed_to  30!
04BA: unknown_car  26792??  10!
00AE: unknown_set_car  26792?? to_ignore_traffic_lights  3?
02AA: set_car  26792?? immune_to_nonplayer  1?
0243: set_actor  26716?? ped_stats_to  16?
0164: disable_marker  26688??
04E0: unknown_car  26792??  100?
00A7: unknown_car  26792?? drive_to -578! -474.3!  10.8!
0006:  17@ =  0?  \\ integer values

:Label1009DE
00D6: if  0?
81AD:   NOT   car  26792??  0? ()near_point -578! -474.3!  6!  4!
004D: jump_if_false Label100A7D
0001: wait  0? ms
00D6: if  0?
0119:   car  26792?? wrecked
004D: jump_if_false Label100A1F
0002: jump Label1014B7

:Label100A1F
00D6: if  0?
0118:   actor  26716?? dead
004D: jump_if_false Label100A45
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100A45
00D6: if  0?
0118:   actor  26716?? dead
004D: jump_if_false Label100A5C
0002: jump Label1014B7

:Label100A5C
00D6: if  0?
0019:    17@ >  10000&  \\ integer values
004D: jump_if_false Label100A76
0002: jump Label100A7D

:Label100A76
0002: jump Label1009DE

:Label100A7D
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label100A9F
03D1: play_wav  1?
00BC: text_highpriority "TAX1_3"  4000& ms  1? \\ This is my fare, back off asshole!

:Label100A9F
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label100AD3
00A1: put_actor  0@ at -576.2! -471.1!  10.4!
01D4: actor  0@ go_to_car  26792?? and_enter_it_as_a_passenger
0187:  26796?? = create_marker_above_actor  0@

:Label100AD3
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label100AED
00AD: set_car  26792?? max_speed_to  0!

:Label100AED
00D6: if  0?
80DB:   NOT   actor  0@ in_car  26792??
004D: jump_if_false Label100B6E
0001: wait  0? ms
00D6: if  0?
0119:   car  26792?? wrecked
004D: jump_if_false Label100B2A
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100B2A
00D6: if  0?
0118:   actor  26716?? dead
004D: jump_if_false Label100B50
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100B50
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label100B67
0002: jump Label1014B7

:Label100B67
0002: jump Label100AED

:Label100B6E
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label100B85
020A: set_car  26792?? door_status_to  3?

:Label100B85
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
015A: restore_camera
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label100BA9
020A: set_car  1244?? door_status_to  1?

:Label100BA9
00BC: text_highpriority "TAXW1_2"  5000& ms  1? \\ ~g~Get the V.I.P back! Take the other car out!
00A7: unknown_car  26792?? drive_to -683! -488.6!  10.6!
00AD: set_car  26792?? max_speed_to  30!
00AE: unknown_set_car  26792?? to_ignore_traffic_lights  2?
02AA: set_car  26792?? immune_to_nonplayer  0?
0593:  0@  1?
018A:  26688?? = create_checkpoint_at -1438.1! -833.6!  11.3!
03CF: load_wav "TAX1_4" as  1?

:Label100C0B
00D6: if  0?
8101:   NOT   actor  0@ stopped_near_point -1438.1! -833.6!  11.3! radius  5!  5!  5! sphere  1?
004D: jump_if_false Label101167
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label100C65
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100C65
00D6: if  0?
0119:   car  1244?? wrecked
004D: jump_if_false Label100C75

:Label100C75
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label100C8D
00DA:  1244?? = player $PLAYER_CHAR car

:Label100C8D
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label100E8C
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26792??
004D: jump_if_false Label100E8C
00D6: if  0?
01AF:   car  26792??  0? ()near_point -683! -488.6!  10.6! radius  5!  5!  5!
004D: jump_if_false Label100CF4
00A7: unknown_car  26792?? drive_to -847.1! -516.6!  10.6!

:Label100CF4
00D6: if  0?
01AF:   car  26792??  0? ()near_point -847.1! -516.6!  10.6! radius  5!  5!  5!
004D: jump_if_false Label100D38
00A7: unknown_car  26792?? drive_to -831.4! -639.5!  10.6!

:Label100D38
00D6: if  0?
01AF:   car  26792??  0? ()near_point -831.4! -639.5!  10.6! radius  5!  5!  5!
004D: jump_if_false Label100D7C
00A7: unknown_car  26792?? drive_to -1131.7! -687.8!  10.6!

:Label100D7C
00D6: if  0?
01AF:   car  26792??  0? ()near_point -1131.7! -687.8!  10.6! radius  5!  5!  5!
004D: jump_if_false Label100DC0
00A7: unknown_car  26792?? drive_to -914.3! -1067.2!  10.6!

:Label100DC0
00D6: if  0?
01AF:   car  26792??  0? ()near_point -914.3! -1067.2!  10.6! radius  5!  5!  5!
004D: jump_if_false Label100E04
00A7: unknown_car  26792?? drive_to -1197.3! -1070.9!  11.3!

:Label100E04
00D6: if  0?
01AF:   car  26792??  0? ()near_point -1197.3! -1070.9!  11.3! radius  5!  5!  5!
004D: jump_if_false Label100E48
00A7: unknown_car  26792?? drive_to -1407.5! -785.4!  11.3!

:Label100E48
00D6: if  0?
01AF:   car  26792??  0? ()near_point -1407.5! -785.4!  11.3! radius  5!  5!  5!
004D: jump_if_false Label100E8C
00A7: unknown_car  26792?? drive_to -1438.1! -833.6!  11.3!

:Label100E8C
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label10100F
00D6: if  21?
8185:   NOT   car  26792?? health >=  500&
0118:   actor  26716?? dead
004D: jump_if_false Label10100F
00D6: if  0?
0039:    1@ ==  0?  \\ integer values
004D: jump_if_false Label10100F
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label100EDD
020A: set_car  26792?? door_status_to  1?

:Label100EDD
01D3: actor  0@ leave_car  26792??

:Label100EE5
00D6: if  0?
00DB:   actor  0@ in_car  26792??
004D: jump_if_false Label100F98
0001: wait  0? ms
00D6: if  0?
0119:   car  1244?? wrecked
004D: jump_if_false Label100F0C

:Label100F0C
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label100F24
00DA:  1244?? = player $PLAYER_CHAR car

:Label100F24
00D6: if  0?
0119:   car  26792?? wrecked
004D: jump_if_false Label100F34

:Label100F34
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label100F5A
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label100F5A
00D6: if  0?
0101:   actor  0@ stopped_near_point -1438.1! -833.6!  11.3! radius  4!  4!  5! sphere  1?
004D: jump_if_false Label100F91
0002: jump Label101167

:Label100F91
0002: jump Label100EE5

:Label100F98
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label100FAF
0593:  0@  0?

:Label100FAF
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label100FD1
03D1: play_wav  1?
00BC: text_highpriority "TAX1_4"  4000& ms  1? \\ Come on come on, Get in, quick!

:Label100FD1
0006:  17@ =  0?  \\ integer values
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label101008
03CF: load_wav "TAX1_5" as  2?
011C: actor  0@ clear_objective
0319: set_actor  0@ wander_state_to  1? (off)
01DE: tie_actor  0@ to_actor $PLAYER_ACTOR

:Label101008
0006:  1@ =  1?  \\ integer values

:Label10100F
00D6: if  0?
0039:    1@ ==  1?  \\ integer values
004D: jump_if_false Label101160
00D6: if  0?
0019:    16@ >  500&  \\ integer values
004D: jump_if_false Label101068
00D6: if  1?
8119:   NOT   car  26792?? wrecked
8118:   NOT   actor  26716?? dead
004D: jump_if_false Label101068
00AD: set_car  26792?? max_speed_to  50!
00AE: unknown_set_car  26792?? to_ignore_traffic_lights  3?
00AF: set_car  26792?? driver_behaviour_to  2?
0006:  16@ =  0?  \\ integer values

:Label101068
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label1010A4
00D6: if  0?
00DB:   actor  0@ in_car  1244??
004D: jump_if_false Label101097
0164: disable_marker  26796??
0002: jump Label1010A4

:Label101097
0164: disable_marker  26796??
0187:  26796?? = create_marker_above_actor  0@

:Label1010A4
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label10113A
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label10113A
00D6: if  0?
00FB:   player $PLAYER_CHAR  0? ()near_actor  0@ radius  15!  15!  6!
004D: jump_if_false Label10113A
00D6: if  0?
0019:    17@ >  2000&  \\ integer values
004D: jump_if_false Label10113A
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label10113A
03D1: play_wav  2?
00BC: text_highpriority "TAX1_5"  4000& ms  1? \\ Ok, ok! Just don't hurt me!
0001: wait  4000& ms
00BC: text_highpriority "TAXW1_6"  8000& ms  1? \\ ~g~Take the V.I.P. to the airport!
0006:  3@ =  1?  \\ integer values

:Label10113A
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label101160
00BC: text_highpriority "TAXW1_3"  5000& ms  1? \\ ~r~The V.I.P. is dead!
0002: jump Label1014B7

:Label101160
0002: jump Label100C0B

:Label101167
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label1011D5
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label1011D5
00D6: if  1?
00DB:   actor  0@ in_car  26792??
01AF:   car  26792??  1? (in-sphere)near_point -1438.1! -833.6!  11.3! radius  5!  5!  5!
004D: jump_if_false Label1011D5
00BC: text_highpriority "TAXW1_4"  5000& ms  1? \\ ~r~The V.I.P. has been dropped off!
0002: jump Label1014B7

:Label1011D5
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label101260
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label101260
00D6: if  1?
0101:   actor  0@ stopped_near_point -1438.1! -833.6!  11.3! radius  5!  5!  5! sphere  1?
80F5:   NOT   player $PLAYER_CHAR  1? (in-sphere)near_point -1438.1! -833.6!  11.3! radius  5!  5!  5!
004D: jump_if_false Label101260
00BC: text_highpriority "TAXW1_4"  5000& ms  1? \\ ~r~The V.I.P. has been dropped off!
0002: jump Label1014B7

:Label101260
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label101385
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label101385
00D6: if  1?
00DB:   actor  0@ in_car  1244??
01B0:   car  1244?? stopped  1? (in-sphere)near_point -1438.1! -833.6!  11.3! radius  5!  5!  5!
004D: jump_if_false Label101385
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1462.635! -791.768!  15.662!  0!  0!  0!
0160: point_camera -1462.162! -792.641!  15.783!  2?
0001: wait  2000& ms
015F: set_camera_position -1468.559! -834.603!  16.36!  0!  0!  0!
0160: point_camera -1467.827! -833.977!  16.091!  2?
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label101377
01E0: clear_leader  0@
0319: set_actor  0@ wander_state_to  0? (wander)
0362: remove_actor  0@ from_car_and_place_at -1459.6! -825.3!  13.9!
0173: set_actor  0@ z_angle_to  146!
0211: actor  0@ walk_to -1465.7! -832.2!

:Label101377
0001: wait  3500& ms
02EB: restore_camera_with_jumpcut
0002: jump Label1014C8

:Label101385
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label1014B7
00D6: if  1?
00FF:   actor  0@  1? (in-sphere)near_point_on_foot -1438.1! -833.6!  11.3! radius  5!  5!  5!
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -1438.1! -833.6!  11.3! radius  5!  5!  5!
004D: jump_if_false Label1014B7
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1462.635! -791.768!  15.662!  0!  0!  0!
0160: point_camera -1462.162! -792.641!  15.783!  2?
0001: wait  2000& ms
015F: set_camera_position -1468.559! -834.603!  16.36!  0!  0!  0!
0160: point_camera -1467.827! -833.977!  16.091!  2?
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label1014A9
01E0: clear_leader  0@
0319: set_actor  0@ wander_state_to  0? (wander)
00A1: put_actor  0@ at -1459.6! -825.3!  13.9!
0173: set_actor  0@ z_angle_to  146!
0211: actor  0@ walk_to -1465.7! -832.2!

:Label1014A9
0001: wait  3500& ms
02EB: restore_camera_with_jumpcut
0002: jump Label1014C8

:Label1014B7
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label1014C8
0004:  1232?? =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  1000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  1000&
0318: set_latest_mission_passed "TAXI_1" \\ V.I.P.
030C: set_mission_points +=  1?
004F: create_thread Label00EBA1 
0051: return

:Label10150A
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  26796??
0164: disable_marker  26688??
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #WMOBU
0249: release_model #KAUFMAN
014F: stop_timer  26740??
0004:  1484?? =  0?  \\ integer values
040D: unload_wav  1?
040D: unload_wav  2?
00D8: mission_cleanup
0051: return

;-------------Mission 73---------------
; Originally: Friendly Rivalry


:Label10154A
0050: gosub Label10156E
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label101565
0050: gosub Label101B86

:Label101565
0050: gosub Label101BD9
004E: end_thread

:Label10156E
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "TAXWAR2"
0001: wait  0? ms
054C: use_GXT_table "TAXIWA2"
058E: unknown_point_command -1020.8!  191.1!  10.5! angle  350!
0004:  26712?? =  0?  \\ integer values
0004:  26768?? =  0?  \\ integer values
0004:  26772?? =  0?  \\ integer values
0004:  26776?? =  0?  \\ integer values
0004:  26800?? =  0?  \\ integer values
0004:  26804?? =  0?  \\ integer values
0004:  26808?? =  0?  \\ integer values
0004:  26744?? =  0?  \\ integer values
0004:  26748?? =  0?  \\ integer values
0004:  26752?? =  0?  \\ integer values
03CF: load_wav "TAX2_1" as  1?
03CF: load_wav "TAX2_2" as  2?

:Label101603
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label101621
0001: wait  0? ms
0002: jump Label101603

:Label101621
03D1: play_wav  1?
00BC: text_highpriority "TAX2_1"  4000& ms  1? \\ Calling all cars, we're losing fares all over town. What's with you guys?
0001: wait  500& ms
0006:  16@ =  0?  \\ integer values

:Label101640
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label101676
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label10166F
0002: jump Label10173C

:Label10166F
0002: jump Label101640

:Label101676
03D1: play_wav  2?
00BC: text_highpriority "TAX2_2"  4000& ms  1? \\ VC Cabs keep beating us to it. They've just got too many cars - we can't compete!
0006:  16@ =  0?  \\ integer values

:Label101690
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label1016C6
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label1016BF
0002: jump Label10173C

:Label1016BF
0002: jump Label101690

:Label1016C6
03CF: load_wav "TAX2_3" as  1?

:Label1016D2
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label1016EC
0001: wait  0? ms
0002: jump Label1016D2

:Label1016EC
03D1: play_wav  1?
00BC: text_highpriority "TAX2_3"  6000& ms  1? \\ Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust!
0006:  16@ =  0?  \\ integer values

:Label101706
00D6: if  0?
8019:   NOT    16@ >  6000&  \\ integer values
004D: jump_if_false Label10173C
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label101735
0002: jump Label10173C

:Label101735
0002: jump Label101706

:Label10173C
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1?
040D: unload_wav  2?
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #UZI
0247: request_model #KAUFMAN

:Label101764
00D6: if  23?
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #UZI available
8248:   NOT   model #KAUFMAN available
004D: jump_if_false Label10178D
0001: wait  0? ms
0002: jump Label101764

:Label10178D
0563: $PLAYER_CHAR  300&  524805&&  1?
00A5:  26664?? = create_car #TAXI at -893.3! -653.1! -100!
0129:  26716?? = create_actor  4? #WMOCA in_car  26664?? driverseat
0186:  26688?? = create_marker_above_car  26664??
00AD: set_car  26664?? max_speed_to  17!
00AE: unknown_set_car  26664?? to_ignore_traffic_lights  2?
02AA: set_car  26664?? immune_to_nonplayer  1?
0243: set_actor  26716?? ped_stats_to  16?
00A5:  26668?? = create_car #TAXI at -978.7! -606.3! -100!
0129:  26720?? = create_actor  4? #WMOCA in_car  26668?? driverseat
0186:  26692?? = create_marker_above_car  26668??
00AD: set_car  26668?? max_speed_to  17!
00AE: unknown_set_car  26668?? to_ignore_traffic_lights  2?
02AA: set_car  26668?? immune_to_nonplayer  1?
0243: set_actor  26720?? ped_stats_to  16?
00A5:  26672?? = create_car #TAXI at -1059! -334.8! -100!
0129:  26724?? = create_actor  4? #WMOCA in_car  26672?? driverseat
0186:  26696?? = create_marker_above_car  26672??
00AD: set_car  26672?? max_speed_to  17!
00AE: unknown_set_car  26672?? to_ignore_traffic_lights  2?
02AA: set_car  26672?? immune_to_nonplayer  1?
0243: set_actor  26724?? ped_stats_to  16?
00BC: text_highpriority "TAXW2_1"  10000& ms  1? \\ ~g~Destroy 3 of the rival taxis!

:Label101889
00D6: if  0?
8038:   NOT    26712?? ==  3?  \\ integer values
004D: jump_if_false Label101B7F
0001: wait  0? ms
00D6: if  1?
0119:   car  26664?? wrecked
0038:    26768?? ==  0?  \\ integer values
004D: jump_if_false Label1018DC
0164: disable_marker  26688??
0004:  26768?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!

:Label1018DC
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label10195A
00D6: if  0?
8185:   NOT   car  26664?? health >=  999&
004D: jump_if_false Label10195A
00D6: if  0?
8118:   NOT   actor  26716?? dead
004D: jump_if_false Label10195A
00D6: if  0?
00DB:   actor  26716?? in_car  26664??
004D: jump_if_false Label10195A
00D6: if  0?
0038:    26800?? ==  0?  \\ integer values
004D: jump_if_false Label10195A
00AD: set_car  26664?? max_speed_to  35!
00AE: unknown_set_car  26664?? to_ignore_traffic_lights  2?
00AF: set_car  26664?? driver_behaviour_to  2?
02AA: set_car  26664?? immune_to_nonplayer  0?
0004:  26800?? =  1?  \\ integer values

:Label10195A
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label101992
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  26664??
0038:    26744?? ==  0?  \\ integer values
004D: jump_if_false Label101992
02AA: set_car  26664?? immune_to_nonplayer  0?
0004:  26744?? =  1?  \\ integer values

:Label101992
00D6: if  1?
0119:   car  26668?? wrecked
0038:    26772?? ==  0?  \\ integer values
004D: jump_if_false Label1019CF
0164: disable_marker  26692??
0004:  26772?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!

:Label1019CF
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label101A4D
00D6: if  0?
8185:   NOT   car  26668?? health >=  999&
004D: jump_if_false Label101A4D
00D6: if  0?
8118:   NOT   actor  26720?? dead
004D: jump_if_false Label101A4D
00D6: if  0?
00DB:   actor  26720?? in_car  26668??
004D: jump_if_false Label101A4D
00D6: if  0?
0038:    26804?? ==  0?  \\ integer values
004D: jump_if_false Label101A4D
00AD: set_car  26668?? max_speed_to  35!
00AE: unknown_set_car  26668?? to_ignore_traffic_lights  2?
00AF: set_car  26668?? driver_behaviour_to  2?
02AA: set_car  26668?? immune_to_nonplayer  0?
0004:  26804?? =  1?  \\ integer values

:Label101A4D
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label101A85
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  26668??
0038:    26748?? ==  0?  \\ integer values
004D: jump_if_false Label101A85
02AA: set_car  26668?? immune_to_nonplayer  0?
0004:  26748?? =  1?  \\ integer values

:Label101A85
00D6: if  1?
0119:   car  26672?? wrecked
0038:    26776?? ==  0?  \\ integer values
004D: jump_if_false Label101AC2
0164: disable_marker  26696??
0004:  26776?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!

:Label101AC2
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label101B40
00D6: if  0?
8185:   NOT   car  26672?? health >=  999&
004D: jump_if_false Label101B40
00D6: if  0?
8118:   NOT   actor  26724?? dead
004D: jump_if_false Label101B40
00D6: if  0?
00DB:   actor  26724?? in_car  26672??
004D: jump_if_false Label101B40
00D6: if  0?
0038:    26808?? ==  0?  \\ integer values
004D: jump_if_false Label101B40
00AD: set_car  26672?? max_speed_to  35!
00AE: unknown_set_car  26672?? to_ignore_traffic_lights  2?
00AF: set_car  26672?? driver_behaviour_to  2?
02AA: set_car  26672?? immune_to_nonplayer  0?
0004:  26808?? =  1?  \\ integer values

:Label101B40
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label101B78
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  26672??
0038:    26752?? ==  0?  \\ integer values
004D: jump_if_false Label101B78
02AA: set_car  26672?? immune_to_nonplayer  0?
0004:  26752?? =  1?  \\ integer values

:Label101B78
0002: jump Label101889

:Label101B7F
0002: jump Label101B97

:Label101B86
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label101B97
0004:  1236?? =  1?  \\ integer values
0394: play_music  1?
01E3: text_1number_styled "M_PASS"  2000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  2000&
0318: set_latest_mission_passed "TAXI_2" \\ Friendly Rivalry
030C: set_mission_points +=  1?
004F: create_thread Label00ED05 
0051: return

:Label101BD9
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  26688??
0164: disable_marker  26692??
0164: disable_marker  26696??
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #UZI
0249: release_model #KAUFMAN
0004:  1484?? =  0?  \\ integer values
040D: unload_wav  1?
040D: unload_wav  2?
00D8: mission_cleanup
0051: return

;-------------Mission 74---------------
; Originally: Cabmaggedon


:Label101C1A
0050: gosub Label101C3E
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label101C35
0050: gosub Label103102

:Label101C35
0050: gosub Label103184
004E: end_thread

:Label101C3E
0317: increment_mission_attempts
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "TAXWAR3"
0001: wait  0? ms
054C: use_GXT_table "TAXIWA3"
058E: unknown_point_command -1020.8!  191.1!  10.5! angle  350!
0004:  26712?? =  0?  \\ integer values
0004:  26768?? =  0?  \\ integer values
0004:  26772?? =  0?  \\ integer values
0004:  26776?? =  0?  \\ integer values
0004:  26780?? =  0?  \\ integer values
0004:  26784?? =  0?  \\ integer values
0004:  26788?? =  0?  \\ integer values
0004:  26800?? =  0?  \\ integer values
0004:  26804?? =  0?  \\ integer values
0004:  26808?? =  0?  \\ integer values
0004:  26812?? =  0?  \\ integer values
0004:  26816?? =  0?  \\ integer values
0004:  26820?? =  0?  \\ integer values
0006:  1@ =  0?  \\ integer values
0006:  3@ =  0?  \\ integer values
0006:  4@ =  0?  \\ integer values
03CF: load_wav "TAX3_1" as  1?
03CF: load_wav "TAX3_2" as  2?

:Label101CFD
00D6: if  21?
83D0:   NOT   wav  1? loaded
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label101D1B
0001: wait  0? ms
0002: jump Label101CFD

:Label101D1B
03D1: play_wav  1?
00BC: text_highpriority "TAX3_1"  4500& ms  1? \\ Car 13, We got a Miss Cortez, asked for you especially.
0001: wait  500& ms
0006:  16@ =  0?  \\ integer values

:Label101D3A
00D6: if  0?
8019:   NOT    16@ >  4000&  \\ integer values
004D: jump_if_false Label101D70
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label101D69
0002: jump Label101DC0

:Label101D69
0002: jump Label101D3A

:Label101D70
03D1: play_wav  2?
00BC: text_highpriority "TAX3_2"  3000& ms  1? \\ Ok, I got it. Car 13 out!
0006:  16@ =  0?  \\ integer values

:Label101D8A
00D6: if  0?
8019:   NOT    16@ >  3000&  \\ integer values
004D: jump_if_false Label101DC0
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label101DB9
0002: jump Label101DC0

:Label101DB9
0002: jump Label101D8A

:Label101DC0
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
040D: unload_wav  1?
040D: unload_wav  2?
0247: request_model #TAXI
0247: request_model #WMOCA
0247: request_model #ZEBRA
0247: request_model #KAUFMAN
0247: request_model #KATANA

:Label101DED
00D6: if  24?
8248:   NOT   model #TAXI available
8248:   NOT   model #WMOCA available
8248:   NOT   model #ZEBRA available
8248:   NOT   model #KAUFMAN available
8248:   NOT   model #KATANA available
004D: jump_if_false Label101E1B
0001: wait  0? ms
0002: jump Label101DED

:Label101E1B
03CF: load_wav "TAX3_3" as  1?
03CF: load_wav "TAX3_4" as  2?
00BC: text_highpriority "TAXW3_1"  10000& ms  1? \\ ~g~Go and pick up Mercedes.
018A:  26688?? = create_checkpoint_at -1094! -1292!  10.5!

:Label101E56
00D6: if  22?
80F8:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -1094! -1292!  10.5! radius  3!  4!  4!
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
8122:   NOT   player $PLAYER_CHAR pressing_horn
004D: jump_if_false Label101F16
0001: wait  0? ms
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label101EB9
00DA:  1244?? = player $PLAYER_CHAR car
0002: jump Label101EC8

:Label101EB9
00BC: text_highpriority "TAXW1_5"  1000& ms  1? \\ ~g~You need to be in a Kaufman cab!

:Label101EC8
00D6: if  1?
00F8:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point -1094! -1292!  10.5! radius  3!  4!  4!
00DE:   player $PLAYER_CHAR driving_vehicle_type #KAUFMAN
004D: jump_if_false Label101F0F
00BC: text_highpriority "HORN"  1000& ms  1? \\ ~g~Sound the horn.

:Label101F0F
0002: jump Label101E56

:Label101F16
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label101F2D
020A: set_car  1244?? door_status_to  4?

:Label101F2D
0164: disable_marker  26688??
0395: clear_area  1? at -989.9! -1252.2! range  10.4!  50!
00A5:  26664?? = create_car #TAXI at -983.5! -1248.9!  10.5!
0129:  26716?? = create_actor  4? #WMOCA in_car  26664?? driverseat
0186:  26688?? = create_marker_above_car  26664??
0175: set_car  26664?? z_angle_to  70!
00AD: set_car  26664?? max_speed_to  0!
00AE: unknown_set_car  26664?? to_ignore_traffic_lights  0?
0243: set_actor  26716?? ped_stats_to  16?
04E0: unknown_car  26664??  255&
00A5:  26668?? = create_car #TAXI at -976.1! -1251.7!  10.5!
0129:  26720?? = create_actor  4? #WMOCA in_car  26668?? driverseat
0186:  26692?? = create_marker_above_car  26668??
0175: set_car  26668?? z_angle_to  70!
00AD: set_car  26668?? max_speed_to  0!
00AE: unknown_set_car  26668?? to_ignore_traffic_lights  0?
0243: set_actor  26720?? ped_stats_to  16?
04E0: unknown_car  26668??  255&
00A5:  26672?? = create_car #TAXI at -970.5! -1253.6!  10.5!
0129:  26724?? = create_actor  4? #WMOCA in_car  26672?? driverseat
0186:  26696?? = create_marker_above_car  26672??
0175: set_car  26672?? z_angle_to  70!
00AD: set_car  26672?? max_speed_to  0!
00AE: unknown_set_car  26672?? to_ignore_traffic_lights  0?
0243: set_actor  26724?? ped_stats_to  16?
04E0: unknown_car  26672??  255&
00A5:  26676?? = create_car #TAXI at -964.9! -1255.8!  10.5!
0129:  26728?? = create_actor  4? #WMOCA in_car  26676?? driverseat
0186:  26700?? = create_marker_above_car  26676??
0175: set_car  26676?? z_angle_to  70!
00AD: set_car  26676?? max_speed_to  0!
00AE: unknown_set_car  26676?? to_ignore_traffic_lights  0?
0243: set_actor  26728?? ped_stats_to  16?
04E0: unknown_car  26676??  255&
00A5:  26680?? = create_car #TAXI at -959! -1257.9!  10.5!
0129:  26732?? = create_actor  4? #WMOCA in_car  26680?? driverseat
0186:  26704?? = create_marker_above_car  26680??
0175: set_car  26680?? z_angle_to  70!
00AD: set_car  26680?? max_speed_to  0!
00AE: unknown_set_car  26680?? to_ignore_traffic_lights  0?
0243: set_actor  26732?? ped_stats_to  16?
04E0: unknown_car  26680??  255&
00A5:  26684?? = create_car #TAXI at -951.6! -1261.1!  10.5!
0129:  26736?? = create_actor  4? #WMOCA in_car  26684?? driverseat
0186:  26708?? = create_marker_above_car  26684??
0175: set_car  26684?? z_angle_to  70!
00AD: set_car  26684?? max_speed_to  0!
00AE: unknown_set_car  26684?? to_ignore_traffic_lights  0?
0243: set_actor  26736?? ped_stats_to  16?
04E0: unknown_car  26684??  255&
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1089.808! -1286.083!  13.512!  0!  0!  0!
0160: point_camera -1090.248! -1286.97!  13.374!  2?
0001: wait  2000& ms
015F: set_camera_position -1098.031! -1296.028!  14.583!  0!  0!  0!
0160: point_camera -1097.359! -1295.294!  14.484!  2?
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label1021E5
03D1: play_wav  1?
00BC: text_highpriority "TAX3_3"  4000& ms  1? \\ Hmmmm, no sign of Mercedes...

:Label1021E5
0001: wait  2000& ms
015F: set_camera_position -989.263! -1239.276!  10.429!  0!  0!  0!
0160: point_camera -989.007! -1240.218!  10.646!  2?
0006:  17@ =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label102252
00AD: set_car  26664?? max_speed_to  30!
00A7: unknown_car  26664?? drive_to -1065.6! -1224.2!  10.5!

:Label102252
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label102280
00AD: set_car  26668?? max_speed_to  28!
00A7: unknown_car  26668?? drive_to -1065.6! -1224.2!  10.5!

:Label102280
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label1022AE
00AD: set_car  26672?? max_speed_to  26!
00A7: unknown_car  26672?? drive_to -1065.6! -1224.2!  10.5!

:Label1022AE
00D6: if  0?
8119:   NOT   car  26676?? wrecked
004D: jump_if_false Label1022DC
00AD: set_car  26676?? max_speed_to  24!
00A7: unknown_car  26676?? drive_to -1065.6! -1224.2!  10.5!

:Label1022DC
00D6: if  0?
8119:   NOT   car  26680?? wrecked
004D: jump_if_false Label10230A
00AD: set_car  26680?? max_speed_to  22!
00A7: unknown_car  26680?? drive_to -1065.6! -1224.2!  10.5!

:Label10230A
00D6: if  0?
8119:   NOT   car  26684?? wrecked
004D: jump_if_false Label102338
00AD: set_car  26684?? max_speed_to  19!
00A7: unknown_car  26684?? drive_to -1065.6! -1224.2!  10.5!

:Label102338
00D6: if  0?
8019:   NOT    17@ >  10000&  \\ integer values
004D: jump_if_false Label102594
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label1023A3
00D6: if  0?
01AF:   car  26664??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label1023A3
00A7: unknown_car  26664?? drive_to -1096! -1253!  10.5!

:Label1023A3
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label1023F7
00D6: if  0?
01AF:   car  26668??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label1023F7
00A7: unknown_car  26668?? drive_to -1090.1! -1257.2!  10.5!

:Label1023F7
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label10244B
00D6: if  0?
01AF:   car  26672??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label10244B
00A7: unknown_car  26672?? drive_to -1083.4! -1258.8!  10.5!

:Label10244B
00D6: if  0?
8119:   NOT   car  26676?? wrecked
004D: jump_if_false Label10249F
00D6: if  0?
01AF:   car  26676??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label10249F
00A7: unknown_car  26676?? drive_to -1075.7! -1261.5!  10.5!

:Label10249F
00D6: if  0?
8119:   NOT   car  26680?? wrecked
004D: jump_if_false Label1024F3
00D6: if  0?
01AF:   car  26680??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label1024F3
00A7: unknown_car  26680?? drive_to -1067.4! -1264.3!  10.5!

:Label1024F3
00D6: if  0?
8119:   NOT   car  26684?? wrecked
004D: jump_if_false Label102547
00D6: if  0?
01AF:   car  26684??  0? ()near_point -1065.6! -1224.2!  10.5! radius  6!  6!  5!
004D: jump_if_false Label102547
00A7: unknown_car  26684?? drive_to -1060.7! -1266.1!  10.5!

:Label102547
00D6: if  0?
0019:    17@ >  2500&  \\ integer values
004D: jump_if_false Label10258D
015F: set_camera_position -1107.913! -1266.256!  12.023!  0!  0!  0!
0160: point_camera -1107.038! -1265.79!  11.892!  2?

:Label10258D
0002: jump Label102338

:Label102594
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004:  26740?? =  61000&&  \\ integer values
014E: set_timer_to  26740?? type  1?
00BC: text_highpriority "TAXW3_2"  8000& ms  1? \\ ~g~Stay alive until the timer runs out.
00D6: if  0?
8119:   NOT   car  1244?? wrecked
004D: jump_if_false Label1025DA
020A: set_car  1244?? door_status_to  1?

:Label1025DA
0001: wait  1000& ms

:Label1025DF
00D6: if  1?
801A:   NOT    1? >  26740??  \\ integer values
8038:   NOT    26712?? ==  6?  \\ integer values
004D: jump_if_false Label102A34
0001: wait  0? ms
00D6: if  1?
0119:   car  26664?? wrecked
0038:    26768?? ==  0?  \\ integer values
004D: jump_if_false Label102626
0164: disable_marker  26688??
0004:  26768?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label102626
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label102691
00D6: if  0?
0038:    26800?? ==  0?  \\ integer values
004D: jump_if_false Label10268A
00D6: if  0?
8118:   NOT   actor  26716?? dead
004D: jump_if_false Label10268A
00D6: if  0?
00DB:   actor  26716?? in_car  26664??
004D: jump_if_false Label10268A
00AD: set_car  26664?? max_speed_to  40!
00AE: unknown_set_car  26664?? to_ignore_traffic_lights  3?
00AF: set_car  26664?? driver_behaviour_to  2?
0004:  26800?? =  1?  \\ integer values

:Label10268A
0002: jump Label102696

:Label102691
0164: disable_marker  26688??

:Label102696
00D6: if  1?
0119:   car  26668?? wrecked
0038:    26772?? ==  0?  \\ integer values
004D: jump_if_false Label1026C0
0164: disable_marker  26692??
0004:  26772?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label1026C0
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label10272B
00D6: if  0?
0038:    26804?? ==  0?  \\ integer values
004D: jump_if_false Label102724
00D6: if  0?
8118:   NOT   actor  26720?? dead
004D: jump_if_false Label102724
00D6: if  0?
00DB:   actor  26720?? in_car  26668??
004D: jump_if_false Label102724
00AD: set_car  26668?? max_speed_to  40!
00AE: unknown_set_car  26668?? to_ignore_traffic_lights  3?
00AF: set_car  26668?? driver_behaviour_to  2?
0004:  26804?? =  1?  \\ integer values

:Label102724
0002: jump Label102730

:Label10272B
0164: disable_marker  26692??

:Label102730
00D6: if  1?
0119:   car  26672?? wrecked
0038:    26776?? ==  0?  \\ integer values
004D: jump_if_false Label10275A
0164: disable_marker  26696??
0004:  26776?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label10275A
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label1027C5
00D6: if  0?
0038:    26808?? ==  0?  \\ integer values
004D: jump_if_false Label1027BE
00D6: if  0?
8118:   NOT   actor  26724?? dead
004D: jump_if_false Label1027BE
00D6: if  0?
00DB:   actor  26724?? in_car  26672??
004D: jump_if_false Label1027BE
00AD: set_car  26672?? max_speed_to  40!
00AE: unknown_set_car  26672?? to_ignore_traffic_lights  3?
00AF: set_car  26672?? driver_behaviour_to  2?
0004:  26808?? =  1?  \\ integer values

:Label1027BE
0002: jump Label1027CA

:Label1027C5
0164: disable_marker  26696??

:Label1027CA
00D6: if  1?
0119:   car  26676?? wrecked
0038:    26780?? ==  0?  \\ integer values
004D: jump_if_false Label1027F4
0164: disable_marker  26700??
0004:  26780?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label1027F4
00D6: if  0?
8119:   NOT   car  26676?? wrecked
004D: jump_if_false Label10285F
00D6: if  0?
0038:    26812?? ==  0?  \\ integer values
004D: jump_if_false Label102858
00D6: if  0?
8118:   NOT   actor  26728?? dead
004D: jump_if_false Label102858
00D6: if  0?
00DB:   actor  26728?? in_car  26676??
004D: jump_if_false Label102858
00AD: set_car  26676?? max_speed_to  40!
00AE: unknown_set_car  26676?? to_ignore_traffic_lights  3?
00AF: set_car  26676?? driver_behaviour_to  2?
0004:  26812?? =  1?  \\ integer values

:Label102858
0002: jump Label102864

:Label10285F
0164: disable_marker  26700??

:Label102864
00D6: if  1?
0119:   car  26680?? wrecked
0038:    26784?? ==  0?  \\ integer values
004D: jump_if_false Label10288E
0164: disable_marker  26704??
0004:  26784?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label10288E
00D6: if  0?
8119:   NOT   car  26680?? wrecked
004D: jump_if_false Label1028F9
00D6: if  0?
0038:    26816?? ==  0?  \\ integer values
004D: jump_if_false Label1028F2
00D6: if  0?
8118:   NOT   actor  26732?? dead
004D: jump_if_false Label1028F2
00D6: if  0?
00DB:   actor  26732?? in_car  26680??
004D: jump_if_false Label1028F2
00AD: set_car  26680?? max_speed_to  40!
00AE: unknown_set_car  26680?? to_ignore_traffic_lights  3?
00AF: set_car  26680?? driver_behaviour_to  2?
0004:  26816?? =  1?  \\ integer values

:Label1028F2
0002: jump Label1028FE

:Label1028F9
0164: disable_marker  26704??

:Label1028FE
00D6: if  1?
0119:   car  26684?? wrecked
0038:    26788?? ==  0?  \\ integer values
004D: jump_if_false Label102928
0164: disable_marker  26708??
0004:  26788?? =  1?  \\ integer values
0008:  26712?? +=  1?  \\ integer values

:Label102928
00D6: if  0?
8119:   NOT   car  26684?? wrecked
004D: jump_if_false Label102993
00D6: if  0?
0038:    26820?? ==  0?  \\ integer values
004D: jump_if_false Label10298C
00D6: if  0?
8118:   NOT   actor  26736?? dead
004D: jump_if_false Label10298C
00D6: if  0?
00DB:   actor  26736?? in_car  26684??
004D: jump_if_false Label10298C
00AD: set_car  26684?? max_speed_to  30!
00AE: unknown_set_car  26684?? to_ignore_traffic_lights  3?
00AF: set_car  26684?? driver_behaviour_to  2?
0004:  26820?? =  1?  \\ integer values

:Label10298C
0002: jump Label102998

:Label102993
0164: disable_marker  26708??

:Label102998
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label102A2D
018C: play_sound  3? at -989.9! -1252.2!  10.4!
018D:  48?? = create_sound  2? at -989.9! -1252.2!  10.4!

:Label1029D3
00D6: if  0?
834E:   NOT unknown_move_object  7168?? to -986.272! -1243.532!  10.4! unknown_angle  .05!  .12!  0!  0?
004D: jump_if_false Label102A0E
0001: wait  0? ms
0002: jump Label1029D3

:Label102A0E
018E: stop_sound  48??
018C: play_sound  3? at -986.272! -1243.532!  10.4!
0006:  3@ =  1?  \\ integer values

:Label102A2D
0002: jump Label1025DF

:Label102A34
00D6: if  0?
8119:   NOT   car  26664?? wrecked
004D: jump_if_false Label102A4E
00AD: set_car  26664?? max_speed_to  0!

:Label102A4E
00D6: if  0?
8119:   NOT   car  26668?? wrecked
004D: jump_if_false Label102A68
00AD: set_car  26668?? max_speed_to  0!

:Label102A68
00D6: if  0?
8119:   NOT   car  26672?? wrecked
004D: jump_if_false Label102A82
00AD: set_car  26672?? max_speed_to  0!

:Label102A82
00D6: if  0?
8119:   NOT   car  26676?? wrecked
004D: jump_if_false Label102A9C
00AD: set_car  26676?? max_speed_to  0!

:Label102A9C
00D6: if  0?
8119:   NOT   car  26680?? wrecked
004D: jump_if_false Label102AB6
00AD: set_car  26680?? max_speed_to  0!

:Label102AB6
00D6: if  0?
8119:   NOT   car  26684?? wrecked
004D: jump_if_false Label102AD0
00AD: set_car  26684?? max_speed_to  0!

:Label102AD0
0164: disable_marker  26688??
0164: disable_marker  26692??
0164: disable_marker  26696??
0164: disable_marker  26700??
0164: disable_marker  26704??
0164: disable_marker  26708??
01C3: remove_references_to_car  26664??  \\ Like turning a car into any random car
01C3: remove_references_to_car  26668??  \\ Like turning a car into any random car
01C3: remove_references_to_car  26672??  \\ Like turning a car into any random car
01C3: remove_references_to_car  26676??  \\ Like turning a car into any random car
01C3: remove_references_to_car  26680??  \\ Like turning a car into any random car
01C3: remove_references_to_car  26684??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  26716??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  26720??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  26724??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  26728??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  26732??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  26736??  \\ Like turning an actor into a random pedestrian
0249: release_model #TAXI
014F: stop_timer  26740??
00A5:  26792?? = create_car #ZEBRA at -983.5! -1248.9!  10.4!
0129:  0@ = create_actor  4? #WMOCA in_car  26792?? driverseat
0224: set_car  26792?? health_to  2000&
020A: set_car  26792?? door_status_to  3?
0223: set_actor  0@ health_to  300&
0175: set_car  26792?? z_angle_to  66!
00AD: set_car  26792?? max_speed_to  0!
00AE: unknown_set_car  26792?? to_ignore_traffic_lights  0?
0243: set_actor  0@ ped_stats_to  16?
04E0: unknown_car  26792??  255&
0001: wait  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point -998.5! -1243.2!  10.5! radius  10!  10!  4!
004D: jump_if_false Label102BEC
0055: put_player $PLAYER_CHAR at -1028.3! -1237.6!  10.5!

:Label102BEC
015F: set_camera_position -988.01! -1242.028!  10.362!  0!  0!  0!
0160: point_camera -987.595! -1242.919!  10.541!  2?
0395: clear_area  1? at -983.5! -1248.9! range  10.4!  30!
0001: wait  1000& ms
018C: play_sound  3? at -986.272! -1243.532!  10.4!
018D:  48?? = create_sound  2? at -986.272! -1243.532!  10.4!

:Label102C65
00D6: if  0?
834E:   NOT unknown_move_object  7168?? to -989.9! -1252.2!  10.4! unknown_angle  .05!  .12!  0!  0?
004D: jump_if_false Label102CA0
0001: wait  0? ms
0002: jump Label102C65

:Label102CA0
018E: stop_sound  48??
018C: play_sound  3? at -989.9! -1252.2!  10.4!
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label102CDA
03D1: play_wav  2?
00BC: text_highpriority "TAX3_4"  4000& ms  1? \\ It's time for Kaufman Cab's guardian angel to eat some fender!

:Label102CDA
0001: wait  3500& ms
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label102D0D
00AD: set_car  26792?? max_speed_to  30!
00A7: unknown_car  26792?? drive_to -1017.4! -1235.7!  10.5!

:Label102D0D
0001: wait  1000& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority "TAXW3_3"  8000& ms  1? \\ ~g~Take out the leader cab!
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label102D48
0187:  26796?? = create_marker_above_actor  0@

:Label102D48
0006:  3@ =  0?  \\ integer values

:Label102D4F
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label102F9E
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label102DC7
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label102DC7
00D6: if  0?
00DB:   actor  0@ in_car  26792??
004D: jump_if_false Label102DC7
00D6: if  0?
0039:    1@ ==  0?  \\ integer values
004D: jump_if_false Label102DC7
00AD: set_car  26792?? max_speed_to  40!
00AE: unknown_set_car  26792?? to_ignore_traffic_lights  3?
00AF: set_car  26792?? driver_behaviour_to  2?
0006:  1@ =  1?  \\ integer values

:Label102DC7
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label102E25
00D6: if  0?
0019:    16@ >  6000&  \\ integer values
004D: jump_if_false Label102E1E
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label102E1E
0477: unknown_car  26792??  2?  2000&
00D6: if  0?
0019:    16@ >  8000&  \\ integer values
004D: jump_if_false Label102E1E
0006:  16@ =  0?  \\ integer values

:Label102E1E
0002: jump Label102E2C

:Label102E25
0006:  16@ =  0?  \\ integer values

:Label102E2C
00D6: if  0?
0039:    3@ ==  0?  \\ integer values
004D: jump_if_false Label102EC1
018C: play_sound  3? at -989.9! -1252.2!  10.4!
018D:  48?? = create_sound  2? at -989.9! -1252.2!  10.4!

:Label102E67
00D6: if  0?
834E:   NOT unknown_move_object  7168?? to -986.272! -1243.532!  10.4! unknown_angle  .05!  .12!  0!  0?
004D: jump_if_false Label102EA2
0001: wait  0? ms
0002: jump Label102E67

:Label102EA2
018E: stop_sound  48??
018C: play_sound  3? at -986.272! -1243.532!  10.4!
0006:  3@ =  1?  \\ integer values

:Label102EC1
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label102F97
00D6: if  0?
0039:    4@ ==  0?  \\ integer values
004D: jump_if_false Label102F97
00D6: if  0?
8185:   NOT   car  26792?? health >=  250&
004D: jump_if_false Label102F97
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label102F90
01D3: actor  0@ leave_car  26792??
0243: set_actor  0@ ped_stats_to  30?
01B2: give_actor  0@ weapon  10? ammo  0?  \\ Load the weapon model before using this
01B9: set_actor  0@ armed_weapon_to  10?
020A: set_car  26792?? door_status_to  1?

:Label102F2C
00D6: if  0?
00DB:   actor  0@ in_car  26792??
004D: jump_if_false Label102F78
0001: wait  0? ms
00D6: if  0?
0118:   actor  0@ dead
004D: jump_if_false Label102F5A
0002: jump Label102F9E

:Label102F5A
00D6: if  0?
0119:   car  26792?? wrecked
004D: jump_if_false Label102F71
0002: jump Label102F9E

:Label102F71
0002: jump Label102F2C

:Label102F78
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label102F90
01C9: actor  0@ kill_actor $PLAYER_ACTOR

:Label102F90
0006:  4@ =  1?  \\ integer values

:Label102F97
0002: jump Label102D4F

:Label102F9E
0001: wait  2000& ms
04A6:  2488?? = create_asset_money_pickup_at  2328??  2332??  2336?? money  2484??  2484??
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
016A: fade  0? ()  500& ms

:Label102FC9
00D6: if  0?
016B:   fading
004D: jump_if_false Label102FE1
0001: wait  0? ms
0002: jump Label102FC9

:Label102FE1
03CB: set_camera -1017.904!  207.165!  15.09!
015F: set_camera_position -1018.54!  207.931!  15.185!  0!  0!  0!
0160: point_camera -1017.904!  207.165!  15.09!  2?
016A: fade  1? (back)  500& ms

:Label10302C
00D6: if  0?
016B:   fading
004D: jump_if_false Label103044
0001: wait  0? ms
0002: jump Label10302C

:Label103044
0394: play_music  1?
00BA: text_styled "TAX_AS1"  5000& ms  6? \\ TAXI FIRM ASSET COMPLETED
0001: wait  5000& ms
03CB: set_camera -1002.412!  192.715!  13.452!
015F: set_camera_position -1003.2!  193.281!  13.694!  0!  0!  0!
0160: point_camera -1002.412!  192.715!  13.452!  2?
01E5: text_1number_highpriority "TAX_AS2"  2484??  6000& ms  1? \\ ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
016A: fade  0? ()  500& ms

:Label1030BE
00D6: if  0?
016B:   fading
004D: jump_if_false Label1030D6
0001: wait  0? ms
0002: jump Label1030BE

:Label1030D6
03CB: set_camera -1119.7! -1381.3!  11.5!
016A: fade  1? (back)  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0002: jump Label103113

:Label103102
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label103113
0004:  1240?? =  1?  \\ integer values
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  5000&
0164: disable_marker  1224??
0164: disable_marker  2476??
04CE:  1224?? = unknown_create_marker  1728?? at  1956??  1960??  1964??
014C: set_parked_car_generator  7320?? cars_to_generate_to  0?
014C: set_parked_car_generator  7756?? cars_to_generate_to  101?
0004:  2492?? =  1?  \\ integer values
0008:  4700?? +=  1?  \\ integer values
0318: set_latest_mission_passed "TAXI_3" \\ Cabmaggedon
0551:  1?
030C: set_mission_points +=  1?
0051: return

:Label103184
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0164: disable_marker  26688??
0164: disable_marker  26692??
0164: disable_marker  26696??
0164: disable_marker  26700??
0164: disable_marker  26704??
0164: disable_marker  26708??
0164: disable_marker  26796??
0249: release_model #TAXI
0249: release_model #WMOCA
0249: release_model #KAUFMAN
0249: release_model #ZEBRA
0249: release_model #KATANA
014F: stop_timer  26740??
0004:  1484?? =  0?  \\ integer values
0108: destroy_object  7168??
00D6: if  0?
8119:   NOT   car  26792?? wrecked
004D: jump_if_false Label1031F3
020A: set_car  26792?? door_status_to  1?

:Label1031F3
029B:  7168?? = init_object -33? (ELECTRICGATE) at -989.9! -1252.2!  10.4!
0177: set_object  7168?? z_angle_to  249!
01C7: spawn_object  7168??
040D: unload_wav  1?
040D: unload_wav  2?
00D8: mission_cleanup
0051: return

;-------------Mission 75---------------
; Originally: 'TAXI DRIVER'


:Label103224
0050: gosub Label103234
0050: gosub Label104D5C
004E: end_thread

:Label103234
03A4: name_thread "TAXI"
0111: set_wasted_busted_check_to  0? (disabled)
0004: $ONMISSION =  1?  \\ integer values
0004:  1256?? =  1?  \\ integer values
0004:  26840?? =  0?  \\ integer values
0004:  26856?? =  0?  \\ integer values
0004:  26848?? =  0?  \\ integer values
0004:  26860?? =  0?  \\ integer values
0004:  26844?? = -1?  \\ integer values
0004:  26832?? =  0?  \\ integer values
0004:  26852?? =  0?  \\ integer values
0004:  26896?? =  5?  \\ integer values
0004:  26892?? =  500&  \\ integer values
054C: use_GXT_table "TAXI1"
0001: wait  0? ms
03C4: set_status_text_to  26848??  0? (number) "FARES" \\ FARES:
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label1032C4
0002: jump Label104BBC

:Label1032C4
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label1032E3
00DA:  26836?? = player $PLAYER_CHAR car
0002: jump Label1032EA

:Label1032E3
0002: jump Label104BBC

:Label1032EA
0216: set_car  26836?? taxi_available_light_to  1? (on)
00BC: text_highpriority "TAXI1"  1500& ms  1? \\ ~g~Look for a fare.
0001: wait  0? ms

:Label103304
00D6: if  0?
0038:    1500?? ==  0?  \\ integer values
004D: jump_if_false Label103327
03E5: text_box "TAXIH1" \\ Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
0004:  1500?? =  1?  \\ integer values

:Label103327
0004:  26884?? =  0?  \\ integer values
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label103345
0002: jump Label104BBC

:Label103345
00D6: if  0?
0119:   car  26836?? wrecked
004D: jump_if_false Label10335C
0002: jump Label104BBC

:Label10335C
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label103376
0002: jump Label104BBC

:Label103376
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label1033AE
00D6: if  1?
00E1:   key_pressed  0?  19?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label1033A7
0002: jump Label104AEF

:Label1033A7
0002: jump Label1033CD

:Label1033AE
00D6: if  1?
00E1:   key_pressed  0?  14?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label1033CD
0002: jump Label104AEF

:Label1033CD
00D6: if  1?
0038:    26840?? ==  1?  \\ integer values
0038:    26856?? ==  0?  \\ integer values
004D: jump_if_false Label1033ED
0002: jump Label104BBC

:Label1033ED
02DD: set_actor  26844?? creation_zone "VICE_C"  1?  1?  1?
00D6: if  0?
0038:    26844?? == -1?  \\ integer values
004D: jump_if_false Label10341D
0001: wait  0? ms
0002: jump Label103304

:Label10341D
009F: set_actor  26844?? objective_to 1
01ED: spawn_actor  26844??
0291: unknown_actor  26844?? unknown_behavior_flag  0?
0187:  26824?? = create_marker_above_actor  26844??
0365: set_actor  26844?? objective_to 29

:Label10343B
00D6: if  21?
80FD:   NOT   player $PLAYER_CHAR  0? ()near_actor  26844?? in_car radius  7!  7!  2!
81C1:   NOT   car  26836?? stopped
004D: jump_if_false Label1035B5
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label10347F
0002: jump Label104BBC

:Label10347F
00D6: if  0?
0119:   car  26836?? wrecked
004D: jump_if_false Label103496
0002: jump Label104BBC

:Label103496
00D6: if  0?
0118:   actor  26844?? dead
004D: jump_if_false Label1034AD
0002: jump Label104B7A

:Label1034AD
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label1034C7
0002: jump Label104BBC

:Label1034C7
00D6: if  0?
80FD:   NOT   player $PLAYER_CHAR  0? ()near_actor  26844?? in_car radius  90!  90!  20!
004D: jump_if_false Label1034F2
0002: jump Label104B7A

:Label1034F2
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10352A
00D6: if  1?
00E1:   key_pressed  0?  19?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label103523
0002: jump Label104AEF

:Label103523
0002: jump Label103549

:Label10352A
00D6: if  1?
00E1:   key_pressed  0?  14?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label103549
0002: jump Label104AEF

:Label103549
00D6: if  1?
0038:    26840?? ==  1?  \\ integer values
0038:    26856?? ==  0?  \\ integer values
004D: jump_if_false Label103569
0002: jump Label104BBC

:Label103569
00D6: if  1?
0185:   car  26836?? health >=  400&
0038:    26832?? ==  1?  \\ integer values
004D: jump_if_false Label103596
0164: disable_marker  1496??
0004:  26832?? =  0?  \\ integer values
0004:  26852?? =  0?  \\ integer values

:Label103596
00D6: if  0?
8118:   NOT   actor  26844?? dead
004D: jump_if_false Label1035AE
020F: actor  26844?? look_at_player $PLAYER_CHAR

:Label1035AE
0002: jump Label10343B

:Label1035B5
00D6: if  0?
8185:   NOT   car  26836?? health >=  400&
004D: jump_if_false Label103732
00BC: text_highpriority "TAXI7"  4000& ms  1? \\ ~r~Your car is trashed, get it repaired.
00D6: if  22?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
0121:   player $PLAYER_CHAR in_zone "BEACH2"
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label103624
0164: disable_marker  1496??
02A8:  1496?? = create_marker  27? at -3.8! -1265.8!  12!

:Label103624
00D6: if  22?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
0121:   player $PLAYER_CHAR in_zone "PORNI"
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label103671
0164: disable_marker  1496??
02A8:  1496?? = create_marker  27? at  319!  441.3!  12!

:Label103671
00D6: if  21?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1036B1
0164: disable_marker  1496??
02A8:  1496?? = create_marker  27? at -903! -1261.1!  12!

:Label1036B1
00D6: if  23?
0121:   player $PLAYER_CHAR in_zone "HAITI"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
004D: jump_if_false Label10370B
0164: disable_marker  1496??
02A8:  1496?? = create_marker  27? at -876.2! -105.5!  12!

:Label10370B
00D6: if  0?
0038:    26832?? ==  0?  \\ integer values
004D: jump_if_false Label10372B
0004:  26832?? =  1?  \\ integer values
0004:  26852?? =  1?  \\ integer values

:Label10372B
0002: jump Label104B7A

:Label103732
0319: set_actor  26844?? wander_state_to  1? (off)
01D4: actor  26844?? go_to_car  26836?? and_enter_it_as_a_passenger

:Label103741
00D6: if  0?
80DB:   NOT   actor  26844?? in_car  26836??
004D: jump_if_false Label1038B1
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label10376F
0002: jump Label104BBC

:Label10376F
00D6: if  0?
0119:   car  26836?? wrecked
004D: jump_if_false Label103786
0002: jump Label104BBC

:Label103786
00D6: if  0?
0118:   actor  26844?? dead
004D: jump_if_false Label10379D
0002: jump Label104B7A

:Label10379D
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label1037B7
0002: jump Label104BBC

:Label1037B7
00D6: if  0?
80FD:   NOT   player $PLAYER_CHAR  0? ()near_actor  26844?? in_car radius  90!  90!  20!
004D: jump_if_false Label1037E2
0002: jump Label104B7A

:Label1037E2
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10381A
00D6: if  1?
00E1:   key_pressed  0?  19?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label103813
0002: jump Label104AEF

:Label103813
0002: jump Label103839

:Label10381A
00D6: if  1?
00E1:   key_pressed  0?  14?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label103839
0002: jump Label104AEF

:Label103839
00D6: if  1?
0038:    26840?? ==  1?  \\ integer values
0038:    26856?? ==  0?  \\ integer values
004D: jump_if_false Label103859
0002: jump Label104BBC

:Label103859
00D6: if  1?
0185:   car  26836?? health >=  400&
0038:    26832?? ==  1?  \\ integer values
004D: jump_if_false Label10387F
0164: disable_marker  1496??
0004:  26832?? =  0?  \\ integer values

:Label10387F
00D6: if  0?
80FD:   NOT   player $PLAYER_CHAR  0? ()near_actor  26844?? in_car radius  7!  7!  2!
004D: jump_if_false Label1038AA
0002: jump Label10343B

:Label1038AA
0002: jump Label103741

:Label1038B1
00A0:  26924?? = actor  26844?? x_pos,  26928?? = actor  26844?? y_pos,  26932?? = actor  26844?? z_pos
0164: disable_marker  26824??
0216: set_car  26836?? taxi_available_light_to  0? (off)

:Label1038CB
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label1038E6
0002: jump Label104BBC

:Label1038E6
0209:  1488?? = random_int  1?  16?
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label103906
0002: jump Label104BBC

:Label103906
00D6: if  25?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103EE8
00D6: if  0?
0038:    1488?? ==  1?  \\ integer values
004D: jump_if_false Label1039BD
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103990
0002: jump Label1038CB

:Label103990
00BC: text_highpriority "MFARE1"  5000& ms  1? \\ ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown.
0005:  26900?? = -679.1!  \\ floating-point values
0005:  26904?? =  1193.5!  \\ floating-point values
0005:  26908?? =  9.4!  \\ floating-point values

:Label1039BD
00D6: if  0?
0038:    1488?? ==  2?  \\ integer values
004D: jump_if_false Label103A1B
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1039EE
0002: jump Label1038CB

:Label1039EE
00BC: text_highpriority "MFARE2"  5000& ms  1? \\ ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport.
0005:  26900?? = -1457.7!  \\ floating-point values
0005:  26904?? = -825.1!  \\ floating-point values
0005:  26908?? =  13.1!  \\ floating-point values

:Label103A1B
00D6: if  0?
0038:    1488?? ==  3?  \\ integer values
004D: jump_if_false Label103A79
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103A4C
0002: jump Label1038CB

:Label103A4C
00BC: text_highpriority "WFARE3"  5000& ms  1? \\ ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana.
0005:  26900?? = -1009!  \\ floating-point values
0005:  26904?? = -880.9!  \\ floating-point values
0005:  26908?? =  11.9!  \\ floating-point values

:Label103A79
00D6: if  0?
0038:    1488?? ==  4?  \\ integer values
004D: jump_if_false Label103AD7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103AAA
0002: jump Label1038CB

:Label103AAA
00BC: text_highpriority "WFARE4"  5000& ms  1? \\ ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti.
0005:  26900?? = -1018.4!  \\ floating-point values
0005:  26904?? =  195.9!  \\ floating-point values
0005:  26908?? =  10.1!  \\ floating-point values

:Label103AD7
00D6: if  0?
0038:    1488?? ==  5?  \\ integer values
004D: jump_if_false Label103B35
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103B08
0002: jump Label1038CB

:Label103B08
00BC: text_highpriority "WFARE5"  5000& ms  1? \\ ~g~Destination ~w~'The Hardware store' ~g~in Little Havana.
0005:  26900?? = -971.2!  \\ floating-point values
0005:  26904?? = -677.2!  \\ floating-point values
0005:  26908?? =  10.4!  \\ floating-point values

:Label103B35
00D6: if  0?
0038:    1488?? ==  6?  \\ integer values
004D: jump_if_false Label103B93
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103B66
0002: jump Label1038CB

:Label103B66
00BC: text_highpriority "WFARE6"  5000& ms  1? \\ ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown.
0005:  26900?? = -600.6!  \\ floating-point values
0005:  26904?? =  667.3!  \\ floating-point values
0005:  26908?? =  9.9!  \\ floating-point values

:Label103B93
00D6: if  0?
0038:    1488?? ==  7?  \\ integer values
004D: jump_if_false Label103BF1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103BC4
0002: jump Label1038CB

:Label103BC4
00BC: text_highpriority "WFARE7"  5000& ms  1? \\ ~g~Destination ~w~'Police Station' ~g~in Little Havana.
0005:  26900?? = -865.6!  \\ floating-point values
0005:  26904?? = -677!  \\ floating-point values
0005:  26908?? =  10!  \\ floating-point values

:Label103BF1
00D6: if  0?
0038:    1488?? ==  8?  \\ integer values
004D: jump_if_false Label103C4F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103C22
0002: jump Label1038CB

:Label103C22
00BC: text_highpriority "WFARE8"  5000& ms  1? \\ ~g~Destination ~w~'Police Station' ~g~in Downtown.
0005:  26900?? = -661.7!  \\ floating-point values
0005:  26904?? =  755.7!  \\ floating-point values
0005:  26908?? =  9.8!  \\ floating-point values

:Label103C4F
00D6: if  0?
0038:    1488?? ==  9?  \\ integer values
004D: jump_if_false Label103CAD
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103C80
0002: jump Label1038CB

:Label103C80
00BC: text_highpriority "WFARE9"  5000& ms  1? \\ ~g~Destination ~w~'Hospital' ~g~in Downtown.
0005:  26900?? = -800.4!  \\ floating-point values
0005:  26904?? =  1167.8!  \\ floating-point values
0005:  26908?? =  9.6!  \\ floating-point values

:Label103CAD
00D6: if  0?
0038:    1488?? ==  10?  \\ integer values
004D: jump_if_false Label103D0B
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label103CDE
0002: jump Label1038CB

:Label103CDE
00BC: text_highpriority "WFARE10"  5000& ms  1? \\ ~g~Destination ~w~'Hospital' ~g~in Little Havana.
0005:  26900?? = -871.9!  \\ floating-point values
0005:  26904?? = -467.2!  \\ floating-point values
0005:  26908?? =  9.8!  \\ floating-point values

:Label103D0B
00D6: if  0?
0038:    1488?? ==  11?  \\ integer values
004D: jump_if_false Label103D69
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103D3C
0002: jump Label1038CB

:Label103D3C
00BC: text_highpriority "WFARE11"  5000& ms  1? \\ ~g~Destination ~w~'The Stadium' ~g~in Downtown.
0005:  26900?? = -1024.6!  \\ floating-point values
0005:  26904?? =  1332.8!  \\ floating-point values
0005:  26908?? =  7.4!  \\ floating-point values

:Label103D69
00D6: if  0?
0038:    1488?? ==  12?  \\ integer values
004D: jump_if_false Label103DC7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103D9A
0002: jump Label1038CB

:Label103D9A
00BC: text_highpriority "WFARE12"  5000& ms  1? \\ ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti.
0005:  26900?? = -1064.6!  \\ floating-point values
0005:  26904?? =  84!  \\ floating-point values
0005:  26908?? =  10.2!  \\ floating-point values

:Label103DC7
00D6: if  0?
0038:    1488?? ==  13?  \\ integer values
004D: jump_if_false Label103E25
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label103DF8
0002: jump Label1038CB

:Label103DF8
00BC: text_highpriority "WFARE13"  5000& ms  1? \\ ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown.
0005:  26900?? = -878.6!  \\ floating-point values
0005:  26904?? =  795.7!  \\ floating-point values
0005:  26908?? =  10!  \\ floating-point values

:Label103E25
00D6: if  0?
0038:    1488?? ==  14?  \\ integer values
004D: jump_if_false Label103E83
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label103E56
0002: jump Label1038CB

:Label103E56
00BC: text_highpriority "WFARE14"  5000& ms  1? \\ ~g~Destination ~w~'Docks' ~g~in Viceport.
0005:  26900?? = -745!  \\ floating-point values
0005:  26904?? = -1264!  \\ floating-point values
0005:  26908?? =  10.1!  \\ floating-point values

:Label103E83
00D6: if  0?
0038:    1488?? ==  15?  \\ integer values
004D: jump_if_false Label103EE1
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label103EB4
0002: jump Label1038CB

:Label103EB4
00BC: text_highpriority "WFARE15"  5000& ms  1? \\ ~g~Destination ~w~'Chemist' ~g~in Little Haiti.
0005:  26900?? = -850.6!  \\ floating-point values
0005:  26904?? = -92.4!  \\ floating-point values
0005:  26908?? =  10.1!  \\ floating-point values

:Label103EE1
0002: jump Label10446A

:Label103EE8
00D6: if  0?
0038:    1488?? ==  1?  \\ integer values
004D: jump_if_false Label103F46
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label103F19
0002: jump Label1038CB

:Label103F19
00BC: text_highpriority "FARE1"  5000& ms  1? \\ ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach.
0005:  26900?? =  100.7!  \\ floating-point values
0005:  26904?? = -1476.8!  \\ floating-point values
0005:  26908?? =  9.4!  \\ floating-point values

:Label103F46
00D6: if  0?
0038:    1488?? ==  2?  \\ integer values
004D: jump_if_false Label103FA4
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label103F77
0002: jump Label1038CB

:Label103F77
00BC: text_highpriority "FARE2"  5000& ms  1? \\ ~g~Destination ~w~'The Malibu club' ~g~in Vice Point.
0005:  26900?? =  505.8!  \\ floating-point values
0005:  26904?? = -93.9!  \\ floating-point values
0005:  26908?? =  9.4!  \\ floating-point values

:Label103FA4
00D6: if  0?
0038:    1488?? ==  3?  \\ integer values
004D: jump_if_false Label104002
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label103FD5
0002: jump Label1038CB

:Label103FD5
00BC: text_highpriority "FARE3"  5000& ms  1? \\ ~g~Destination ~w~'The Marina' ~g~in Ocean Beach.
0005:  26900?? = -244.7!  \\ floating-point values
0005:  26904?? = -1301.8!  \\ floating-point values
0005:  26908?? =  6.9!  \\ floating-point values

:Label104002
00D6: if  0?
0038:    1488?? ==  4?  \\ integer values
004D: jump_if_false Label104060
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label104033
0002: jump Label1038CB

:Label104033
00BC: text_highpriority "FARE4"  5000& ms  1? \\ ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach.
0005:  26900?? = -53.5!  \\ floating-point values
0005:  26904?? = -1481.7!  \\ floating-point values
0005:  26908?? =  8.1!  \\ floating-point values

:Label104060
00D6: if  0?
0038:    1488?? ==  5?  \\ integer values
004D: jump_if_false Label1040BE
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104091
0002: jump Label1038CB

:Label104091
00BC: text_highpriority "FARE5"  5000& ms  1? \\ ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach.
0005:  26900?? =  201.6!  \\ floating-point values
0005:  26904?? = -491.7!  \\ floating-point values
0005:  26908?? =  10.3!  \\ floating-point values

:Label1040BE
00D6: if  0?
0038:    1488?? ==  6?  \\ integer values
004D: jump_if_false Label10411C
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label1040EF
0002: jump Label1038CB

:Label1040EF
00BC: text_highpriority "FARE6"  5000& ms  1? \\ ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point.
0005:  26900?? =  483.3!  \\ floating-point values
0005:  26904?? =  1124.3!  \\ floating-point values
0005:  26908?? =  15.4!  \\ floating-point values

:Label10411C
00D6: if  0?
0038:    1488?? ==  7?  \\ integer values
004D: jump_if_false Label10417A
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label10414D
0002: jump Label1038CB

:Label10414D
00BC: text_highpriority "FARE7"  5000& ms  1? \\ ~g~Destination ~w~'The Jewelers' ~g~in Vice Point.
0005:  26900?? =  394.8!  \\ floating-point values
0005:  26904?? =  203.8!  \\ floating-point values
0005:  26908?? =  9.9!  \\ floating-point values

:Label10417A
00D6: if  0?
0038:    1488?? ==  8?  \\ integer values
004D: jump_if_false Label1041D8
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label1041AB
0002: jump Label1038CB

:Label1041AB
00BC: text_highpriority "FARE8"  5000& ms  1? \\ ~g~Destination ~w~'The Beach' ~g~in Ocean Beach.
0005:  26900?? =  482.3!  \\ floating-point values
0005:  26904?? = -1218.7!  \\ floating-point values
0005:  26908?? =  9.7!  \\ floating-point values

:Label1041D8
00D6: if  0?
0038:    1488?? ==  9?  \\ integer values
004D: jump_if_false Label104236
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104209
0002: jump Label1038CB

:Label104209
00BC: text_highpriority "FARE9"  5000& ms  1? \\ ~g~Destination ~w~'The Beach' ~g~in Washington Beach.
0005:  26900?? =  600!  \\ floating-point values
0005:  26904?? = -618.2!  \\ floating-point values
0005:  26908?? =  11.2!  \\ floating-point values

:Label104236
00D6: if  0?
0038:    1488?? ==  10?  \\ integer values
004D: jump_if_false Label104294
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label104267
0002: jump Label1038CB

:Label104267
00BC: text_highpriority "FARE10"  5000& ms  1? \\ ~g~Destination ~w~'The Beach' ~g~in Vice Point.
0005:  26900?? =  736.2!  \\ floating-point values
0005:  26904?? =  493.1!  \\ floating-point values
0005:  26908?? =  10.9!  \\ floating-point values

:Label104294
00D6: if  0?
0038:    1488?? ==  11?  \\ integer values
004D: jump_if_false Label1042F2
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH1"
004D: jump_if_false Label1042C5
0002: jump Label1038CB

:Label1042C5
00BC: text_highpriority "FARE11"  5000& ms  1? \\ ~g~Destination ~w~'Hospital' ~g~in Ocean Beach.
0005:  26900?? = -99.7!  \\ floating-point values
0005:  26904?? = -975.7!  \\ floating-point values
0005:  26908?? =  9.4!  \\ floating-point values

:Label1042F2
00D6: if  0?
0038:    1488?? ==  12?  \\ integer values
004D: jump_if_false Label104350
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label104323
0002: jump Label1038CB

:Label104323
00BC: text_highpriority "FARE12"  5000& ms  1? \\ ~g~Destination ~w~'Hospital' ~g~in Vice Point.
0005:  26900?? =  431.1!  \\ floating-point values
0005:  26904?? =  705.3!  \\ floating-point values
0005:  26908?? =  10.4!  \\ floating-point values

:Label104350
00D6: if  0?
0038:    1488?? ==  13?  \\ integer values
004D: jump_if_false Label1043AE
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH2"
004D: jump_if_false Label104381
0002: jump Label1038CB

:Label104381
00BC: text_highpriority "FARE13"  5000& ms  1? \\ ~g~Destination ~w~'Police Station' ~g~in Washington Beach.
0005:  26900?? =  403.9!  \\ floating-point values
0005:  26904?? = -467.5!  \\ floating-point values
0005:  26908?? =  9.1!  \\ floating-point values

:Label1043AE
00D6: if  0?
0038:    1488?? ==  14?  \\ integer values
004D: jump_if_false Label10440C
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label1043DF
0002: jump Label1038CB

:Label1043DF
00BC: text_highpriority "FARE14"  5000& ms  1? \\ ~g~Destination ~w~'Police Station' ~g~in Vice Point.
0005:  26900?? =  520.7!  \\ floating-point values
0005:  26904?? =  507.5!  \\ floating-point values
0005:  26908?? =  10.1!  \\ floating-point values

:Label10440C
00D6: if  0?
0038:    1488?? ==  15?  \\ integer values
004D: jump_if_false Label10446A
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label10443D
0002: jump Label1038CB

:Label10443D
00BC: text_highpriority "FARE15"  5000& ms  1? \\ ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point.
0005:  26900?? =  433!  \\ floating-point values
0005:  26904?? =  68.1!  \\ floating-point values
0005:  26908?? =  10!  \\ floating-point values

:Label10446A
018A:  26828?? = create_checkpoint_at  26900??  26904??  26908??
018B: show_on_radar  26828??  2?
00D6: if  0?
0119:   car  26836?? wrecked
004D: jump_if_false Label104496
0002: jump Label104BBC

:Label104496
0086:  26936?? =  26924??  \\ floating-point values only
0061:  26936?? -=  26912??  \\ floating-point values
0086:  26940?? =  26928??  \\ floating-point values only
0061:  26940?? -=  26916??  \\ floating-point values
0086:  26944?? =  26936??  \\ floating-point values only
0069:  26944?? *=  26936??  \\ floating-point values
0086:  26948?? =  26940??  \\ floating-point values only
0069:  26948?? *=  26940??  \\ floating-point values
0086:  26952?? =  26944??  \\ floating-point values only
0059:  26952?? +=  26948??  \\ floating-point values
01FB:  26956?? = square_root  26952??
008C:  26864?? = float_to_integer  26956??
0084:  26868?? =  26864??  \\ integer values and handles
00D6: if  25?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
0121:   player $PLAYER_CHAR in_zone "A_PORT"
0121:   player $PLAYER_CHAR in_zone "JUNKY"
0121:   player $PLAYER_CHAR in_zone "DOCKS"
0121:   player $PLAYER_CHAR in_zone "HAVANA"
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label10466D
00D6: if  0?
0038:    26848?? ==  0?  \\ integer values
004D: jump_if_false Label104570
0010:  26864?? *=  80?  \\ integer values

:Label104570
00D6: if  0?
0038:    26848?? ==  1?  \\ integer values
004D: jump_if_false Label104589
0010:  26864?? *=  75?  \\ integer values

:Label104589
00D6: if  0?
0038:    26848?? ==  2?  \\ integer values
004D: jump_if_false Label1045A2
0010:  26864?? *=  70?  \\ integer values

:Label1045A2
00D6: if  0?
0038:    26848?? ==  3?  \\ integer values
004D: jump_if_false Label1045BB
0010:  26864?? *=  69?  \\ integer values

:Label1045BB
00D6: if  0?
0038:    26848?? ==  4?  \\ integer values
004D: jump_if_false Label1045D4
0010:  26864?? *=  68?  \\ integer values

:Label1045D4
00D6: if  0?
0038:    26848?? ==  5?  \\ integer values
004D: jump_if_false Label1045ED
0010:  26864?? *=  66?  \\ integer values

:Label1045ED
00D6: if  1?
0018:    26848?? >  5?  \\ integer values
002A:    10? >=  26848??  \\ integer values
004D: jump_if_false Label10460D
0010:  26864?? *=  65?  \\ integer values

:Label10460D
00D6: if  1?
0018:    26848?? >  11?  \\ integer values
002A:    20? >=  26848??  \\ integer values
004D: jump_if_false Label10462D
0010:  26864?? *=  60?  \\ integer values

:Label10462D
00D6: if  1?
0018:    26848?? >  20?  \\ integer values
002A:    50? >=  26848??  \\ integer values
004D: jump_if_false Label10464D
0010:  26864?? *=  55?  \\ integer values

:Label10464D
00D6: if  0?
0018:    26848?? >  50?  \\ integer values
004D: jump_if_false Label104666
0010:  26864?? *=  50?  \\ integer values

:Label104666
0002: jump Label10477C

:Label10466D
00D6: if  0?
0038:    26848?? ==  0?  \\ integer values
004D: jump_if_false Label104686
0010:  26864?? *=  90?  \\ integer values

:Label104686
00D6: if  0?
0038:    26848?? ==  1?  \\ integer values
004D: jump_if_false Label10469F
0010:  26864?? *=  85?  \\ integer values

:Label10469F
00D6: if  0?
0038:    26848?? ==  2?  \\ integer values
004D: jump_if_false Label1046B8
0010:  26864?? *=  80?  \\ integer values

:Label1046B8
00D6: if  0?
0038:    26848?? ==  3?  \\ integer values
004D: jump_if_false Label1046D1
0010:  26864?? *=  79?  \\ integer values

:Label1046D1
00D6: if  0?
0038:    26848?? ==  4?  \\ integer values
004D: jump_if_false Label1046EA
0010:  26864?? *=  78?  \\ integer values

:Label1046EA
00D6: if  0?
0038:    26848?? ==  5?  \\ integer values
004D: jump_if_false Label104703
0010:  26864?? *=  76?  \\ integer values

:Label104703
00D6: if  1?
0018:    26848?? >  5?  \\ integer values
002A:    10? >=  26848??  \\ integer values
004D: jump_if_false Label104723
0010:  26864?? *=  75?  \\ integer values

:Label104723
00D6: if  1?
0018:    26848?? >  11?  \\ integer values
002A:    20? >=  26848??  \\ integer values
004D: jump_if_false Label104743
0010:  26864?? *=  70?  \\ integer values

:Label104743
00D6: if  1?
0018:    26848?? >  20?  \\ integer values
002A:    50? >=  26848??  \\ integer values
004D: jump_if_false Label104763
0010:  26864?? *=  65?  \\ integer values

:Label104763
00D6: if  0?
0018:    26848?? >  50?  \\ integer values
004D: jump_if_false Label10477C
0010:  26864?? *=  60?  \\ integer values

:Label10477C
0058:  26856?? +=  26864??  \\ integer values
0084:  26888?? =  26864??  \\ integer values and handles
0014:  26888?? /=  100?  \\ integer values
0010:  26888?? *=  65?  \\ integer values
0006:  17@ =  0?  \\ integer values
00D6: if  0?
0038:    26840?? ==  0?  \\ integer values
004D: jump_if_false Label1047C9
03C3: set_timer_with_text_to  26856?? type  1? text "SEG3_1" \\ TIME:
0004:  26840?? =  1?  \\ integer values

:Label1047C9
00D6: if  0?
0038:    26848?? ==  0?  \\ integer values
004D: jump_if_false Label1047E3
0008:  26856?? +=  5000&  \\ integer values

:Label1047E3
00D6: if  21?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  26900??  26904??  26908?? radius  4!  4!  4!
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label104975
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label104830
0002: jump Label104BBC

:Label104830
00D6: if  0?
0119:   car  26836?? wrecked
004D: jump_if_false Label104847
0002: jump Label104BBC

:Label104847
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label104861
0002: jump Label104BBC

:Label104861
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10489E
00D6: if  1?
00E1:   key_pressed  0?  19?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label104897
0002: jump Label104AEF

:Label104897
0002: jump Label1048BD

:Label10489E
00D6: if  1?
00E1:   key_pressed  0?  14?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label1048BD
0002: jump Label104AEF

:Label1048BD
00D6: if  0?
0038:    26856?? ==  0?  \\ integer values
004D: jump_if_false Label1048D6
0002: jump Label104AA3

:Label1048D6
00D6: if  0?
8185:   NOT   car  26836?? health >=  400&
004D: jump_if_false Label104915
00D6: if  0?
0038:    26832?? ==  0?  \\ integer values
004D: jump_if_false Label104915
0164: disable_marker  1496??
0004:  26832?? =  1?  \\ integer values
0050: gosub Label104AB9
0002: jump Label104B7A

:Label104915
00D6: if  0?
8119:   NOT   car  26836?? wrecked
004D: jump_if_false Label104952
00D6: if  1?
0185:   car  26836?? health >=  400&
0038:    26832?? ==  1?  \\ integer values
004D: jump_if_false Label104952
0164: disable_marker  1496??
0004:  26832?? =  0?  \\ integer values
0004:  26852?? =  0?  \\ integer values

:Label104952
00D6: if  1?
01F4:   car  26836?? flipped
01C1:   car  26836?? stopped
004D: jump_if_false Label10496E
0002: jump Label104AB9

:Label10496E
0002: jump Label1047E3

:Label104975
00D6: if  0?
001F:    17@ >  26888??  \\ integer values
004D: jump_if_false Label1049AD
0084:  26884?? =  26868??  \\ integer values and handles
0014:  26884?? /=  10?  \\ integer values
00BA: text_styled "TAXI4"  5000& ms  5? \\ Fare complete!
0002: jump Label1049CB

:Label1049AD
0084:  26884?? =  26868??  \\ integer values and handles
0014:  26884?? /=  8?  \\ integer values
00BA: text_styled "TAXI5"  5000& ms  5? \\ SPEED BONUS!!

:Label1049CB
0109: player $PLAYER_CHAR money +=  26884??
01E3: text_1number_styled "TSCORE2"  26884??  6000& ms  6? \\ $~1~
018C: play_sound  1? at  0!  0!  0!
0058:  26860?? +=  26884??  \\ integer values
0008:  1476?? +=  1?  \\ integer values
0315: increment_taxi_dropoffs
0008:  26848?? +=  1?  \\ integer values
00D6: if  1?
0038:    1492?? ==  0?  \\ integer values
0018:    1476?? >  99?  \\ integer values
004D: jump_if_false Label104A46
0317: increment_mission_attempts
0595: (unknown)
0572: set_taxi_boost_jump  1?
03E5: text_box "NITRO" \\ All taxi's now have a boost jump! Just press the horn button.
030C: set_mission_points +=  1?
0004:  1492?? =  1?  \\ integer values

:Label104A46
0008:  26856?? +=  10000&  \\ integer values
0050: gosub Label104BBC
00D6: if  0?
003A:    26848?? ==  26896??  \\ integer values and handles
004D: jump_if_false Label104A9C
036D: text_2numbers_styled "IN_ROW"  26848??  26892??  5000& ms  6? \\ ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money +=  26892??
0058:  26860?? +=  26892??  \\ integer values
0008:  26896?? +=  5?  \\ integer values
0008:  26892?? +=  500&  \\ integer values

:Label104A9C
0002: jump Label104B7A

:Label104AA3
00BC: text_highpriority "TAXI2"  5000& ms  1? \\ ~r~You're out of time!
0002: jump Label104BBC

:Label104AB9
0001: wait  0? ms
00BC: text_highpriority "TAXI3"  5000& ms  1? \\ ~r~Your passenger fled in terror!
00D6: if  0?
8118:   NOT   actor  26844?? dead
004D: jump_if_false Label104AE1
0193: set_actor  26844?? objective_to_act_like_ped

:Label104AE1
0004:  26852?? =  1?  \\ integer values
0002: jump Label104BBC

:Label104AEF
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label104B40

:Label104B06
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label104B39
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label104B32
0002: jump Label104BBC

:Label104B32
0002: jump Label104B06

:Label104B39
0002: jump Label104B73

:Label104B40
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label104B73
0001: wait  0? ms
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label104B6C
0002: jump Label104BBC

:Label104B6C
0002: jump Label104B40

:Label104B73
0002: jump Label104BBC

:Label104B7A
0164: disable_marker  26824??
0164: disable_marker  26828??
01C2: remove_references_to_actor  26844??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8119:   NOT   car  26836?? wrecked
004D: jump_if_false Label104BA0
0216: set_car  26836?? taxi_available_light_to  1? (on)

:Label104BA0
0001: wait  0? ms
00BB: text_lowpriority "TAXI1"  1500& ms  1? \\ ~g~Look for a fare.
0002: jump Label103304
0051: return

:Label104BBC
00D6: if  0?
8118:   NOT   actor  26844?? dead
004D: jump_if_false Label104CD5
00D6: if  0?
8119:   NOT   car  26836?? wrecked
004D: jump_if_false Label104CD5
00D6: if  0?
00DB:   actor  26844?? in_car  26836??
004D: jump_if_false Label104CD5
01D3: actor  26844?? leave_car  26836??
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label104C0E
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)

:Label104C0E
00D6: if  0?
00DB:   actor  26844?? in_car  26836??
004D: jump_if_false Label104CD5
0001: wait  0? ms
00D6: if  21?
0118:   actor  26844?? dead
0119:   car  26836?? wrecked
004D: jump_if_false Label104C41
0002: jump Label104D00

:Label104C41
00D6: if  0?
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false Label104C58
0002: jump Label104D00

:Label104C58
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  26836??
004D: jump_if_false Label104C72
0002: jump Label104D00

:Label104C72
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label104CAF
00D6: if  1?
00E1:   key_pressed  0?  19?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label104CA8
0002: jump Label104D00

:Label104CA8
0002: jump Label104CCE

:Label104CAF
00D6: if  1?
00E1:   key_pressed  0?  14?
0038:   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label104CCE
0002: jump Label104D00

:Label104CCE
0002: jump Label104C0E

:Label104CD5
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label104CEC
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label104CEC
00D6: if  0?
0038:    26852?? ==  1?  \\ integer values
004D: jump_if_false Label104D00
0051: return

:Label104D00
0001: wait  0? ms
00D6: if  0?
8118:   NOT   actor  26844?? dead
004D: jump_if_false Label104D43
00D6: if  0?
8119:   NOT   car  26836?? wrecked
004D: jump_if_false Label104D43
00D6: if  0?
80DB:   NOT   actor  26844?? in_car  26836??
004D: jump_if_false Label104D43
009C: set_actor  26844?? wander_path_to  0?
01C2: remove_references_to_actor  26844??  \\ Like turning an actor into a random pedestrian

:Label104D43
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label104D5A
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label104D5A
0051: return

:Label104D5C
014F: stop_timer  26856??
0151: remove_status_text  26848??
00D6: if  0?
8119:   NOT   car  26836?? wrecked
004D: jump_if_false Label104D7D
0216: set_car  26836?? taxi_available_light_to  0? (off)

:Label104D7D
0164: disable_marker  26824??
0164: disable_marker  26828??
0164: disable_marker  1496??
01C2: remove_references_to_actor  26844??  \\ Like turning an actor into a random pedestrian
00BA: text_styled "TAXI6"  5000& ms  5? \\ Taxi mission over
01E3: text_1number_styled "TSCORE"  26860??  6000& ms  6? \\ EARNINGS: $~1~
0316: save_taxi_earnings_from  26860??
0111: set_wasted_busted_check_to  1? (enabled)
0004: $ONMISSION =  0?  \\ integer values
0004:  1256?? =  0?  \\ integer values
0004:  1484?? =  0?  \\ integer values
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label104DE7
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label104DE7
03E6: remove_text_box
00D8: mission_cleanup
0051: return

;-------------Mission 76---------------
; Originally: 'PARAMEDIC'


:Label104DED
0050: gosub Label104DFD
0050: gosub Label106AEE
004E: end_thread

:Label104DFD
0004: $ONMISSION =  1?  \\ integer values
0004:  1276?? =  1?  \\ integer values
03A4: name_thread "AMBULAN"
00D6: if  0?
0038:    6324?? ==  0?  \\ integer values
004D: jump_if_false Label104E29
0317: increment_mission_attempts

:Label104E29
0001: wait  0? ms
054C: use_GXT_table "AMBULAE"
0004:  26960?? =  0?  \\ integer values
0004:  26964?? =  0?  \\ integer values
0004:  26984?? =  0?  \\ integer values
0004:  26988?? =  0?  \\ integer values
0004:  26992?? =  0?  \\ integer values
0004:  26996?? =  0?  \\ integer values
0004:  27000?? =  0?  \\ integer values
0004:  26976?? =  1?  \\ integer values
0004:  26972?? =  0?  \\ integer values
0006:  2@ =  0?  \\ integer values
0006:  5@ =  0?  \\ integer values
0006:  8@ =  0?  \\ integer values
0006:  11@ =  0?  \\ integer values
0006:  14@ =  0?  \\ integer values
0004:  27064?? =  0?  \\ integer values
0004:  27076?? =  0?  \\ integer values
0004:  27088?? =  0?  \\ integer values
0004:  27100?? =  0?  \\ integer values
0004:  27112?? =  0?  \\ integer values
0004:  27124?? =  0?  \\ integer values
0004:  27136?? =  0?  \\ integer values
0004:  27012?? =  0?  \\ integer values
0005:  27248?? =  10!  \\ floating-point values
0004:  27024?? =  1?  \\ integer values
0004:  27020?? =  0?  \\ integer values
0004:  27028?? =  0?  \\ integer values
0004:  27004?? =  0?  \\ integer values
0004:  27008?? =  0?  \\ integer values
0004:  27036?? =  0?  \\ integer values
0004:  27040?? =  0?  \\ integer values
0004:  27044?? =  0?  \\ integer values
0004:  27032?? =  0?  \\ integer values
0004:  27052?? =  0?  \\ integer values
0004:  27152?? =  0?  \\ integer values
0005:  27196?? =  0!  \\ floating-point values
0005:  27200?? =  0!  \\ floating-point values
0005:  27204?? =  0!  \\ floating-point values
00BC: text_highpriority "ATUTOR2"  3000& ms  1? \\ ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
03C7: unknown_maby_cops_density  .5!

:Label104F5C
01E4: text_1number_lowpriority "ALEVEL"  27024??  5000& ms  4? \\ Paramedic Mission Level ~1~
014F: stop_timer  26960??
0004:  26960?? =  0?  \\ integer values
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  361.298! -958.797! radius  750!  850!
004D: jump_if_false Label104FD9
0005:  27164?? = -133.0288!  \\ floating-point values
0005:  27168?? = -981.1411!  \\ floating-point values
0005:  27172?? =  9.4084!  \\ floating-point values
0005:  27188?? = -134.3!  \\ floating-point values
0005:  27192?? = -982.6!  \\ floating-point values
0002: jump Label1050EF

:Label104FD9
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  574.234!  641.203! radius  750!  750!
004D: jump_if_false Label105038
0005:  27164?? =  479.1241!  \\ floating-point values
0005:  27168?? =  710.748!  \\ floating-point values
0005:  27172?? =  10.3577!  \\ floating-point values
0005:  27188?? =  496.5145!  \\ floating-point values
0005:  27192?? =  708.1912!  \\ floating-point values
0002: jump Label1050EF

:Label105038
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point -1138.702! -902.039! radius  750!  900!
004D: jump_if_false Label105097
0005:  27164?? = -871.6317!  \\ floating-point values
0005:  27168?? = -477.0081!  \\ floating-point values
0005:  27172?? =  10.0683!  \\ floating-point values
0005:  27188?? = -887.111!  \\ floating-point values
0005:  27192?? = -470.534!  \\ floating-point values
0002: jump Label1050EF

:Label105097
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point -1025.766!  847.961! radius  850!  850!
004D: jump_if_false Label1050EF
0005:  27164?? = -823.111!  \\ floating-point values
0005:  27168?? =  1167.676!  \\ floating-point values
0005:  27172?? =  9.8744!  \\ floating-point values
0005:  27188?? = -823.264!  \\ floating-point values
0005:  27192?? =  1140.06!  \\ floating-point values

:Label1050EF
00D6: if  0?
001C:    26976?? >  26972??  \\ integer values
004D: jump_if_false Label10513E
0050: gosub Label10570A
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label105122
0002: jump Label106AEE

:Label105122
0050: gosub Label1051E0
0050: gosub Label106429
0008:  26972?? +=  1?  \\ integer values
0002: jump Label1050EF

:Label10513E
00D6: if  0?
0018:    26976?? >  3?  \\ integer values
004D: jump_if_false Label10515E
0004:  27008?? =  1?  \\ integer values
0002: jump Label105165

:Label10515E
0004:  27008?? =  0?  \\ integer values

:Label105165
0084:  27020?? =  26960??  \\ integer values and handles
0070:  27020?? /=  26976??  \\ integer values
0014:  27020?? /=  2?  \\ integer values
0084:  26980?? =  26976??  \\ integer values and handles
0008:  26980?? +=  1?  \\ integer values
0068:  27020?? *=  26980??  \\ integer values
0058:  26960?? +=  27020??  \\ integer values
0070:  26960?? /=  26976??  \\ integer values
0084:  27020?? =  26960??  \\ integer values and handles
0014:  27020?? /=  2?  \\ integer values
014E: set_timer_to  26960?? type  1?
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label1051D9
018A:  27016?? = create_checkpoint_at  27164??  27168??  27172??

:Label1051D9
0002: jump Label106455

:Label1051E0
00D6: if  1?
0018:    26976?? >  0?  \\ integer values
0039:    2@ ==  0?  \\ integer values
004D: jump_if_false Label10524E
0376:  0@ = create_random_actor  27196??  27200??  27204??
0006:  2@ =  1?  \\ integer values
0332: set_actor  0@ bleeding_to  1? (true)
02A9: set_actor  0@ immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  0@ z_angle_to  27244??
0319: set_actor  0@ wander_state_to  1? (off)
01ED: spawn_actor  0@
0187:  1@ = create_marker_above_actor  0@
0192: set_actor  0@ objective_to_stand_still
0051: return

:Label10524E
00D6: if  1?
0018:    26976?? >  1?  \\ integer values
0039:    5@ ==  0?  \\ integer values
004D: jump_if_false Label1052BC
0376:  3@ = create_random_actor  27196??  27200??  27204??
0006:  5@ =  1?  \\ integer values
0332: set_actor  3@ bleeding_to  1? (true)
02A9: set_actor  3@ immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  3@ z_angle_to  27244??
0319: set_actor  3@ wander_state_to  1? (off)
01ED: spawn_actor  3@
0187:  4@ = create_marker_above_actor  3@
0192: set_actor  3@ objective_to_stand_still
0051: return

:Label1052BC
00D6: if  1?
0018:    26976?? >  2?  \\ integer values
0039:    8@ ==  0?  \\ integer values
004D: jump_if_false Label10532A
0376:  6@ = create_random_actor  27196??  27200??  27204??
0006:  8@ =  1?  \\ integer values
0332: set_actor  6@ bleeding_to  1? (true)
02A9: set_actor  6@ immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  6@ z_angle_to  27244??
0319: set_actor  6@ wander_state_to  1? (off)
01ED: spawn_actor  6@
0187:  7@ = create_marker_above_actor  6@
0192: set_actor  6@ objective_to_stand_still
0051: return

:Label10532A
00D6: if  1?
0018:    26976?? >  3?  \\ integer values
0039:    11@ ==  0?  \\ integer values
004D: jump_if_false Label105398
0376:  9@ = create_random_actor  27196??  27200??  27204??
0006:  11@ =  1?  \\ integer values
0332: set_actor  9@ bleeding_to  1? (true)
02A9: set_actor  9@ immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  9@ z_angle_to  27244??
0319: set_actor  9@ wander_state_to  1? (off)
01ED: spawn_actor  9@
0187:  10@ = create_marker_above_actor  9@
0192: set_actor  9@ objective_to_stand_still
0051: return

:Label105398
00D6: if  1?
0018:    26976?? >  4?  \\ integer values
0039:    14@ ==  0?  \\ integer values
004D: jump_if_false Label105406
0376:  12@ = create_random_actor  27196??  27200??  27204??
0006:  14@ =  1?  \\ integer values
0332: set_actor  12@ bleeding_to  1? (true)
02A9: set_actor  12@ immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  12@ z_angle_to  27244??
0319: set_actor  12@ wander_state_to  1? (off)
01ED: spawn_actor  12@
0187:  13@ = create_marker_above_actor  12@
0192: set_actor  12@ objective_to_stand_still
0051: return

:Label105406
00D6: if  1?
0018:    26976?? >  5?  \\ integer values
0038:    27064?? ==  0?  \\ integer values
004D: jump_if_false Label105474
0376:  27056?? = create_random_actor  27196??  27200??  27204??
0004:  27064?? =  1?  \\ integer values
0332: set_actor  27056?? bleeding_to  1? (true)
02A9: set_actor  27056?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27056?? z_angle_to  27244??
0319: set_actor  27056?? wander_state_to  1? (off)
01ED: spawn_actor  27056??
0187:  27060?? = create_marker_above_actor  27056??
0192: set_actor  27056?? objective_to_stand_still
0051: return

:Label105474
00D6: if  1?
0018:    26976?? >  6?  \\ integer values
0038:    27076?? ==  0?  \\ integer values
004D: jump_if_false Label1054E2
0376:  27068?? = create_random_actor  27196??  27200??  27204??
0004:  27076?? =  1?  \\ integer values
0332: set_actor  27068?? bleeding_to  1? (true)
02A9: set_actor  27068?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27068?? z_angle_to  27244??
0319: set_actor  27068?? wander_state_to  1? (off)
01ED: spawn_actor  27068??
0187:  27072?? = create_marker_above_actor  27068??
0192: set_actor  27068?? objective_to_stand_still
0051: return

:Label1054E2
00D6: if  1?
0018:    26976?? >  7?  \\ integer values
0038:    27088?? ==  0?  \\ integer values
004D: jump_if_false Label105550
0376:  27080?? = create_random_actor  27196??  27200??  27204??
0004:  27088?? =  1?  \\ integer values
0332: set_actor  27080?? bleeding_to  1? (true)
02A9: set_actor  27080?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27080?? z_angle_to  27244??
0319: set_actor  27080?? wander_state_to  1? (off)
01ED: spawn_actor  27080??
0187:  27084?? = create_marker_above_actor  27080??
0192: set_actor  27080?? objective_to_stand_still
0051: return

:Label105550
00D6: if  1?
0018:    26976?? >  8?  \\ integer values
0038:    27100?? ==  0?  \\ integer values
004D: jump_if_false Label1055BE
0376:  27092?? = create_random_actor  27196??  27200??  27204??
0004:  27100?? =  1?  \\ integer values
0332: set_actor  27092?? bleeding_to  1? (true)
02A9: set_actor  27092?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27092?? z_angle_to  27244??
0319: set_actor  27092?? wander_state_to  1? (off)
01ED: spawn_actor  27092??
0187:  27096?? = create_marker_above_actor  27092??
0192: set_actor  27092?? objective_to_stand_still
0051: return

:Label1055BE
00D6: if  1?
0018:    26976?? >  9?  \\ integer values
0038:    27112?? ==  0?  \\ integer values
004D: jump_if_false Label10562C
0376:  27104?? = create_random_actor  27196??  27200??  27204??
0004:  27112?? =  1?  \\ integer values
0332: set_actor  27104?? bleeding_to  1? (true)
02A9: set_actor  27104?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27104?? z_angle_to  27244??
0319: set_actor  27104?? wander_state_to  1? (off)
01ED: spawn_actor  27104??
0187:  27108?? = create_marker_above_actor  27104??
0192: set_actor  27104?? objective_to_stand_still
0051: return

:Label10562C
00D6: if  1?
0018:    26976?? >  10?  \\ integer values
0038:    27124?? ==  0?  \\ integer values
004D: jump_if_false Label10569A
0376:  27116?? = create_random_actor  27196??  27200??  27204??
0004:  27124?? =  1?  \\ integer values
0332: set_actor  27116?? bleeding_to  1? (true)
02A9: set_actor  27116?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27116?? z_angle_to  27244??
0319: set_actor  27116?? wander_state_to  1? (off)
01ED: spawn_actor  27116??
0187:  27120?? = create_marker_above_actor  27116??
0192: set_actor  27116?? objective_to_stand_still
0051: return

:Label10569A
00D6: if  1?
0018:    26976?? >  11?  \\ integer values
0038:    27136?? ==  0?  \\ integer values
004D: jump_if_false Label105708
0376:  27128?? = create_random_actor  27196??  27200??  27204??
0004:  27136?? =  1?  \\ integer values
0332: set_actor  27128?? bleeding_to  1? (true)
02A9: set_actor  27128?? immune_to_nonplayer  1?
0208:  27244?? = random_float  0!  359.9!
0173: set_actor  27128?? z_angle_to  27244??
0319: set_actor  27128?? wander_state_to  1? (off)
01ED: spawn_actor  27128??
0187:  27132?? = create_marker_above_actor  27128??
0192: set_actor  27128?? objective_to_stand_still
0051: return

:Label105708
0051: return

:Label10570A
0001: wait  0? ms
0054:  27176?? = player $PLAYER_CHAR x_pos,  27180?? = player $PLAYER_CHAR y_pos,  27184?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0042:    27164?? == -133.0288!  \\ floating-point values
004D: jump_if_false Label10574F
0208:  27156?? = random_float -388.702!  1111.298!
0208:  27160?? = random_float -1808.797! -108.797!

:Label10574F
00D6: if  0?
0042:    27164?? ==  479.1241!  \\ floating-point values
004D: jump_if_false Label105782
0208:  27156?? = random_float -175.766!  1324.234!
0208:  27160?? = random_float -108.797!  1391.203!

:Label105782
00D6: if  0?
0042:    27164?? == -871.6317!  \\ floating-point values
004D: jump_if_false Label1057B5
0208:  27156?? = random_float -1888.702! -388.702!
0208:  27160?? = random_float -1802.039! -2.039!

:Label1057B5
00D6: if  0?
0042:    27164?? == -823.111!  \\ floating-point values
004D: jump_if_false Label1057E8
0208:  27156?? = random_float -1875.766! -175.766!
0208:  27160?? = random_float -2.039!  1697.961!

:Label1057E8
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10581E
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label105817
0004:  27044?? =  1?  \\ integer values

:Label105817
0002: jump Label105836

:Label10581E
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label105836
0004:  27044?? =  1?  \\ integer values

:Label105836
00D6: if  0?
0038:    27044?? ==  1?  \\ integer values
004D: jump_if_false Label1058B3
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10588A
00D6: if  0?
80E1:   NOT   key_pressed  0?  19?
004D: jump_if_false Label105883
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0004:  27152?? =  1?  \\ integer values
0051: return

:Label105883
0002: jump Label1058B3

:Label10588A
00D6: if  0?
80E1:   NOT   key_pressed  0?  14?
004D: jump_if_false Label1058B3
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0004:  27152?? =  1?  \\ integer values
0051: return

:Label1058B3
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label1058DE
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0004:  27152?? =  1?  \\ integer values
0051: return

:Label1058DE
02C0: set  27196??  27200??  27204?? to_ped_path_coords_closest_to  27156??  27160??  27184??
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label1059EC
00D6: if  3?
0020:    27196?? > -2327.212!  \\ floating-point values
0022:   -261.402! >  27196??  \\ floating-point values
0020:    27200?? > -2027.821!  \\ floating-point values
0022:    1894.426! >  27200??  \\ floating-point values
004D: jump_if_false Label10593E
0002: jump Label10570A

:Label10593E
00D6: if  3?
0020:    27196?? > -265.018!  \\ floating-point values
0022:    170.188! >  27196??  \\ floating-point values
0020:    27200?? > -275.942!  \\ floating-point values
0022:    1689.059! >  27200??  \\ floating-point values
004D: jump_if_false Label105978
0002: jump Label10570A

:Label105978
00D6: if  3?
0020:    27196?? > -265.657!  \\ floating-point values
0022:    36.828! >  27196??  \\ floating-point values
0020:    27200?? > -729.217!  \\ floating-point values
0022:   -275.488! >  27200??  \\ floating-point values
004D: jump_if_false Label1059B2
0002: jump Label10570A

:Label1059B2
00D6: if  3?
0020:    27196?? >  164.191!  \\ floating-point values
0022:    259.713! >  27196??  \\ floating-point values
0020:    27200?? > -187.926!  \\ floating-point values
0022:    631.97! >  27200??  \\ floating-point values
004D: jump_if_false Label1059EC
0002: jump Label10570A

:Label1059EC
00D6: if  3?
0020:    27196?? >  333.358!  \\ floating-point values
0022:    435.544! >  27196??  \\ floating-point values
0020:    27200?? > -557.261!  \\ floating-point values
0022:   -433.179! >  27200??  \\ floating-point values
004D: jump_if_false Label105A26
0002: jump Label10570A

:Label105A26
00D6: if  3?
0020:    27196?? > -64.434!  \\ floating-point values
0022:    81.544! >  27196??  \\ floating-point values
0020:    27200?? > -995.198!  \\ floating-point values
0022:   -896.662! >  27200??  \\ floating-point values
004D: jump_if_false Label105A60
0002: jump Label10570A

:Label105A60
00D6: if  3?
0020:    27196?? >  446.491!  \\ floating-point values
0022:    599.769! >  27196??  \\ floating-point values
0020:    27200?? > -92.564!  \\ floating-point values
0022:    53.415! >  27200??  \\ floating-point values
004D: jump_if_false Label105A9A
0002: jump Label10570A

:Label105A9A
00D6: if  3?
0020:    27196?? > -192.361!  \\ floating-point values
0022:    234.821! >  27196??  \\ floating-point values
0020:    27200?? > -272.607!  \\ floating-point values
0022:    406.194! >  27200??  \\ floating-point values
004D: jump_if_false Label105AD4
0002: jump Label10570A

:Label105AD4
00D6: if  3?
0020:    27196?? > -290.702!  \\ floating-point values
0022:    282.265! >  27196??  \\ floating-point values
0020:    27200?? >  398.714!  \\ floating-point values
0022:    661.476! >  27200??  \\ floating-point values
004D: jump_if_false Label105B0E
0002: jump Label10570A

:Label105B0E
00D6: if  3?
0020:    27196?? > -728.193!  \\ floating-point values
0022:   -67.639! >  27196??  \\ floating-point values
0020:    27200?? > -20.866!  \\ floating-point values
0022:    99.566! >  27200??  \\ floating-point values
004D: jump_if_false Label105B48
0002: jump Label10570A

:Label105B48
00D6: if  3?
0020:    27196?? > -516.97!  \\ floating-point values
0022:   -188.518! >  27196??  \\ floating-point values
0020:    27200?? > -667.97!  \\ floating-point values
0022:   -507.393! >  27200??  \\ floating-point values
004D: jump_if_false Label105B82
0002: jump Label10570A

:Label105B82
00D6: if  3?
0020:    27196?? > -710.393!  \\ floating-point values
0022:   -579.012! >  27196??  \\ floating-point values
0020:    27200?? > -1416.112!  \\ floating-point values
0022:   -1211.742! >  27200??  \\ floating-point values
004D: jump_if_false Label105BBC
0002: jump Label10570A

:Label105BBC
00D6: if  3?
0020:    27196?? >  333.358!  \\ floating-point values
0022:    493.934! >  27196??  \\ floating-point values
0020:    27200?? >  991.328!  \\ floating-point values
0022:    1261.389! >  27200??  \\ floating-point values
004D: jump_if_false Label105BF6
0002: jump Label10570A

:Label105BF6
00D6: if  3?
0020:    27196?? > -790.682!  \\ floating-point values
0022:   -626.456! >  27196??  \\ floating-point values
0020:    27200?? >  1196.908!  \\ floating-point values
0022:    1306.392! >  27200??  \\ floating-point values
004D: jump_if_false Label105C30
0002: jump Label10570A

:Label105C30
00D6: if  3?
0020:    27196?? > -1173.877!  \\ floating-point values
0022:   -1027.898! >  27196??  \\ floating-point values
0020:    27200?? >  237.098!  \\ floating-point values
0022:    415.922! >  27200??  \\ floating-point values
004D: jump_if_false Label105C6A
0002: jump Label10570A

:Label105C6A
00D6: if  3?
0020:    27196?? > -1389.195!  \\ floating-point values
0022:   -1199.422! >  27196??  \\ floating-point values
0020:    27200?? > -47.561!  \\ floating-point values
0022:    229.799! >  27200??  \\ floating-point values
004D: jump_if_false Label105CA4
0002: jump Label10570A

:Label105CA4
00D6: if  3?
0020:    27196?? > -1571.667!  \\ floating-point values
0022:   -1290.658! >  27196??  \\ floating-point values
0020:    27200?? > -1007.371!  \\ floating-point values
0022:   -784.753! >  27200??  \\ floating-point values
004D: jump_if_false Label105CDE
0002: jump Label10570A

:Label105CDE
00D6: if  3?
0020:    27196?? > -757.335!  \\ floating-point values
0022:   -219.313! >  27196??  \\ floating-point values
0020:    27200?? > -979.568!  \\ floating-point values
0022:   -878.689! >  27200??  \\ floating-point values
004D: jump_if_false Label105D18
0002: jump Label10570A

:Label105D18
00D6: if  3?
0020:    27196?? > -180.88!  \\ floating-point values
0022:    64.112! >  27196??  \\ floating-point values
0020:    27200?? > -499.183!  \\ floating-point values
0022:   -417.519! >  27200??  \\ floating-point values
004D: jump_if_false Label105D52
0002: jump Label10570A

:Label105D52
00D6: if  3?
0020:    27196?? >  511.112!  \\ floating-point values
0022:    638.214! >  27196??  \\ floating-point values
0020:    27200?? > -1815.644!  \\ floating-point values
0022:   -1679.04! >  27200??  \\ floating-point values
004D: jump_if_false Label105D8C
0002: jump Label10570A

:Label105D8C
00D6: if  3?
0020:    27196?? > -691.673!  \\ floating-point values
0022:   -581.673! >  27196??  \\ floating-point values
0020:    27200?? > -1519.748!  \\ floating-point values
0022:   -1449.748! >  27200??  \\ floating-point values
004D: jump_if_false Label105DC6
0002: jump Label10570A

:Label105DC6
00D6: if  3?
0020:    27196?? > -1176.038!  \\ floating-point values
0022:   -1012.796! >  27196??  \\ floating-point values
0020:    27200?? > -266.898!  \\ floating-point values
0022:   -158.26! >  27200??  \\ floating-point values
004D: jump_if_false Label105E00
0002: jump Label10570A

:Label105E00
00D6: if  3?
0020:    27196?? > -1031.494!  \\ floating-point values
0022:   -949.479! >  27196??  \\ floating-point values
0020:    27200?? > -902.312!  \\ floating-point values
0022:   -821.592! >  27200??  \\ floating-point values
004D: jump_if_false Label105E3A
0002: jump Label10570A

:Label105E3A
00D6: if  3?
0020:    27196?? > -896.098!  \\ floating-point values
0022:   -855.09! >  27196??  \\ floating-point values
0020:    27200?? > -593.101!  \\ floating-point values
0022:   -548.64! >  27200??  \\ floating-point values
004D: jump_if_false Label105E74
0002: jump Label10570A

:Label105E74
00D6: if  3?
0020:    27196?? > -1012.06!  \\ floating-point values
0022:   -982.06! >  27196??  \\ floating-point values
0020:    27200?? >  181.561!  \\ floating-point values
0022:    216.561! >  27200??  \\ floating-point values
004D: jump_if_false Label105EAE
0002: jump Label10570A

:Label105EAE
00D6: if  3?
0020:    27196?? > -112.495!  \\ floating-point values
0022:    9.705! >  27196??  \\ floating-point values
0020:    27200?? >  920.349!  \\ floating-point values
0022:    1025.694! >  27200??  \\ floating-point values
004D: jump_if_false Label105EE8
0002: jump Label10570A

:Label105EE8
00D6: if  3?
0020:    27196?? >  533.891!  \\ floating-point values
0022:    673.891! >  27196??  \\ floating-point values
0020:    27200?? > -343.116!  \\ floating-point values
0022:   -183.116! >  27200??  \\ floating-point values
004D: jump_if_false Label105F22
0002: jump Label10570A

:Label105F22
00D6: if  3?
0020:    27196?? > -1783.222!  \\ floating-point values
0022:   -1586.599! >  27196??  \\ floating-point values
0020:    27200?? > -307.5092!  \\ floating-point values
0022:   -84.3105! >  27200??  \\ floating-point values
004D: jump_if_false Label105F5C
0002: jump Label10570A

:Label105F5C
00D6: if  3?
0020:    27196?? > -903.6972!  \\ floating-point values
0022:   -882.7946! >  27196??  \\ floating-point values
0020:    27200?? >  791.7817!  \\ floating-point values
0022:    808.3229! >  27200??  \\ floating-point values
004D: jump_if_false Label105F96
0002: jump Label10570A

:Label105F96
00D6: if  3?
0020:    27196?? > -1059.234!  \\ floating-point values
0022:   -1040.148! >  27196??  \\ floating-point values
0020:    27200?? >  73.3646!  \\ floating-point values
0022:    89.7497! >  27200??  \\ floating-point values
004D: jump_if_false Label105FD0
0002: jump Label10570A

:Label105FD0
00D6: if  3?
0020:    27196?? > -1235.792!  \\ floating-point values
0022:   -1110.932! >  27196??  \\ floating-point values
0020:    27200?? >  32.1217!  \\ floating-point values
0022:    126.1341! >  27200??  \\ floating-point values
004D: jump_if_false Label10600A
0002: jump Label10570A

:Label10600A
00D6: if  0?
0022:    6! >  27204??  \\ floating-point values
004D: jump_if_false Label106026
0002: jump Label10570A

:Label106026
0086:  27220?? =  27176??  \\ floating-point values only
0061:  27220?? -=  27196??  \\ floating-point values
0086:  27224?? =  27180??  \\ floating-point values only
0061:  27224?? -=  27200??  \\ floating-point values
0069:  27220?? *=  27220??  \\ floating-point values
0069:  27224?? *=  27224??  \\ floating-point values
0086:  27228?? =  27220??  \\ floating-point values only
0059:  27228?? +=  27224??  \\ floating-point values
01FB:  27232?? = square_root  27228??
00D6: if  0?
0022:    120! >  27232??  \\ floating-point values
004D: jump_if_false Label10608A
0002: jump Label10570A

:Label10608A
0086:  27220?? =  27164??  \\ floating-point values only
0061:  27220?? -=  27196??  \\ floating-point values
0086:  27224?? =  27168??  \\ floating-point values only
0061:  27224?? -=  27200??  \\ floating-point values
0069:  27220?? *=  27220??  \\ floating-point values
0069:  27224?? *=  27224??  \\ floating-point values
0086:  27228?? =  27220??  \\ floating-point values only
0059:  27228?? +=  27224??  \\ floating-point values
01FB:  27236?? = square_root  27228??
00D6: if  0?
0022:    100! >  27236??  \\ floating-point values
004D: jump_if_false Label1060EE
0002: jump Label10570A

:Label1060EE
00D6: if  0?
0019:    2@ >  0?  \\ integer values
004D: jump_if_false Label106139
00D6: if  0?
8118:   NOT   actor  0@ dead
004D: jump_if_false Label106139
00D6: if  0?
00EC:   actor  0@  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106139
0002: jump Label10570A

:Label106139
00D6: if  0?
0019:    5@ >  0?  \\ integer values
004D: jump_if_false Label106184
00D6: if  0?
8118:   NOT   actor  3@ dead
004D: jump_if_false Label106184
00D6: if  0?
00EC:   actor  3@  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106184
0002: jump Label10570A

:Label106184
00D6: if  0?
0019:    8@ >  0?  \\ integer values
004D: jump_if_false Label1061CF
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label1061CF
00D6: if  0?
00EC:   actor  6@  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label1061CF
0002: jump Label10570A

:Label1061CF
00D6: if  0?
0019:    11@ >  0?  \\ integer values
004D: jump_if_false Label10621A
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label10621A
00D6: if  0?
00EC:   actor  9@  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label10621A
0002: jump Label10570A

:Label10621A
00D6: if  0?
0019:    14@ >  0?  \\ integer values
004D: jump_if_false Label106265
00D6: if  0?
8118:   NOT   actor  12@ dead
004D: jump_if_false Label106265
00D6: if  0?
00EC:   actor  12@  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106265
0002: jump Label10570A

:Label106265
00D6: if  0?
0018:    27064?? >  0?  \\ integer values
004D: jump_if_false Label1062B0
00D6: if  0?
8118:   NOT   actor  27056?? dead
004D: jump_if_false Label1062B0
00D6: if  0?
00EC:   actor  27056??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label1062B0
0002: jump Label10570A

:Label1062B0
00D6: if  0?
0018:    27076?? >  0?  \\ integer values
004D: jump_if_false Label1062FB
00D6: if  0?
8118:   NOT   actor  27068?? dead
004D: jump_if_false Label1062FB
00D6: if  0?
00EC:   actor  27068??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label1062FB
0002: jump Label10570A

:Label1062FB
00D6: if  0?
0018:    27088?? >  0?  \\ integer values
004D: jump_if_false Label106346
00D6: if  0?
8118:   NOT   actor  27080?? dead
004D: jump_if_false Label106346
00D6: if  0?
00EC:   actor  27080??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106346
0002: jump Label10570A

:Label106346
00D6: if  0?
0018:    27100?? >  0?  \\ integer values
004D: jump_if_false Label106391
00D6: if  0?
8118:   NOT   actor  27092?? dead
004D: jump_if_false Label106391
00D6: if  0?
00EC:   actor  27092??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106391
0002: jump Label10570A

:Label106391
00D6: if  0?
0018:    27112?? >  0?  \\ integer values
004D: jump_if_false Label1063DC
00D6: if  0?
8118:   NOT   actor  27104?? dead
004D: jump_if_false Label1063DC
00D6: if  0?
00EC:   actor  27104??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label1063DC
0002: jump Label10570A

:Label1063DC
00D6: if  0?
0018:    27124?? >  0?  \\ integer values
004D: jump_if_false Label106427
00D6: if  0?
8118:   NOT   actor  27116?? dead
004D: jump_if_false Label106427
00D6: if  0?
00EC:   actor  27116??  0? ()near_point  27196??  27200?? radius  25!  25!
004D: jump_if_false Label106427
0002: jump Label10570A

:Label106427
0051: return

:Label106429
0086:  27240?? =  27236??  \\ floating-point values only
0071:  27240?? /=  27248??  \\ floating-point values
0011:  27240?? *=  1000!  \\ floating-point values
008C:  26968?? = float_to_integer  27240??
0058:  26960?? +=  26968??  \\ integer values
0051: return

:Label106455
0001: wait  0? ms
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10648F
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label106488
0004:  27044?? =  1?  \\ integer values

:Label106488
0002: jump Label1064A7

:Label10648F
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label1064A7
0004:  27044?? =  1?  \\ integer values

:Label1064A7
00D6: if  0?
0038:    27044?? ==  1?  \\ integer values
004D: jump_if_false Label106520
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label1064F9
00D6: if  0?
80E1:   NOT   key_pressed  0?  19?
004D: jump_if_false Label1064F2
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0002: jump Label106AEE

:Label1064F2
0002: jump Label106520

:Label1064F9
00D6: if  0?
80E1:   NOT   key_pressed  0?  14?
004D: jump_if_false Label106520
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0002: jump Label106AEE

:Label106520
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #AMBULAN
004D: jump_if_false Label106550
00BC: text_highpriority "A_CANC"  3000& ms  1? \\ ~r~Paramedic mission cancelled!
0002: jump Label106AEE
0002: jump Label106558

:Label106550
00DA:  26964?? = player $PLAYER_CHAR car

:Label106558
00D6: if  2?
0018:    26976?? >  6?  \\ integer values
0038:    27008?? ==  2?  \\ integer values
0038:    27036?? ==  0?  \\ integer values
004D: jump_if_false Label106586
0004:  27008?? =  1?  \\ integer values
0008:  27036?? +=  1?  \\ integer values

:Label106586
00D6: if  2?
0018:    26976?? >  9?  \\ integer values
0038:    27008?? ==  2?  \\ integer values
0038:    27036?? ==  1?  \\ integer values
004D: jump_if_false Label1065B4
0004:  27008?? =  1?  \\ integer values
0008:  27036?? +=  1?  \\ integer values

:Label1065B4
00D6: if  2?
0018:    26976?? >  12?  \\ integer values
0038:    27008?? ==  2?  \\ integer values
0038:    27036?? ==  2?  \\ integer values
004D: jump_if_false Label1065E2
0004:  27008?? =  1?  \\ integer values
0008:  27036?? +=  1?  \\ integer values

:Label1065E2
00D6: if  0?
0019:    2@ >  0?  \\ integer values
004D: jump_if_false Label106634
008A:  27140?? =  0@  \\ integer values and handles
008A:  27144?? =  2@  \\ integer values and handles
008A:  27148?? =  1@  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label10662C
0002: jump Label106AEE

:Label10662C
008B:  2@ =  27144??  \\ integer values and handles

:Label106634
00D6: if  0?
0019:    5@ >  0?  \\ integer values
004D: jump_if_false Label106686
008A:  27140?? =  3@  \\ integer values and handles
008A:  27144?? =  5@  \\ integer values and handles
008A:  27148?? =  4@  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label10667E
0002: jump Label106AEE

:Label10667E
008B:  5@ =  27144??  \\ integer values and handles

:Label106686
00D6: if  0?
0019:    8@ >  0?  \\ integer values
004D: jump_if_false Label1066D8
008A:  27140?? =  6@  \\ integer values and handles
008A:  27144?? =  8@  \\ integer values and handles
008A:  27148?? =  7@  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label1066D0
0002: jump Label106AEE

:Label1066D0
008B:  8@ =  27144??  \\ integer values and handles

:Label1066D8
00D6: if  0?
0019:    11@ >  0?  \\ integer values
004D: jump_if_false Label10672A
008A:  27140?? =  9@  \\ integer values and handles
008A:  27144?? =  11@  \\ integer values and handles
008A:  27148?? =  10@  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label106722
0002: jump Label106AEE

:Label106722
008B:  11@ =  27144??  \\ integer values and handles

:Label10672A
00D6: if  0?
0019:    14@ >  0?  \\ integer values
004D: jump_if_false Label10677C
008A:  27140?? =  12@  \\ integer values and handles
008A:  27144?? =  14@  \\ integer values and handles
008A:  27148?? =  13@  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label106774
0002: jump Label106AEE

:Label106774
008B:  14@ =  27144??  \\ integer values and handles

:Label10677C
00D6: if  0?
0018:    27064?? >  0?  \\ integer values
004D: jump_if_false Label1067CE
0084:  27140?? =  27056??  \\ integer values and handles
0084:  27144?? =  27064??  \\ integer values and handles
0084:  27148?? =  27060??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label1067C6
0002: jump Label106AEE

:Label1067C6
0084:  27064?? =  27144??  \\ integer values and handles

:Label1067CE
00D6: if  0?
0018:    27076?? >  0?  \\ integer values
004D: jump_if_false Label106820
0084:  27140?? =  27068??  \\ integer values and handles
0084:  27144?? =  27076??  \\ integer values and handles
0084:  27148?? =  27072??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label106818
0002: jump Label106AEE

:Label106818
0084:  27076?? =  27144??  \\ integer values and handles

:Label106820
00D6: if  0?
0018:    27088?? >  0?  \\ integer values
004D: jump_if_false Label106872
0084:  27140?? =  27080??  \\ integer values and handles
0084:  27144?? =  27088??  \\ integer values and handles
0084:  27148?? =  27084??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label10686A
0002: jump Label106AEE

:Label10686A
0084:  27088?? =  27144??  \\ integer values and handles

:Label106872
00D6: if  0?
0018:    27100?? >  0?  \\ integer values
004D: jump_if_false Label1068C4
0084:  27140?? =  27092??  \\ integer values and handles
0084:  27144?? =  27100??  \\ integer values and handles
0084:  27148?? =  27096??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label1068BC
0002: jump Label106AEE

:Label1068BC
0084:  27100?? =  27144??  \\ integer values and handles

:Label1068C4
00D6: if  0?
0018:    27112?? >  0?  \\ integer values
004D: jump_if_false Label106916
0084:  27140?? =  27104??  \\ integer values and handles
0084:  27144?? =  27112??  \\ integer values and handles
0084:  27148?? =  27108??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label10690E
0002: jump Label106AEE

:Label10690E
0084:  27112?? =  27144??  \\ integer values and handles

:Label106916
00D6: if  0?
0018:    27124?? >  0?  \\ integer values
004D: jump_if_false Label106968
0084:  27140?? =  27116??  \\ integer values and handles
0084:  27144?? =  27124??  \\ integer values and handles
0084:  27148?? =  27120??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label106960
0002: jump Label106AEE

:Label106960
0084:  27124?? =  27144??  \\ integer values and handles

:Label106968
00D6: if  0?
0018:    27136?? >  0?  \\ integer values
004D: jump_if_false Label1069BA
0084:  27140?? =  27128??  \\ integer values and handles
0084:  27144?? =  27136??  \\ integer values and handles
0084:  27148?? =  27132??  \\ integer values and handles
0050: gosub Label106BAF
00D6: if  0?
0038:    27152?? ==  1?  \\ integer values
004D: jump_if_false Label1069B2
0002: jump Label106AEE

:Label1069B2
0084:  27136?? =  27144??  \\ integer values and handles

:Label1069BA
00D6: if  0?
003A:    27012?? ==  26976??  \\ integer values and handles
004D: jump_if_false Label106AE7
0084:  27004?? =  27024??  \\ integer values and handles
0068:  27004?? *=  27024??  \\ integer values
0010:  27004?? *=  50?  \\ integer values
01E3: text_1number_styled "REWARD"  27004??  6000& ms  6? \\ REWARD $~1~
0058:  1264?? +=  27012??  \\ integer values
0058:  27052?? +=  27012??  \\ integer values
0008:  26976?? +=  1?  \\ integer values
0004:  27012?? =  0?  \\ integer values
0004:  26972?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  27004??
0004:  27040?? =  0?  \\ integer values
0164: disable_marker  27016??
0164: disable_marker  1@
0164: disable_marker  4@
0164: disable_marker  7@
0164: disable_marker  10@
0164: disable_marker  13@
0164: disable_marker  27060??
0164: disable_marker  27072??
0164: disable_marker  27084??
0164: disable_marker  27096??
0164: disable_marker  27108??
0164: disable_marker  27120??
0164: disable_marker  27132??
0403: save_highest_ambulance_level  27024??
0008:  27024?? +=  1?  \\ integer values
00D6: if  0?
0038:    27024?? ==  13?  \\ integer values
004D: jump_if_false Label106AE0
01E3: text_1number_styled "A_COMP1"  15000&  5000& ms  5? \\ Paramedic missions complete: $~1~
0109: player $PLAYER_CHAR money +=  25000&
0394: play_music  1?
0330: set_player $PLAYER_CHAR infinite_run_to  1? (true)
00D6: if  0?
0038:    6324?? ==  0?  \\ integer values
004D: jump_if_false Label106ADE
030C: set_mission_points +=  1?
03E5: text_box "A_COMP2" \\ You will never get tired!
0330: set_player $PLAYER_CHAR infinite_run_to  1? (true)
0595: (unknown)
0004:  6324?? =  1?  \\ integer values

:Label106ADE
0051: return

:Label106AE0
0002: jump Label104F5C

:Label106AE7
0002: jump Label106455

:Label106AEE
014F: stop_timer  26960??
00D6: if  0?
8038:   NOT    27024?? ==  13?  \\ integer values
004D: jump_if_false Label106B26
00BA: text_styled "A_FAIL1"  5000& ms  5? \\ Paramedic mission ended.
01E3: text_1number_styled "A_SAVES"  27052??  6000& ms  6? \\ PEOPLE SAVED: ~1~

:Label106B26
0004:  27040?? =  0?  \\ integer values
0164: disable_marker  27016??
0164: disable_marker  1@
0164: disable_marker  4@
0164: disable_marker  7@
0164: disable_marker  10@
0164: disable_marker  13@
0164: disable_marker  27060??
0164: disable_marker  27072??
0164: disable_marker  27084??
0164: disable_marker  27096??
0164: disable_marker  27108??
0164: disable_marker  27120??
0164: disable_marker  27132??
03C7: unknown_maby_cops_density  1!
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0?  \\ integer values
0004:  1276?? =  0?  \\ integer values
00D8: mission_cleanup
00D6: if  0?
0038:    6324?? ==  1?  \\ integer values
004D: jump_if_false Label106BAD
03E5: text_box "A_COMP2" \\ You will never get tired!
0004:  6324?? =  2?  \\ integer values

:Label106BAD
0051: return

:Label106BAF
00D6: if  0?
0118:   actor  27140?? dead
004D: jump_if_false Label106BD7
00BC: text_highpriority "A_FAIL3"  3000& ms  1? \\ ~r~The patient is dead!!
0004:  27152?? =  1?  \\ integer values
0051: return

:Label106BD7
00D6: if  0?
0038:    26960?? ==  0?  \\ integer values
004D: jump_if_false Label106C0B
0321: kill_actor  27140??
034F: destroy_actor_with_fade  27140??  \\ The actor fades away like a ghost
00BC: text_highpriority "A_FAIL2"  3000& ms  1? \\ ~r~Your lack of urgency has been fatal to the patient!
0004:  27152?? =  1?  \\ integer values
0051: return

:Label106C0B
00D6: if  0?
0038:    27144?? ==  3?  \\ integer values
004D: jump_if_false Label106CB7
00A0:  27208?? = actor  27140?? x_pos,  27212?? = actor  27140?? y_pos,  27216?? = actor  27140?? z_pos
0227:  26988?? = car  26964?? health
00D6: if  0?
001C:    26984?? >  26988??  \\ integer values
004D: jump_if_false Label106CB7
0084:  26992?? =  26984??  \\ integer values and handles
0060:  26992?? -=  26988??  \\ integer values
0010:  26992?? *=  50?  \\ integer values
0060:  26960?? -=  26992??  \\ integer values
00D6: if  0?
03A3: (unknown)  27140?? 
004D: jump_if_false Label106C89
018C: play_sound  19? at  27208??  27212??  27216??
0002: jump Label106C96

:Label106C89
018C: play_sound  20? at  27208??  27212??  27216??

:Label106C96
00D6: if  0?
001A:    0? >  26960??  \\ integer values
004D: jump_if_false Label106CAF
0004:  26960?? =  0?  \\ integer values

:Label106CAF
0084:  26984?? =  26988??  \\ integer values and handles

:Label106CB7
00D6: if  0?
0038:    27144?? ==  1?  \\ integer values
004D: jump_if_false Label106D5D
00D6: if  0?
00FD:   player $PLAYER_CHAR  0? ()near_actor  27140?? in_car radius  10!  10!  2!
004D: jump_if_false Label106D5D
01E9:  27000?? = car  26964?? num_passengers
01EA:  26996?? = car  26964?? max_passengers
00D6: if  0?
003A:    27000?? ==  26996??  \\ integer values and handles
004D: jump_if_false Label106D2D
00BC: text_highpriority "A_FULL"  5000& ms  1? \\ ~r~Ambulance full!!
0004:  27032?? =  1?  \\ integer values
0002: jump Label106D34

:Label106D2D
0004:  27032?? =  0?  \\ integer values

:Label106D34
0227:  26984?? = car  26964?? health
00D6: if  0?
0038:    27032?? ==  0?  \\ integer values
004D: jump_if_false Label106D5D
01D4: actor  27140?? go_to_car  26964?? and_enter_it_as_a_passenger
0004:  27144?? =  2?  \\ integer values

:Label106D5D
00D6: if  0?
0038:    27144?? ==  2?  \\ integer values
004D: jump_if_false Label106DBC
00D6: if  0?
80EB:   NOT   player $PLAYER_CHAR  0? ()near_actor_in_car  27140?? radius  20!  20!
004D: jump_if_false Label106D95
0004:  27144?? =  1?  \\ integer values

:Label106D95
00D6: if  0?
04FF:  27140??
004D: jump_if_false Label106DBC
00D6: if  0?
80DF:   NOT   actor  27140?? driving
004D: jump_if_false Label106DBC
0004:  27144?? =  1?  \\ integer values

:Label106DBC
00D6: if  0?
0038:    27144?? ==  2?  \\ integer values
004D: jump_if_false Label106E3B
00D6: if  0?
00DF:   actor  27140?? driving
004D: jump_if_false Label106E3B
0164: disable_marker  27148??
00D6: if  0?
0038:    27040?? ==  0?  \\ integer values
004D: jump_if_false Label106E0A
018A:  27016?? = create_checkpoint_at  27164??  27168??  27172??
0004:  27040?? =  1?  \\ integer values

:Label106E0A
0084:  27028?? =  27020??  \\ integer values and handles
0014:  27028?? /=  1000&  \\ integer values
01E3: text_1number_styled "A_TIME"  27028??  6000& ms  6? \\ +~1~ seconds
0058:  26960?? +=  27020??  \\ integer values
0004:  27144?? =  3?  \\ integer values

:Label106E3B
00D6: if  0?
0038:    27144?? ==  3?  \\ integer values
004D: jump_if_false Label106E89
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  27164??  27168??  27172?? radius  6!  6!  2!
004D: jump_if_false Label106E89
0239: actor  27140?? run_to  27188??  27192??
0004:  27144?? =  4?  \\ integer values

:Label106E89
00D6: if  0?
0038:    27144?? ==  4?  \\ integer values
004D: jump_if_false Label106F5A
0239: actor  27140?? run_to  27188??  27192??
00D6: if  0?
80DF:   NOT   actor  27140?? driving
004D: jump_if_false Label106F5A
0239: actor  27140?? run_to  27188??  27192??
01C2: remove_references_to_actor  27140??  \\ Like turning an actor into a random pedestrian
00BA: text_styled "A_PASS"  3000& ms  5? \\ Rescued!
00D6: if  0?
0038:    27008?? ==  1?  \\ integer values
004D: jump_if_false Label106F37
0084:  27028?? =  27020??  \\ integer values and handles
0014:  27028?? /=  1000&  \\ integer values
01E3: text_1number_styled "A_TIME"  27028??  6000& ms  6? \\ +~1~ seconds
00DA:  26964?? = player $PLAYER_CHAR car
0227:  27048?? = car  26964?? health
0008:  27048?? +=  110?  \\ integer values
0224: set_car  26964?? health_to  27048??
0058:  26960?? +=  27020??  \\ integer values
0008:  27008?? +=  1?  \\ integer values

:Label106F37
018C: play_sound  1? at  0!  0!  0!
0008:  27012?? +=  1?  \\ integer values
0401: increment_people_saved_in_ambulance
0004:  27144?? =  0?  \\ integer values

:Label106F5A
0051: return

;-------------Mission 77---------------
; Originally: 'FIREFIGHTER'


:Label106F5C
0050: gosub Label106F6C
0050: gosub Label108E92
004E: end_thread

:Label106F6C
0004: $ONMISSION =  1?  \\ integer values
0004:  1284?? =  1?  \\ integer values
03A4: name_thread "FIRETRU"
0001: wait  0? ms
00D6: if  0?
0038:    6332?? ==  0?  \\ integer values
004D: jump_if_false Label106F9C
0317: increment_mission_attempts

:Label106F9C
054C: use_GXT_table "FIRETRK"
0004:  27364?? =  0?  \\ integer values
0004:  27376?? =  0?  \\ integer values
0004:  27380?? =  0?  \\ integer values
0004:  27388?? =  0?  \\ integer values
0004:  27384?? =  0?  \\ integer values
0004:  27400?? =  0?  \\ integer values
0004:  27396?? =  0?  \\ integer values
0005:  27484?? =  5.5!  \\ floating-point values
0004:  27392?? =  1?  \\ integer values
0004:  27368?? =  0?  \\ integer values
0004:  27740?? =  0?  \\ integer values
0004:  27372?? =  0?  \\ integer values
0004:  27404?? =  0?  \\ integer values
0006:  1@ = -1?  \\ integer values
0006:  1@ = -1?  \\ integer values
0006:  1@ = -1?  \\ integer values
0004:  27424?? =  0?  \\ integer values
0004:  27272?? =  0?  \\ integer values
0004:  27276?? =  0?  \\ integer values
0004:  27280?? =  0?  \\ integer values
0004:  27284?? =  0?  \\ integer values
0004:  27288?? =  0?  \\ integer values
0004:  27292?? =  0?  \\ integer values
0004:  27296?? =  0?  \\ integer values
0004:  27300?? =  0?  \\ integer values
0004:  27304?? =  0?  \\ integer values
03C7: unknown_maby_cops_density  .5!
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label10713C
018A:  27308?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27312?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27316?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27320?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27324?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27328?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27332?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27336?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27340?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27344?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27348?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27352?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27356?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27360?? = create_checkpoint_at  1780??  1784??  1788??

:Label10713C
0004:  27420?? =  0?  \\ integer values
0004:  27412?? =  0?  \\ integer values
0004:  27432?? =  0?  \\ integer values
0004:  27436?? =  0?  \\ integer values
0004:  27440?? =  0?  \\ integer values
0004:  27448?? =  0?  \\ integer values
0004:  27452?? =  0?  \\ integer values
0004:  27456?? =  0?  \\ integer values
0004:  27460?? =  0?  \\ integer values
0004:  27464?? =  0?  \\ integer values
0004:  27468?? =  0?  \\ integer values
0004:  27472?? =  0?  \\ integer values
0004:  27476?? =  0?  \\ integer values
0004:  27480?? =  0?  \\ integer values
0209:  16508?? = random_int  25?  44?
00D6: if  0?
0038:    16508?? ==  25?  \\ integer values
004D: jump_if_false Label1071C1
04AE: unknown  27740?? model  135&

:Label1071C1
00D6: if  0?
0038:    16508?? ==  26?  \\ integer values
004D: jump_if_false Label1071DB
04AE: unknown  27740?? model  148&

:Label1071DB
00D6: if  0?
0038:    16508?? ==  27?  \\ integer values
004D: jump_if_false Label1071F5
04AE: unknown  27740?? model  151&

:Label1071F5
00D6: if  0?
0038:    16508?? ==  28?  \\ integer values
004D: jump_if_false Label10720F
04AE: unknown  27740?? model  130&

:Label10720F
00D6: if  0?
0038:    16508?? ==  29?  \\ integer values
004D: jump_if_false Label107229
04AE: unknown  27740?? model  134&

:Label107229
00D6: if  0?
0038:    16508?? ==  30?  \\ integer values
004D: jump_if_false Label107243
04AE: unknown  27740?? model  175&

:Label107243
00D6: if  0?
0038:    16508?? ==  31?  \\ integer values
004D: jump_if_false Label10725D
04AE: unknown  27740?? model  196&

:Label10725D
00D6: if  0?
0038:    16508?? ==  32?  \\ integer values
004D: jump_if_false Label107277
04AE: unknown  27740?? model  197&

:Label107277
00D6: if  0?
0038:    16508?? ==  33?  \\ integer values
004D: jump_if_false Label107291
04AE: unknown  27740?? model  209&

:Label107291
00D6: if  0?
0038:    16508?? ==  34?  \\ integer values
004D: jump_if_false Label1072AB
04AE: unknown  27740?? model  143&

:Label1072AB
00D6: if  0?
0038:    16508?? ==  35?  \\ integer values
004D: jump_if_false Label1072C5
04AE: unknown  27740?? model  150&

:Label1072C5
00D6: if  0?
0038:    16508?? ==  36?  \\ integer values
004D: jump_if_false Label1072DF
04AE: unknown  27740?? model  168&

:Label1072DF
00D6: if  0?
0038:    16508?? ==  37?  \\ integer values
004D: jump_if_false Label1072F9
04AE: unknown  27740?? model  170&

:Label1072F9
00D6: if  0?
0038:    16508?? ==  38?  \\ integer values
004D: jump_if_false Label107313
04AE: unknown  27740?? model  179&

:Label107313
00D6: if  0?
0038:    16508?? ==  39?  \\ integer values
004D: jump_if_false Label10732D
04AE: unknown  27740?? model  200&

:Label10732D
00D6: if  0?
0038:    16508?? ==  40?  \\ integer values
004D: jump_if_false Label107347
04AE: unknown  27740?? model  212&

:Label107347
00D6: if  0?
0038:    16508?? ==  41?  \\ integer values
004D: jump_if_false Label107361
04AE: unknown  27740?? model  216&

:Label107361
00D6: if  0?
0038:    16508?? ==  42?  \\ integer values
004D: jump_if_false Label10737B
04AE: unknown  27740?? model  222&

:Label10737B
00D6: if  0?
0038:    16508?? ==  43?  \\ integer values
004D: jump_if_false Label107395
04AE: unknown  27740?? model  174&

:Label107395
0247: request_model  27740??

:Label10739A
0050: gosub Label108827
00D6: if  0?
0038:    27368?? ==  1?  \\ integer values
004D: jump_if_false Label1073BA
0002: jump Label108E92

:Label1073BA
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label1073F1
0208:  27768?? = random_float -247.43!  683.41!
0208:  27772?? = random_float -1813.62!  1308.102!
0002: jump Label10745A

:Label1073F1
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1802.615! -1518.473! -270.134!  1591.896!
004D: jump_if_false Label10743C
0208:  27768?? = random_float -1802.615! -270.134!
0208:  27772?? = random_float -1518.473!  1591.896!
0002: jump Label10745A

:Label10743C
0208:  27768?? = random_float -247.43!  683.41!
0208:  27772?? = random_float -1813.62!  1308.102!

:Label10745A
00D6: if  0?
001A:    5? >  27392??  \\ integer values
004D: jump_if_false Label107489
02C1: set  27768??  27772??  27776?? to_car_path_coords_closest_to  27768??  27772??  10!
0002: jump Label107762

:Label107489
00D6: if  0?
001A:    9? >  27392??  \\ integer values
004D: jump_if_false Label1075CA
04B9: unknown_stuff  27768??  27772??  10!  12!  500!  27768??  27772??  27776??  27780??  27784??  27788??  1788??
00D6: if  3?
0042:    27768?? ==  0!  \\ floating-point values
0042:    27772?? ==  0!  \\ floating-point values
0042:    27780?? ==  0!  \\ floating-point values
0042:    27784?? ==  0!  \\ floating-point values
004D: jump_if_false Label107505
0001: wait  0? ms
0002: jump Label10739A

:Label107505
0086:  27852?? =  27780??  \\ floating-point values only
0061:  27852?? -=  27768??  \\ floating-point values
0086:  27856?? =  27784??  \\ floating-point values only
0061:  27856?? -=  27772??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  27852??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  27856??  \\ floating-point values
0086:  27860?? =  27912??  \\ floating-point values only
0059:  27860?? +=  27916??  \\ floating-point values
01FB:  27860?? = square_root  27860??
0005:  19456?? =  12!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0086:  27780?? =  27768??  \\ floating-point values only
0059:  27780?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0086:  27784?? =  27772??  \\ floating-point values only
0059:  27784?? +=  27916??  \\ floating-point values
0009:  27776?? +=  .5!  \\ floating-point values
0009:  27788?? +=  .5!  \\ floating-point values
0002: jump Label107762

:Label1075CA
04B9: unknown_stuff  27768??  27772??  10!  18!  500!  27780??  27784??  27788??  27792??  27796??  27800??  1788??
00D6: if  3?
0042:    27780?? ==  0!  \\ floating-point values
0042:    27784?? ==  0!  \\ floating-point values
0042:    27792?? ==  0!  \\ floating-point values
0042:    27796?? ==  0!  \\ floating-point values
004D: jump_if_false Label107634
0001: wait  0? ms
0002: jump Label10739A

:Label107634
0086:  27852?? =  27792??  \\ floating-point values only
0061:  27852?? -=  27780??  \\ floating-point values
0086:  27856?? =  27796??  \\ floating-point values only
0061:  27856?? -=  27784??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  27852??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  27856??  \\ floating-point values
0086:  27860?? =  27912??  \\ floating-point values only
0059:  27860?? +=  27916??  \\ floating-point values
01FB:  27860?? = square_root  27860??
0005:  19456?? =  18!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0086:  27792?? =  27780??  \\ floating-point values only
0059:  27792?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0086:  27796?? =  27784??  \\ floating-point values only
0059:  27796?? +=  27916??  \\ floating-point values
0086:  27768?? =  27780??  \\ floating-point values only
0061:  27768?? -=  27792??  \\ floating-point values
0015:  27768?? /=  2!  \\ floating-point values
0059:  27768?? +=  27792??  \\ floating-point values
0086:  27772?? =  27784??  \\ floating-point values only
0061:  27772?? -=  27796??  \\ floating-point values
0015:  27772?? /=  2!  \\ floating-point values
0059:  27772?? +=  27796??  \\ floating-point values
0086:  27776?? =  27788??  \\ floating-point values only
0061:  27776?? -=  27800??  \\ floating-point values
0015:  27776?? /=  2!  \\ floating-point values
0059:  27776?? +=  27800??  \\ floating-point values
0009:  27788?? +=  .5!  \\ floating-point values
0009:  27776?? +=  .5!  \\ floating-point values
0009:  27800?? +=  .5!  \\ floating-point values

:Label107762
00D6: if  0?
0022:    7! >  27776??  \\ floating-point values
004D: jump_if_false Label107782
0001: wait  0? ms
0002: jump Label10739A

:Label107782
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0509: unknown  27488?? = distance between point  380??  384?? and point  27768??  27772??
00D6: if  21?
0022:    150! >  27488??  \\ floating-point values
0020:    27488?? >  600!  \\ floating-point values
004D: jump_if_false Label1077CB
0001: wait  0? ms
0002: jump Label10739A

:Label1077CB
00D6: if  3?
0020:    27768?? > -1905.785!  \\ floating-point values
0022:   -1105.785! >  27768??  \\ floating-point values
0020:    27772?? >  745.678!  \\ floating-point values
0022:    1773.513! >  27772??  \\ floating-point values
004D: jump_if_false Label107809
0001: wait  0? ms
0002: jump Label10739A

:Label107809
00D6: if  3?
0020:    27768?? > -265.018!  \\ floating-point values
0022:    170.188! >  27768??  \\ floating-point values
0020:    27772?? > -275.942!  \\ floating-point values
0022:    1689.059! >  27772??  \\ floating-point values
004D: jump_if_false Label107847
0001: wait  0? ms
0002: jump Label10739A

:Label107847
00D6: if  3?
0020:    27768?? >  164.191!  \\ floating-point values
0022:    259.713! >  27768??  \\ floating-point values
0020:    27772?? > -187.926!  \\ floating-point values
0022:    631.97! >  27772??  \\ floating-point values
004D: jump_if_false Label107885
0001: wait  0? ms
0002: jump Label10739A

:Label107885
00D6: if  3?
0020:    27768?? > -731.729!  \\ floating-point values
0022:   -263.334! >  27768??  \\ floating-point values
0020:    27772?? > -4.399!  \\ floating-point values
0022:    62.853! >  27772??  \\ floating-point values
004D: jump_if_false Label1078C3
0001: wait  0? ms
0002: jump Label10739A

:Label1078C3
00D6: if  3?
0020:    27768?? > -180.88!  \\ floating-point values
0022:    64.112! >  27768??  \\ floating-point values
0020:    27772?? > -499.183!  \\ floating-point values
0022:   -417.519! >  27772??  \\ floating-point values
004D: jump_if_false Label107901
0001: wait  0? ms
0002: jump Label10739A

:Label107901
00D6: if  3?
0020:    27768?? > -762.855!  \\ floating-point values
0022:   -172.566! >  27768??  \\ floating-point values
0020:    27772?? > -667.099!  \\ floating-point values
0022:   -224.382! >  27772??  \\ floating-point values
004D: jump_if_false Label10793F
0001: wait  0? ms
0002: jump Label10739A

:Label10793F
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label107A49
00D6: if  3?
0020:    27768?? > -2327.212!  \\ floating-point values
0022:   -261.402! >  27768??  \\ floating-point values
0020:    27772?? > -2027.821!  \\ floating-point values
0022:    1894.426! >  27772??  \\ floating-point values
004D: jump_if_false Label10798F
0001: wait  0? ms
0002: jump Label10739A

:Label10798F
00D6: if  3?
0020:    27768?? > -265.018!  \\ floating-point values
0022:    170.188! >  27768??  \\ floating-point values
0020:    27772?? > -275.942!  \\ floating-point values
0022:    1689.059! >  27772??  \\ floating-point values
004D: jump_if_false Label1079CD
0001: wait  0? ms
0002: jump Label10739A

:Label1079CD
00D6: if  3?
0020:    27768?? > -265.657!  \\ floating-point values
0022:    36.828! >  27768??  \\ floating-point values
0020:    27772?? > -729.217!  \\ floating-point values
0022:   -275.488! >  27772??  \\ floating-point values
004D: jump_if_false Label107A0B
0001: wait  0? ms
0002: jump Label10739A

:Label107A0B
00D6: if  3?
0020:    27768?? >  164.191!  \\ floating-point values
0022:    259.713! >  27768??  \\ floating-point values
0020:    27772?? > -187.926!  \\ floating-point values
0022:    631.97! >  27772??  \\ floating-point values
004D: jump_if_false Label107A49
0001: wait  0? ms
0002: jump Label10739A

:Label107A49
0086:  27492?? =  27488??  \\ floating-point values only
0071:  27492?? /=  27484??  \\ floating-point values
0011:  27492?? *=  1000!  \\ floating-point values
008C:  27372?? = float_to_integer  27492??
0058:  27364?? +=  27372??  \\ integer values
00D6: if  0?
0038:    27388?? ==  0?  \\ integer values
004D: jump_if_false Label107AA4
00D6: if  0?
001A:    50000&& >  27364??  \\ integer values
004D: jump_if_false Label107AA4
0004:  27364?? =  50000&&  \\ integer values

:Label107AA4
00D6: if  0?
8248:   NOT   model  27740?? available
004D: jump_if_false Label107ADF
0001: wait  0? ms
0050: gosub Label108827
00D6: if  0?
0038:    27368?? ==  1?  \\ integer values
004D: jump_if_false Label107AD8
0002: jump Label108E92

:Label107AD8
0002: jump Label107AA4

:Label107ADF
00A5:  1@ = create_car  27740?? at  27768??  27772??  27776??
0208:  27496?? = random_float  0!  359.9!
0175: set_car  1@ z_angle_to  27496??
0325:  27256?? = create_car  1@ fire
0186:  27312?? = create_marker_above_car  1@
018B: show_on_radar  27312??  2?
03ED: (unknown)  1@  1? 
0008:  27420?? +=  1?  \\ integer values
0560:  1@  5@
02A9: set_actor  5@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values
00D6: if  0?
0018:    27392?? >  2?  \\ integer values
004D: jump_if_false Label107B6C
0561: unknown_create_actor_handle  6@ from car  1@ passenger  0?
02A9: set_actor  6@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107B6C
00D6: if  0?
0018:    27392?? >  3?  \\ integer values
004D: jump_if_false Label107B96
0561: unknown_create_actor_handle  7@ from car  1@ passenger  1?
02A9: set_actor  7@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107B96
00D6: if  0?
0018:    27392?? >  4?  \\ integer values
004D: jump_if_false Label107C51
0086:  27912?? =  27780??  \\ floating-point values only
000D:  27912?? -=  5!  \\ floating-point values
0086:  1780?? =  27912??  \\ floating-point values only
0009:  1780?? +=  10!  \\ floating-point values
0208:  27780?? = random_float  27912??  1780??
0086:  27916?? =  27784??  \\ floating-point values only
000D:  27916?? -=  5!  \\ floating-point values
0086:  1784?? =  27916??  \\ floating-point values only
0009:  1784?? +=  10!  \\ floating-point values
0208:  27784?? = random_float  27916??  1784??
00A5:  2@ = create_car  27740?? at  27780??  27784??  27788??
039F: car  2@ race_to  27768??  27772??
0325:  27260?? = create_car  2@ fire
04BA: unknown_car  2@  20!
0186:  27316?? = create_marker_above_car  2@
018B: show_on_radar  27316??  2?
03ED: (unknown)  2@  1? 
0008:  27420?? +=  1?  \\ integer values

:Label107C51
00D6: if  0?
0018:    27392?? >  5?  \\ integer values
004D: jump_if_false Label107C79
0560:  2@  8@
02A9: set_actor  8@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107C79
00D6: if  0?
0018:    27392?? >  6?  \\ integer values
004D: jump_if_false Label107CA3
0561: unknown_create_actor_handle  9@ from car  2@ passenger  0?
02A9: set_actor  9@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107CA3
00D6: if  0?
0018:    27392?? >  7?  \\ integer values
004D: jump_if_false Label107CCD
0561: unknown_create_actor_handle  10@ from car  2@ passenger  1?
02A9: set_actor  10@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107CCD
00D6: if  0?
0018:    27392?? >  8?  \\ integer values
004D: jump_if_false Label107D88
0086:  27912?? =  27792??  \\ floating-point values only
000D:  27912?? -=  5!  \\ floating-point values
0086:  1780?? =  27912??  \\ floating-point values only
0009:  1780?? +=  10!  \\ floating-point values
0208:  27792?? = random_float  27912??  1780??
0086:  27916?? =  27796??  \\ floating-point values only
000D:  27916?? -=  5!  \\ floating-point values
0086:  1784?? =  27916??  \\ floating-point values only
0009:  1784?? +=  10!  \\ floating-point values
0208:  27796?? = random_float  27916??  1784??
00A5:  3@ = create_car  27740?? at  27792??  27796??  27800??
039F: car  3@ race_to  27768??  27772??
0325:  27264?? = create_car  3@ fire
04BA: unknown_car  3@  20!
0186:  27320?? = create_marker_above_car  3@
018B: show_on_radar  27320??  2?
03ED: (unknown)  3@  1? 
0008:  27420?? +=  1?  \\ integer values

:Label107D88
0249: release_model  27740??
00D6: if  0?
0018:    27392?? >  9?  \\ integer values
004D: jump_if_false Label107DB5
0560:  3@  11@
02A9: set_actor  11@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107DB5
00D6: if  0?
0018:    27392?? >  10?  \\ integer values
004D: jump_if_false Label107DDF
0561: unknown_create_actor_handle  12@ from car  3@ passenger  0?
02A9: set_actor  12@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107DDF
00D6: if  0?
0018:    27392?? >  11?  \\ integer values
004D: jump_if_false Label107E09
0561: unknown_create_actor_handle  13@ from car  3@ passenger  1?
02A9: set_actor  13@ immune_to_nonplayer  1?
0008:  27420?? +=  1?  \\ integer values

:Label107E09
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label107E20
00AF: set_car  1@ driver_behaviour_to  11?

:Label107E20
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label107E37
00AF: set_car  2@ driver_behaviour_to  11?

:Label107E37
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label107E4E
00AF: set_car  3@ driver_behaviour_to  11?

:Label107E4E
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label1082DF
00D6: if  0?
001A:    5? >  27392??  \\ integer values
004D: jump_if_false Label1080AB
00D6: if  0?
0154:   actor  5@ in_zone "VICE_C"
004D: jump_if_false Label107E9F
0384: text_1string "F_START" "VICE_C"  5000& ms  1? \\ Vice City

:Label107E9F
00D6: if  0?
0154:   actor  5@ in_zone "BEACH1"
004D: jump_if_false Label107ECE
0384: text_1string "F_START" "BEACH1"  5000& ms  1? \\ Ocean Beach

:Label107ECE
00D6: if  0?
0154:   actor  5@ in_zone "BEACH2"
004D: jump_if_false Label107EFD
0384: text_1string "F_START" "BEACH2"  5000& ms  1? \\ Washington Beach

:Label107EFD
00D6: if  0?
0154:   actor  5@ in_zone "BEACH3"
004D: jump_if_false Label107F2C
0384: text_1string "F_START" "BEACH3"  5000& ms  1? \\ Vice Point

:Label107F2C
00D6: if  0?
0154:   actor  5@ in_zone "GOLFC"
004D: jump_if_false Label107F5B
0384: text_1string "F_START" "GOLFC"  5000& ms  1? \\ Leaf Links

:Label107F5B
00D6: if  0?
0154:   actor  5@ in_zone "STARI"
004D: jump_if_false Label107F8A
0384: text_1string "F_START" "STARI"  5000& ms  1? \\ Starfish Island

:Label107F8A
00D6: if  0?
0154:   actor  5@ in_zone "DOCKS"
004D: jump_if_false Label107FB9
0384: text_1string "F_START" "DOCKS"  5000& ms  1? \\ Viceport

:Label107FB9
00D6: if  0?
0154:   actor  5@ in_zone "HAVANA"
004D: jump_if_false Label107FE8
0384: text_1string "F_START" "HAVANA"  5000& ms  1? \\ Little Havana

:Label107FE8
00D6: if  0?
0154:   actor  5@ in_zone "HAITI"
004D: jump_if_false Label108017
0384: text_1string "F_START" "HAITI"  5000& ms  1? \\ Little Haiti

:Label108017
00D6: if  0?
0154:   actor  5@ in_zone "PORNI"
004D: jump_if_false Label108046
0384: text_1string "F_START" "PORNI"  5000& ms  1? \\ Prawn Island

:Label108046
00D6: if  0?
0154:   actor  5@ in_zone "DTOWN"
004D: jump_if_false Label108075
0384: text_1string "F_START" "DTOWN"  5000& ms  1? \\ Downtown

:Label108075
00D6: if  0?
0154:   actor  5@ in_zone "A_PORT"
004D: jump_if_false Label1080A4
0384: text_1string "F_START" "A_PORT"  5000& ms  1? \\ Escobar International

:Label1080A4
0002: jump Label1082DF

:Label1080AB
00D6: if  0?
0154:   actor  5@ in_zone "VICE_C"
004D: jump_if_false Label1080DA
0384: text_1string "F_STAR1" "VICE_C"  5000& ms  1? \\ Vice City

:Label1080DA
00D6: if  0?
0154:   actor  5@ in_zone "BEACH1"
004D: jump_if_false Label108109
0384: text_1string "F_STAR1" "BEACH1"  5000& ms  1? \\ Ocean Beach

:Label108109
00D6: if  0?
0154:   actor  5@ in_zone "BEACH2"
004D: jump_if_false Label108138
0384: text_1string "F_STAR1" "BEACH2"  5000& ms  1? \\ Washington Beach

:Label108138
00D6: if  0?
0154:   actor  5@ in_zone "BEACH3"
004D: jump_if_false Label108167
0384: text_1string "F_STAR1" "BEACH3"  5000& ms  1? \\ Vice Point

:Label108167
00D6: if  0?
0154:   actor  5@ in_zone "GOLFC"
004D: jump_if_false Label108196
0384: text_1string "F_STAR1" "GOLFC"  5000& ms  1? \\ Leaf Links

:Label108196
00D6: if  0?
0154:   actor  5@ in_zone "STARI"
004D: jump_if_false Label1081C5
0384: text_1string "F_STAR1" "STARI"  5000& ms  1? \\ Starfish Island

:Label1081C5
00D6: if  0?
0154:   actor  5@ in_zone "DOCKS"
004D: jump_if_false Label1081F4
0384: text_1string "F_STAR1" "DOCKS"  5000& ms  1? \\ Viceport

:Label1081F4
00D6: if  0?
0154:   actor  5@ in_zone "HAVANA"
004D: jump_if_false Label108223
0384: text_1string "F_STAR1" "HAVANA"  5000& ms  1? \\ Little Havana

:Label108223
00D6: if  0?
0154:   actor  5@ in_zone "HAITI"
004D: jump_if_false Label108252
0384: text_1string "F_STAR1" "HAITI"  5000& ms  1? \\ Little Haiti

:Label108252
00D6: if  0?
0154:   actor  5@ in_zone "PORNI"
004D: jump_if_false Label108281
0384: text_1string "F_STAR1" "PORNI"  5000& ms  1? \\ Prawn Island

:Label108281
00D6: if  0?
0154:   actor  5@ in_zone "DTOWN"
004D: jump_if_false Label1082B0
0384: text_1string "F_STAR1" "DTOWN"  5000& ms  1? \\ Downtown

:Label1082B0
00D6: if  0?
0154:   actor  5@ in_zone "A_PORT"
004D: jump_if_false Label1082DF
0384: text_1string "F_STAR1" "A_PORT"  5000& ms  1? \\ Escobar International

:Label1082DF
01E4: text_1number_lowpriority "FIRELVL"  27392??  3000& ms  1? \\ Fire Truck Mission level ~1~
00D6: if  0?
0038:    27392?? ==  1?  \\ integer values
004D: jump_if_false Label10830F
000C:  27420?? -=  1?  \\ integer values
009B: destroy_actor_instantly  5@

:Label10830F
00D6: if  0?
0038:    1328?? ==  1?  \\ integer values
004D: jump_if_false Label108365
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  0?  \\ integer values
004D: jump_if_false Label108342
03E5: text_box "SIREN_1" \\ To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:Label108342
00D6: if  0?
0018:    72?? >  0?  \\ integer values
004D: jump_if_false Label10835E
03E5: text_box "SIREN_2" \\ To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button.

:Label10835E
0004:  1328?? =  2?  \\ integer values

:Label108365
00D6: if  0?
0038:    1328?? ==  0?  \\ integer values
004D: jump_if_false Label1083BB
0293:  72?? = current_controls
00D6: if  0?
001A:    3? >  72??  \\ integer values
004D: jump_if_false Label108398
03E5: text_box "SPRAY_1" \\ Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label108398
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label1083B4
03E5: text_box "SPRAY_4" \\ Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~.

:Label1083B4
0004:  1328?? =  1?  \\ integer values

:Label1083BB
00D6: if  0?
0038:    27380?? ==  0?  \\ integer values
004D: jump_if_false Label1083E2
014E: set_timer_to  27364?? type  1?
0004:  27380?? =  1?  \\ integer values
0002: jump Label1083E6

:Label1083E2
0396:  0? (clear) useless_flag

:Label1083E6
0084:  27408?? =  27392??  \\ integer values and handles
000C:  27408?? -=  4?  \\ integer values
01BD:  19244?? = current_time_in_ms
0084:  27424?? =  19244??  \\ integer values and handles
0008:  27424?? +=  3000&  \\ integer values

:Label10840A
00D6: if  0?
0038:    27368?? ==  1?  \\ integer values
004D: jump_if_false Label108423
0002: jump Label108E92

:Label108423
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
0050: gosub Label108827
00D6: if  0?
0038:    27368?? ==  1?  \\ integer values
004D: jump_if_false Label10844C
0002: jump Label108E92

:Label10844C
0085:  0@ =  1@  \\ integer values and handles
0084:  27252?? =  27256??  \\ integer values and handles
0084:  27428?? =  27432??  \\ integer values and handles
0084:  27308?? =  27312??  \\ integer values and handles
0050: gosub Label10895B
0084:  27256?? =  27252??  \\ integer values and handles
0084:  27432?? =  27428??  \\ integer values and handles
0084:  27312?? =  27308??  \\ integer values and handles
00D6: if  0?
0018:    27392?? >  1?  \\ integer values
004D: jump_if_false Label1084DC
0085:  4@ =  5@  \\ integer values and handles
0084:  27444?? =  27448??  \\ integer values and handles
0084:  27268?? =  27272??  \\ integer values and handles
0084:  27324?? =  27328??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27448?? =  27444??  \\ integer values and handles
0084:  27272?? =  27268??  \\ integer values and handles
0084:  27328?? =  27324??  \\ integer values and handles

:Label1084DC
00D6: if  0?
0018:    27392?? >  2?  \\ integer values
004D: jump_if_false Label10852D
0085:  4@ =  6@  \\ integer values and handles
0084:  27444?? =  27452??  \\ integer values and handles
0084:  27268?? =  27276??  \\ integer values and handles
0084:  27324?? =  27332??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27452?? =  27444??  \\ integer values and handles
0084:  27276?? =  27268??  \\ integer values and handles
0084:  27332?? =  27324??  \\ integer values and handles

:Label10852D
00D6: if  0?
0018:    27392?? >  3?  \\ integer values
004D: jump_if_false Label10857E
0085:  4@ =  7@  \\ integer values and handles
0084:  27444?? =  27456??  \\ integer values and handles
0084:  27268?? =  27280??  \\ integer values and handles
0084:  27324?? =  27336??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27456?? =  27444??  \\ integer values and handles
0084:  27280?? =  27268??  \\ integer values and handles
0084:  27336?? =  27324??  \\ integer values and handles

:Label10857E
00D6: if  0?
0018:    27392?? >  4?  \\ integer values
004D: jump_if_false Label1085CF
0085:  0@ =  2@  \\ integer values and handles
0084:  27252?? =  27260??  \\ integer values and handles
0084:  27428?? =  27436??  \\ integer values and handles
0084:  27308?? =  27316??  \\ integer values and handles
0050: gosub Label10895B
0084:  27260?? =  27252??  \\ integer values and handles
0084:  27436?? =  27428??  \\ integer values and handles
0084:  27316?? =  27308??  \\ integer values and handles

:Label1085CF
00D6: if  0?
0018:    27392?? >  5?  \\ integer values
004D: jump_if_false Label108620
0085:  4@ =  8@  \\ integer values and handles
0084:  27444?? =  27460??  \\ integer values and handles
0084:  27268?? =  27284??  \\ integer values and handles
0084:  27324?? =  27340??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27460?? =  27444??  \\ integer values and handles
0084:  27284?? =  27268??  \\ integer values and handles
0084:  27340?? =  27324??  \\ integer values and handles

:Label108620
00D6: if  0?
0018:    27392?? >  6?  \\ integer values
004D: jump_if_false Label108671
0085:  4@ =  9@  \\ integer values and handles
0084:  27444?? =  27464??  \\ integer values and handles
0084:  27268?? =  27288??  \\ integer values and handles
0084:  27324?? =  27344??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27464?? =  27444??  \\ integer values and handles
0084:  27288?? =  27268??  \\ integer values and handles
0084:  27344?? =  27324??  \\ integer values and handles

:Label108671
00D6: if  0?
0018:    27392?? >  7?  \\ integer values
004D: jump_if_false Label1086C2
0085:  4@ =  10@  \\ integer values and handles
0084:  27444?? =  27468??  \\ integer values and handles
0084:  27268?? =  27292??  \\ integer values and handles
0084:  27324?? =  27348??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27468?? =  27444??  \\ integer values and handles
0084:  27292?? =  27268??  \\ integer values and handles
0084:  27348?? =  27324??  \\ integer values and handles

:Label1086C2
00D6: if  0?
0018:    27392?? >  8?  \\ integer values
004D: jump_if_false Label108713
0085:  0@ =  3@  \\ integer values and handles
0084:  27252?? =  27264??  \\ integer values and handles
0084:  27428?? =  27440??  \\ integer values and handles
0084:  27308?? =  27320??  \\ integer values and handles
0050: gosub Label10895B
0084:  27264?? =  27252??  \\ integer values and handles
0084:  27440?? =  27428??  \\ integer values and handles
0084:  27320?? =  27308??  \\ integer values and handles

:Label108713
00D6: if  0?
0018:    27392?? >  9?  \\ integer values
004D: jump_if_false Label108764
0085:  4@ =  11@  \\ integer values and handles
0084:  27444?? =  27472??  \\ integer values and handles
0084:  27268?? =  27296??  \\ integer values and handles
0084:  27324?? =  27352??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27472?? =  27444??  \\ integer values and handles
0084:  27296?? =  27268??  \\ integer values and handles
0084:  27352?? =  27324??  \\ integer values and handles

:Label108764
00D6: if  0?
0018:    27392?? >  10?  \\ integer values
004D: jump_if_false Label1087B5
0085:  4@ =  12@  \\ integer values and handles
0084:  27444?? =  27476??  \\ integer values and handles
0084:  27268?? =  27300??  \\ integer values and handles
0084:  27324?? =  27356??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27476?? =  27444??  \\ integer values and handles
0084:  27300?? =  27268??  \\ integer values and handles
0084:  27356?? =  27324??  \\ integer values and handles

:Label1087B5
00D6: if  0?
0018:    27392?? >  11?  \\ integer values
004D: jump_if_false Label108806
0085:  4@ =  13@  \\ integer values and handles
0084:  27444?? =  27480??  \\ integer values and handles
0084:  27268?? =  27304??  \\ integer values and handles
0084:  27324?? =  27360??  \\ integer values and handles
0050: gosub Label108B4B
0084:  27480?? =  27444??  \\ integer values and handles
0084:  27304?? =  27268??  \\ integer values and handles
0084:  27360?? =  27324??  \\ integer values and handles

:Label108806
00D6: if  0?
003A:    27412?? ==  27420??  \\ integer values and handles
004D: jump_if_false Label108820
0002: jump Label108CF3

:Label108820
0002: jump Label10840A

:Label108827
00D6: if  0?
0038:    27380?? ==  1?  \\ integer values
004D: jump_if_false Label108863
00D6: if  0?
001A:    1? >  27364??  \\ integer values
004D: jump_if_false Label108863
00BC: text_highpriority "F_FAIL2"  5000& ms  1? \\ ~r~You're too late!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108863
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK
004D: jump_if_false Label10888E
00BC: text_highpriority "F_CANC"  3000& ms  1? \\ ~r~Fire Fighter mission cancelled!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label10888E
0293:  72?? = current_controls
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label1088C4
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label1088BD
0004:  27396?? =  1?  \\ integer values

:Label1088BD
0002: jump Label1088DC

:Label1088C4
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label1088DC
0004:  27396?? =  1?  \\ integer values

:Label1088DC
00D6: if  0?
0038:    27396?? ==  1?  \\ integer values
004D: jump_if_false Label108959
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label108930
00D6: if  0?
80E1:   NOT   key_pressed  0?  19?
004D: jump_if_false Label108929
00BC: text_highpriority "F_CANC"  3000& ms  1? \\ ~r~Fire Fighter mission cancelled!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108929
0002: jump Label108959

:Label108930
00D6: if  0?
80E1:   NOT   key_pressed  0?  14?
004D: jump_if_false Label108959
00BC: text_highpriority "F_CANC"  3000& ms  1? \\ ~r~Fire Fighter mission cancelled!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108959
0051: return

:Label10895B
00D6: if  0?
8038:   NOT    27428?? ==  10?  \\ integer values
004D: jump_if_false Label108B49
00D6: if  0?
8119:   NOT   car  0@ wrecked
004D: jump_if_false Label108AAC
00D6: if  0?
82D0:   NOT   fire  27252?? extinguished
004D: jump_if_false Label108A37
0227:  27416?? = car  0@ health
00D6: if  0?
001C:    19244?? >  27424??  \\ integer values
004D: jump_if_false Label1089DF
00D6: if  0?
001A:    700& >  27416??  \\ integer values
004D: jump_if_false Label1089D8
020B: explode_car  0@
00BC: text_highpriority "F_FAIL2"  5000& ms  1? \\ ~r~You're too late!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label1089D8
0002: jump Label1089E7

:Label1089DF
0224: set_car  0@ health_to  1000&

:Label1089E7
00D6: if  0?
0038:    27428?? ==  0?  \\ integer values
004D: jump_if_false Label108A30
00D6: if  0?
003A:    27412?? ==  27408??  \\ integer values and handles
004D: jump_if_false Label108A30
00A8: set_car  0@ to_psycho_driver
00AD: set_car  0@ max_speed_to  20!
00AE: unknown_set_car  0@ to_ignore_traffic_lights  2?
02AA: set_car  0@ immune_to_nonplayer  1?
0004:  27428?? =  1?  \\ integer values

:Label108A30
0002: jump Label108AA5

:Label108A37
00D6: if  0?
8038:   NOT    27428?? ==  10?  \\ integer values
004D: jump_if_false Label108AA5
0164: disable_marker  27308??
045F: unknown_car  0@  4?
00D6: if  0?
0038:    27384?? ==  0?  \\ integer values
004D: jump_if_false Label108A7D
03C4: set_status_text_to  27388??  0? (number) "F_EXTIN" \\ FIRES:
0004:  27384?? =  1?  \\ integer values

:Label108A7D
018C: play_sound  1? at  0!  0!  0!
0004:  27428?? =  10?  \\ integer values
0008:  27388?? +=  1?  \\ integer values
0008:  27412?? +=  1?  \\ integer values

:Label108AA5
0002: jump Label108B49

:Label108AAC
00D6: if  0?
02BF:   car  0@ sunk
004D: jump_if_false Label108B31
00D6: if  0?
8038:   NOT    27428?? ==  10?  \\ integer values
004D: jump_if_false Label108B2A
0164: disable_marker  27308??
045F: unknown_car  0@  4?
00D6: if  0?
0038:    27384?? ==  0?  \\ integer values
004D: jump_if_false Label108B02
03C4: set_status_text_to  27388??  0? (number) "F_EXTIN" \\ FIRES:
0004:  27384?? =  1?  \\ integer values

:Label108B02
018C: play_sound  1? at  0!  0!  0!
0004:  27428?? =  10?  \\ integer values
0008:  27388?? +=  1?  \\ integer values
0008:  27412?? +=  1?  \\ integer values

:Label108B2A
0002: jump Label108B49

:Label108B31
00BC: text_highpriority "F_FAIL2"  5000& ms  1? \\ ~r~You're too late!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108B49
0051: return

:Label108B4B
00D6: if  0?
001A:    2? >  27444??  \\ integer values
004D: jump_if_false Label108CF1
00D6: if  0?
8118:   NOT   actor  4@ dead
004D: jump_if_false Label108C35
00D6: if  0?
0038:    27444?? ==  0?  \\ integer values
004D: jump_if_false Label108BB5
00D6: if  0?
80DF:   NOT   actor  4@ driving
004D: jump_if_false Label108BB5
0326:  27268?? = create_actor  4@ fire
01D0: actor  4@ avoid_player $PLAYER_CHAR
0187:  27324?? = create_marker_above_actor  4@
018B: show_on_radar  27324??  2?
0004:  27444?? =  1?  \\ integer values

:Label108BB5
00D6: if  0?
0038:    27444?? ==  1?  \\ integer values
004D: jump_if_false Label108C2E
00D6: if  0?
02D0:   fire  27268?? extinguished
004D: jump_if_false Label108C2E
0164: disable_marker  27324??
0404: increment_fires_extinguished
00D6: if  0?
0038:    27384?? ==  0?  \\ integer values
004D: jump_if_false Label108C06
03C4: set_status_text_to  27388??  0? (number) "F_EXTIN" \\ FIRES:
0004:  27384?? =  1?  \\ integer values

:Label108C06
018C: play_sound  1? at  0!  0!  0!
0008:  27388?? +=  1?  \\ integer values
0008:  27412?? +=  1?  \\ integer values
0004:  27444?? =  2?  \\ integer values

:Label108C2E
0002: jump Label108CF1

:Label108C35
00D6: if  0?
04AD:  4@
004D: jump_if_false Label108CD9
00D6: if  0?
0038:    27444?? ==  1?  \\ integer values
004D: jump_if_false Label108CBA
02D1: unknown_remove_fire  27268??
0164: disable_marker  27324??
0404: increment_fires_extinguished
00D6: if  0?
0038:    27384?? ==  0?  \\ integer values
004D: jump_if_false Label108C8B
03C4: set_status_text_to  27388??  0? (number) "F_EXTIN" \\ FIRES:
0004:  27384?? =  1?  \\ integer values

:Label108C8B
018C: play_sound  1? at  0!  0!  0!
0008:  27388?? +=  1?  \\ integer values
0008:  27412?? +=  1?  \\ integer values
0004:  27444?? =  2?  \\ integer values
0002: jump Label108CD2

:Label108CBA
00BC: text_highpriority "F_FAIL2"  5000& ms  1? \\ ~r~You're too late!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108CD2
0002: jump Label108CF1

:Label108CD9
00BC: text_highpriority "F_FAIL2"  5000& ms  1? \\ ~r~You're too late!
0004:  27368?? =  1?  \\ integer values
0051: return

:Label108CF1
0051: return

:Label108CF3
0396:  1? (set) useless_flag
00BA: text_styled "F_PASS1"  5000& ms  5? \\ Fire extinguished!
0084:  27376?? =  27392??  \\ integer values and handles
0068:  27376?? *=  27392??  \\ integer values
0010:  27376?? *=  50?  \\ integer values
0058:  27400?? +=  27376??  \\ integer values
01E3: text_1number_styled "REWARD"  27376??  6000& ms  6? \\ REWARD $~1~
0109: player $PLAYER_CHAR money +=  27376??
00D6: if  0?
0018:    27392?? >  11?  \\ integer values
004D: jump_if_false Label108D81
00D6: if  0?
0038:    6332?? ==  0?  \\ integer values
004D: jump_if_false Label108D81
055D: make_player $PLAYER_CHAR fireproof  1?
03E5: text_box "FIREPRO" \\ Fire Truck Mission level 12 complete. You are now completely fireproof!!
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6332?? =  1?  \\ integer values

:Label108D81
0599:  27392??
0008:  27392?? +=  1?  \\ integer values
031A: remove_all_fires
0164: disable_marker  27308??
0164: disable_marker  27312??
0164: disable_marker  27316??
0164: disable_marker  27320??
0164: disable_marker  27324??
0164: disable_marker  27328??
0164: disable_marker  27332??
0164: disable_marker  27336??
0164: disable_marker  27340??
0164: disable_marker  27344??
0164: disable_marker  27348??
0164: disable_marker  27352??
0164: disable_marker  27356??
0164: disable_marker  27360??
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label108E05
00DA:  19160?? = player $PLAYER_CHAR car
0227:  27404?? = car  19160?? health
0008:  27404?? +=  150&  \\ integer values
0224: set_car  19160?? health_to  27404??

:Label108E05
01C3: remove_references_to_car  1@  \\ Like turning a car into any random car
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label108E21
02AA: set_car  1@ immune_to_nonplayer  0?

:Label108E21
01C3: remove_references_to_car  2@  \\ Like turning a car into any random car
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label108E3D
02AA: set_car  2@ immune_to_nonplayer  0?

:Label108E3D
01C3: remove_references_to_car  3@  \\ Like turning a car into any random car
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label108E59
02AA: set_car  3@ immune_to_nonplayer  0?

:Label108E59
01C2: remove_references_to_actor  5@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  7@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  8@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  9@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  10@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  11@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  12@  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  13@  \\ Like turning an actor into a random pedestrian
0249: release_model  27740??
0002: jump Label10713C

:Label108E92
014F: stop_timer  27364??
0151: remove_status_text  27388??
00BA: text_styled "F_FAIL1"  5000& ms  5? \\ Fire Fighter mission ended.
01E3: text_1number_styled "TSCORE"  27400??  6000& ms  6? \\ EARNINGS: $~1~
031A: remove_all_fires
03C7: unknown_maby_cops_density  1!
0164: disable_marker  27308??
0164: disable_marker  27312??
0164: disable_marker  27316??
0164: disable_marker  27320??
0164: disable_marker  27324??
0164: disable_marker  27328??
0164: disable_marker  27332??
0164: disable_marker  27336??
0164: disable_marker  27340??
0164: disable_marker  27344??
0164: disable_marker  27348??
0164: disable_marker  27352??
0164: disable_marker  27356??
0164: disable_marker  27360??
00D6: if  0?
8118:   NOT   actor  5@ dead
004D: jump_if_false Label108F28
02A9: set_actor  5@ immune_to_nonplayer  0?
0321: kill_actor  5@

:Label108F28
00D6: if  0?
8118:   NOT   actor  6@ dead
004D: jump_if_false Label108F44
02A9: set_actor  6@ immune_to_nonplayer  0?
0321: kill_actor  6@

:Label108F44
00D6: if  0?
8118:   NOT   actor  7@ dead
004D: jump_if_false Label108F60
02A9: set_actor  7@ immune_to_nonplayer  0?
0321: kill_actor  7@

:Label108F60
00D6: if  0?
8118:   NOT   actor  8@ dead
004D: jump_if_false Label108F7C
02A9: set_actor  8@ immune_to_nonplayer  0?
0321: kill_actor  8@

:Label108F7C
00D6: if  0?
8118:   NOT   actor  9@ dead
004D: jump_if_false Label108F98
02A9: set_actor  9@ immune_to_nonplayer  0?
0321: kill_actor  9@

:Label108F98
00D6: if  0?
8118:   NOT   actor  10@ dead
004D: jump_if_false Label108FB4
02A9: set_actor  10@ immune_to_nonplayer  0?
0321: kill_actor  10@

:Label108FB4
00D6: if  0?
8118:   NOT   actor  11@ dead
004D: jump_if_false Label108FD0
02A9: set_actor  11@ immune_to_nonplayer  0?
0321: kill_actor  11@

:Label108FD0
00D6: if  0?
8118:   NOT   actor  12@ dead
004D: jump_if_false Label108FEC
02A9: set_actor  12@ immune_to_nonplayer  0?
0321: kill_actor  12@

:Label108FEC
00D6: if  0?
8118:   NOT   actor  13@ dead
004D: jump_if_false Label109008
02A9: set_actor  13@ immune_to_nonplayer  0?
0321: kill_actor  13@

:Label109008
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label109024
02AA: set_car  1@ immune_to_nonplayer  0?
020B: explode_car  1@

:Label109024
00D6: if  0?
8119:   NOT   car  2@ wrecked
004D: jump_if_false Label109040
02AA: set_car  2@ immune_to_nonplayer  0?
020B: explode_car  2@

:Label109040
00D6: if  0?
8119:   NOT   car  3@ wrecked
004D: jump_if_false Label10905C
02AA: set_car  3@ immune_to_nonplayer  0?
020B: explode_car  3@

:Label10905C
0249: release_model  27740??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0004: $ONMISSION =  0?  \\ integer values
0004:  1284?? =  0?  \\ integer values
00D8: mission_cleanup
0051: return

;-------------Mission 78---------------
; Originally: 'VIGILANTE'


:Label109078
0050: gosub Label10909C
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label109093
0050: gosub Label10BE66

:Label109093
0050: gosub Label10BE68
004E: end_thread

:Label10909C
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "COPCAR"
0001: wait  0? ms
00D6: if  0?
0038:    6328?? ==  0?  \\ integer values
004D: jump_if_false Label1090C5
0317: increment_mission_attempts

:Label1090C5
054C: use_GXT_table "COPCAR"
0004:  27568?? =  0?  \\ integer values
0004:  27600?? = -100?  \\ integer values
0004:  27608?? =  0?  \\ integer values
0004:  27580?? =  0?  \\ integer values
0004:  27636?? =  0?  \\ integer values
0004:  27624?? =  0?  \\ integer values
0004:  27576?? =  0?  \\ integer values
0004:  27584?? =  0?  \\ integer values
0004:  27632?? =  0?  \\ integer values
0004:  27588?? =  0?  \\ integer values
0004:  27592?? =  0?  \\ integer values
0004:  27596?? =  0?  \\ integer values
0004:  27604?? =  0?  \\ integer values
0004:  27612?? =  0?  \\ integer values
0004:  27616?? =  0?  \\ integer values
0004:  27620?? =  0?  \\ integer values
0004:  27628?? =  0?  \\ integer values
0004:  27740?? =  0?  \\ integer values
0004:  27744?? =  0?  \\ integer values
0005:  27920?? =  4!  \\ floating-point values
0005:  27924?? =  1!  \\ floating-point values
0004:  27748?? =  0?  \\ integer values
0005:  19544?? =  0!  \\ floating-point values
0005:  27848?? =  0!  \\ floating-point values
0005:  27928?? =  0!  \\ floating-point values
0005:  27932?? =  0!  \\ floating-point values
0005:  27936?? =  0!  \\ floating-point values
0005:  27940?? =  0!  \\ floating-point values
0007:  2@ =  0!  \\ floating-point values
0007:  3@ =  0!  \\ floating-point values
0007:  4@ =  0!  \\ floating-point values
0007:  5@ =  0!  \\ floating-point values
0007:  8@ =  0!  \\ floating-point values
0007:  9@ =  0!  \\ floating-point values
0007:  10@ =  0!  \\ floating-point values
0007:  11@ =  0!  \\ floating-point values
0247: request_model #COLT45
0247: request_model #TEC9
0247: request_model #RUGER
0247: request_model #CHROMEGUN
0247: request_model #MACHETE
0247: request_model #BAT
038B: load_requested_models

:Label10921B
00D6: if  23?
8248:   NOT   model #COLT45 available
8248:   NOT   model #TEC9 available
8248:   NOT   model #RUGER available
8248:   NOT   model #CHROMEGUN available
004D: jump_if_false Label109245
0001: wait  0? ms
0002: jump Label10921B

:Label109245
00D6: if  21?
8248:   NOT   model #MACHETE available
8248:   NOT   model #BAT available
004D: jump_if_false Label109265
0001: wait  0? ms
0002: jump Label109245

:Label109265
0481:  6!
0482:  3!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label109292
03C1:  27500?? = player $PLAYER_CHAR car
053F: unknown_car  27500?? flag  0?

:Label109292
0004:  27672?? =  0?  \\ integer values
0004:  27708?? =  0?  \\ integer values
0004:  27736?? =  0?  \\ integer values
0004:  27576?? =  0?  \\ integer values
0004:  27640?? =  0?  \\ integer values
0004:  27644?? =  0?  \\ integer values
0004:  27648?? =  0?  \\ integer values
0004:  27652?? =  0?  \\ integer values
0004:  27656?? =  0?  \\ integer values
0004:  27660?? =  0?  \\ integer values
0004:  27664?? =  0?  \\ integer values
0004:  27676?? =  0?  \\ integer values
0004:  27680?? =  0?  \\ integer values
0004:  27684?? =  0?  \\ integer values
0004:  27688?? =  0?  \\ integer values
0004:  27692?? =  0?  \\ integer values
0004:  27696?? =  0?  \\ integer values
0004:  27700?? =  0?  \\ integer values
0004:  27712?? =  0?  \\ integer values
0006:  12@ =  0?  \\ integer values
0006:  13@ =  0?  \\ integer values
0004:  27716?? =  0?  \\ integer values
0004:  27720?? =  0?  \\ integer values
0004:  27724?? =  0?  \\ integer values
0004:  27728?? =  0?  \\ integer values
0005:  27864?? =  0!  \\ floating-point values
0005:  27868?? =  0!  \\ floating-point values
0005:  27872?? =  0!  \\ floating-point values
0005:  27876?? =  0!  \\ floating-point values
0004:  10260?? =  0?  \\ integer values
0050: gosub Label10BEB9
0209:  27744?? = random_int  9?  95?
0247: request_model  27744??

:Label109385
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label1093A5
0002: jump Label10BE66

:Label1093A5
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label1093EA
0208:  27768?? = random_float -247.43!  683.41!
0208:  27772?? = random_float -1813.62!  1308.102!
0002: jump Label109453

:Label1093EA
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1802.615! -1518.473! -270.134!  1591.896!
004D: jump_if_false Label109435
0208:  27768?? = random_float -1802.615! -270.134!
0208:  27772?? = random_float -1518.473!  1591.896!
0002: jump Label109453

:Label109435
0208:  27768?? = random_float -247.43!  683.41!
0208:  27772?? = random_float -1813.62!  1308.102!

:Label109453
0005:  27776?? =  10!  \\ floating-point values
00D6: if  0?
001A:    4? >  27568??  \\ integer values
004D: jump_if_false Label109490
03D3: point  27768??  27772??  27776?? get_nearby_vector  27768??  27772??  27776??  27804??
0009:  27776?? +=  .5!  \\ floating-point values

:Label109490
00D6: if  1?
0018:    27568?? >  3?  \\ integer values
001A:    8? >  27568??  \\ integer values
004D: jump_if_false Label109611
04B9: unknown_stuff  27768??  27772??  27776??  8!  500!  27768??  27772??  27776??  27780??  27784??  27788??  27804??
00D6: if  3?
0042:    27768?? ==  0!  \\ floating-point values
0042:    27772?? ==  0!  \\ floating-point values
0042:    27780?? ==  0!  \\ floating-point values
0042:    27784?? ==  0!  \\ floating-point values
004D: jump_if_false Label109511
0001: wait  0? ms
0002: jump Label109385

:Label109511
0086:  27852?? =  27780??  \\ floating-point values only
0061:  27852?? -=  27768??  \\ floating-point values
0086:  27856?? =  27784??  \\ floating-point values only
0061:  27856?? -=  27772??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  27852??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  27856??  \\ floating-point values
0086:  27860?? =  27912??  \\ floating-point values only
0059:  27860?? +=  27916??  \\ floating-point values
01FB:  27860?? = square_root  27860??
0005:  19456?? =  8!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0086:  27780?? =  27768??  \\ floating-point values only
0059:  27780?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0086:  27784?? =  27772??  \\ floating-point values only
0059:  27784?? +=  27916??  \\ floating-point values
0005:  19456?? =  2!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0059:  27768?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0059:  27772?? +=  27916??  \\ floating-point values
0009:  27776?? +=  .5!  \\ floating-point values
0009:  27788?? +=  .5!  \\ floating-point values

:Label109611
00D6: if  1?
0018:    27568?? >  7?  \\ integer values
001A:    12? >  27568??  \\ integer values
004D: jump_if_false Label109802
04B9: unknown_stuff  27768??  27772??  27776??  13!  500!  27768??  27772??  27776??  27792??  27796??  27800??  27804??
00D6: if  3?
0042:    27768?? ==  0!  \\ floating-point values
0042:    27772?? ==  0!  \\ floating-point values
0042:    27792?? ==  0!  \\ floating-point values
0042:    27796?? ==  0!  \\ floating-point values
004D: jump_if_false Label109692
0001: wait  0? ms
0002: jump Label109385

:Label109692
0086:  27852?? =  27792??  \\ floating-point values only
0061:  27852?? -=  27768??  \\ floating-point values
0086:  27856?? =  27796??  \\ floating-point values only
0061:  27856?? -=  27772??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  27852??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  27856??  \\ floating-point values
0086:  27860?? =  27912??  \\ floating-point values only
0059:  27860?? +=  27916??  \\ floating-point values
01FB:  27860?? = square_root  27860??
0005:  19456?? =  13!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0086:  27792?? =  27768??  \\ floating-point values only
0059:  27792?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0086:  27796?? =  27772??  \\ floating-point values only
0059:  27796?? +=  27916??  \\ floating-point values
0005:  19456?? =  2!  \\ floating-point values
0071:  19456?? /=  27860??  \\ floating-point values
0086:  27912?? =  27852??  \\ floating-point values only
0069:  27912?? *=  19456??  \\ floating-point values
0059:  27768?? +=  27912??  \\ floating-point values
0086:  27916?? =  27856??  \\ floating-point values only
0069:  27916?? *=  19456??  \\ floating-point values
0059:  27772?? +=  27916??  \\ floating-point values
0086:  27780?? =  27768??  \\ floating-point values only
0061:  27780?? -=  27792??  \\ floating-point values
0015:  27780?? /=  2!  \\ floating-point values
0059:  27780?? +=  27792??  \\ floating-point values
0086:  27784?? =  27772??  \\ floating-point values only
0061:  27784?? -=  27796??  \\ floating-point values
0015:  27784?? /=  2!  \\ floating-point values
0059:  27784?? +=  27796??  \\ floating-point values
0086:  27788?? =  27776??  \\ floating-point values only
0061:  27788?? -=  27800??  \\ floating-point values
0015:  27788?? /=  2!  \\ floating-point values
0059:  27788?? +=  27800??  \\ floating-point values
0009:  27776?? +=  .5!  \\ floating-point values
0009:  27788?? +=  .5!  \\ floating-point values
0009:  27800?? +=  .5!  \\ floating-point values

:Label109802
00D6: if  0?
0022:    7! >  27776??  \\ floating-point values
004D: jump_if_false Label109822
0001: wait  0? ms
0002: jump Label109385

:Label109822
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0509: unknown  27812?? = distance between point  380??  384?? and point  27768??  27772??
00D6: if  21?
0022:    150! >  27812??  \\ floating-point values
0020:    27812?? >  600!  \\ floating-point values
004D: jump_if_false Label10986B
0001: wait  0? ms
0002: jump Label109385

:Label10986B
00D6: if  3?
0020:    27768?? > -1905.785!  \\ floating-point values
0022:   -1105.785! >  27768??  \\ floating-point values
0020:    27772?? >  745.678!  \\ floating-point values
0022:    1773.513! >  27772??  \\ floating-point values
004D: jump_if_false Label1098A9
0001: wait  0? ms
0002: jump Label109385

:Label1098A9
00D6: if  3?
0020:    27768?? > -265.018!  \\ floating-point values
0022:    170.188! >  27768??  \\ floating-point values
0020:    27772?? > -275.942!  \\ floating-point values
0022:    1689.059! >  27772??  \\ floating-point values
004D: jump_if_false Label1098E7
0001: wait  0? ms
0002: jump Label109385

:Label1098E7
00D6: if  3?
0020:    27768?? >  164.191!  \\ floating-point values
0022:    259.713! >  27768??  \\ floating-point values
0020:    27772?? > -187.926!  \\ floating-point values
0022:    631.97! >  27772??  \\ floating-point values
004D: jump_if_false Label109925
0001: wait  0? ms
0002: jump Label109385

:Label109925
00D6: if  3?
0020:    27768?? > -731.729!  \\ floating-point values
0022:   -263.334! >  27768??  \\ floating-point values
0020:    27772?? > -4.399!  \\ floating-point values
0022:    62.853! >  27772??  \\ floating-point values
004D: jump_if_false Label109963
0001: wait  0? ms
0002: jump Label109385

:Label109963
00D6: if  3?
0020:    27768?? > -180.88!  \\ floating-point values
0022:    64.112! >  27768??  \\ floating-point values
0020:    27772?? > -499.183!  \\ floating-point values
0022:   -417.519! >  27772??  \\ floating-point values
004D: jump_if_false Label1099A1
0001: wait  0? ms
0002: jump Label109385

:Label1099A1
00D6: if  3?
0020:    27768?? > -762.855!  \\ floating-point values
0022:   -172.566! >  27768??  \\ floating-point values
0020:    27772?? > -667.099!  \\ floating-point values
0022:   -224.382! >  27772??  \\ floating-point values
004D: jump_if_false Label1099DF
0001: wait  0? ms
0002: jump Label109385

:Label1099DF
00D6: if  0?
0038:   $PASSED_COK2_PHNOM_PENH_86 ==  0?  \\ integer values
004D: jump_if_false Label109AE9
00D6: if  3?
0020:    27768?? > -2327.212!  \\ floating-point values
0022:   -261.402! >  27768??  \\ floating-point values
0020:    27772?? > -2027.821!  \\ floating-point values
0022:    1894.426! >  27772??  \\ floating-point values
004D: jump_if_false Label109A2F
0001: wait  0? ms
0002: jump Label109385

:Label109A2F
00D6: if  3?
0020:    27768?? > -265.018!  \\ floating-point values
0022:    170.188! >  27768??  \\ floating-point values
0020:    27772?? > -275.942!  \\ floating-point values
0022:    1689.059! >  27772??  \\ floating-point values
004D: jump_if_false Label109A6D
0001: wait  0? ms
0002: jump Label109385

:Label109A6D
00D6: if  3?
0020:    27768?? > -265.657!  \\ floating-point values
0022:    36.828! >  27768??  \\ floating-point values
0020:    27772?? > -729.217!  \\ floating-point values
0022:   -275.488! >  27772??  \\ floating-point values
004D: jump_if_false Label109AAB
0001: wait  0? ms
0002: jump Label109385

:Label109AAB
00D6: if  3?
0020:    27768?? >  164.191!  \\ floating-point values
0022:    259.713! >  27768??  \\ floating-point values
0020:    27772?? > -187.926!  \\ floating-point values
0022:    631.97! >  27772??  \\ floating-point values
004D: jump_if_false Label109AE9
0001: wait  0? ms
0002: jump Label109385

:Label109AE9
0099:  27572?? = random_integer_0_to_65535  \\ never used in VC or GTA 3

:Label109AEE
00D6: if  0?
0038:    27572?? ==  0?  \\ integer values
004D: jump_if_false Label109B0C
0099:  27572?? = random_integer_0_to_65535  \\ never used in VC or GTA 3
0002: jump Label109AEE

:Label109B0C
00D6: if  21?
8248:   NOT   model  27740?? available
8248:   NOT   model  27744?? available
004D: jump_if_false Label109B4C
0001: wait  0? ms
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label109B45
0002: jump Label10BE66

:Label109B45
0002: jump Label109B0C

:Label109B4C
00A5:  27504?? = create_car  27740?? at  27768??  27772??  27776??
0224: set_car  27504?? health_to  800&
00AE: unknown_set_car  27504?? to_ignore_traffic_lights  2?
048B: unknown_car  27504?? timer  27572??
04BD: unknown_car  27504??  1?
0175: set_car  27504?? z_angle_to  27804??
0428: unknown_car  27504?? flag  1?

:Label109B8A
00D6: if  0?
04F1:   unknown_car_check  27504??
004D: jump_if_false Label109BDC
0001: wait  0? ms
00D6: if  0?
0119:   car  27504?? wrecked
004D: jump_if_false Label109BB5
0002: jump Label10BE66

:Label109BB5
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label109BD5
0002: jump Label10BE66

:Label109BD5
0002: jump Label109B8A

:Label109BDC
0129:  27508?? = create_actor  15?  27744?? in_car  27504?? driverseat
00D6: if  0?
8038:   NOT   $ONMISSION ==  1?  \\ integer values
004D: jump_if_false Label109C25
018A:  27756?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27760?? = create_checkpoint_at  1780??  1784??  1788??
018A:  27764?? = create_checkpoint_at  1780??  1784??  1788??

:Label109C25
0164: disable_marker  27756??
0187:  27756?? = create_marker_above_actor  27508??
0084:  27564?? =  27508??  \\ integer values and handles
0050: gosub Label10CE2E
00D6: if  0?
0018:    27568?? >  0?  \\ integer values
004D: jump_if_false Label109C78
01C8:  27512?? = create_actor  15?  27744?? in_car  27504?? passenger_seat  0?
0084:  27564?? =  27512??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109C7F

:Label109C78
0004:  27656?? =  1?  \\ integer values

:Label109C7F
00D6: if  0?
0018:    27568?? >  1?  \\ integer values
004D: jump_if_false Label109CB6
01C8:  27516?? = create_actor  15?  27744?? in_car  27504?? passenger_seat  1?
0084:  27564?? =  27516??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109CBD

:Label109CB6
0004:  27660?? =  1?  \\ integer values

:Label109CBD
00D6: if  0?
0018:    27568?? >  2?  \\ integer values
004D: jump_if_false Label109CF4
01C8:  27520?? = create_actor  15?  27744?? in_car  27504?? passenger_seat  2?
0084:  27564?? =  27520??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109CFB

:Label109CF4
0004:  27664?? =  1?  \\ integer values

:Label109CFB
00D6: if  0?
0018:    27568?? >  3?  \\ integer values
004D: jump_if_false Label109DCD
00A5:  27524?? = create_car  27740?? at  27780??  27784??  27788??
04BD: unknown_car  27524??  1?
0175: set_car  27524?? z_angle_to  27804??
0428: unknown_car  27524?? flag  1?
00AE: unknown_set_car  27524?? to_ignore_traffic_lights  2?
0224: set_car  27524?? health_to  800&
048B: unknown_car  27524?? timer  27572??

:Label109D4B
00D6: if  0?
04F1:   unknown_car_check  27524??
004D: jump_if_false Label109D9D
0001: wait  0? ms
00D6: if  0?
0119:   car  27524?? wrecked
004D: jump_if_false Label109D76
0002: jump Label10BE66

:Label109D76
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label109D96
0002: jump Label10BE66

:Label109D96
0002: jump Label109D4B

:Label109D9D
0129:  27528?? = create_actor  15?  27744?? in_car  27524?? driverseat
0084:  27564?? =  27528??  \\ integer values and handles
0050: gosub Label10CE2E
0164: disable_marker  27760??
0187:  27760?? = create_marker_above_actor  27528??
0002: jump Label109DDB

:Label109DCD
0004:  27708?? =  1?  \\ integer values
0004:  27688?? =  1?  \\ integer values

:Label109DDB
00D6: if  0?
0018:    27568?? >  4?  \\ integer values
004D: jump_if_false Label109E12
01C8:  27532?? = create_actor  15?  27744?? in_car  27524?? passenger_seat  0?
0084:  27564?? =  27532??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E19

:Label109E12
0004:  27692?? =  1?  \\ integer values

:Label109E19
00D6: if  0?
0018:    27568?? >  5?  \\ integer values
004D: jump_if_false Label109E50
01C8:  27536?? = create_actor  15?  27744?? in_car  27524?? passenger_seat  1?
0084:  27564?? =  27536??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E57

:Label109E50
0004:  27696?? =  1?  \\ integer values

:Label109E57
00D6: if  0?
0018:    27568?? >  6?  \\ integer values
004D: jump_if_false Label109E8E
01C8:  27540?? = create_actor  15?  27744?? in_car  27524?? passenger_seat  2?
0084:  27564?? =  27540??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109E95

:Label109E8E
0004:  27700?? =  1?  \\ integer values

:Label109E95
00D6: if  0?
0018:    27568?? >  7?  \\ integer values
004D: jump_if_false Label109F67
00A5:  27544?? = create_car  27740?? at  27792??  27796??  27800??
04BD: unknown_car  27544??  1?
0175: set_car  27544?? z_angle_to  27804??
0428: unknown_car  27544?? flag  1?
00AE: unknown_set_car  27544?? to_ignore_traffic_lights  2?
0224: set_car  27544?? health_to  800&
048B: unknown_car  27544?? timer  27572??

:Label109EE5
00D6: if  0?
04F1:   unknown_car_check  27544??
004D: jump_if_false Label109F37
0001: wait  0? ms
00D6: if  0?
0119:   car  27544?? wrecked
004D: jump_if_false Label109F10
0002: jump Label10BE66

:Label109F10
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label109F30
0002: jump Label10BE66

:Label109F30
0002: jump Label109EE5

:Label109F37
0129:  27548?? = create_actor  15?  27744?? in_car  27544?? driverseat
0084:  27564?? =  27548??  \\ integer values and handles
0050: gosub Label10CE2E
0164: disable_marker  27764??
0187:  27764?? = create_marker_above_actor  27548??
0002: jump Label109F75

:Label109F67
0004:  27736?? =  1?  \\ integer values
0004:  27716?? =  1?  \\ integer values

:Label109F75
00D6: if  0?
0018:    27568?? >  8?  \\ integer values
004D: jump_if_false Label109FAC
01C8:  27552?? = create_actor  15?  27744?? in_car  27544?? passenger_seat  0?
0084:  27564?? =  27552??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109FB3

:Label109FAC
0004:  27720?? =  1?  \\ integer values

:Label109FB3
00D6: if  0?
0018:    27568?? >  9?  \\ integer values
004D: jump_if_false Label109FEA
01C8:  27556?? = create_actor  15?  27744?? in_car  27544?? passenger_seat  1?
0084:  27564?? =  27556??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label109FF1

:Label109FEA
0004:  27724?? =  1?  \\ integer values

:Label109FF1
00D6: if  0?
0018:    27568?? >  10?  \\ integer values
004D: jump_if_false Label10A028
01C8:  27560?? = create_actor  15?  27744?? in_car  27544?? passenger_seat  2?
0084:  27564?? =  27560??  \\ integer values and handles
0050: gosub Label10CE2E
0002: jump Label10A02F

:Label10A028
0004:  27728?? =  1?  \\ integer values

:Label10A02F
0249: release_model  27740??
0249: release_model  27744??
0050: gosub Label10CBE8
00A0:  27816?? = actor  27508?? x_pos,  27820?? = actor  27508?? y_pos,  1788?? = actor  27508?? z_pos
03AA: play_suspect_last_seen_at  27816??  27820??  1788??
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0086:  19448?? =  380??  \\ floating-point values only
0061:  19448?? -=  27816??  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0061:  19452?? -=  27820??  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  27808?? =  19452??  \\ floating-point values only
0059:  27808?? +=  19452??  \\ floating-point values
01FB:  27808?? = square_root  27808??
0071:  27808?? /=  27920??  \\ floating-point values
0011:  27808?? *=  1000!  \\ floating-point values
008C:  27628?? = float_to_integer  27808??
00D6: if  0?
001A:    40000&& >  27628??  \\ integer values
004D: jump_if_false Label10A0E8
0004:  27628?? =  40000&&  \\ integer values

:Label10A0E8
0058:  27600?? +=  27628??  \\ integer values
0014:  27628?? /=  1000&  \\ integer values
00D6: if  0?
0038:    27636?? ==  1?  \\ integer values
004D: jump_if_false Label10A123
01E3: text_1number_styled "A_TIME"  27628??  4000& ms  6? \\ +~1~ seconds
0002: jump Label10A158

:Label10A123
00D6: if  0?
001A:    45000&& >  27600??  \\ integer values
004D: jump_if_false Label10A142
0004:  27600?? =  45000&&  \\ integer values

:Label10A142
0008:  27600?? +=  30000&  \\ integer values
014E: set_timer_to  27600?? type  1?
0004:  27636?? =  1?  \\ integer values

:Label10A158
01BD:  19244?? = current_time_in_ms
0084:  27668?? =  19244??  \\ integer values and handles
0084:  27704?? =  19244??  \\ integer values and handles
0084:  27732?? =  19244??  \\ integer values and handles
00D6: if  0?
001A:    13? >  27568??  \\ integer values
004D: jump_if_false Label10A191
000D:  27920?? -=  .1!  \\ floating-point values

:Label10A191
0396:  0? (clear) useless_flag
0084:  27752?? =  27568??  \\ integer values and handles
0008:  27752?? +=  1?  \\ integer values
01E5: text_1number_highpriority "CLEVEL"  27752??  5000& ms  1? \\ Vigilante Mission Level ~1~

:Label10A1B6
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
0050: gosub Label10D06A
00D6: if  0?
0038:    27608?? ==  1?  \\ integer values
004D: jump_if_false Label10A1ED
0002: jump Label10BE66

:Label10A1ED
00D6: if  22?
0038:    27640?? == -1?  \\ integer values
0038:    27676?? == -1?  \\ integer values
0038:    27712?? == -1?  \\ integer values
004D: jump_if_false Label10A214
0004:  27576?? =  1?  \\ integer values

:Label10A214
0008:  10260?? +=  1?  \\ integer values
00D6: if  0?
0018:    10260?? >  2?  \\ integer values
004D: jump_if_false Label10A234
0004:  10260?? =  0?  \\ integer values

:Label10A234
00D6: if  0?
0038:    10260?? ==  0?  \\ integer values
004D: jump_if_false Label10A971
00D6: if  0?
8118:   NOT   actor  27508?? dead
004D: jump_if_false Label10A67C
00D6: if  0?
0449:   actor  27508?? in_a_car
004D: jump_if_false Label10A4E9
01C3: remove_references_to_car  27504??  \\ Like turning a car into any random car
03C0:  27504?? = actor  27508?? car
00D6: if  0?
0038:    27640?? == -1?  \\ integer values
004D: jump_if_false Label10A2C5
046D:  27592?? = unknown_actor  27508?? car car_seats
00D6: if  0?
0018:    27592?? >  0?  \\ integer values
004D: jump_if_false Label10A2B6
0084:  27668?? =  19244??  \\ integer values and handles
0008:  27668?? +=  2000&  \\ integer values
0002: jump Label10A2BE

:Label10A2B6
0084:  27668?? =  19244??  \\ integer values and handles

:Label10A2BE
0004:  27640?? =  0?  \\ integer values

:Label10A2C5
00D6: if  0?
0038:    27640?? ==  0?  \\ integer values
004D: jump_if_false Label10A316
00D6: if  0?
001C:    19244?? >  27668??  \\ integer values
004D: jump_if_false Label10A316
00AD: set_car  27504?? max_speed_to  100!
00AE: unknown_set_car  27504?? to_ignore_traffic_lights  2?
00A8: set_car  27504?? to_psycho_driver
0084:  27644?? =  19244??  \\ integer values and handles
0004:  27640?? =  1?  \\ integer values
0004:  27648?? =  0?  \\ integer values

:Label10A316
00D6: if  0?
0018:    27640?? >  0?  \\ integer values
004D: jump_if_false Label10A4E2
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  27504??
004D: jump_if_false Label10A343
01CA: actor  27508?? kill_player $PLAYER_CHAR

:Label10A343
0084:  19520?? =  27504??  \\ integer values and handles
0084:  19524?? =  27648??  \\ integer values and handles
0084:  19528?? =  27644??  \\ integer values and handles
0086:  19508?? =  27928??  \\ floating-point values only
0086:  19512?? =  27932??  \\ floating-point values only
0086:  19516?? =  27936??  \\ floating-point values only
00D6: if  0?
0020:    27940?? >  0!  \\ floating-point values
004D: jump_if_false Label10A38F
0050: gosub Label10C5C4

:Label10A38F
0084:  27648?? =  19524??  \\ integer values and handles
0084:  27644?? =  19528??  \\ integer values and handles
0086:  27928?? =  19508??  \\ floating-point values only
0086:  27932?? =  19512??  \\ floating-point values only
0086:  27936?? =  19516??  \\ floating-point values only
00D6: if  0?
0038:    27648?? == -9?  \\ integer values
004D: jump_if_false Label10A3D8
046B: unknown_actor  27508?? car  27504??
0004:  27648?? =  0?  \\ integer values

:Label10A3D8
00D6: if  0?
8185:   NOT   car  27504?? health >=  400&
004D: jump_if_false Label10A3F3
01CA: actor  27508?? kill_player $PLAYER_CHAR

:Label10A3F3
00D6: if  0?
8185:   NOT   car  27504?? health >=  251&
004D: jump_if_false Label10A425
046B: unknown_actor  27508?? car  27504??
0084:  27668?? =  19244??  \\ integer values and handles
0008:  27668?? +=  2000&  \\ integer values
0002: jump Label10A42D

:Label10A425
0084:  27668?? =  19244??  \\ integer values and handles

:Label10A42D
0050: gosub Label10C825
00A0:  27816?? = actor  27508?? x_pos,  27820?? = actor  27508?? y_pos,  1788?? = actor  27508?? z_pos
0086:  19448?? =  380??  \\ floating-point values only
0061:  19448?? -=  27816??  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0061:  19452?? -=  27820??  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0005:  27940?? =  1000!  \\ floating-point values
0071:  27940?? /=  19456??  \\ floating-point values
00D6: if  0?
0020:    27940?? >  100!  \\ floating-point values
004D: jump_if_false Label10A4BB
0005:  27940?? =  100!  \\ floating-point values

:Label10A4BB
00D6: if  0?
0022:    15! >  27940??  \\ floating-point values
004D: jump_if_false Label10A4DA
0005:  27940?? =  15!  \\ floating-point values

:Label10A4DA
00AD: set_car  27504?? max_speed_to  27940??

:Label10A4E2
0002: jump Label10A675

:Label10A4E9
0004:  27640?? = -1?  \\ integer values
0050: gosub Label10C825
00D6: if  0?
001C:    19244?? >  27668??  \\ integer values
004D: jump_if_false Label10A675
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27508?? radius  45!  45!
004D: jump_if_false Label10A5F9
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label10A548
01CA: actor  27508?? kill_player $PLAYER_CHAR
0002: jump Label10A5F2

:Label10A548
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27508?? radius  30!  30!
004D: jump_if_false Label10A576
01CA: actor  27508?? kill_player $PLAYER_CHAR
0002: jump Label10A5F2

:Label10A576
0084:  19476?? =  27508??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27504?? wrecked
004D: jump_if_false Label10A5EB
00D6: if  0?
0185:   car  27504?? health >=  400&
004D: jump_if_false Label10A5DD
00D6: if  0?
0202:   actor  27508?? near_car  27504?? radius  40!  40! unknown  0?
004D: jump_if_false Label10A5CF
01D5: actor  27508?? go_to_and_drive_car  27504??
0002: jump Label10A5D6

:Label10A5CF
0050: gosub Label10C382

:Label10A5D6
0002: jump Label10A5E4

:Label10A5DD
0050: gosub Label10C382

:Label10A5E4
0002: jump Label10A5F2

:Label10A5EB
0050: gosub Label10C382

:Label10A5F2
0002: jump Label10A675

:Label10A5F9
0084:  19476?? =  27508??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27504?? wrecked
004D: jump_if_false Label10A66E
00D6: if  0?
0185:   car  27504?? health >=  400&
004D: jump_if_false Label10A660
00D6: if  0?
0202:   actor  27508?? near_car  27504?? radius  40!  40! unknown  0?
004D: jump_if_false Label10A652
01D5: actor  27508?? go_to_and_drive_car  27504??
0002: jump Label10A659

:Label10A652
0050: gosub Label10C382

:Label10A659
0002: jump Label10A667

:Label10A660
0050: gosub Label10C382

:Label10A667
0002: jump Label10A675

:Label10A66E
0050: gosub Label10C382

:Label10A675
0002: jump Label10A83F

:Label10A67C
0164: disable_marker  27756??
01C2: remove_references_to_actor  27508??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    27652?? ==  0?  \\ integer values
004D: jump_if_false Label10A6DC
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10A6D5
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10A6D5
0004:  27652?? =  1?  \\ integer values

:Label10A6DC
00D6: if  0?
8118:   NOT   actor  27512?? dead
004D: jump_if_false Label10A77E
0084:  27508?? =  27512??  \\ integer values and handles
0004:  27512?? = -1?  \\ integer values
0004:  27652?? =  0?  \\ integer values
0004:  27656?? =  1?  \\ integer values
0187:  27756?? = create_marker_above_actor  27508??
00D6: if  0?
8118:   NOT   actor  27516?? dead
004D: jump_if_false Label10A744
01DE: tie_actor  27516?? to_actor  27508??
00D6: if  0?
831F:   NOT   unknown_actor  27516?? unknown_actor  27508??
004D: jump_if_false Label10A744
01CC: actor  27516?? kill_player $PLAYER_CHAR

:Label10A744
00D6: if  0?
8118:   NOT   actor  27520?? dead
004D: jump_if_false Label10A777
01DE: tie_actor  27520?? to_actor  27508??
00D6: if  0?
831F:   NOT   unknown_actor  27520?? unknown_actor  27508??
004D: jump_if_false Label10A777
01CC: actor  27520?? kill_player $PLAYER_CHAR

:Label10A777
0002: jump Label10A83F

:Label10A77E
01C2: remove_references_to_actor  27512??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27516?? dead
004D: jump_if_false Label10A7F2
0084:  27508?? =  27516??  \\ integer values and handles
0004:  27516?? = -1?  \\ integer values
0004:  27652?? =  0?  \\ integer values
0004:  27660?? =  1?  \\ integer values
0187:  27756?? = create_marker_above_actor  27508??
00D6: if  0?
8118:   NOT   actor  27520?? dead
004D: jump_if_false Label10A7EB
01DE: tie_actor  27520?? to_actor  27508??
00D6: if  0?
831F:   NOT   unknown_actor  27520?? unknown_actor  27508??
004D: jump_if_false Label10A7EB
01CC: actor  27520?? kill_player $PLAYER_CHAR

:Label10A7EB
0002: jump Label10A83F

:Label10A7F2
01C2: remove_references_to_actor  27516??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27520?? dead
004D: jump_if_false Label10A833
0084:  27508?? =  27520??  \\ integer values and handles
0004:  27520?? = -1?  \\ integer values
0004:  27652?? =  0?  \\ integer values
0004:  27664?? =  1?  \\ integer values
0187:  27756?? = create_marker_above_actor  27508??
0002: jump Label10A83F

:Label10A833
01C2: remove_references_to_actor  27520??  \\ Like turning an actor into a random pedestrian
0004:  27672?? =  1?  \\ integer values

:Label10A83F
00D6: if  0?
0118:   actor  27512?? dead
004D: jump_if_false Label10A8A5
00D6: if  0?
0038:    27656?? ==  0?  \\ integer values
004D: jump_if_false Label10A8A5
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10A89E
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10A89E
0004:  27656?? =  1?  \\ integer values

:Label10A8A5
00D6: if  0?
0118:   actor  27516?? dead
004D: jump_if_false Label10A90B
00D6: if  0?
0038:    27660?? ==  0?  \\ integer values
004D: jump_if_false Label10A90B
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10A904
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10A904
0004:  27660?? =  1?  \\ integer values

:Label10A90B
00D6: if  0?
0118:   actor  27520?? dead
004D: jump_if_false Label10A971
00D6: if  0?
0038:    27664?? ==  0?  \\ integer values
004D: jump_if_false Label10A971
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10A96A
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10A96A
0004:  27664?? =  1?  \\ integer values

:Label10A971
00D6: if  0?
0038:    10260?? ==  1?  \\ integer values
004D: jump_if_false Label10B281
00D6: if  0?
8118:   NOT   actor  27528?? dead
004D: jump_if_false Label10AF8C
00D6: if  0?
0449:   actor  27528?? in_a_car
004D: jump_if_false Label10ADF9
01C3: remove_references_to_car  27524??  \\ Like turning a car into any random car
03C0:  27524?? = actor  27528?? car
00D6: if  0?
0038:    27676?? == -1?  \\ integer values
004D: jump_if_false Label10AA02
046D:  27592?? = unknown_actor  27528?? car car_seats
00D6: if  0?
0018:    27592?? >  0?  \\ integer values
004D: jump_if_false Label10A9F3
0084:  27704?? =  19244??  \\ integer values and handles
0008:  27704?? +=  2000&  \\ integer values
0002: jump Label10A9FB

:Label10A9F3
0084:  27704?? =  19244??  \\ integer values and handles

:Label10A9FB
0004:  27676?? =  0?  \\ integer values

:Label10AA02
00D6: if  0?
0038:    27676?? ==  0?  \\ integer values
004D: jump_if_false Label10AAA1
00D6: if  0?
001C:    19244?? >  27704??  \\ integer values
004D: jump_if_false Label10AAA1
00AD: set_car  27524?? max_speed_to  100!
00AE: unknown_set_car  27524?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    27576?? ==  0?  \\ integer values
004D: jump_if_false Label10AA6D
00D6: if  0?
8119:   NOT   car  27504?? wrecked
004D: jump_if_false Label10AA66
00A8: set_car  27524?? to_psycho_driver
0002: jump Label10AA6D

:Label10AA66
0004:  27576?? =  1?  \\ integer values

:Label10AA6D
00D6: if  0?
0038:    27576?? ==  1?  \\ integer values
004D: jump_if_false Label10AA8B
04BD: unknown_car  27524??  0?
00A8: set_car  27524?? to_psycho_driver

:Label10AA8B
0084:  27680?? =  19244??  \\ integer values and handles
0004:  27676?? =  1?  \\ integer values
0004:  27684?? =  0?  \\ integer values

:Label10AAA1
00D6: if  0?
0018:    27676?? >  0?  \\ integer values
004D: jump_if_false Label10ADF2
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  27524??
004D: jump_if_false Label10AACE
01CA: actor  27528?? kill_player $PLAYER_CHAR

:Label10AACE
0084:  19520?? =  27524??  \\ integer values and handles
0084:  19524?? =  27684??  \\ integer values and handles
0084:  19528?? =  27680??  \\ integer values and handles
0088:  19508?? =  2@  \\ floating-point values only
0088:  19512?? =  3@  \\ floating-point values only
0088:  19516?? =  4@  \\ floating-point values only
00D6: if  0?
0021:    5@ >  0!  \\ floating-point values
004D: jump_if_false Label10AB1A
0050: gosub Label10C5C4

:Label10AB1A
0084:  27684?? =  19524??  \\ integer values and handles
0084:  27680?? =  19528??  \\ integer values and handles
0089:  2@ =  19508??  \\ floating-point values only
0089:  3@ =  19512??  \\ floating-point values only
0089:  4@ =  19516??  \\ floating-point values only
00D6: if  0?
0038:    27684?? == -9?  \\ integer values
004D: jump_if_false Label10AB63
046B: unknown_actor  27528?? car  27524??
0004:  27684?? =  0?  \\ integer values

:Label10AB63
00D6: if  0?
8185:   NOT   car  27524?? health >=  400&
004D: jump_if_false Label10AB7E
01CA: actor  27528?? kill_player $PLAYER_CHAR

:Label10AB7E
00D6: if  0?
8185:   NOT   car  27524?? health >=  251&
004D: jump_if_false Label10ABB0
046B: unknown_actor  27528?? car  27524??
0084:  27704?? =  19244??  \\ integer values and handles
0008:  27704?? +=  2000&  \\ integer values
0002: jump Label10ABB8

:Label10ABB0
0084:  27704?? =  19244??  \\ integer values and handles

:Label10ABB8
0050: gosub Label10C966
00A0:  0@ = actor  27528?? x_pos,  1@ = actor  27528?? y_pos,  1788?? = actor  27528?? z_pos
0086:  19448?? =  380??  \\ floating-point values only
0067:  19448?? -=  0@  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0067:  19452?? -=  1@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0007:  5@ =  1000!  \\ floating-point values
0077:  5@ /=  19456??  \\ floating-point values
00D6: if  0?
0021:    5@ >  100!  \\ floating-point values
004D: jump_if_false Label10AC46
0007:  5@ =  100!  \\ floating-point values

:Label10AC46
00D6: if  0?
0023:    15! >  5@  \\ floating-point values
004D: jump_if_false Label10AC65
0007:  5@ =  15!  \\ floating-point values

:Label10AC65
00D6: if  0?
0038:    27576?? ==  0?  \\ integer values
004D: jump_if_false Label10ADC5
00D6: if  0?
8119:   NOT   car  27504?? wrecked
004D: jump_if_false Label10ADB9
0084:  19468?? =  27524??  \\ integer values and handles
0084:  19472?? =  27504??  \\ integer values and handles
0050: gosub Label10C2AD
0089:  5@ =  27848??  \\ floating-point values only
02F8: unknown_car  27524?? unknown_cosine  27904??
02F9: unknown_car  27524?? unknown_sinus  27908??
00AA:  27880?? = car  27504?? x_pos,  27884?? = car  27504?? y_pos,  1788?? = car  27504?? z_pos
00AA:  27888?? = car  27524?? x_pos,  27892?? = car  27524?? y_pos,  1788?? = car  27524?? z_pos
0086:  27832?? =  27888??  \\ floating-point values only
0061:  27832?? -=  27880??  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0086:  27836?? =  27892??  \\ floating-point values only
0061:  27836?? -=  27884??  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  27864?? =  27904??  \\ floating-point values only
0059:  27864?? +=  27908??  \\ floating-point values
02F8: unknown_car  27504?? unknown_cosine  27904??
02F9: unknown_car  27504?? unknown_sinus  27908??
00AA:  27888?? = car  27524?? x_pos,  27892?? = car  27524?? y_pos,  1788?? = car  27524?? z_pos
00AA:  27880?? = car  27504?? x_pos,  27884?? = car  27504?? y_pos,  1788?? = car  27504?? z_pos
0086:  27832?? =  27880??  \\ floating-point values only
0061:  27832?? -=  27888??  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0086:  27836?? =  27884??  \\ floating-point values only
0061:  27836?? -=  27892??  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  27868?? =  27904??  \\ floating-point values only
0059:  27868?? +=  27908??  \\ floating-point values
00D6: if  0?
0020:    27864?? >  0!  \\ floating-point values
004D: jump_if_false Label10ADB2
00D6: if  0?
0022:    0! >  27868??  \\ floating-point values
004D: jump_if_false Label10ADB2
0007:  5@ =  0!  \\ floating-point values

:Label10ADB2
0002: jump Label10ADC5

:Label10ADB9
00A8: set_car  27524?? to_psycho_driver
0004:  27576?? =  1?  \\ integer values

:Label10ADC5
00D6: if  0?
0043:    5@ ==  0!  \\ floating-point values
004D: jump_if_false Label10ADEA
0477: unknown_car  27524??  1?  17?
0002: jump Label10ADF2

:Label10ADEA
00AD: set_car  27524?? max_speed_to  5@

:Label10ADF2
0002: jump Label10AF85

:Label10ADF9
0004:  27676?? = -1?  \\ integer values
0050: gosub Label10C966
00D6: if  0?
001C:    19244?? >  27704??  \\ integer values
004D: jump_if_false Label10AF85
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27528?? radius  40!  40!
004D: jump_if_false Label10AF09
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label10AE58
01CA: actor  27528?? kill_player $PLAYER_CHAR
0002: jump Label10AF02

:Label10AE58
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27528?? radius  25!  25!
004D: jump_if_false Label10AE86
01CA: actor  27528?? kill_player $PLAYER_CHAR
0002: jump Label10AF02

:Label10AE86
0084:  19476?? =  27528??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27524?? wrecked
004D: jump_if_false Label10AEFB
00D6: if  0?
0185:   car  27524?? health >=  400&
004D: jump_if_false Label10AEED
00D6: if  0?
0202:   actor  27528?? near_car  27524?? radius  40!  40! unknown  0?
004D: jump_if_false Label10AEDF
01D5: actor  27528?? go_to_and_drive_car  27524??
0002: jump Label10AEE6

:Label10AEDF
0050: gosub Label10C382

:Label10AEE6
0002: jump Label10AEF4

:Label10AEED
0050: gosub Label10C382

:Label10AEF4
0002: jump Label10AF02

:Label10AEFB
0050: gosub Label10C382

:Label10AF02
0002: jump Label10AF85

:Label10AF09
0084:  19476?? =  27528??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27524?? wrecked
004D: jump_if_false Label10AF7E
00D6: if  0?
0185:   car  27524?? health >=  400&
004D: jump_if_false Label10AF70
00D6: if  0?
0202:   actor  27528?? near_car  27524?? radius  40!  40! unknown  0?
004D: jump_if_false Label10AF62
01D5: actor  27528?? go_to_and_drive_car  27524??
0002: jump Label10AF69

:Label10AF62
0050: gosub Label10C382

:Label10AF69
0002: jump Label10AF77

:Label10AF70
0050: gosub Label10C382

:Label10AF77
0002: jump Label10AF85

:Label10AF7E
0050: gosub Label10C382

:Label10AF85
0002: jump Label10B14F

:Label10AF8C
0164: disable_marker  27760??
01C2: remove_references_to_actor  27528??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    27688?? ==  0?  \\ integer values
004D: jump_if_false Label10AFEC
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10AFE5
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10AFE5
0004:  27688?? =  1?  \\ integer values

:Label10AFEC
00D6: if  0?
8118:   NOT   actor  27532?? dead
004D: jump_if_false Label10B08E
0084:  27528?? =  27532??  \\ integer values and handles
0004:  27532?? = -1?  \\ integer values
0004:  27688?? =  0?  \\ integer values
0004:  27692?? =  1?  \\ integer values
0187:  27760?? = create_marker_above_actor  27528??
00D6: if  0?
8118:   NOT   actor  27536?? dead
004D: jump_if_false Label10B054
01DE: tie_actor  27536?? to_actor  27528??
00D6: if  0?
831F:   NOT   unknown_actor  27536?? unknown_actor  27528??
004D: jump_if_false Label10B054
01CC: actor  27536?? kill_player $PLAYER_CHAR

:Label10B054
00D6: if  0?
8118:   NOT   actor  27540?? dead
004D: jump_if_false Label10B087
01DE: tie_actor  27540?? to_actor  27528??
00D6: if  0?
831F:   NOT   unknown_actor  27540?? unknown_actor  27528??
004D: jump_if_false Label10B087
01CC: actor  27540?? kill_player $PLAYER_CHAR

:Label10B087
0002: jump Label10B14F

:Label10B08E
01C2: remove_references_to_actor  27532??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27536?? dead
004D: jump_if_false Label10B102
0084:  27528?? =  27536??  \\ integer values and handles
0004:  27536?? = -1?  \\ integer values
0004:  27688?? =  0?  \\ integer values
0004:  27696?? =  1?  \\ integer values
0187:  27760?? = create_marker_above_actor  27528??
00D6: if  0?
8118:   NOT   actor  27540?? dead
004D: jump_if_false Label10B0FB
01DE: tie_actor  27540?? to_actor  27528??
00D6: if  0?
831F:   NOT   unknown_actor  27540?? unknown_actor  27528??
004D: jump_if_false Label10B0FB
01CC: actor  27540?? kill_player $PLAYER_CHAR

:Label10B0FB
0002: jump Label10B14F

:Label10B102
01C2: remove_references_to_actor  27536??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27540?? dead
004D: jump_if_false Label10B143
0084:  27528?? =  27540??  \\ integer values and handles
0004:  27540?? = -1?  \\ integer values
0004:  27688?? =  0?  \\ integer values
0004:  27700?? =  1?  \\ integer values
0187:  27760?? = create_marker_above_actor  27528??
0002: jump Label10B14F

:Label10B143
01C2: remove_references_to_actor  27540??  \\ Like turning an actor into a random pedestrian
0004:  27708?? =  1?  \\ integer values

:Label10B14F
00D6: if  0?
0118:   actor  27532?? dead
004D: jump_if_false Label10B1B5
00D6: if  0?
0038:    27692?? ==  0?  \\ integer values
004D: jump_if_false Label10B1B5
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10B1AE
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10B1AE
0004:  27692?? =  1?  \\ integer values

:Label10B1B5
00D6: if  0?
0118:   actor  27536?? dead
004D: jump_if_false Label10B21B
00D6: if  0?
0038:    27696?? ==  0?  \\ integer values
004D: jump_if_false Label10B21B
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10B214
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10B214
0004:  27696?? =  1?  \\ integer values

:Label10B21B
00D6: if  0?
0118:   actor  27540?? dead
004D: jump_if_false Label10B281
00D6: if  0?
0038:    27700?? ==  0?  \\ integer values
004D: jump_if_false Label10B281
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10B27A
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10B27A
0004:  27700?? =  1?  \\ integer values

:Label10B281
00D6: if  0?
0038:    10260?? ==  2?  \\ integer values
004D: jump_if_false Label10BB91
00D6: if  0?
8118:   NOT   actor  27548?? dead
004D: jump_if_false Label10B89C
00D6: if  0?
0449:   actor  27548?? in_a_car
004D: jump_if_false Label10B709
01C3: remove_references_to_car  27544??  \\ Like turning a car into any random car
03C0:  27544?? = actor  27548?? car
00D6: if  0?
0038:    27712?? == -1?  \\ integer values
004D: jump_if_false Label10B312
046D:  27592?? = unknown_actor  27548?? car car_seats
00D6: if  0?
0018:    27592?? >  0?  \\ integer values
004D: jump_if_false Label10B303
0084:  27732?? =  19244??  \\ integer values and handles
0008:  27732?? +=  2000&  \\ integer values
0002: jump Label10B30B

:Label10B303
0084:  27732?? =  19244??  \\ integer values and handles

:Label10B30B
0004:  27712?? =  0?  \\ integer values

:Label10B312
00D6: if  0?
0038:    27712?? ==  0?  \\ integer values
004D: jump_if_false Label10B3B1
00D6: if  0?
001C:    19244?? >  27732??  \\ integer values
004D: jump_if_false Label10B3B1
00AD: set_car  27544?? max_speed_to  100!
00AE: unknown_set_car  27544?? to_ignore_traffic_lights  2?
00D6: if  0?
0038:    27576?? ==  0?  \\ integer values
004D: jump_if_false Label10B37D
00D6: if  0?
8119:   NOT   car  27524?? wrecked
004D: jump_if_false Label10B376
00A8: set_car  27544?? to_psycho_driver
0002: jump Label10B37D

:Label10B376
0004:  27576?? =  1?  \\ integer values

:Label10B37D
00D6: if  0?
0038:    27576?? ==  1?  \\ integer values
004D: jump_if_false Label10B39B
04BD: unknown_car  27544??  0?
00A8: set_car  27544?? to_psycho_driver

:Label10B39B
008B:  12@ =  19244??  \\ integer values and handles
0004:  27712?? =  1?  \\ integer values
0006:  13@ =  0?  \\ integer values

:Label10B3B1
00D6: if  0?
0018:    27712?? >  0?  \\ integer values
004D: jump_if_false Label10B702
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  27544??
004D: jump_if_false Label10B3DE
01CA: actor  27548?? kill_player $PLAYER_CHAR

:Label10B3DE
0084:  19520?? =  27544??  \\ integer values and handles
008A:  19524?? =  13@  \\ integer values and handles
008A:  19528?? =  12@  \\ integer values and handles
0088:  19508?? =  8@  \\ floating-point values only
0088:  19512?? =  9@  \\ floating-point values only
0088:  19516?? =  10@  \\ floating-point values only
00D6: if  0?
0021:    11@ >  0!  \\ floating-point values
004D: jump_if_false Label10B42A
0050: gosub Label10C5C4

:Label10B42A
008B:  13@ =  19524??  \\ integer values and handles
008B:  12@ =  19528??  \\ integer values and handles
0089:  8@ =  19508??  \\ floating-point values only
0089:  9@ =  19512??  \\ floating-point values only
0089:  10@ =  19516??  \\ floating-point values only
00D6: if  0?
0039:    13@ == -9?  \\ integer values
004D: jump_if_false Label10B473
046B: unknown_actor  27548?? car  27544??
0006:  13@ =  0?  \\ integer values

:Label10B473
00D6: if  0?
8185:   NOT   car  27544?? health >=  400&
004D: jump_if_false Label10B48E
01CA: actor  27548?? kill_player $PLAYER_CHAR

:Label10B48E
00D6: if  0?
8185:   NOT   car  27544?? health >=  251&
004D: jump_if_false Label10B4C0
046B: unknown_actor  27548?? car  27544??
0084:  27732?? =  19244??  \\ integer values and handles
0008:  27732?? +=  2000&  \\ integer values
0002: jump Label10B4C8

:Label10B4C0
0084:  27732?? =  19244??  \\ integer values and handles

:Label10B4C8
0050: gosub Label10CAA7
00A0:  6@ = actor  27548?? x_pos,  7@ = actor  27548?? y_pos,  1788?? = actor  27548?? z_pos
0086:  19448?? =  380??  \\ floating-point values only
0067:  19448?? -=  6@  \\ floating-point values
0086:  19452?? =  384??  \\ floating-point values only
0067:  19452?? -=  7@  \\ floating-point values
0069:  19448?? *=  19448??  \\ floating-point values
0069:  19452?? *=  19452??  \\ floating-point values
0086:  19456?? =  19448??  \\ floating-point values only
0059:  19456?? +=  19452??  \\ floating-point values
01FB:  19456?? = square_root  19456??
0007:  11@ =  1000!  \\ floating-point values
0077:  11@ /=  19456??  \\ floating-point values
00D6: if  0?
0021:    11@ >  100!  \\ floating-point values
004D: jump_if_false Label10B556
0007:  11@ =  100!  \\ floating-point values

:Label10B556
00D6: if  0?
0023:    15! >  11@  \\ floating-point values
004D: jump_if_false Label10B575
0007:  11@ =  15!  \\ floating-point values

:Label10B575
00D6: if  0?
0038:    27576?? ==  0?  \\ integer values
004D: jump_if_false Label10B6D5
00D6: if  0?
8119:   NOT   car  27524?? wrecked
004D: jump_if_false Label10B6C9
0084:  19468?? =  27544??  \\ integer values and handles
0084:  19472?? =  27524??  \\ integer values and handles
0050: gosub Label10C2AD
0089:  11@ =  27848??  \\ floating-point values only
02F8: unknown_car  27544?? unknown_cosine  27904??
02F9: unknown_car  27544?? unknown_sinus  27908??
00AA:  27888?? = car  27524?? x_pos,  27892?? = car  27524?? y_pos,  1788?? = car  27524?? z_pos
00AA:  27896?? = car  27544?? x_pos,  27900?? = car  27544?? y_pos,  1788?? = car  27544?? z_pos
0086:  27832?? =  27896??  \\ floating-point values only
0061:  27832?? -=  27888??  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0086:  27836?? =  27900??  \\ floating-point values only
0061:  27836?? -=  27892??  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  27872?? =  27904??  \\ floating-point values only
0059:  27872?? +=  27908??  \\ floating-point values
02F8: unknown_car  27524?? unknown_cosine  27904??
02F9: unknown_car  27524?? unknown_sinus  27908??
00AA:  27896?? = car  27544?? x_pos,  27900?? = car  27544?? y_pos,  1788?? = car  27544?? z_pos
00AA:  27888?? = car  27524?? x_pos,  27892?? = car  27524?? y_pos,  1788?? = car  27524?? z_pos
0086:  27832?? =  27888??  \\ floating-point values only
0061:  27832?? -=  27896??  \\ floating-point values
0069:  27904?? *=  27832??  \\ floating-point values
0086:  27836?? =  27892??  \\ floating-point values only
0061:  27836?? -=  27900??  \\ floating-point values
0069:  27908?? *=  27836??  \\ floating-point values
0086:  27876?? =  27904??  \\ floating-point values only
0059:  27876?? +=  27908??  \\ floating-point values
00D6: if  0?
0020:    27872?? >  0!  \\ floating-point values
004D: jump_if_false Label10B6C2
00D6: if  0?
0022:    0! >  27876??  \\ floating-point values
004D: jump_if_false Label10B6C2
0007:  11@ =  0!  \\ floating-point values

:Label10B6C2
0002: jump Label10B6D5

:Label10B6C9
00A8: set_car  27544?? to_psycho_driver
0004:  27576?? =  1?  \\ integer values

:Label10B6D5
00D6: if  0?
0043:    11@ ==  0!  \\ floating-point values
004D: jump_if_false Label10B6FA
0477: unknown_car  27544??  1?  17?
0002: jump Label10B702

:Label10B6FA
00AD: set_car  27544?? max_speed_to  11@

:Label10B702
0002: jump Label10B895

:Label10B709
0004:  27712?? = -1?  \\ integer values
0050: gosub Label10CAA7
00D6: if  0?
001C:    19244?? >  27732??  \\ integer values
004D: jump_if_false Label10B895
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27548?? radius  40!  40!
004D: jump_if_false Label10B819
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label10B768
01CA: actor  27548?? kill_player $PLAYER_CHAR
0002: jump Label10B812

:Label10B768
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  27548?? radius  25!  25!
004D: jump_if_false Label10B796
01CA: actor  27548?? kill_player $PLAYER_CHAR
0002: jump Label10B812

:Label10B796
0084:  19476?? =  27548??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27544?? wrecked
004D: jump_if_false Label10B80B
00D6: if  0?
0185:   car  27544?? health >=  400&
004D: jump_if_false Label10B7FD
00D6: if  0?
0202:   actor  27548?? near_car  27544?? radius  40!  40! unknown  0?
004D: jump_if_false Label10B7EF
01D5: actor  27548?? go_to_and_drive_car  27544??
0002: jump Label10B7F6

:Label10B7EF
0050: gosub Label10C382

:Label10B7F6
0002: jump Label10B804

:Label10B7FD
0050: gosub Label10C382

:Label10B804
0002: jump Label10B812

:Label10B80B
0050: gosub Label10C382

:Label10B812
0002: jump Label10B895

:Label10B819
0084:  19476?? =  27548??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  27544?? wrecked
004D: jump_if_false Label10B88E
00D6: if  0?
0185:   car  27544?? health >=  400&
004D: jump_if_false Label10B880
00D6: if  0?
0202:   actor  27548?? near_car  27544?? radius  40!  40! unknown  0?
004D: jump_if_false Label10B872
01D5: actor  27548?? go_to_and_drive_car  27544??
0002: jump Label10B879

:Label10B872
0050: gosub Label10C382

:Label10B879
0002: jump Label10B887

:Label10B880
0050: gosub Label10C382

:Label10B887
0002: jump Label10B895

:Label10B88E
0050: gosub Label10C382

:Label10B895
0002: jump Label10BA5F

:Label10B89C
0164: disable_marker  27764??
01C2: remove_references_to_actor  27548??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
0038:    27716?? ==  0?  \\ integer values
004D: jump_if_false Label10B8FC
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10B8F5
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10B8F5
0004:  27716?? =  1?  \\ integer values

:Label10B8FC
00D6: if  0?
8118:   NOT   actor  27552?? dead
004D: jump_if_false Label10B99E
0084:  27548?? =  27552??  \\ integer values and handles
0004:  27552?? = -1?  \\ integer values
0004:  27716?? =  0?  \\ integer values
0004:  27720?? =  1?  \\ integer values
0187:  27764?? = create_marker_above_actor  27548??
00D6: if  0?
8118:   NOT   actor  27556?? dead
004D: jump_if_false Label10B964
01DE: tie_actor  27556?? to_actor  27548??
00D6: if  0?
831F:   NOT   unknown_actor  27556?? unknown_actor  27548??
004D: jump_if_false Label10B964
01CC: actor  27556?? kill_player $PLAYER_CHAR

:Label10B964
00D6: if  0?
8118:   NOT   actor  27560?? dead
004D: jump_if_false Label10B997
01DE: tie_actor  27560?? to_actor  27548??
00D6: if  0?
831F:   NOT   unknown_actor  27560?? unknown_actor  27548??
004D: jump_if_false Label10B997
01CC: actor  27560?? kill_player $PLAYER_CHAR

:Label10B997
0002: jump Label10BA5F

:Label10B99E
01C2: remove_references_to_actor  27552??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27556?? dead
004D: jump_if_false Label10BA12
0084:  27548?? =  27556??  \\ integer values and handles
0004:  27556?? = -1?  \\ integer values
0004:  27716?? =  0?  \\ integer values
0004:  27724?? =  1?  \\ integer values
0187:  27764?? = create_marker_above_actor  27548??
00D6: if  0?
8118:   NOT   actor  27560?? dead
004D: jump_if_false Label10BA0B
01DE: tie_actor  27560?? to_actor  27548??
00D6: if  0?
831F:   NOT   unknown_actor  27560?? unknown_actor  27548??
004D: jump_if_false Label10BA0B
01CC: actor  27560?? kill_player $PLAYER_CHAR

:Label10BA0B
0002: jump Label10BA5F

:Label10BA12
01C2: remove_references_to_actor  27556??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
8118:   NOT   actor  27560?? dead
004D: jump_if_false Label10BA53
0084:  27548?? =  27560??  \\ integer values and handles
0004:  27560?? = -1?  \\ integer values
0004:  27716?? =  0?  \\ integer values
0004:  27728?? =  1?  \\ integer values
0187:  27764?? = create_marker_above_actor  27548??
0002: jump Label10BA5F

:Label10BA53
01C2: remove_references_to_actor  27560??  \\ Like turning an actor into a random pedestrian
0004:  27736?? =  1?  \\ integer values

:Label10BA5F
00D6: if  0?
0118:   actor  27552?? dead
004D: jump_if_false Label10BAC5
00D6: if  0?
0038:    27720?? ==  0?  \\ integer values
004D: jump_if_false Label10BAC5
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10BABE
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10BABE
0004:  27720?? =  1?  \\ integer values

:Label10BAC5
00D6: if  0?
0118:   actor  27556?? dead
004D: jump_if_false Label10BB2B
00D6: if  0?
0038:    27724?? ==  0?  \\ integer values
004D: jump_if_false Label10BB2B
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10BB24
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10BB24
0004:  27724?? =  1?  \\ integer values

:Label10BB2B
00D6: if  0?
0118:   actor  27560?? dead
004D: jump_if_false Label10BB91
00D6: if  0?
0038:    27728?? ==  0?  \\ integer values
004D: jump_if_false Label10BB91
0008:  27580?? +=  1?  \\ integer values
0402: increment_criminals_stopped
018C: play_sound  1? at  0!  0!  0!
00D6: if  0?
0038:    27580?? ==  1?  \\ integer values
004D: jump_if_false Label10BB8A
03C4: set_status_text_to  27580??  0? (number) "KILLS" \\ KILLS:

:Label10BB8A
0004:  27728?? =  1?  \\ integer values

:Label10BB91
00D6: if  2?
0038:    27672?? ==  1?  \\ integer values
0038:    27708?? ==  1?  \\ integer values
0038:    27736?? ==  1?  \\ integer values
004D: jump_if_false Label10BBB8
0002: jump Label10BBBF

:Label10BBB8
0002: jump Label10A1B6

:Label10BBBF
0578:  27752??
0008:  27568?? +=  1?  \\ integer values
00D6: if  22?
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label10BC11
03C1:  27500?? = player $PLAYER_CHAR car
053F: unknown_car  27500?? flag  0?
0227:  27632?? = car  27500?? health
0008:  27632?? +=  100?  \\ integer values
0224: set_car  27500?? health_to  27632??

:Label10BC11
01C3: remove_references_to_car  27504??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  27508??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27512??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27516??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27520??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  27524??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  27528??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27532??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27536??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27540??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  27544??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  27548??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27552??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27556??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  27560??  \\ Like turning an actor into a random pedestrian
0164: disable_marker  27756??
0164: disable_marker  27760??
0164: disable_marker  27764??
0084:  27588?? =  27568??  \\ integer values and handles
0068:  27588?? *=  27568??  \\ integer values
0010:  27588?? *=  50?  \\ integer values
01E3: text_1number_styled "C_PASS"  27588??  5000& ms  5? \\ THREAT ELIMINATED: $ ~1~
0109: player $PLAYER_CHAR money +=  27588??
00D6: if  0?
0038:    6328?? ==  0?  \\ integer values
004D: jump_if_false Label10BCE6
00D6: if  0?
0038:    27568?? ==  12?  \\ integer values
004D: jump_if_false Label10BCE6
03E5: text_box "C_COMP1" \\ Vigilante mission level 12 complete: Your max Body Armor increased to 150
030C: set_mission_points +=  1?
055F: set_player $PLAYER_CHAR max_armor +=  50?
035F: (unknown) $PLAYER_ACTOR  150& 
0595: (unknown)
0004:  6328?? =  1?  \\ integer values

:Label10BCE6
00D6: if  2?
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label10BE04
00D6: if  0?
0038:    27604?? ==  0?  \\ integer values
004D: jump_if_false Label10BD52
01BD:  27584?? = current_time_in_ms
00D6: if  0?
0018:    27600?? >  60000&&  \\ integer values
004D: jump_if_false Label10BD43
0004:  27596?? =  60000&&  \\ integer values
0002: jump Label10BD4B

:Label10BD43
0084:  27596?? =  27600??  \\ integer values and handles

:Label10BD4B
0004:  27604?? =  1?  \\ integer values

:Label10BD52
01BD:  27612?? = current_time_in_ms
0084:  27616?? =  27612??  \\ integer values and handles
0060:  27616?? -=  27584??  \\ integer values
0060:  27596?? -=  27616??  \\ integer values
0084:  27584?? =  27612??  \\ integer values and handles
0084:  27620?? =  27596??  \\ integer values and handles
0014:  27620?? /=  1000&  \\ integer values
00D6: if  0?
001A:    1? >  27620??  \\ integer values
004D: jump_if_false Label10BDD7
0004:  27620?? =  0?  \\ integer values
00D6: if  0?
001C:    27612?? >  27748??  \\ integer values
004D: jump_if_false Label10BDD0
00BC: text_highpriority "C_TIME"  3000& ms  1? \\ ~r~Your time as a law enforcer is over!
0004:  27608?? =  1?  \\ integer values
0002: jump Label10BE66

:Label10BDD0
0002: jump Label10BDE7

:Label10BDD7
0084:  27748?? =  27612??  \\ integer values and handles
0008:  27748?? +=  1000&  \\ integer values

:Label10BDE7
01E5: text_1number_highpriority "COPCART"  27620??  200& ms  1? \\ ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
0001: wait  0? ms
0002: jump Label10BCE6

:Label10BE04
0396:  1? (set) useless_flag
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label10BE3E
03C1:  27500?? = player $PLAYER_CHAR car
053F: unknown_car  27500?? flag  0?
0227:  27632?? = car  27500?? health
0008:  27632?? +=  100?  \\ integer values
0224: set_car  27500?? health_to  27632??

:Label10BE3E
00D6: if  0?
001A:    13? >  27568??  \\ integer values
004D: jump_if_false Label10BE5F
000D:  27924?? -=  .05!  \\ floating-point values
03C7: unknown_maby_cops_density  27924??

:Label10BE5F
0002: jump Label109292

:Label10BE66
0051: return

:Label10BE68
0004: $ONMISSION =  0?  \\ integer values
0164: disable_marker  27756??
0164: disable_marker  27760??
0164: disable_marker  27764??
014F: stop_timer  27600??
0151: remove_status_text  27580??
0249: release_model  27740??
0249: release_model  27744??
0249: release_model #COLT45
0249: release_model #TEC9
0249: release_model #RUGER
0249: release_model #CHROMEGUN
0249: release_model #MACHETE
0249: release_model #BAT
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label10BEB9
00D6: if  0?
0018:    27568?? >  1?  \\ integer values
004D: jump_if_false Label10BEDB
0209:  16508?? = random_int  26?  37?
0002: jump Label10BEE4

:Label10BEDB
0209:  16508?? = random_int  0?  37?

:Label10BEE4
00D6: if  0?
0038:    16508?? ==  0?  \\ integer values
004D: jump_if_false Label10BEFE
04AE: unknown  27740?? model  191&

:Label10BEFE
00D6: if  0?
0038:    16508?? ==  1?  \\ integer values
004D: jump_if_false Label10BF18
04AE: unknown  27740?? model  192&

:Label10BF18
00D6: if  0?
0038:    16508?? ==  2?  \\ integer values
004D: jump_if_false Label10BF32
04AE: unknown  27740?? model  193&

:Label10BF32
00D6: if  0?
0038:    16508?? ==  3?  \\ integer values
004D: jump_if_false Label10BF4C
04AE: unknown  27740?? model  198&

:Label10BF4C
00D6: if  0?
0038:    16508?? ==  4?  \\ integer values
004D: jump_if_false Label10BF66
04AE: unknown  27740?? model  210&

:Label10BF66
00D6: if  0?
0038:    16508?? ==  5?  \\ integer values
004D: jump_if_false Label10BF80
04AE: unknown  27740?? model  132&

:Label10BF80
00D6: if  0?
0038:    16508?? ==  6?  \\ integer values
004D: jump_if_false Label10BF9A
04AE: unknown  27740?? model  141&

:Label10BF9A
00D6: if  0?
0038:    16508?? ==  7?  \\ integer values
004D: jump_if_false Label10BFB4
04AE: unknown  27740?? model  145&

:Label10BFB4
00D6: if  0?
0038:    16508?? ==  8?  \\ integer values
004D: jump_if_false Label10BFCE
04AE: unknown  27740?? model  159&

:Label10BFCE
00D6: if  0?
0038:    16508?? ==  9?  \\ integer values
004D: jump_if_false Label10BFE8
04AE: unknown  27740?? model  207&

:Label10BFE8
00D6: if  0?
0038:    16508?? ==  10?  \\ integer values
004D: jump_if_false Label10C002
04AE: unknown  27740?? model  154&

:Label10C002
00D6: if  0?
0038:    16508?? ==  11?  \\ integer values
004D: jump_if_false Label10C01C
04AE: unknown  27740?? model  131&

:Label10C01C
00D6: if  0?
0038:    16508?? ==  12?  \\ integer values
004D: jump_if_false Label10C036
04AE: unknown  27740?? model  133&

:Label10C036
00D6: if  0?
0038:    16508?? ==  13?  \\ integer values
004D: jump_if_false Label10C050
04AE: unknown  27740?? model  140&

:Label10C050
00D6: if  0?
0038:    16508?? ==  14?  \\ integer values
004D: jump_if_false Label10C06A
04AE: unknown  27740?? model  143&

:Label10C06A
00D6: if  0?
0038:    16508?? ==  15?  \\ integer values
004D: jump_if_false Label10C084
04AE: unknown  27740?? model  144&

:Label10C084
00D6: if  0?
0038:    16508?? ==  16?  \\ integer values
004D: jump_if_false Label10C09E
04AE: unknown  27740?? model  152&

:Label10C09E
00D6: if  0?
0038:    16508?? ==  17?  \\ integer values
004D: jump_if_false Label10C0B8
04AE: unknown  27740?? model  149&

:Label10C0B8
00D6: if  0?
0038:    16508?? ==  18?  \\ integer values
004D: jump_if_false Label10C0D2
04AE: unknown  27740?? model  153&

:Label10C0D2
00D6: if  0?
0038:    16508?? ==  19?  \\ integer values
004D: jump_if_false Label10C0EC
04AE: unknown  27740?? model  169&

:Label10C0EC
00D6: if  0?
0038:    16508?? ==  20?  \\ integer values
004D: jump_if_false Label10C106
04AE: unknown  27740?? model  186&

:Label10C106
00D6: if  0?
0038:    16508?? ==  21?  \\ integer values
004D: jump_if_false Label10C120
04AE: unknown  27740?? model  205&

:Label10C120
00D6: if  0?
0038:    16508?? ==  22?  \\ integer values
004D: jump_if_false Label10C13A
04AE: unknown  27740?? model  212&

:Label10C13A
00D6: if  0?
0038:    16508?? ==  23?  \\ integer values
004D: jump_if_false Label10C154
04AE: unknown  27740?? model  208&

:Label10C154
00D6: if  0?
0038:    16508?? ==  24?  \\ integer values
004D: jump_if_false Label10C16E
04AE: unknown  27740?? model  204&

:Label10C16E
00D6: if  0?
0038:    16508?? ==  25?  \\ integer values
004D: jump_if_false Label10C188
04AE: unknown  27740?? model  170&

:Label10C188
00D6: if  0?
0038:    16508?? ==  26?  \\ integer values
004D: jump_if_false Label10C1A2
04AE: unknown  27740?? model  135&

:Label10C1A2
00D6: if  0?
0038:    16508?? ==  27?  \\ integer values
004D: jump_if_false Label10C1BC
04AE: unknown  27740?? model  148&

:Label10C1BC
00D6: if  0?
0038:    16508?? ==  28?  \\ integer values
004D: jump_if_false Label10C1D6
04AE: unknown  27740?? model  151&

:Label10C1D6
00D6: if  0?
0038:    16508?? ==  29?  \\ integer values
004D: jump_if_false Label10C1F0
04AE: unknown  27740?? model  130&

:Label10C1F0
00D6: if  0?
0038:    16508?? ==  30?  \\ integer values
004D: jump_if_false Label10C20A
04AE: unknown  27740?? model  134&

:Label10C20A
00D6: if  0?
0038:    16508?? ==  31?  \\ integer values
004D: jump_if_false Label10C224
04AE: unknown  27740?? model  175&

:Label10C224
00D6: if  0?
0038:    16508?? ==  32?  \\ integer values
004D: jump_if_false Label10C23E
04AE: unknown  27740?? model  196&

:Label10C23E
00D6: if  0?
0038:    16508?? ==  33?  \\ integer values
004D: jump_if_false Label10C258
04AE: unknown  27740?? model  197&

:Label10C258
00D6: if  0?
0038:    16508?? ==  34?  \\ integer values
004D: jump_if_false Label10C272
04AE: unknown  27740?? model  222&

:Label10C272
00D6: if  0?
0038:    16508?? ==  35?  \\ integer values
004D: jump_if_false Label10C28C
04AE: unknown  27740?? model  209&

:Label10C28C
00D6: if  0?
0038:    16508?? ==  36?  \\ integer values
004D: jump_if_false Label10C2A6
04AE: unknown  27740?? model  174&

:Label10C2A6
0247: request_model  27740??
0051: return

:Label10C2AD
00D6: if  0?
0038:    19472?? == -1?  \\ integer values
004D: jump_if_false Label10C2D4
0054:  27840?? = player $PLAYER_CHAR x_pos,  27844?? = player $PLAYER_CHAR y_pos,  27832?? = player $PLAYER_CHAR z_pos
0002: jump Label10C2E2

:Label10C2D4
00AA:  27840?? = car  19472?? x_pos,  27844?? = car  19472?? y_pos,  27832?? = car  19472?? z_pos

:Label10C2E2
00AA:  27824?? = car  19468?? x_pos,  27828?? = car  19468?? y_pos,  27832?? = car  19468?? z_pos
0086:  27832?? =  27824??  \\ floating-point values only
0061:  27832?? -=  27840??  \\ floating-point values
0086:  27836?? =  27828??  \\ floating-point values only
0061:  27836?? -=  27844??  \\ floating-point values
0069:  27832?? *=  27832??  \\ floating-point values
0069:  27836?? *=  27836??  \\ floating-point values
0059:  27832?? +=  27836??  \\ floating-point values
01FB:  27832?? = square_root  27832??
0086:  27848?? =  27832??  \\ floating-point values only
0009:  27848?? +=  3!  \\ floating-point values
00D6: if  0?
0020:    27848?? >  100!  \\ floating-point values
004D: jump_if_false Label10C361
0005:  27848?? =  100!  \\ floating-point values

:Label10C361
00D6: if  0?
0022:    0! >  27848??  \\ floating-point values
004D: jump_if_false Label10C380
0005:  27848?? =  0!  \\ floating-point values

:Label10C380
0051: return

:Label10C382
00D6: if  0?
8118:   NOT   actor  19476?? dead
004D: jump_if_false Label10C5C2
00A0:  19488?? = actor  19476?? x_pos,  19492?? = actor  19476?? y_pos,  19496?? = actor  19476?? z_pos
00D6: if  0?
0042:    19544?? ==  919.9!  \\ floating-point values
004D: jump_if_false Label10C3C6
00A5:  1804?? = create_car  27740?? at  19488??  19492??  19496??

:Label10C3C6
00D6: if  0?
00E9:   player $PLAYER_CHAR  0? ()near_actor  19476?? radius  40!  40!
004D: jump_if_false Label10C4E5
0086:  19500?? =  19488??  \\ floating-point values only
0009:  19500?? +=  40!  \\ floating-point values
0086:  19504?? =  19492??  \\ floating-point values only
0009:  19504?? +=  40!  \\ floating-point values
000D:  19488?? -=  40!  \\ floating-point values
000D:  19492?? -=  40!  \\ floating-point values
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
0004:  1804?? = -1?  \\ integer values
0327:  1804?? = create_car -1? in_area  19488??  19492??  19500??  19504??
00D6: if  21?
0038:    1804?? == -1?  \\ integer values
003A:    27504?? ==  1804??  \\ integer values and handles
004D: jump_if_false Label10C465
01CA: actor  19476?? kill_player $PLAYER_CHAR
0002: jump Label10C4DE

:Label10C465
00D6: if  0?
0185:   car  1804?? health >=  400&
004D: jump_if_false Label10C4CA
046D:  27592?? = unknown_actor  19476?? car car_seats
01EA:  19756?? = car  1804?? max_passengers
00D6: if  0?
801C:   NOT    27592?? >  19756??  \\ integer values
004D: jump_if_false Label10C4BB
020A: set_car  1804?? door_status_to  1?
00AD: set_car  1804?? max_speed_to  0!
01D5: actor  19476?? go_to_and_drive_car  1804??
0002: jump Label10C4C3

:Label10C4BB
01CA: actor  19476?? kill_player $PLAYER_CHAR

:Label10C4C3
0002: jump Label10C4DE

:Label10C4CA
01CA: actor  19476?? kill_player $PLAYER_CHAR
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
0004:  1804?? = -1?  \\ integer values

:Label10C4DE
0002: jump Label10C5C2

:Label10C4E5
03D3: point  19488??  19492??  19496?? get_nearby_vector  19488??  19492??  19496??  19544??
00D6: if  0?
80C2:   NOT   sphere_onscreen  19488??  19492??  19496??  3!
004D: jump_if_false Label10C5C2
00D6: if  0?
838A:   NOT   car_in_cube  19488??  19492??  19496??  3!  3!  2!
004D: jump_if_false Label10C579
00D6: if  0?
0248:   model  27740?? available
004D: jump_if_false Label10C572
01C3: remove_references_to_car  1804??  \\ Like turning a car into any random car
00A5:  1804?? = create_car  27740?? at  19488??  19492??  19496??
0175: set_car  1804?? z_angle_to  19544??
01D5: actor  19476?? go_to_and_drive_car  1804??

:Label10C572
0002: jump Label10C5C2

:Label10C579
00D6: if  0?
00FF:   actor  19476??  0? ()near_point_on_foot  19488??  19492??  19496?? radius  3!  3!  2!
004D: jump_if_false Label10C5C2
02C0: set  19488??  19492??  19496?? to_ped_path_coords_closest_to  19488??  19492??  19496??
0239: actor  19476?? run_to  19488??  19492??

:Label10C5C2
0051: return

:Label10C5C4
01BD:  19548?? = current_time_in_ms
00D6: if  0?
8119:   NOT   car  19520?? wrecked
004D: jump_if_false Label10C823
00D6: if  1?
01F4:   car  19520?? flipped
01C1:   car  19520?? stopped
004D: jump_if_false Label10C68F
0004:  27576?? =  1?  \\ integer values
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19520?? radius  90!  90!  0?
004D: jump_if_false Label10C629
03ED: (unknown)  19520??  0? 
0004:  19524?? = -9?  \\ integer values
0002: jump Label10C68F

:Label10C629
00D6: if  0?
82CA:   NOT   car  19520?? bounding_sphere_visible
004D: jump_if_false Label10C68F
00AA:  19532?? = car  19520?? x_pos,  19536?? = car  19520?? y_pos,  19540?? = car  19520?? z_pos
03D3: point  19532??  19536??  19540?? get_nearby_vector  19532??  19536??  19540??  19544??
00D6: if  0?
80C2:   NOT   sphere_onscreen  19532??  19536??  19540??  4!
004D: jump_if_false Label10C68F
00AB: put_car  19520?? at  19532??  19536??  19540??
0175: set_car  19520?? z_angle_to  19544??

:Label10C68F
00D6: if  0?
01AF:   car  19520??  0? ()near_point  19508??  19512??  19516?? radius  4!  4!  4!
004D: jump_if_false Label10C7E4
00D6: if  0?
0038:    19524?? ==  0?  \\ integer values
004D: jump_if_false Label10C6DA
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? =  1?  \\ integer values

:Label10C6DA
0060:  19548?? -=  19528??  \\ integer values
00D6: if  0?
0038:    19524?? ==  1?  \\ integer values
004D: jump_if_false Label10C7E4
00D6: if  0?
0018:    19548?? >  8000&  \\ integer values
004D: jump_if_false Label10C7E4
00D6: if  0?
01FC:   player $PLAYER_CHAR near_car  19520?? radius  90!  90!  0?
004D: jump_if_false Label10C743
03ED: (unknown)  19520??  0? 
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? = -9?  \\ integer values
0002: jump Label10C7E4

:Label10C743
00D6: if  0?
82CA:   NOT   car  19520?? bounding_sphere_visible
004D: jump_if_false Label10C7E4
00AA:  19532?? = car  19520?? x_pos,  19536?? = car  19520?? y_pos,  19540?? = car  19520?? z_pos
03D3: point  19532??  19536??  19540?? get_nearby_vector  19532??  19536??  19540??  19544??
00D6: if  0?
838A:   NOT   car_in_cube  19532??  19536??  19540??  4!  4!  4!
004D: jump_if_false Label10C7E4
00D6: if  0?
80C2:   NOT   sphere_onscreen  19532??  19536??  19540??  4!
004D: jump_if_false Label10C7E4
00AB: put_car  19520?? at  19532??  19536??  19540??
0175: set_car  19520?? z_angle_to  19544??
0084:  19528?? =  19548??  \\ integer values and handles
0004:  19524?? =  0?  \\ integer values
0004:  27576?? =  1?  \\ integer values

:Label10C7E4
00D6: if  0?
81AF:   NOT   car  19520??  0? ()near_point  19508??  19512??  19516?? radius  4!  4!  4!
004D: jump_if_false Label10C823
00AA:  19508?? = car  19520?? x_pos,  19512?? = car  19520?? y_pos,  19516?? = car  19520?? z_pos
0004:  19524?? =  0?  \\ integer values

:Label10C823
0051: return

:Label10C825
00D6: if  0?
8118:   NOT   actor  27508?? dead
004D: jump_if_false Label10C964
00D6: if  0?
8118:   NOT   actor  27512?? dead
004D: jump_if_false Label10C895
00D6: if  0?
831F:   NOT   unknown_actor  27512?? unknown_actor  27508??
004D: jump_if_false Label10C88E
00D6: if  0?
00F2:   actor  27512?? near_actor  27508?? radius  30!  30!  0?
004D: jump_if_false Label10C886
01DE: tie_actor  27512?? to_actor  27508??
0002: jump Label10C88E

:Label10C886
01CC: actor  27512?? kill_player $PLAYER_CHAR

:Label10C88E
0002: jump Label10C89A

:Label10C895
01C2: remove_references_to_actor  27512??  \\ Like turning an actor into a random pedestrian

:Label10C89A
00D6: if  0?
8118:   NOT   actor  27516?? dead
004D: jump_if_false Label10C8FA
00D6: if  0?
831F:   NOT   unknown_actor  27516?? unknown_actor  27508??
004D: jump_if_false Label10C8F3
00D6: if  0?
00F2:   actor  27516?? near_actor  27508?? radius  30!  30!  0?
004D: jump_if_false Label10C8EB
01DE: tie_actor  27516?? to_actor  27508??
0002: jump Label10C8F3

:Label10C8EB
01CC: actor  27516?? kill_player $PLAYER_CHAR

:Label10C8F3
0002: jump Label10C8FF

:Label10C8FA
01C2: remove_references_to_actor  27516??  \\ Like turning an actor into a random pedestrian

:Label10C8FF
00D6: if  0?
8118:   NOT   actor  27520?? dead
004D: jump_if_false Label10C95F
00D6: if  0?
831F:   NOT   unknown_actor  27520?? unknown_actor  27508??
004D: jump_if_false Label10C958
00D6: if  0?
00F2:   actor  27520?? near_actor  27508?? radius  30!  30!  0?
004D: jump_if_false Label10C950
01DE: tie_actor  27520?? to_actor  27508??
0002: jump Label10C958

:Label10C950
01CC: actor  27520?? kill_player $PLAYER_CHAR

:Label10C958
0002: jump Label10C964

:Label10C95F
01C2: remove_references_to_actor  27520??  \\ Like turning an actor into a random pedestrian

:Label10C964
0051: return

:Label10C966
00D6: if  0?
8118:   NOT   actor  27528?? dead
004D: jump_if_false Label10CAA5
00D6: if  0?
8118:   NOT   actor  27532?? dead
004D: jump_if_false Label10C9D6
00D6: if  0?
831F:   NOT   unknown_actor  27532?? unknown_actor  27528??
004D: jump_if_false Label10C9CF
00D6: if  0?
00F2:   actor  27532?? near_actor  27528?? radius  30!  30!  0?
004D: jump_if_false Label10C9C7
01DE: tie_actor  27532?? to_actor  27528??
0002: jump Label10C9CF

:Label10C9C7
01CC: actor  27532?? kill_player $PLAYER_CHAR

:Label10C9CF
0002: jump Label10C9DB

:Label10C9D6
01C2: remove_references_to_actor  27532??  \\ Like turning an actor into a random pedestrian

:Label10C9DB
00D6: if  0?
8118:   NOT   actor  27536?? dead
004D: jump_if_false Label10CA3B
00D6: if  0?
831F:   NOT   unknown_actor  27536?? unknown_actor  27528??
004D: jump_if_false Label10CA34
00D6: if  0?
00F2:   actor  27536?? near_actor  27528?? radius  30!  30!  0?
004D: jump_if_false Label10CA2C
01DE: tie_actor  27536?? to_actor  27528??
0002: jump Label10CA34

:Label10CA2C
01CC: actor  27536?? kill_player $PLAYER_CHAR

:Label10CA34
0002: jump Label10CA40

:Label10CA3B
01C2: remove_references_to_actor  27536??  \\ Like turning an actor into a random pedestrian

:Label10CA40
00D6: if  0?
8118:   NOT   actor  27540?? dead
004D: jump_if_false Label10CAA0
00D6: if  0?
831F:   NOT   unknown_actor  27540?? unknown_actor  27528??
004D: jump_if_false Label10CA99
00D6: if  0?
00F2:   actor  27540?? near_actor  27528?? radius  30!  30!  0?
004D: jump_if_false Label10CA91
01DE: tie_actor  27540?? to_actor  27528??
0002: jump Label10CA99

:Label10CA91
01CC: actor  27540?? kill_player $PLAYER_CHAR

:Label10CA99
0002: jump Label10CAA5

:Label10CAA0
01C2: remove_references_to_actor  27540??  \\ Like turning an actor into a random pedestrian

:Label10CAA5
0051: return

:Label10CAA7
00D6: if  0?
8118:   NOT   actor  27548?? dead
004D: jump_if_false Label10CBE6
00D6: if  0?
8118:   NOT   actor  27552?? dead
004D: jump_if_false Label10CB17
00D6: if  0?
831F:   NOT   unknown_actor  27552?? unknown_actor  27548??
004D: jump_if_false Label10CB10
00D6: if  0?
00F2:   actor  27552?? near_actor  27548?? radius  30!  30!  0?
004D: jump_if_false Label10CB08
01DE: tie_actor  27552?? to_actor  27548??
0002: jump Label10CB10

:Label10CB08
01CC: actor  27552?? kill_player $PLAYER_CHAR

:Label10CB10
0002: jump Label10CB1C

:Label10CB17
01C2: remove_references_to_actor  27552??  \\ Like turning an actor into a random pedestrian

:Label10CB1C
00D6: if  0?
8118:   NOT   actor  27556?? dead
004D: jump_if_false Label10CB7C
00D6: if  0?
831F:   NOT   unknown_actor  27556?? unknown_actor  27548??
004D: jump_if_false Label10CB75
00D6: if  0?
00F2:   actor  27556?? near_actor  27548?? radius  30!  30!  0?
004D: jump_if_false Label10CB6D
01DE: tie_actor  27556?? to_actor  27548??
0002: jump Label10CB75

:Label10CB6D
01CC: actor  27556?? kill_player $PLAYER_CHAR

:Label10CB75
0002: jump Label10CB81

:Label10CB7C
01C2: remove_references_to_actor  27556??  \\ Like turning an actor into a random pedestrian

:Label10CB81
00D6: if  0?
8118:   NOT   actor  27560?? dead
004D: jump_if_false Label10CBE1
00D6: if  0?
831F:   NOT   unknown_actor  27560?? unknown_actor  27548??
004D: jump_if_false Label10CBDA
00D6: if  0?
00F2:   actor  27560?? near_actor  27548?? radius  30!  30!  0?
004D: jump_if_false Label10CBD2
01DE: tie_actor  27560?? to_actor  27548??
0002: jump Label10CBDA

:Label10CBD2
01CC: actor  27560?? kill_player $PLAYER_CHAR

:Label10CBDA
0002: jump Label10CBE6

:Label10CBE1
01C2: remove_references_to_actor  27560??  \\ Like turning an actor into a random pedestrian

:Label10CBE6
0051: return

:Label10CBE8
00D6: if  0?
8118:   NOT   actor  27508?? dead
004D: jump_if_false Label10CE2C
00D6: if  0?
0154:   actor  27508?? in_zone "VICE_C"
004D: jump_if_false Label10CC27
0384: text_1string "C_BREIF" "VICE_C"  5000& ms  1? \\ Vice City

:Label10CC27
00D6: if  0?
0154:   actor  27508?? in_zone "BEACH1"
004D: jump_if_false Label10CC56
0384: text_1string "C_BREIF" "BEACH1"  5000& ms  1? \\ Ocean Beach

:Label10CC56
00D6: if  0?
0154:   actor  27508?? in_zone "BEACH2"
004D: jump_if_false Label10CC85
0384: text_1string "C_BREIF" "BEACH2"  5000& ms  1? \\ Washington Beach

:Label10CC85
00D6: if  0?
0154:   actor  27508?? in_zone "BEACH3"
004D: jump_if_false Label10CCB4
0384: text_1string "C_BREIF" "BEACH3"  5000& ms  1? \\ Vice Point

:Label10CCB4
00D6: if  0?
0154:   actor  27508?? in_zone "GOLFC"
004D: jump_if_false Label10CCE3
0384: text_1string "C_BREIF" "GOLFC"  5000& ms  1? \\ Leaf Links

:Label10CCE3
00D6: if  0?
0154:   actor  27508?? in_zone "STARI"
004D: jump_if_false Label10CD12
0384: text_1string "C_BREIF" "STARI"  5000& ms  1? \\ Starfish Island

:Label10CD12
00D6: if  0?
0154:   actor  27508?? in_zone "DOCKS"
004D: jump_if_false Label10CD41
0384: text_1string "C_BREIF" "DOCKS"  5000& ms  1? \\ Viceport

:Label10CD41
00D6: if  0?
0154:   actor  27508?? in_zone "HAVANA"
004D: jump_if_false Label10CD70
0384: text_1string "C_BREIF" "HAVANA"  5000& ms  1? \\ Little Havana

:Label10CD70
00D6: if  0?
0154:   actor  27508?? in_zone "HAITI"
004D: jump_if_false Label10CD9F
0384: text_1string "C_BREIF" "HAITI"  5000& ms  1? \\ Little Haiti

:Label10CD9F
00D6: if  0?
0154:   actor  27508?? in_zone "PORNI"
004D: jump_if_false Label10CDCE
0384: text_1string "C_BREIF" "PORNI"  5000& ms  1? \\ Prawn Island

:Label10CDCE
00D6: if  0?
0154:   actor  27508?? in_zone "DTOWN"
004D: jump_if_false Label10CDFD
0384: text_1string "C_BREIF" "DTOWN"  5000& ms  1? \\ Downtown

:Label10CDFD
00D6: if  0?
0154:   actor  27508?? in_zone "A_PORT"
004D: jump_if_false Label10CE2C
0384: text_1string "C_BREIF" "A_PORT"  5000& ms  1? \\ Escobar International

:Label10CE2C
0051: return

:Label10CE2E
0433: (unknown)  27564??  1? 
0319: set_actor  27564?? wander_state_to  1? (off)
02A9: set_actor  27564?? immune_to_nonplayer  1?
01ED: spawn_actor  27564??
0243: set_actor  27564?? ped_stats_to  16?
011A: set_actor  27564?? flags  1?
011A: set_actor  27564?? flags  2?
011A: set_actor  27564?? flags  4?
011A: set_actor  27564?? flags  8?
011A: set_actor  27564?? flags  16?
011A: set_actor  27564?? flags  32?
011A: set_actor  27564?? flags  64?
011A: set_actor  27564?? flags  128&
011A: set_actor  27564?? flags  256&
011A: set_actor  27564?? flags  512&
011A: set_actor  27564?? flags  1024&
011A: set_actor  27564?? flags  2048&
011A: set_actor  27564?? flags  4096&
011A: set_actor  27564?? flags  8192&
011A: set_actor  27564?? flags  16384&
011A: set_actor  27564?? flags  65536&&
011A: set_actor  27564?? flags  131072&&
011A: set_actor  27564?? flags  262144&&
011A: set_actor  27564?? flags  524288&&
011A: set_actor  27564?? flags  1048576&&
011A: set_actor  27564?? flags  2097152&&
011A: set_actor  27564?? flags  4194304&&
011A: set_actor  27564?? flags  16777216&&
0291: unknown_actor  27564?? unknown_behavior_flag  1?
00D6: if  0?
0038:    27568?? ==  0?  \\ integer values
004D: jump_if_false Label10CF32
0209:  16508?? = random_int  0?  2?

:Label10CF32
00D6: if  0?
0018:    27568?? >  1?  \\ integer values
004D: jump_if_false Label10CF4D
0209:  16508?? = random_int  0?  3?

:Label10CF4D
00D6: if  0?
0018:    27568?? >  3?  \\ integer values
004D: jump_if_false Label10CF68
0209:  16508?? = random_int  0?  4?

:Label10CF68
00D6: if  0?
0018:    27568?? >  5?  \\ integer values
004D: jump_if_false Label10CF83
0209:  16508?? = random_int  0?  5?

:Label10CF83
00D6: if  0?
0018:    27568?? >  7?  \\ integer values
004D: jump_if_false Label10CF9E
0209:  16508?? = random_int  0?  6?

:Label10CF9E
00D6: if  0?
0038:    16508?? ==  0?  \\ integer values
004D: jump_if_false Label10CFF1
0209:  16508?? = random_int  10?  13?
00D6: if  0?
0038:    16508?? ==  10?  \\ integer values
004D: jump_if_false Label10CFD5
01B2: give_actor  27564?? weapon  9? ammo  9999&  \\ Load the weapon model before using this

:Label10CFD5
00D6: if  0?
0038:    16508?? ==  11?  \\ integer values
004D: jump_if_false Label10CFF1
01B2: give_actor  27564?? weapon  6? ammo  9999&  \\ Load the weapon model before using this

:Label10CFF1
00D6: if  0?
0038:    16508?? ==  1?  \\ integer values
004D: jump_if_false Label10D00D
01B2: give_actor  27564?? weapon  17? ammo  9999&  \\ Load the weapon model before using this

:Label10D00D
00D6: if  0?
0038:    16508?? ==  2?  \\ integer values
004D: jump_if_false Label10D029
01B2: give_actor  27564?? weapon  22? ammo  9999&  \\ Load the weapon model before using this

:Label10D029
00D6: if  0?
0038:    16508?? ==  3?  \\ integer values
004D: jump_if_false Label10D045
01B2: give_actor  27564?? weapon  27? ammo  9999&  \\ Load the weapon model before using this

:Label10D045
00D6: if  21?
0038:    16508?? ==  4?  \\ integer values
0038:    16508?? ==  5?  \\ integer values
004D: jump_if_false Label10D068
01B2: give_actor  27564?? weapon  19? ammo  9999&  \\ Load the weapon model before using this

:Label10D068
0051: return

:Label10D06A
00D6: if  0?
8038:   NOT    27600?? == -100?  \\ integer values
004D: jump_if_false Label10D0A6
00D6: if  0?
001A:    1? >  27600??  \\ integer values
004D: jump_if_false Label10D0A6
0004:  27608?? =  1?  \\ integer values
00BC: text_highpriority "C_TIME"  3000& ms  1? \\ ~r~Your time as a law enforcer is over!
0051: return

:Label10D0A6
00D6: if  2?
856C:   NOT $PLAYER_ACTOR
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #HUNTER
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label10D1B8
0396:  0? (clear) useless_flag
00D6: if  0?
0038:    27604?? ==  0?  \\ integer values
004D: jump_if_false Label10D116
01BD:  27584?? = current_time_in_ms
00D6: if  0?
0018:    27600?? >  60000&&  \\ integer values
004D: jump_if_false Label10D107
0004:  27596?? =  60000&&  \\ integer values
0002: jump Label10D10F

:Label10D107
0084:  27596?? =  27600??  \\ integer values and handles

:Label10D10F
0004:  27604?? =  1?  \\ integer values

:Label10D116
01BD:  27612?? = current_time_in_ms
0084:  27616?? =  27612??  \\ integer values and handles
0060:  27616?? -=  27584??  \\ integer values
0060:  27596?? -=  27616??  \\ integer values
0084:  27584?? =  27612??  \\ integer values and handles
0084:  27620?? =  27596??  \\ integer values and handles
0014:  27620?? /=  1000&  \\ integer values
00D6: if  0?
001A:    1? >  27620??  \\ integer values
004D: jump_if_false Label10D196
0004:  27620?? =  0?  \\ integer values
00D6: if  0?
001C:    27612?? >  27748??  \\ integer values
004D: jump_if_false Label10D18F
00BC: text_highpriority "C_TIME"  3000& ms  1? \\ ~r~Your time as a law enforcer is over!
0004:  27608?? =  1?  \\ integer values
0051: return

:Label10D18F
0002: jump Label10D1A6

:Label10D196
0084:  27748?? =  27612??  \\ integer values and handles
0008:  27748?? +=  1000&  \\ integer values

:Label10D1A6
01E5: text_1number_highpriority "COPCART"  27620??  200& ms  1? \\ ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.

:Label10D1B8
0293:  72?? = current_controls
00D6: if  22?
056C: $PLAYER_ACTOR
00DE:   player $PLAYER_CHAR driving_vehicle_type #HUNTER
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR
004D: jump_if_false Label10D2A0
03C1:  27500?? = player $PLAYER_CHAR car
053F: unknown_car  27500?? flag  0?
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10D24F
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label10D22F
00D6: if  0?
0038:    27624?? ==  1?  \\ integer values
004D: jump_if_false Label10D228
0004:  27624?? =  2?  \\ integer values

:Label10D228
0002: jump Label10D248

:Label10D22F
00D6: if  0?
0038:    27624?? ==  0?  \\ integer values
004D: jump_if_false Label10D248
0004:  27624?? =  1?  \\ integer values

:Label10D248
0002: jump Label10D299

:Label10D24F
00D6: if  0?
00E1:   key_pressed  0?  14?
004D: jump_if_false Label10D280
00D6: if  0?
0038:    27624?? ==  1?  \\ integer values
004D: jump_if_false Label10D279
0004:  27624?? =  2?  \\ integer values

:Label10D279
0002: jump Label10D299

:Label10D280
00D6: if  0?
0038:    27624?? ==  0?  \\ integer values
004D: jump_if_false Label10D299
0004:  27624?? =  1?  \\ integer values

:Label10D299
0004:  27604?? =  0?  \\ integer values

:Label10D2A0
00D6: if  0?
0038:    27624?? ==  2?  \\ integer values
004D: jump_if_false Label10D31D
00D6: if  0?
8038:   NOT    72?? ==  3?  \\ integer values
004D: jump_if_false Label10D2F4
00D6: if  0?
80E1:   NOT   key_pressed  0?  19?
004D: jump_if_false Label10D2ED
00BC: text_highpriority "C_CANC"  3000& ms  1? \\ ~r~Vigilante mission cancelled!
0004:  27608?? =  1?  \\ integer values
0051: return

:Label10D2ED
0002: jump Label10D31D

:Label10D2F4
00D6: if  0?
80E1:   NOT   key_pressed  0?  14?
004D: jump_if_false Label10D31D
00BC: text_highpriority "C_CANC"  3000& ms  1? \\ ~r~Vigilante mission cancelled!
0004:  27608?? =  1?  \\ integer values
0051: return

:Label10D31D
0051: return

;-------------Mission 79---------------
; Originally: HOTRING


:Label10D31F
0050: gosub Label10D343
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label10D33A
0050: gosub Label11189D

:Label10D33A
0050: gosub Label111A1C
004E: end_thread

:Label10D343
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "OVALRNG"
0001: wait  0? ms
00D6: if  0?
0038:    6388?? ==  0?  \\ integer values
004D: jump_if_false Label10D36C
0317: increment_mission_attempts

:Label10D36C
054C: use_GXT_table "OVALRIG"
0004:  29760?? =  0?  \\ integer values
0004:  29744?? =  0?  \\ integer values
0004:  29748?? =  0?  \\ integer values
0004:  29752?? =  0?  \\ integer values
0004:  29756?? =  0?  \\ integer values
0004:  28084?? =  0?  \\ integer values
0004:  28108?? =  0?  \\ integer values
0004:  28132?? =  0?  \\ integer values
0004:  28156?? =  0?  \\ integer values
0004:  28180?? =  0?  \\ integer values
0004:  28204?? =  0?  \\ integer values
0004:  28228?? =  0?  \\ integer values
0004:  28252?? =  0?  \\ integer values
0004:  28276?? =  0?  \\ integer values
0004:  28228?? =  0?  \\ integer values
0004:  28324?? =  0?  \\ integer values
0004:  28348?? =  0?  \\ integer values
0004:  28032?? =  0?  \\ integer values
0004:  28048?? =  0?  \\ integer values
0004:  28064?? =  0?  \\ integer values
0004:  28088?? =  0?  \\ integer values
0004:  28112?? =  0?  \\ integer values
0004:  28136?? =  0?  \\ integer values
0004:  28160?? =  0?  \\ integer values
0004:  28184?? =  0?  \\ integer values
0004:  28208?? =  0?  \\ integer values
0004:  28232?? =  0?  \\ integer values
0004:  28256?? =  0?  \\ integer values
0004:  28280?? =  0?  \\ integer values
0004:  28304?? =  0?  \\ integer values
0004:  28328?? =  0?  \\ integer values
0004:  28352?? =  0?  \\ integer values
0004:  29772?? =  0?  \\ integer values
0004:  29776?? =  0?  \\ integer values
0004:  29780?? =  0?  \\ integer values
0004:  28364?? =  0?  \\ integer values
0004:  28368?? =  0?  \\ integer values
0004:  28372?? =  0?  \\ integer values
0004:  28376?? =  0?  \\ integer values
0004:  28380?? =  0?  \\ integer values
0004:  28384?? =  0?  \\ integer values
0004:  28388?? =  0?  \\ integer values
0004:  28392?? =  0?  \\ integer values
0004:  28396?? =  0?  \\ integer values
0004:  28400?? =  0?  \\ integer values
0004:  28404?? =  0?  \\ integer values
0004:  28408?? =  0?  \\ integer values
0004:  28040?? =  0?  \\ integer values
0004:  28056?? =  0?  \\ integer values
0004:  28072?? =  0?  \\ integer values
0004:  28096?? =  0?  \\ integer values
0004:  28120?? =  0?  \\ integer values
0004:  28144?? =  0?  \\ integer values
0004:  28168?? =  0?  \\ integer values
0004:  28192?? =  0?  \\ integer values
0004:  28216?? =  0?  \\ integer values
0004:  28240?? =  0?  \\ integer values
0004:  28264?? =  0?  \\ integer values
0004:  28288?? =  0?  \\ integer values
0004:  28312?? =  0?  \\ integer values
0004:  28336?? =  0?  \\ integer values
0004:  28360?? =  0?  \\ integer values
0004:  27996?? =  0?  \\ integer values
0004:  27944?? = -1?  \\ integer values
0004:  27948?? =  0?  \\ integer values
0004:  27952?? =  0?  \\ integer values
0004:  27956?? =  0?  \\ integer values
0004:  27960?? =  0?  \\ integer values
0004:  27964?? =  0?  \\ integer values
0004:  27968?? = -1?  \\ integer values
0004:  27972?? = -1?  \\ integer values
0004:  27980?? =  0?  \\ integer values
0004:  27988?? =  0?  \\ integer values
0004:  28016?? =  0?  \\ integer values
0004:  29764?? =  0?  \\ integer values
0004:  28008?? =  0?  \\ integer values
0004:  28020?? =  0?  \\ integer values
0004:  27992?? =  0?  \\ integer values
0004:  28004?? =  100?  \\ integer values
0005:  29992?? =  0!  \\ floating-point values
0005:  29996?? =  0!  \\ floating-point values
0005:  30000?? =  0!  \\ floating-point values
0005:  30028?? = -1288.976!  \\ floating-point values
0005:  30032?? =  1190.669!  \\ floating-point values
0005:  30036?? =  264.291!  \\ floating-point values
0005:  30040?? = -1257.085!  \\ floating-point values
0005:  30044?? =  1245.841!  \\ floating-point values
0005:  30048?? =  264.296!  \\ floating-point values
0005:  30052?? = -1296.749!  \\ floating-point values
0005:  30056?? =  1306.123!  \\ floating-point values
0005:  30060?? =  264.296!  \\ floating-point values
0005:  30064?? = -1366.372!  \\ floating-point values
0005:  30068?? =  1326.72!  \\ floating-point values
0005:  30072?? =  264.296!  \\ floating-point values
0005:  30076?? = -1419.235!  \\ floating-point values
0005:  30080?? =  1327.06!  \\ floating-point values
0005:  30084?? =  264.296!  \\ floating-point values
0005:  30088?? = -1500.381!  \\ floating-point values
0005:  30092?? =  1306.066!  \\ floating-point values
0005:  30096?? =  264.296!  \\ floating-point values
0005:  30100?? = -1540.008!  \\ floating-point values
0005:  30104?? =  1245.841!  \\ floating-point values
0005:  30108?? =  264.296!  \\ floating-point values
0005:  30112?? = -1500.446!  \\ floating-point values
0005:  30116?? =  1185.51!  \\ floating-point values
0005:  30120?? =  264.296!  \\ floating-point values
0005:  30124?? = -1419.234!  \\ floating-point values
0005:  30128?? =  1164.33!  \\ floating-point values
0005:  30132?? =  264.296!  \\ floating-point values
0005:  30136?? = -1355.087!  \\ floating-point values
0005:  30140?? =  1165.782!  \\ floating-point values
0005:  30144?? =  264.296!  \\ floating-point values
04BB: select_interiour  16?  \\ select render area
057E:  1?
0581:  0?
04F9: interiour_colors  11?  0?
0055: put_player $PLAYER_CHAR at -1420.856!  1245.843!  251.379!
0247: request_model #WMYCR
0247: request_model #HOTRINA
0247: request_model #HOTRINB
0247: request_model #HOTRING
03CB: set_camera -1343.743!  1151.814!  275.7988!
038B: load_requested_models

:Label10D735
00D6: if  23?
8248:   NOT   model #WMYCR available
8248:   NOT   model #HOTRINA available
8248:   NOT   model #HOTRINB available
8248:   NOT   model #HOTRING available
004D: jump_if_false Label10D75E
0001: wait  0? ms
0002: jump Label10D735

:Label10D75E
015F: set_camera_position -1318.205!  1163.39!  273.7596!  0!  0!  0!
0160: point_camera -1319.118!  1163.731!  273.5374!  2?
02A3: toggle_widescreen  1? (on)
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label10D939
009A:  27972?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  29688?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  29692?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  29696?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28080?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28104?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28128?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28152?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28176?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28200?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28224?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28248?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28272?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28296?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28320?? = create_actor  4? #MALE01 at  0!  0!  0!
009A:  28344?? = create_actor  4? #MALE01 at  0!  0!  0!

:Label10D939
00A5:  28028?? = create_car #HOTRINA at -1344.487!  1172.733!  263.8694!
0175: set_car  28028?? z_angle_to  284.8876!
00AA:  29956?? = car  28028?? x_pos,  29960?? = car  28028?? y_pos,  29964?? = car  28028?? z_pos
0084:  27968?? =  28028??  \\ integer values and handles
0050: gosub Label111C19
0084:  29688?? =  27972??  \\ integer values and handles
0506: unknown  232&  0? -1? (DTN_STADDOORA)
00A5:  28044?? = create_car #HOTRINA at -1343.438!  1167.836!  264.6195!
0175: set_car  28044?? z_angle_to  281.5068!
00AA:  29968?? = car  28044?? x_pos,  29972?? = car  28044?? y_pos,  29976?? = car  28044?? z_pos
0084:  27968?? =  28044??  \\ integer values and handles
0050: gosub Label111C19
0084:  29692?? =  27972??  \\ integer values and handles
0506: unknown  232&  1? -1? (DTN_STADDOORA)
00A5:  28060?? = create_car #HOTRINA at -1354.296!  1170.289!  263.9862!
0175: set_car  28060?? z_angle_to  282.7367!
00AA:  29980?? = car  28060?? x_pos,  29984?? = car  28060?? y_pos,  29988?? = car  28060?? z_pos
0084:  27968?? =  28060??  \\ integer values and handles
0050: gosub Label111C19
0084:  29696?? =  27972??  \\ integer values and handles
0506: unknown  232&  2? -1? (DTN_STADDOORA)
00A5:  28076?? = create_car #HOTRINA at -1352.847!  1165.527!  264.7497!
0175: set_car  28076?? z_angle_to  284.2442!
00AA:  0@ = car  28076?? x_pos,  1@ = car  28076?? y_pos,  2@ = car  28076?? z_pos
0084:  27968?? =  28076??  \\ integer values and handles
0050: gosub Label111C19
0084:  28080?? =  27972??  \\ integer values and handles
0506: unknown  232&  3? -1? (DTN_STADDOORA)
00A5:  28100?? = create_car #HOTRINA at -1363.758!  1169.078!  264.0151!
0175: set_car  28100?? z_angle_to  276.4275!
00AA:  3@ = car  28100?? x_pos,  4@ = car  28100?? y_pos,  5@ = car  28100?? z_pos
0084:  27968?? =  28100??  \\ integer values and handles
0050: gosub Label111C19
0084:  28104?? =  27972??  \\ integer values and handles
0506: unknown  232&  4? -1? (DTN_STADDOORA)
00A5:  28124?? = create_car #HOTRINA at -1363.67!  1164.15!  264.7848!
0175: set_car  28124?? z_angle_to  277.8466!
00AA:  6@ = car  28124?? x_pos,  7@ = car  28124?? y_pos,  8@ = car  28124?? z_pos
0084:  27968?? =  28124??  \\ integer values and handles
0050: gosub Label111C19
0084:  28128?? =  27972??  \\ integer values and handles
0506: unknown  232&  5? -1? (DTN_STADDOORA)
00A5:  28148?? = create_car #HOTRINA at -1373.879!  1168.654!  264.0179!
0175: set_car  28148?? z_angle_to  273.302!
00AA:  9@ = car  28148?? x_pos,  10@ = car  28148?? y_pos,  11@ = car  28148?? z_pos
0084:  27968?? =  28148??  \\ integer values and handles
0050: gosub Label111C19
0084:  28152?? =  27972??  \\ integer values and handles
0506: unknown  233&  0? -1? (DTN_STADDOORA)
00A5:  28172?? = create_car #HOTRINB at -1374.561!  1163.055!  264.9375!
0175: set_car  28172?? z_angle_to  272.9799!
00AA:  12@ = car  28172?? x_pos,  13@ = car  28172?? y_pos,  14@ = car  28172?? z_pos
0084:  27968?? =  28172??  \\ integer values and handles
0050: gosub Label111C19
0084:  28176?? =  27972??  \\ integer values and handles
0506: unknown  233&  1? -1? (DTN_STADDOORA)
00A5:  28196?? = create_car #HOTRINB at -1383.668!  1167.947!  264.1144!
0175: set_car  28196?? z_angle_to  273.0015!
00AA:  28412?? = car  28196?? x_pos,  28416?? = car  28196?? y_pos,  28420?? = car  28196?? z_pos
0084:  27968?? =  28196??  \\ integer values and handles
0050: gosub Label111C19
0084:  28200?? =  27972??  \\ integer values and handles
0506: unknown  233&  2? -1? (DTN_STADDOORA)
00A5:  28220?? = create_car #HOTRINB at -1383.582!  1162.903!  264.9546!
0175: set_car  28220?? z_angle_to  269.9305!
00AA:  28424?? = car  28220?? x_pos,  28428?? = car  28220?? y_pos,  28432?? = car  28220?? z_pos
0084:  27968?? =  28220??  \\ integer values and handles
0050: gosub Label111C19
0084:  28224?? =  27972??  \\ integer values and handles
0506: unknown  233&  3? -1? (DTN_STADDOORA)
00A5:  28244?? = create_car #HOTRINB at -1393.223!  1167.712!  264.1403!
0175: set_car  28244?? z_angle_to  270.1651!
00AA:  28436?? = car  28244?? x_pos,  28440?? = car  28244?? y_pos,  28444?? = car  28244?? z_pos
0084:  27968?? =  28244??  \\ integer values and handles
0050: gosub Label111C19
0084:  28248?? =  27972??  \\ integer values and handles
0506: unknown  233&  4? -1? (DTN_STADDOORA)
00A5:  28268?? = create_car #HOTRINB at -1393.104!  1163.053!  264.914!
0175: set_car  28268?? z_angle_to  270.334!
00AA:  28448?? = car  28268?? x_pos,  28452?? = car  28268?? y_pos,  28456?? = car  28268?? z_pos
0084:  27968?? =  28268??  \\ integer values and handles
0050: gosub Label111C19
0084:  28272?? =  27972??  \\ integer values and handles
0506: unknown  233&  5? -1? (DTN_STADDOORA)
00A5:  28292?? = create_car #HOTRINB at -1402.184!  1167.193!  264.2093!
0175: set_car  28292?? z_angle_to  271.0722!
00AA:  28460?? = car  28292?? x_pos,  28464?? = car  28292?? y_pos,  28468?? = car  28292?? z_pos
0084:  27968?? =  28292??  \\ integer values and handles
0050: gosub Label111C19
0084:  28296?? =  27972??  \\ integer values and handles
00A5:  28316?? = create_car #HOTRINA at -1402.375!  1163.057!  264.9016!
0175: set_car  28316?? z_angle_to  266.2549!
00AA:  28472?? = car  28316?? x_pos,  28476?? = car  28316?? y_pos,  28480?? = car  28316?? z_pos
0084:  27968?? =  28316??  \\ integer values and handles
0050: gosub Label111C19
0084:  28320?? =  27972??  \\ integer values and handles
00A5:  28340?? = create_car #HOTRINB at -1412.111!  1167.211!  264.2081!
0175: set_car  28340?? z_angle_to  273.8779!
00AA:  28484?? = car  28340?? x_pos,  28488?? = car  28340?? y_pos,  28492?? = car  28340?? z_pos
0084:  27968?? =  28340??  \\ integer values and handles
0050: gosub Label111C19
0084:  28344?? =  27972??  \\ integer values and handles
00A5:  28000?? = create_car #HOTRING at -1411.949!  1162.92!  264.916!
0175: set_car  28000?? z_angle_to  271.2772!
0224: set_car  28000?? health_to  1250&
02AC: set_car  28000?? immunities  0?  1?  1?  0?  0?
00AA:  29932?? = car  28000?? x_pos,  29936?? = car  28000?? y_pos,  29940?? = car  28000?? z_pos
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms
0001: wait  250& ms
0004:  27976?? =  1?  \\ integer values
0050: gosub Label111C97
00D6: if  0?
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label10DE56
00D6: if  0?
8119:   NOT   car  28000?? wrecked
004D: jump_if_false Label10DE4F
0369: put_player $PLAYER_CHAR in_car  28000??

:Label10DE4F
0002: jump Label10DE86

:Label10DE56
012A: put_player $PLAYER_CHAR at -1504.198!  1314.846!  265.2744! and_remove_from_car
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  28000?? wrecked
004D: jump_if_false Label10DE86
0369: put_player $PLAYER_CHAR in_car  28000??

:Label10DE86
00BC: text_highpriority "HOTR_01"  8000& ms  1? \\ ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings.
01BD:  19244?? = current_time_in_ms
0004:  27964?? =  1?  \\ integer values
03F0: (unknown)  1? 
0006:  16@ =  0?  \\ integer values

:Label10DEAC
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
00D6: if  0?
00F6:   player $PLAYER_CHAR  1? (in-sphere)near_point_on_foot -1414.753!  1155.434!  266.3521! radius  1.5!  2!  1.5!
004D: jump_if_false Label10DEFB
00BC: text_highpriority "HOTR_14"  2500& ms  1? \\ ~r~You have been disqualified!
0002: jump Label11189D

:Label10DEFB
00D6: if  0?
001A:    5? >  27944??  \\ integer values
004D: jump_if_false Label10DF7A
00D6: if  0?
0018:    27944?? > -1?  \\ integer values
004D: jump_if_false Label10DF7A
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label10DF61
00D6: if  0?
0038:    28008?? ==  1?  \\ integer values
004D: jump_if_false Label10DF5A
03EB: clear_small_messages_only
0084:  27948?? =  19244??  \\ integer values and handles
000C:  27948?? -=  100?  \\ integer values
0004:  27944?? =  5?  \\ integer values

:Label10DF5A
0002: jump Label10DF7A

:Label10DF61
00D6: if  0?
0038:    28008?? ==  0?  \\ integer values
004D: jump_if_false Label10DF7A
0004:  28008?? =  1?  \\ integer values

:Label10DF7A
00D6: if  0?
0038:    27944?? == -1?  \\ integer values
004D: jump_if_false Label10DFB7
0004:  27996?? =  2?  \\ integer values
00D6: if  0?
816B:   NOT   fading
004D: jump_if_false Label10DFB7
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  3000&  \\ integer values
0004:  27944?? =  0?  \\ integer values

:Label10DFB7
00D6: if  0?
0038:    27944?? ==  0?  \\ integer values
004D: jump_if_false Label10E026
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E026
015F: set_camera_position -1334.666!  1172.511!  266.2422!  0!  0!  0!
0160: point_camera -1335.628!  1172.264!  266.1259!  2?
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  3000&  \\ integer values
0004:  27944?? =  1?  \\ integer values

:Label10E026
00D6: if  0?
0038:    27944?? ==  1?  \\ integer values
004D: jump_if_false Label10E0A4
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E0A4
015F: set_camera_position -1323.005!  1328.07!  270.0141!  0!  0!  0!
0160: point_camera -1323.981!  1328.235!  269.8705!  2?
00BC: text_highpriority "HOTR_02"  3500& ms  1? \\ ~g~If your car is destroyed you will be disqualified.
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  3500&  \\ integer values
0004:  27944?? =  2?  \\ integer values

:Label10E0A4
00D6: if  0?
0038:    27944?? ==  2?  \\ integer values
004D: jump_if_false Label10E122
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E122
015F: set_camera_position -1378.53!  1355.834!  271.5822!  0!  0!  0!
0160: point_camera -1379.45!  1355.702!  271.2112!  2?
00BB: text_lowpriority "HOTR_03"  4500& ms  1? \\ ~g~When your car is damaged you can get it repaired at the pitstop.
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  4500&  \\ integer values
0004:  27944?? =  3?  \\ integer values

:Label10E122
00D6: if  0?
0038:    27944?? ==  3?  \\ integer values
004D: jump_if_false Label10E1A0
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E1A0
015F: set_camera_position -1394.764!  1175.184!  269.201!  0!  0!  0!
0160: point_camera -1395.474!  1174.495!  269.0483!  2?
00BC: text_highpriority "HOTR_04"  4500& ms  1? \\ ~g~This is the way to leave the stadium.
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  2500&  \\ integer values
0004:  27944?? =  4?  \\ integer values

:Label10E1A0
00D6: if  0?
0038:    27944?? ==  4?  \\ integer values
004D: jump_if_false Label10E20F
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E20F
015F: set_camera_position -1405.329!  1161.493!  270.4964!  0!  0!  0!
0160: point_camera -1406.134!  1160.961!  270.2356!  1?
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  2000&  \\ integer values
0004:  27944?? =  5?  \\ integer values

:Label10E20F
00D6: if  0?
0038:    27944?? ==  5?  \\ integer values
004D: jump_if_false Label10E280
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E280
03F0: (unknown)  0? 
0004:  27996?? =  0?  \\ integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
00BA: text_styled "RACES_4"  1100& ms  4? \\ 3
018C: play_sound  7? at  0!  0!  0!
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  1000&  \\ integer values
0004:  27944?? =  6?  \\ integer values

:Label10E280
00D6: if  0?
0038:    27944?? ==  6?  \\ integer values
004D: jump_if_false Label10E2DE
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E2DE
00BA: text_styled "RACES_5"  1100& ms  4? \\ 2
018C: play_sound  8? at  0!  0!  0!
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  1000&  \\ integer values
0004:  27944?? =  7?  \\ integer values

:Label10E2DE
00D6: if  0?
0038:    27944?? ==  7?  \\ integer values
004D: jump_if_false Label10E33C
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E33C
00BA: text_styled "RACES_6"  1100& ms  4? \\ 1
018C: play_sound  9? at  0!  0!  0!
0084:  27948?? =  19244??  \\ integer values and handles
0008:  27948?? +=  1000&  \\ integer values
0004:  27944?? =  8?  \\ integer values

:Label10E33C
00D6: if  0?
0038:    27944?? ==  8?  \\ integer values
004D: jump_if_false Label10E433
00D6: if  0?
001C:    19244?? >  27948??  \\ integer values
004D: jump_if_false Label10E433
00D6: if  0?
8119:   NOT   car  28000?? wrecked
004D: jump_if_false Label10E433
0004:  27976?? =  0?  \\ integer values
0050: gosub Label111C97
00BA: text_styled "RACES_7"  800& ms  4? \\ GO!
018C: play_sound  10? at  0!  0!  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
04F7: unknown_status_text  28004??  1? line  1? "HOTR_05" \\ Car Health:
0084:  29760?? =  29744??  \\ integer values and handles
0050: gosub Label111A65
0086:  29932?? =  29992??  \\ floating-point values only
0086:  29936?? =  29996??  \\ floating-point values only
0086:  29940?? =  30000??  \\ floating-point values only
0084:  29744?? =  29760??  \\ integer values and handles
04F7: unknown_status_text  27952??  0? line  2? "HOTR_06" \\ Laps:
04F7: unknown_status_text  29764??  0? line  3? "HOTR_09" \\ Position:
03C3: set_timer_with_text_to  27988?? type  0? text "HOTR_10" \\ Race Time:
0084:  27992?? =  19244??  \\ integer values and handles
0004:  27944?? =  9?  \\ integer values

:Label10E433
00D6: if  0?
0038:    27944?? ==  9?  \\ integer values
004D: jump_if_false Label110AD4
0004:  29764?? =  1?  \\ integer values
00D6: if  0?
0119:   car  28000?? wrecked
004D: jump_if_false Label10E479
00BC: text_highpriority "HOTR_12"  2000& ms  1? \\ ~r~Your car has been destroyed!
0002: jump Label11189D
0002: jump Label10E51E

:Label10E479
00D6: if  0?
01B0:   car  28000?? stopped  1? (in-sphere)near_point -1396.369!  1354.573!  265.0766! radius  9!  4!  5!
004D: jump_if_false Label10E4EE
00D6: if  0?
0442:   player $PLAYER_CHAR in_car  28000??
004D: jump_if_false Label10E4EE
0227:  28004?? = car  28000?? health
0008:  28004?? +=  5?  \\ integer values
00D6: if  0?
0018:    28004?? >  1250&  \\ integer values
004D: jump_if_false Label10E4E6
0004:  28004?? =  1250&  \\ integer values

:Label10E4E6
0224: set_car  28000?? health_to  28004??

:Label10E4EE
0227:  28004?? = car  28000?? health
000C:  28004?? -=  250&  \\ integer values
0014:  28004?? /=  10?  \\ integer values
00D6: if  0?
001A:    0? >  28004??  \\ integer values
004D: jump_if_false Label10E51E
0004:  28004?? =  0?  \\ integer values

:Label10E51E
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  29932??  29936??  29940?? radius  24!  24!  24!
004D: jump_if_false Label10E65F
0084:  29760?? =  29744??  \\ integer values and handles
0050: gosub Label111A65
0086:  29932?? =  29992??  \\ floating-point values only
0086:  29936?? =  29996??  \\ floating-point values only
0086:  29940?? =  30000??  \\ floating-point values only
0084:  29744?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    29744?? ==  0?  \\ integer values
004D: jump_if_false Label10E65F
0008:  27952?? +=  1?  \\ integer values
0084:  27984?? =  19244??  \\ integer values and handles
0060:  27984?? -=  27992??  \\ integer values
0084:  29832?? =  27984??  \\ integer values and handles
0014:  29832?? /=  1000&  \\ integer values
0084:  28012?? =  29832??  \\ integer values and handles
0010:  28012?? *=  1000&  \\ integer values
0084:  29804?? =  27984??  \\ integer values and handles
0060:  29804?? -=  28012??  \\ integer values
0084:  28012?? =  29804??  \\ integer values and handles
0014:  28012?? /=  10?  \\ integer values
00D6: if  0?
001C:    6376?? >  27984??  \\ integer values
004D: jump_if_false Label10E644
0084:  6376?? =  27984??  \\ integer values and handles
042E:  21?  6376??
00D6: if  0?
0018:    28012?? >  9?  \\ integer values
004D: jump_if_false Label10E62F
02FD: text_2numbers_lowpriority "HOTR_11"  29832??  28012??  5000& ms  1? \\ New best lap time: ~1~.~1~ seconds
0002: jump Label10E644

:Label10E62F
02FD: text_2numbers_lowpriority "HOTR_34"  29832??  28012??  5000& ms  1? \\ New best lap time: ~1~.0~1~ seconds

:Label10E644
0084:  27992?? =  19244??  \\ integer values and handles
018C: play_sound  1? at  0!  0!  0!

:Label10E65F
0084:  27956?? =  27952??  \\ integer values and handles
0010:  27956?? *=  100?  \\ integer values
0058:  27956?? +=  29744??  \\ integer values
00D6: if  0?
0119:   car  28028?? wrecked
004D: jump_if_false Label10E751
01C3: remove_references_to_car  28028??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29688??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10E74A
00A5:  28028?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28028??  \\ integer values and handles
0050: gosub Label111C19
0084:  29688?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28032??  \\ integer values
004D: jump_if_false Label10E704
0084:  28032?? =  27952??  \\ integer values and handles

:Label10E704
0004:  29748?? =  0?  \\ integer values
0084:  29760?? =  29748??  \\ integer values and handles
0050: gosub Label111A65
0086:  29956?? =  29992??  \\ floating-point values only
0086:  29960?? =  29996??  \\ floating-point values only
0086:  29964?? =  30000??  \\ floating-point values only
00A7: unknown_car  28028?? drive_to  29956??  29960??  29964??
04BA: unknown_car  28028??  30!

:Label10E74A
0002: jump Label10E8C4

:Label10E751
00D6: if  0?
01AF:   car  28028??  0? ()near_point  29956??  29960??  29964?? radius  24!  24!  24!
004D: jump_if_false Label10E7E8
0084:  29760?? =  29748??  \\ integer values and handles
0050: gosub Label111A65
0086:  29956?? =  29992??  \\ floating-point values only
0086:  29960?? =  29996??  \\ floating-point values only
0086:  29964?? =  30000??  \\ floating-point values only
0084:  29748?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    29748?? ==  0?  \\ integer values
004D: jump_if_false Label10E7C3
0008:  28032?? +=  1?  \\ integer values

:Label10E7C3
00A7: unknown_car  28028?? drive_to  29956??  29960??  29964??
0084:  28036?? =  28032??  \\ integer values and handles
0010:  28036?? *=  100?  \\ integer values
0058:  28036?? +=  29748??  \\ integer values

:Label10E7E8
00D6: if  0?
01AF:   car  28028??  0? ()near_point  19412??  19416??  19420?? radius  3!  3!  3!
004D: jump_if_false Label10E834
00D6: if  0?
001C:    19244?? >  29772??  \\ integer values
004D: jump_if_false Label10E82D
0224: set_car  28028?? health_to  230&

:Label10E82D
0002: jump Label10E852

:Label10E834
00AA:  19412?? = car  28028?? x_pos,  19416?? = car  28028?? y_pos,  19420?? = car  28028?? z_pos
0084:  29772?? =  19244??  \\ integer values and handles
0008:  29772?? +=  5000&  \\ integer values

:Label10E852
00D6: if  0?
01AF:   car  28028??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10E8B4
00D6: if  0?
001C:    19244?? >  28040??  \\ integer values
004D: jump_if_false Label10E8AD
0224: set_car  28028?? health_to  100?
01C3: remove_references_to_car  28028??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29688??  \\ Like turning an actor into a random pedestrian
0004:  28028?? = -1?  \\ integer values

:Label10E8AD
0002: jump Label10E8C4

:Label10E8B4
0084:  28040?? =  19244??  \\ integer values and handles
0008:  28040?? +=  3000&  \\ integer values

:Label10E8C4
0084:  27960?? =  28036??  \\ integer values and handles
0084:  1804?? =  28028??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28044?? wrecked
004D: jump_if_false Label10E9BF
01C3: remove_references_to_car  28044??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29692??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10E9B8
0506: unknown  232&  0? -1? (DTN_STADDOORA)
00A5:  28044?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28044??  \\ integer values and handles
0050: gosub Label111C19
0084:  29692?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28048??  \\ integer values
004D: jump_if_false Label10E972
0084:  28048?? =  27952??  \\ integer values and handles

:Label10E972
0004:  29752?? =  0?  \\ integer values
0084:  29760?? =  29752??  \\ integer values and handles
0050: gosub Label111A65
0086:  29968?? =  29992??  \\ floating-point values only
0086:  29972?? =  29996??  \\ floating-point values only
0086:  29976?? =  30000??  \\ floating-point values only
00A7: unknown_car  28044?? drive_to  29968??  29972??  29976??
04BA: unknown_car  28044??  30!

:Label10E9B8
0002: jump Label10EB32

:Label10E9BF
00D6: if  0?
01AF:   car  28044??  0? ()near_point  29968??  29972??  29976?? radius  24!  24!  24!
004D: jump_if_false Label10EA56
0084:  29760?? =  29752??  \\ integer values and handles
0050: gosub Label111A65
0086:  29968?? =  29992??  \\ floating-point values only
0086:  29972?? =  29996??  \\ floating-point values only
0086:  29976?? =  30000??  \\ floating-point values only
0084:  29752?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    29752?? ==  0?  \\ integer values
004D: jump_if_false Label10EA31
0008:  28048?? +=  1?  \\ integer values

:Label10EA31
00A7: unknown_car  28044?? drive_to  29968??  29972??  29976??
0084:  28052?? =  28048??  \\ integer values and handles
0010:  28052?? *=  100?  \\ integer values
0058:  28052?? +=  29752??  \\ integer values

:Label10EA56
00D6: if  0?
01AF:   car  28044??  0? ()near_point  19424??  19428??  19432?? radius  3!  3!  3!
004D: jump_if_false Label10EAA2
00D6: if  0?
001C:    19244?? >  29776??  \\ integer values
004D: jump_if_false Label10EA9B
0224: set_car  28044?? health_to  230&

:Label10EA9B
0002: jump Label10EAC0

:Label10EAA2
00AA:  19424?? = car  28044?? x_pos,  19428?? = car  28044?? y_pos,  19432?? = car  28044?? z_pos
0084:  29776?? =  19244??  \\ integer values and handles
0008:  29776?? +=  5000&  \\ integer values

:Label10EAC0
00D6: if  0?
01AF:   car  28044??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10EB22
00D6: if  0?
001C:    19244?? >  28056??  \\ integer values
004D: jump_if_false Label10EB1B
0224: set_car  28044?? health_to  100?
01C3: remove_references_to_car  28044??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29692??  \\ Like turning an actor into a random pedestrian
0004:  28044?? = -1?  \\ integer values

:Label10EB1B
0002: jump Label10EB32

:Label10EB22
0084:  28056?? =  19244??  \\ integer values and handles
0008:  28056?? +=  3000&  \\ integer values

:Label10EB32
0084:  27960?? =  28052??  \\ integer values and handles
0084:  1804?? =  28044??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28060?? wrecked
004D: jump_if_false Label10EC2D
01C3: remove_references_to_car  28060??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29696??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10EC26
0506: unknown  232&  1? -1? (DTN_STADDOORA)
00A5:  28060?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28060??  \\ integer values and handles
0050: gosub Label111C19
0084:  29696?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28064??  \\ integer values
004D: jump_if_false Label10EBE0
0084:  28064?? =  27952??  \\ integer values and handles

:Label10EBE0
0004:  29756?? =  0?  \\ integer values
0084:  29760?? =  29756??  \\ integer values and handles
0050: gosub Label111A65
0086:  29980?? =  29992??  \\ floating-point values only
0086:  29984?? =  29996??  \\ floating-point values only
0086:  29988?? =  30000??  \\ floating-point values only
00A7: unknown_car  28060?? drive_to  29980??  29984??  29988??
04BA: unknown_car  28060??  30!

:Label10EC26
0002: jump Label10EDA0

:Label10EC2D
00D6: if  0?
01AF:   car  28060??  0? ()near_point  29980??  29984??  29988?? radius  24!  24!  24!
004D: jump_if_false Label10ECC4
0084:  29760?? =  29756??  \\ integer values and handles
0050: gosub Label111A65
0086:  29980?? =  29992??  \\ floating-point values only
0086:  29984?? =  29996??  \\ floating-point values only
0086:  29988?? =  30000??  \\ floating-point values only
0084:  29756?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    29756?? ==  0?  \\ integer values
004D: jump_if_false Label10EC9F
0008:  28064?? +=  1?  \\ integer values

:Label10EC9F
00A7: unknown_car  28060?? drive_to  29980??  29984??  29988??
0084:  28068?? =  28064??  \\ integer values and handles
0010:  28068?? *=  100?  \\ integer values
0058:  28068?? +=  29756??  \\ integer values

:Label10ECC4
00D6: if  0?
01AF:   car  28060??  0? ()near_point  19436??  19440??  19444?? radius  3!  3!  3!
004D: jump_if_false Label10ED10
00D6: if  0?
001C:    19244?? >  29780??  \\ integer values
004D: jump_if_false Label10ED09
0224: set_car  28060?? health_to  230&

:Label10ED09
0002: jump Label10ED2E

:Label10ED10
00AA:  19436?? = car  28060?? x_pos,  19440?? = car  28060?? y_pos,  19444?? = car  28060?? z_pos
0084:  29780?? =  19244??  \\ integer values and handles
0008:  29780?? +=  5000&  \\ integer values

:Label10ED2E
00D6: if  0?
01AF:   car  28060??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10ED90
00D6: if  0?
001C:    19244?? >  28072??  \\ integer values
004D: jump_if_false Label10ED89
0224: set_car  28060?? health_to  100?
01C3: remove_references_to_car  28060??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  29696??  \\ Like turning an actor into a random pedestrian
0004:  28060?? = -1?  \\ integer values

:Label10ED89
0002: jump Label10EDA0

:Label10ED90
0084:  28072?? =  19244??  \\ integer values and handles
0008:  28072?? +=  3000&  \\ integer values

:Label10EDA0
0084:  27960?? =  28068??  \\ integer values and handles
0084:  1804?? =  28060??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28076?? wrecked
004D: jump_if_false Label10EE9B
01C3: remove_references_to_car  28076??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28080??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10EE94
0506: unknown  232&  2? -1? (DTN_STADDOORA)
00A5:  28076?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28076??  \\ integer values and handles
0050: gosub Label111C19
0084:  28080?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28088??  \\ integer values
004D: jump_if_false Label10EE4E
0084:  28088?? =  27952??  \\ integer values and handles

:Label10EE4E
0004:  28084?? =  0?  \\ integer values
0084:  29760?? =  28084??  \\ integer values and handles
0050: gosub Label111A65
0089:  0@ =  29992??  \\ floating-point values only
0089:  1@ =  29996??  \\ floating-point values only
0089:  2@ =  30000??  \\ floating-point values only
00A7: unknown_car  28076?? drive_to  0@  1@  2@
04BA: unknown_car  28076??  30!

:Label10EE94
0002: jump Label10F00E

:Label10EE9B
00D6: if  0?
01AF:   car  28076??  0? ()near_point  0@  1@  2@ radius  24!  24!  24!
004D: jump_if_false Label10EF32
0084:  29760?? =  28084??  \\ integer values and handles
0050: gosub Label111A65
0089:  0@ =  29992??  \\ floating-point values only
0089:  1@ =  29996??  \\ floating-point values only
0089:  2@ =  30000??  \\ floating-point values only
0084:  28084?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28084?? ==  0?  \\ integer values
004D: jump_if_false Label10EF0D
0008:  28088?? +=  1?  \\ integer values

:Label10EF0D
00A7: unknown_car  28076?? drive_to  0@  1@  2@
0084:  28092?? =  28088??  \\ integer values and handles
0010:  28092?? *=  100?  \\ integer values
0058:  28092?? +=  28084??  \\ integer values

:Label10EF32
00D6: if  0?
01AF:   car  28076??  0? ()near_point  28496??  28500??  28504?? radius  3!  3!  3!
004D: jump_if_false Label10EF7E
00D6: if  0?
001C:    19244?? >  28364??  \\ integer values
004D: jump_if_false Label10EF77
0224: set_car  28076?? health_to  230&

:Label10EF77
0002: jump Label10EF9C

:Label10EF7E
00AA:  28496?? = car  28076?? x_pos,  28500?? = car  28076?? y_pos,  28504?? = car  28076?? z_pos
0084:  28364?? =  19244??  \\ integer values and handles
0008:  28364?? +=  5000&  \\ integer values

:Label10EF9C
00D6: if  0?
01AF:   car  28076??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10EFFE
00D6: if  0?
001C:    19244?? >  28096??  \\ integer values
004D: jump_if_false Label10EFF7
0224: set_car  28076?? health_to  100?
01C3: remove_references_to_car  28076??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28080??  \\ Like turning an actor into a random pedestrian
0004:  28076?? = -1?  \\ integer values

:Label10EFF7
0002: jump Label10F00E

:Label10EFFE
0084:  28096?? =  19244??  \\ integer values and handles
0008:  28096?? +=  3000&  \\ integer values

:Label10F00E
0084:  27960?? =  28092??  \\ integer values and handles
0084:  1804?? =  28076??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28100?? wrecked
004D: jump_if_false Label10F109
01C3: remove_references_to_car  28100??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28104??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10F102
0506: unknown  232&  3? -1? (DTN_STADDOORA)
00A5:  28100?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28100??  \\ integer values and handles
0050: gosub Label111C19
0084:  28104?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28112??  \\ integer values
004D: jump_if_false Label10F0BC
0084:  28112?? =  27952??  \\ integer values and handles

:Label10F0BC
0004:  28108?? =  0?  \\ integer values
0084:  29760?? =  28108??  \\ integer values and handles
0050: gosub Label111A65
0089:  3@ =  29992??  \\ floating-point values only
0089:  4@ =  29996??  \\ floating-point values only
0089:  5@ =  30000??  \\ floating-point values only
00A7: unknown_car  28100?? drive_to  3@  4@  5@
04BA: unknown_car  28100??  30!

:Label10F102
0002: jump Label10F27C

:Label10F109
00D6: if  0?
01AF:   car  28100??  0? ()near_point  3@  4@  5@ radius  24!  24!  24!
004D: jump_if_false Label10F1A0
0084:  29760?? =  28108??  \\ integer values and handles
0050: gosub Label111A65
0089:  3@ =  29992??  \\ floating-point values only
0089:  4@ =  29996??  \\ floating-point values only
0089:  5@ =  30000??  \\ floating-point values only
0084:  28108?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28108?? ==  0?  \\ integer values
004D: jump_if_false Label10F17B
0008:  28112?? +=  1?  \\ integer values

:Label10F17B
00A7: unknown_car  28100?? drive_to  3@  4@  5@
0084:  28116?? =  28112??  \\ integer values and handles
0010:  28116?? *=  100?  \\ integer values
0058:  28116?? +=  28108??  \\ integer values

:Label10F1A0
00D6: if  0?
01AF:   car  28100??  0? ()near_point  28508??  28512??  28516?? radius  3!  3!  3!
004D: jump_if_false Label10F1EC
00D6: if  0?
001C:    19244?? >  28368??  \\ integer values
004D: jump_if_false Label10F1E5
0224: set_car  28100?? health_to  230&

:Label10F1E5
0002: jump Label10F20A

:Label10F1EC
00AA:  28508?? = car  28100?? x_pos,  28512?? = car  28100?? y_pos,  28516?? = car  28100?? z_pos
0084:  28368?? =  19244??  \\ integer values and handles
0008:  28368?? +=  5000&  \\ integer values

:Label10F20A
00D6: if  0?
01AF:   car  28100??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10F26C
00D6: if  0?
001C:    19244?? >  28120??  \\ integer values
004D: jump_if_false Label10F265
0224: set_car  28100?? health_to  100?
01C3: remove_references_to_car  28100??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28104??  \\ Like turning an actor into a random pedestrian
0004:  28100?? = -1?  \\ integer values

:Label10F265
0002: jump Label10F27C

:Label10F26C
0084:  28120?? =  19244??  \\ integer values and handles
0008:  28120?? +=  3000&  \\ integer values

:Label10F27C
0084:  27960?? =  28116??  \\ integer values and handles
0084:  1804?? =  28100??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28124?? wrecked
004D: jump_if_false Label10F377
01C3: remove_references_to_car  28124??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28128??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10F370
0506: unknown  232&  4? -1? (DTN_STADDOORA)
00A5:  28124?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28124??  \\ integer values and handles
0050: gosub Label111C19
0084:  28128?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28136??  \\ integer values
004D: jump_if_false Label10F32A
0084:  28136?? =  27952??  \\ integer values and handles

:Label10F32A
0004:  28132?? =  0?  \\ integer values
0084:  29760?? =  28132??  \\ integer values and handles
0050: gosub Label111A65
0089:  6@ =  29992??  \\ floating-point values only
0089:  7@ =  29996??  \\ floating-point values only
0089:  8@ =  30000??  \\ floating-point values only
00A7: unknown_car  28124?? drive_to  6@  7@  8@
04BA: unknown_car  28124??  30!

:Label10F370
0002: jump Label10F4EA

:Label10F377
00D6: if  0?
01AF:   car  28124??  0? ()near_point  6@  7@  8@ radius  24!  24!  24!
004D: jump_if_false Label10F40E
0084:  29760?? =  28132??  \\ integer values and handles
0050: gosub Label111A65
0089:  6@ =  29992??  \\ floating-point values only
0089:  7@ =  29996??  \\ floating-point values only
0089:  8@ =  30000??  \\ floating-point values only
0084:  28132?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28132?? ==  0?  \\ integer values
004D: jump_if_false Label10F3E9
0008:  28136?? +=  1?  \\ integer values

:Label10F3E9
00A7: unknown_car  28124?? drive_to  6@  7@  8@
0084:  28140?? =  28136??  \\ integer values and handles
0010:  28140?? *=  100?  \\ integer values
0058:  28140?? +=  28132??  \\ integer values

:Label10F40E
00D6: if  0?
01AF:   car  28124??  0? ()near_point  28520??  28524??  28528?? radius  3!  3!  3!
004D: jump_if_false Label10F45A
00D6: if  0?
001C:    19244?? >  28372??  \\ integer values
004D: jump_if_false Label10F453
0224: set_car  28124?? health_to  230&

:Label10F453
0002: jump Label10F478

:Label10F45A
00AA:  28520?? = car  28124?? x_pos,  28524?? = car  28124?? y_pos,  28528?? = car  28124?? z_pos
0084:  28372?? =  19244??  \\ integer values and handles
0008:  28372?? +=  5000&  \\ integer values

:Label10F478
00D6: if  0?
01AF:   car  28124??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10F4DA
00D6: if  0?
001C:    19244?? >  28144??  \\ integer values
004D: jump_if_false Label10F4D3
0224: set_car  28124?? health_to  100?
01C3: remove_references_to_car  28124??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28128??  \\ Like turning an actor into a random pedestrian
0004:  28124?? = -1?  \\ integer values

:Label10F4D3
0002: jump Label10F4EA

:Label10F4DA
0084:  28144?? =  19244??  \\ integer values and handles
0008:  28144?? +=  3000&  \\ integer values

:Label10F4EA
0084:  27960?? =  28140??  \\ integer values and handles
0084:  1804?? =  28124??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28148?? wrecked
004D: jump_if_false Label10F5DC
01C3: remove_references_to_car  28148??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28152??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10F5D5
00A5:  28148?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28148??  \\ integer values and handles
0050: gosub Label111C19
0084:  28152?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28160??  \\ integer values
004D: jump_if_false Label10F58F
0084:  28160?? =  27952??  \\ integer values and handles

:Label10F58F
0004:  28156?? =  0?  \\ integer values
0084:  29760?? =  28156??  \\ integer values and handles
0050: gosub Label111A65
0089:  9@ =  29992??  \\ floating-point values only
0089:  10@ =  29996??  \\ floating-point values only
0089:  11@ =  30000??  \\ floating-point values only
00A7: unknown_car  28148?? drive_to  9@  10@  11@
04BA: unknown_car  28148??  30!

:Label10F5D5
0002: jump Label10F74F

:Label10F5DC
00D6: if  0?
01AF:   car  28148??  0? ()near_point  9@  10@  11@ radius  24!  24!  24!
004D: jump_if_false Label10F673
0084:  29760?? =  28156??  \\ integer values and handles
0050: gosub Label111A65
0089:  9@ =  29992??  \\ floating-point values only
0089:  10@ =  29996??  \\ floating-point values only
0089:  11@ =  30000??  \\ floating-point values only
0084:  28156?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28156?? ==  0?  \\ integer values
004D: jump_if_false Label10F64E
0008:  28160?? +=  1?  \\ integer values

:Label10F64E
00A7: unknown_car  28148?? drive_to  9@  10@  11@
0084:  28164?? =  28160??  \\ integer values and handles
0010:  28164?? *=  100?  \\ integer values
0058:  28164?? +=  28156??  \\ integer values

:Label10F673
00D6: if  0?
01AF:   car  28148??  0? ()near_point  28532??  28536??  28540?? radius  3!  3!  3!
004D: jump_if_false Label10F6BF
00D6: if  0?
001C:    19244?? >  28376??  \\ integer values
004D: jump_if_false Label10F6B8
0224: set_car  28148?? health_to  230&

:Label10F6B8
0002: jump Label10F6DD

:Label10F6BF
00AA:  28532?? = car  28148?? x_pos,  28536?? = car  28148?? y_pos,  28540?? = car  28148?? z_pos
0084:  28376?? =  19244??  \\ integer values and handles
0008:  28376?? +=  5000&  \\ integer values

:Label10F6DD
00D6: if  0?
01AF:   car  28148??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10F73F
00D6: if  0?
001C:    19244?? >  28168??  \\ integer values
004D: jump_if_false Label10F738
0224: set_car  28148?? health_to  100?
01C3: remove_references_to_car  28148??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28152??  \\ Like turning an actor into a random pedestrian
0004:  28148?? = -1?  \\ integer values

:Label10F738
0002: jump Label10F74F

:Label10F73F
0084:  28168?? =  19244??  \\ integer values and handles
0008:  28168?? +=  3000&  \\ integer values

:Label10F74F
0084:  27960?? =  28164??  \\ integer values and handles
0084:  1804?? =  28148??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28172?? wrecked
004D: jump_if_false Label10F84A
01C3: remove_references_to_car  28172??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28176??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10F843
0506: unknown  233&  0? -1? (DTN_STADDOORA)
00A5:  28172?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28172??  \\ integer values and handles
0050: gosub Label111C19
0084:  28176?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28184??  \\ integer values
004D: jump_if_false Label10F7FD
0084:  28184?? =  27952??  \\ integer values and handles

:Label10F7FD
0004:  28180?? =  0?  \\ integer values
0084:  29760?? =  28180??  \\ integer values and handles
0050: gosub Label111A65
0089:  12@ =  29992??  \\ floating-point values only
0089:  13@ =  29996??  \\ floating-point values only
0089:  14@ =  30000??  \\ floating-point values only
00A7: unknown_car  28172?? drive_to  12@  13@  14@
04BA: unknown_car  28172??  30!

:Label10F843
0002: jump Label10F9BD

:Label10F84A
00D6: if  0?
01AF:   car  28172??  0? ()near_point  12@  13@  14@ radius  24!  24!  24!
004D: jump_if_false Label10F8E1
0084:  29760?? =  28180??  \\ integer values and handles
0050: gosub Label111A65
0089:  12@ =  29992??  \\ floating-point values only
0089:  13@ =  29996??  \\ floating-point values only
0089:  14@ =  30000??  \\ floating-point values only
0084:  28180?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28180?? ==  0?  \\ integer values
004D: jump_if_false Label10F8BC
0008:  28184?? +=  1?  \\ integer values

:Label10F8BC
00A7: unknown_car  28172?? drive_to  12@  13@  14@
0084:  28188?? =  28184??  \\ integer values and handles
0010:  28188?? *=  100?  \\ integer values
0058:  28188?? +=  28180??  \\ integer values

:Label10F8E1
00D6: if  0?
01AF:   car  28172??  0? ()near_point  28544??  28548??  28552?? radius  3!  3!  3!
004D: jump_if_false Label10F92D
00D6: if  0?
001C:    19244?? >  28380??  \\ integer values
004D: jump_if_false Label10F926
0224: set_car  28172?? health_to  230&

:Label10F926
0002: jump Label10F94B

:Label10F92D
00AA:  28544?? = car  28172?? x_pos,  28548?? = car  28172?? y_pos,  28552?? = car  28172?? z_pos
0084:  28380?? =  19244??  \\ integer values and handles
0008:  28380?? +=  5000&  \\ integer values

:Label10F94B
00D6: if  0?
01AF:   car  28172??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10F9AD
00D6: if  0?
001C:    19244?? >  28192??  \\ integer values
004D: jump_if_false Label10F9A6
0224: set_car  28172?? health_to  100?
01C3: remove_references_to_car  28172??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28176??  \\ Like turning an actor into a random pedestrian
0004:  28172?? = -1?  \\ integer values

:Label10F9A6
0002: jump Label10F9BD

:Label10F9AD
0084:  28192?? =  19244??  \\ integer values and handles
0008:  28192?? +=  3000&  \\ integer values

:Label10F9BD
0084:  27960?? =  28188??  \\ integer values and handles
0084:  1804?? =  28172??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28196?? wrecked
004D: jump_if_false Label10FAB8
01C3: remove_references_to_car  28196??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28200??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10FAB1
0506: unknown  233&  1? -1? (DTN_STADDOORA)
00A5:  28196?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28196??  \\ integer values and handles
0050: gosub Label111C19
0084:  28200?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28208??  \\ integer values
004D: jump_if_false Label10FA6B
0084:  28208?? =  27952??  \\ integer values and handles

:Label10FA6B
0004:  28204?? =  0?  \\ integer values
0084:  29760?? =  28204??  \\ integer values and handles
0050: gosub Label111A65
0086:  28412?? =  29992??  \\ floating-point values only
0086:  28416?? =  29996??  \\ floating-point values only
0086:  28420?? =  30000??  \\ floating-point values only
00A7: unknown_car  28196?? drive_to  28412??  28416??  28420??
04BA: unknown_car  28196??  30!

:Label10FAB1
0002: jump Label10FC2B

:Label10FAB8
00D6: if  0?
01AF:   car  28196??  0? ()near_point  28412??  28416??  28420?? radius  24!  24!  24!
004D: jump_if_false Label10FB4F
0084:  29760?? =  28204??  \\ integer values and handles
0050: gosub Label111A65
0086:  28412?? =  29992??  \\ floating-point values only
0086:  28416?? =  29996??  \\ floating-point values only
0086:  28420?? =  30000??  \\ floating-point values only
0084:  28204?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28204?? ==  0?  \\ integer values
004D: jump_if_false Label10FB2A
0008:  28208?? +=  1?  \\ integer values

:Label10FB2A
00A7: unknown_car  28196?? drive_to  28412??  28416??  28420??
0084:  28212?? =  28208??  \\ integer values and handles
0010:  28212?? *=  100?  \\ integer values
0058:  28212?? +=  28204??  \\ integer values

:Label10FB4F
00D6: if  0?
01AF:   car  28196??  0? ()near_point  28556??  28560??  28564?? radius  3!  3!  3!
004D: jump_if_false Label10FB9B
00D6: if  0?
001C:    19244?? >  28384??  \\ integer values
004D: jump_if_false Label10FB94
0224: set_car  28196?? health_to  230&

:Label10FB94
0002: jump Label10FBB9

:Label10FB9B
00AA:  28556?? = car  28196?? x_pos,  28560?? = car  28196?? y_pos,  28564?? = car  28196?? z_pos
0084:  28384?? =  19244??  \\ integer values and handles
0008:  28384?? +=  5000&  \\ integer values

:Label10FBB9
00D6: if  0?
01AF:   car  28196??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10FC1B
00D6: if  0?
001C:    19244?? >  28216??  \\ integer values
004D: jump_if_false Label10FC14
0224: set_car  28196?? health_to  100?
01C3: remove_references_to_car  28196??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28200??  \\ Like turning an actor into a random pedestrian
0004:  28196?? = -1?  \\ integer values

:Label10FC14
0002: jump Label10FC2B

:Label10FC1B
0084:  28216?? =  19244??  \\ integer values and handles
0008:  28216?? +=  3000&  \\ integer values

:Label10FC2B
0084:  27960?? =  28212??  \\ integer values and handles
0084:  1804?? =  28196??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28220?? wrecked
004D: jump_if_false Label10FD26
01C3: remove_references_to_car  28220??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28224??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10FD1F
0506: unknown  233&  2? -1? (DTN_STADDOORA)
00A5:  28220?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28220??  \\ integer values and handles
0050: gosub Label111C19
0084:  28224?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28232??  \\ integer values
004D: jump_if_false Label10FCD9
0084:  28232?? =  27952??  \\ integer values and handles

:Label10FCD9
0004:  28228?? =  0?  \\ integer values
0084:  29760?? =  28228??  \\ integer values and handles
0050: gosub Label111A65
0086:  28424?? =  29992??  \\ floating-point values only
0086:  28428?? =  29996??  \\ floating-point values only
0086:  28432?? =  30000??  \\ floating-point values only
00A7: unknown_car  28220?? drive_to  28424??  28428??  28432??
04BA: unknown_car  28220??  30!

:Label10FD1F
0002: jump Label10FE99

:Label10FD26
00D6: if  0?
01AF:   car  28220??  0? ()near_point  28424??  28428??  28432?? radius  24!  24!  24!
004D: jump_if_false Label10FDBD
0084:  29760?? =  28228??  \\ integer values and handles
0050: gosub Label111A65
0086:  28424?? =  29992??  \\ floating-point values only
0086:  28428?? =  29996??  \\ floating-point values only
0086:  28432?? =  30000??  \\ floating-point values only
0084:  28228?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28228?? ==  0?  \\ integer values
004D: jump_if_false Label10FD98
0008:  28232?? +=  1?  \\ integer values

:Label10FD98
00A7: unknown_car  28220?? drive_to  28424??  28428??  28432??
0084:  28236?? =  28232??  \\ integer values and handles
0010:  28236?? *=  100?  \\ integer values
0058:  28236?? +=  28228??  \\ integer values

:Label10FDBD
00D6: if  0?
01AF:   car  28220??  0? ()near_point  28568??  28572??  28576?? radius  3!  3!  3!
004D: jump_if_false Label10FE09
00D6: if  0?
001C:    19244?? >  28388??  \\ integer values
004D: jump_if_false Label10FE02
0224: set_car  28220?? health_to  230&

:Label10FE02
0002: jump Label10FE27

:Label10FE09
00AA:  28568?? = car  28220?? x_pos,  28572?? = car  28220?? y_pos,  28576?? = car  28220?? z_pos
0084:  28388?? =  19244??  \\ integer values and handles
0008:  28388?? +=  5000&  \\ integer values

:Label10FE27
00D6: if  0?
01AF:   car  28220??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label10FE89
00D6: if  0?
001C:    19244?? >  28240??  \\ integer values
004D: jump_if_false Label10FE82
0224: set_car  28220?? health_to  100?
01C3: remove_references_to_car  28220??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28224??  \\ Like turning an actor into a random pedestrian
0004:  28220?? = -1?  \\ integer values

:Label10FE82
0002: jump Label10FE99

:Label10FE89
0084:  28240?? =  19244??  \\ integer values and handles
0008:  28240?? +=  3000&  \\ integer values

:Label10FE99
0084:  27960?? =  28236??  \\ integer values and handles
0084:  1804?? =  28220??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28244?? wrecked
004D: jump_if_false Label10FF94
01C3: remove_references_to_car  28244??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28248??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label10FF8D
0506: unknown  233&  3? -1? (DTN_STADDOORA)
00A5:  28244?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28244??  \\ integer values and handles
0050: gosub Label111C19
0084:  28248?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28256??  \\ integer values
004D: jump_if_false Label10FF47
0084:  28256?? =  27952??  \\ integer values and handles

:Label10FF47
0004:  28252?? =  0?  \\ integer values
0084:  29760?? =  28252??  \\ integer values and handles
0050: gosub Label111A65
0086:  28436?? =  29992??  \\ floating-point values only
0086:  28440?? =  29996??  \\ floating-point values only
0086:  28444?? =  30000??  \\ floating-point values only
00A7: unknown_car  28244?? drive_to  28436??  28440??  28444??
04BA: unknown_car  28244??  30!

:Label10FF8D
0002: jump Label110107

:Label10FF94
00D6: if  0?
01AF:   car  28244??  0? ()near_point  28436??  28440??  28444?? radius  24!  24!  24!
004D: jump_if_false Label11002B
0084:  29760?? =  28252??  \\ integer values and handles
0050: gosub Label111A65
0086:  28436?? =  29992??  \\ floating-point values only
0086:  28440?? =  29996??  \\ floating-point values only
0086:  28444?? =  30000??  \\ floating-point values only
0084:  28252?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28252?? ==  0?  \\ integer values
004D: jump_if_false Label110006
0008:  28256?? +=  1?  \\ integer values

:Label110006
00A7: unknown_car  28244?? drive_to  28436??  28440??  28444??
0084:  28260?? =  28256??  \\ integer values and handles
0010:  28260?? *=  100?  \\ integer values
0058:  28260?? +=  28252??  \\ integer values

:Label11002B
00D6: if  0?
01AF:   car  28244??  0? ()near_point  28580??  28584??  28588?? radius  3!  3!  3!
004D: jump_if_false Label110077
00D6: if  0?
001C:    19244?? >  28392??  \\ integer values
004D: jump_if_false Label110070
0224: set_car  28244?? health_to  230&

:Label110070
0002: jump Label110095

:Label110077
00AA:  28580?? = car  28244?? x_pos,  28584?? = car  28244?? y_pos,  28588?? = car  28244?? z_pos
0084:  28392?? =  19244??  \\ integer values and handles
0008:  28392?? +=  5000&  \\ integer values

:Label110095
00D6: if  0?
01AF:   car  28244??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label1100F7
00D6: if  0?
001C:    19244?? >  28264??  \\ integer values
004D: jump_if_false Label1100F0
0224: set_car  28244?? health_to  100?
01C3: remove_references_to_car  28244??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28248??  \\ Like turning an actor into a random pedestrian
0004:  28244?? = -1?  \\ integer values

:Label1100F0
0002: jump Label110107

:Label1100F7
0084:  28264?? =  19244??  \\ integer values and handles
0008:  28264?? +=  3000&  \\ integer values

:Label110107
0084:  27960?? =  28260??  \\ integer values and handles
0084:  1804?? =  28244??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28268?? wrecked
004D: jump_if_false Label110202
01C3: remove_references_to_car  28268??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28272??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label1101FB
0506: unknown  233&  4? -1? (DTN_STADDOORA)
00A5:  28268?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28268??  \\ integer values and handles
0050: gosub Label111C19
0084:  28272?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28280??  \\ integer values
004D: jump_if_false Label1101B5
0084:  28280?? =  27952??  \\ integer values and handles

:Label1101B5
0004:  28276?? =  0?  \\ integer values
0084:  29760?? =  28276??  \\ integer values and handles
0050: gosub Label111A65
0086:  28448?? =  29992??  \\ floating-point values only
0086:  28452?? =  29996??  \\ floating-point values only
0086:  28456?? =  30000??  \\ floating-point values only
00A7: unknown_car  28268?? drive_to  28448??  28452??  28456??
04BA: unknown_car  28268??  30!

:Label1101FB
0002: jump Label110375

:Label110202
00D6: if  0?
01AF:   car  28268??  0? ()near_point  28448??  28452??  28456?? radius  24!  24!  24!
004D: jump_if_false Label110299
0084:  29760?? =  28276??  \\ integer values and handles
0050: gosub Label111A65
0086:  28448?? =  29992??  \\ floating-point values only
0086:  28452?? =  29996??  \\ floating-point values only
0086:  28456?? =  30000??  \\ floating-point values only
0084:  28276?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28276?? ==  0?  \\ integer values
004D: jump_if_false Label110274
0008:  28280?? +=  1?  \\ integer values

:Label110274
00A7: unknown_car  28268?? drive_to  28448??  28452??  28456??
0084:  28284?? =  28280??  \\ integer values and handles
0010:  28284?? *=  100?  \\ integer values
0058:  28284?? +=  28276??  \\ integer values

:Label110299
00D6: if  0?
01AF:   car  28268??  0? ()near_point  28592??  28596??  28600?? radius  3!  3!  3!
004D: jump_if_false Label1102E5
00D6: if  0?
001C:    19244?? >  28396??  \\ integer values
004D: jump_if_false Label1102DE
0224: set_car  28268?? health_to  230&

:Label1102DE
0002: jump Label110303

:Label1102E5
00AA:  28592?? = car  28268?? x_pos,  28596?? = car  28268?? y_pos,  28600?? = car  28268?? z_pos
0084:  28396?? =  19244??  \\ integer values and handles
0008:  28396?? +=  5000&  \\ integer values

:Label110303
00D6: if  0?
01AF:   car  28268??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label110365
00D6: if  0?
001C:    19244?? >  28288??  \\ integer values
004D: jump_if_false Label11035E
0224: set_car  28268?? health_to  100?
01C3: remove_references_to_car  28268??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28272??  \\ Like turning an actor into a random pedestrian
0004:  28268?? = -1?  \\ integer values

:Label11035E
0002: jump Label110375

:Label110365
0084:  28288?? =  19244??  \\ integer values and handles
0008:  28288?? +=  3000&  \\ integer values

:Label110375
0084:  27960?? =  28284??  \\ integer values and handles
0084:  1804?? =  28268??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28292?? wrecked
004D: jump_if_false Label110467
01C3: remove_references_to_car  28292??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28296??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label110460
00A5:  28292?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28292??  \\ integer values and handles
0050: gosub Label111C19
0084:  28296?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28304??  \\ integer values
004D: jump_if_false Label11041A
0084:  28304?? =  27952??  \\ integer values and handles

:Label11041A
0004:  28300?? =  0?  \\ integer values
0084:  29760?? =  28300??  \\ integer values and handles
0050: gosub Label111A65
0086:  28460?? =  29992??  \\ floating-point values only
0086:  28464?? =  29996??  \\ floating-point values only
0086:  28468?? =  30000??  \\ floating-point values only
00A7: unknown_car  28292?? drive_to  28460??  28464??  28468??
04BA: unknown_car  28292??  30!

:Label110460
0002: jump Label1105DA

:Label110467
00D6: if  0?
01AF:   car  28292??  0? ()near_point  28460??  28464??  28468?? radius  24!  24!  24!
004D: jump_if_false Label1104FE
0084:  29760?? =  28300??  \\ integer values and handles
0050: gosub Label111A65
0086:  28460?? =  29992??  \\ floating-point values only
0086:  28464?? =  29996??  \\ floating-point values only
0086:  28468?? =  30000??  \\ floating-point values only
0084:  28300?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28300?? ==  0?  \\ integer values
004D: jump_if_false Label1104D9
0008:  28304?? +=  1?  \\ integer values

:Label1104D9
00A7: unknown_car  28292?? drive_to  28460??  28464??  28468??
0084:  28308?? =  28304??  \\ integer values and handles
0010:  28308?? *=  100?  \\ integer values
0058:  28308?? +=  28300??  \\ integer values

:Label1104FE
00D6: if  0?
01AF:   car  28292??  0? ()near_point  28604??  28608??  28612?? radius  3!  3!  3!
004D: jump_if_false Label11054A
00D6: if  0?
001C:    19244?? >  28400??  \\ integer values
004D: jump_if_false Label110543
0224: set_car  28292?? health_to  230&

:Label110543
0002: jump Label110568

:Label11054A
00AA:  28604?? = car  28292?? x_pos,  28608?? = car  28292?? y_pos,  28612?? = car  28292?? z_pos
0084:  28400?? =  19244??  \\ integer values and handles
0008:  28400?? +=  5000&  \\ integer values

:Label110568
00D6: if  0?
01AF:   car  28292??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label1105CA
00D6: if  0?
001C:    19244?? >  28312??  \\ integer values
004D: jump_if_false Label1105C3
0224: set_car  28292?? health_to  100?
01C3: remove_references_to_car  28292??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28296??  \\ Like turning an actor into a random pedestrian
0004:  28292?? = -1?  \\ integer values

:Label1105C3
0002: jump Label1105DA

:Label1105CA
0084:  28312?? =  19244??  \\ integer values and handles
0008:  28312?? +=  3000&  \\ integer values

:Label1105DA
0084:  27960?? =  28308??  \\ integer values and handles
0084:  1804?? =  28292??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28316?? wrecked
004D: jump_if_false Label1106D5
01C3: remove_references_to_car  28316??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28320??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label1106CE
0506: unknown  232&  0? -1? (DTN_STADDOORA)
00A5:  28316?? = create_car #HOTRINA at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28316??  \\ integer values and handles
0050: gosub Label111C19
0084:  28320?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28328??  \\ integer values
004D: jump_if_false Label110688
0084:  28328?? =  27952??  \\ integer values and handles

:Label110688
0004:  28324?? =  0?  \\ integer values
0084:  29760?? =  28324??  \\ integer values and handles
0050: gosub Label111A65
0086:  28472?? =  29992??  \\ floating-point values only
0086:  28476?? =  29996??  \\ floating-point values only
0086:  28480?? =  30000??  \\ floating-point values only
00A7: unknown_car  28316?? drive_to  28472??  28476??  28480??
04BA: unknown_car  28316??  30!

:Label1106CE
0002: jump Label110848

:Label1106D5
00D6: if  0?
01AF:   car  28316??  0? ()near_point  28472??  28476??  28480?? radius  24!  24!  24!
004D: jump_if_false Label11076C
0084:  29760?? =  28324??  \\ integer values and handles
0050: gosub Label111A65
0086:  28472?? =  29992??  \\ floating-point values only
0086:  28476?? =  29996??  \\ floating-point values only
0086:  28480?? =  30000??  \\ floating-point values only
0084:  28324?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28324?? ==  0?  \\ integer values
004D: jump_if_false Label110747
0008:  28328?? +=  1?  \\ integer values

:Label110747
00A7: unknown_car  28316?? drive_to  28472??  28476??  28480??
0084:  28332?? =  28328??  \\ integer values and handles
0010:  28332?? *=  100?  \\ integer values
0058:  28332?? +=  28324??  \\ integer values

:Label11076C
00D6: if  0?
01AF:   car  28316??  0? ()near_point  28616??  28620??  28624?? radius  3!  3!  3!
004D: jump_if_false Label1107B8
00D6: if  0?
001C:    19244?? >  28404??  \\ integer values
004D: jump_if_false Label1107B1
0224: set_car  28316?? health_to  230&

:Label1107B1
0002: jump Label1107D6

:Label1107B8
00AA:  28616?? = car  28316?? x_pos,  28620?? = car  28316?? y_pos,  28624?? = car  28316?? z_pos
0084:  28404?? =  19244??  \\ integer values and handles
0008:  28404?? +=  5000&  \\ integer values

:Label1107D6
00D6: if  0?
01AF:   car  28316??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label110838
00D6: if  0?
001C:    19244?? >  28336??  \\ integer values
004D: jump_if_false Label110831
0224: set_car  28316?? health_to  100?
01C3: remove_references_to_car  28316??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28320??  \\ Like turning an actor into a random pedestrian
0004:  28316?? = -1?  \\ integer values

:Label110831
0002: jump Label110848

:Label110838
0084:  28336?? =  19244??  \\ integer values and handles
0008:  28336?? +=  3000&  \\ integer values

:Label110848
0084:  27960?? =  28332??  \\ integer values and handles
0084:  1804?? =  28316??  \\ integer values and handles
0050: gosub Label111806
00D6: if  0?
0119:   car  28340?? wrecked
004D: jump_if_false Label110943
01C3: remove_references_to_car  28340??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28344??  \\ Like turning an actor into a random pedestrian
00D6: if  0?
838A:   NOT   car_in_cube -1409.717!  1144.97!  266.3857!  4!  4!  2!
004D: jump_if_false Label11093C
0506: unknown  233&  0? -1? (DTN_STADDOORA)
00A5:  28340?? = create_car #HOTRINB at -1409.717!  1144.97!  266.3857!
0084:  27968?? =  28340??  \\ integer values and handles
0050: gosub Label111C19
0084:  28344?? =  27972??  \\ integer values and handles
00D6: if  0?
001C:    27952?? >  28352??  \\ integer values
004D: jump_if_false Label1108F6
0084:  28352?? =  27952??  \\ integer values and handles

:Label1108F6
0004:  28348?? =  0?  \\ integer values
0084:  29760?? =  28348??  \\ integer values and handles
0050: gosub Label111A65
0086:  28484?? =  29992??  \\ floating-point values only
0086:  28488?? =  29996??  \\ floating-point values only
0086:  28492?? =  30000??  \\ floating-point values only
00A7: unknown_car  28340?? drive_to  28484??  28488??  28492??
04BA: unknown_car  28340??  30!

:Label11093C
0002: jump Label110AB6

:Label110943
00D6: if  0?
01AF:   car  28340??  0? ()near_point  28484??  28488??  28492?? radius  24!  24!  24!
004D: jump_if_false Label1109DA
0084:  29760?? =  28348??  \\ integer values and handles
0050: gosub Label111A65
0086:  28484?? =  29992??  \\ floating-point values only
0086:  28488?? =  29996??  \\ floating-point values only
0086:  28492?? =  30000??  \\ floating-point values only
0084:  28348?? =  29760??  \\ integer values and handles
00D6: if  0?
0038:    28348?? ==  0?  \\ integer values
004D: jump_if_false Label1109B5
0008:  28352?? +=  1?  \\ integer values

:Label1109B5
00A7: unknown_car  28340?? drive_to  28484??  28488??  28492??
0084:  28356?? =  28352??  \\ integer values and handles
0010:  28356?? *=  100?  \\ integer values
0058:  28356?? +=  28348??  \\ integer values

:Label1109DA
00D6: if  0?
01AF:   car  28340??  0? ()near_point  28628??  28632??  28636?? radius  3!  3!  3!
004D: jump_if_false Label110A26
00D6: if  0?
001C:    19244?? >  28408??  \\ integer values
004D: jump_if_false Label110A1F
0224: set_car  28340?? health_to  230&

:Label110A1F
0002: jump Label110A44

:Label110A26
00AA:  28628?? = car  28340?? x_pos,  28632?? = car  28340?? y_pos,  28636?? = car  28340?? z_pos
0084:  28408?? =  19244??  \\ integer values and handles
0008:  28408?? +=  5000&  \\ integer values

:Label110A44
00D6: if  0?
01AF:   car  28340??  0? ()near_point -1409.717!  1144.97!  266.3857! radius  5!  5!  3!
004D: jump_if_false Label110AA6
00D6: if  0?
001C:    19244?? >  28360??  \\ integer values
004D: jump_if_false Label110A9F
0224: set_car  28340?? health_to  100?
01C3: remove_references_to_car  28340??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28344??  \\ Like turning an actor into a random pedestrian
0004:  28340?? = -1?  \\ integer values

:Label110A9F
0002: jump Label110AB6

:Label110AA6
0084:  28360?? =  19244??  \\ integer values and handles
0008:  28360?? +=  3000&  \\ integer values

:Label110AB6
0084:  27960?? =  28356??  \\ integer values and handles
0084:  1804?? =  28340??  \\ integer values and handles
0050: gosub Label111806
0002: jump Label110C5A

:Label110AD4
00D6: if  0?
8119:   NOT   car  28028?? wrecked
004D: jump_if_false Label110AEE
0477: unknown_car  28028??  1?  200&

:Label110AEE
00D6: if  0?
8119:   NOT   car  28044?? wrecked
004D: jump_if_false Label110B08
0477: unknown_car  28044??  1?  200&

:Label110B08
00D6: if  0?
8119:   NOT   car  28060?? wrecked
004D: jump_if_false Label110B22
0477: unknown_car  28060??  1?  200&

:Label110B22
00D6: if  0?
8119:   NOT   car  28076?? wrecked
004D: jump_if_false Label110B3C
0477: unknown_car  28076??  1?  200&

:Label110B3C
00D6: if  0?
8119:   NOT   car  28100?? wrecked
004D: jump_if_false Label110B56
0477: unknown_car  28100??  1?  200&

:Label110B56
00D6: if  0?
8119:   NOT   car  28124?? wrecked
004D: jump_if_false Label110B70
0477: unknown_car  28124??  1?  200&

:Label110B70
00D6: if  0?
8119:   NOT   car  28148?? wrecked
004D: jump_if_false Label110B8A
0477: unknown_car  28148??  1?  200&

:Label110B8A
00D6: if  0?
8119:   NOT   car  28172?? wrecked
004D: jump_if_false Label110BA4
0477: unknown_car  28172??  1?  200&

:Label110BA4
00D6: if  0?
8119:   NOT   car  28196?? wrecked
004D: jump_if_false Label110BBE
0477: unknown_car  28196??  1?  200&

:Label110BBE
00D6: if  0?
8119:   NOT   car  28220?? wrecked
004D: jump_if_false Label110BD8
0477: unknown_car  28220??  1?  200&

:Label110BD8
00D6: if  0?
8119:   NOT   car  28244?? wrecked
004D: jump_if_false Label110BF2
0477: unknown_car  28244??  1?  200&

:Label110BF2
00D6: if  0?
8119:   NOT   car  28268?? wrecked
004D: jump_if_false Label110C0C
0477: unknown_car  28268??  1?  200&

:Label110C0C
00D6: if  0?
8119:   NOT   car  28292?? wrecked
004D: jump_if_false Label110C26
0477: unknown_car  28292??  1?  200&

:Label110C26
00D6: if  0?
8119:   NOT   car  28316?? wrecked
004D: jump_if_false Label110C40
0477: unknown_car  28316??  1?  200&

:Label110C40
00D6: if  0?
8119:   NOT   car  28340?? wrecked
004D: jump_if_false Label110C5A
0477: unknown_car  28340??  1?  200&

:Label110C5A
00D6: if  0?
0038:    27996?? ==  1?  \\ integer values
004D: jump_if_false Label110C87
03F0: (unknown)  1? 
0084:  28024?? =  19244??  \\ integer values and handles
0008:  28024?? +=  5000&  \\ integer values
0004:  27996?? =  3?  \\ integer values

:Label110C87
00D6: if  0?
0038:    27996?? ==  0?  \\ integer values
004D: jump_if_false Label110E55
00D6: if  0?
0038:    27952?? ==  12?  \\ integer values
004D: jump_if_false Label110E55
0151: remove_status_text  28004??
0151: remove_status_text  27952??
0151: remove_status_text  29764??
014F: stop_timer  27988??
00D6: if  0?
001C:    6384?? >  29764??  \\ integer values
004D: jump_if_false Label110CDA
0084:  6384?? =  29764??  \\ integer values and handles

:Label110CDA
0014:  27988?? /=  1000&  \\ integer values
0084:  27980?? =  6380??  \\ integer values and handles
00D6: if  0?
001C:    6380?? >  27988??  \\ integer values
004D: jump_if_false Label110D0C
0084:  6380?? =  27988??  \\ integer values and handles
042E:  20?  6380??

:Label110D0C
0004:  27996?? =  1?  \\ integer values
00D6: if  0?
0038:    29764?? ==  1?  \\ integer values
004D: jump_if_false Label110D74
00BA: text_styled "HOTR_30"  6000& ms  5? \\ 1ST PLACE
01E3: text_1number_styled "HOTR_29"  5000&  6000& ms  6? \\ $~1~
0582:  0?  29764??
0109: player $PLAYER_CHAR money +=  5000&
00D6: if  0?
0038:    6388?? ==  0?  \\ integer values
004D: jump_if_false Label110D74
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6388?? =  1?  \\ integer values

:Label110D74
00D6: if  0?
0038:    29764?? ==  2?  \\ integer values
004D: jump_if_false Label110DB6
00BA: text_styled "HOTR_31"  6000& ms  5? \\ 2ND PLACE
01E3: text_1number_styled "HOTR_29"  1500&  6000& ms  6? \\ $~1~
0582:  0?  29764??
0109: player $PLAYER_CHAR money +=  1500&

:Label110DB6
00D6: if  0?
0038:    29764?? ==  3?  \\ integer values
004D: jump_if_false Label110DF8
00BA: text_styled "HOTR_32"  6000& ms  5? \\ 3RD PLACE
01E3: text_1number_styled "HOTR_29"  500&  6000& ms  6? \\ $~1~
0582:  0?  29764??
0109: player $PLAYER_CHAR money +=  500&

:Label110DF8
00D6: if  0?
0018:    29764?? >  3?  \\ integer values
004D: jump_if_false Label110E55
0582:  0?  29764??
0004:  27996?? =  0?  \\ integer values
00BC: text_highpriority "HOTR_13"  2000& ms  1? \\ ~r~You didn't win the race!
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1500& ms

:Label110E36
00D6: if  0?
016B:   fading
004D: jump_if_false Label110E4E
0001: wait  0? ms
0002: jump Label110E36

:Label110E4E
0002: jump Label111970

:Label110E55
00D6: if  0?
0018:    27996?? >  1?  \\ integer values
004D: jump_if_false Label111467
00D6: if  0?
0038:    27996?? ==  4?  \\ integer values
004D: jump_if_false Label110E8D
00D6: if  0?
816B:   NOT   fading
004D: jump_if_false Label110E8D
0002: jump Label111970

:Label110E8D
00D6: if  0?
0038:    27996?? ==  3?  \\ integer values
004D: jump_if_false Label110EC0
00D6: if  0?
001C:    19244?? >  28024??  \\ integer values
004D: jump_if_false Label110EC0
016A: fade  0? ()  1500& ms
0004:  27996?? =  4?  \\ integer values

:Label110EC0
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label110EE8
03C1:  19160?? = player $PLAYER_CHAR car
0227:  28004?? = car  19160?? health
0224: set_car  19160?? health_to  28004??

:Label110EE8
00D6: if  0?
0018:    27996?? >  2?  \\ integer values
004D: jump_if_false Label110FF8
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height  .8!  2!
0084:  29828?? =  27988??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  27988??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label110FA6
0340: set_text_draw_color  0?  0?  0?  255&
045B: text_draw_2numbers  32!  232! "HOTR_15"  29828??  29832?? \\ Time: ~1~:~1~
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height  .8!  2!
045B: text_draw_2numbers  30!  230! "HOTR_15"  29828??  29832?? \\ Time: ~1~:~1~
0002: jump Label110FF8

:Label110FA6
0340: set_text_draw_color  0?  0?  0?  255&
045B: text_draw_2numbers  32!  232! "HOTR_16"  29828??  29832?? \\ Time: ~1~:0~1~
0050: gosub Label1117CF
033F: set_text_draw_letter_width_height  .8!  2!
045B: text_draw_2numbers  30!  230! "HOTR_16"  29828??  29832?? \\ Time: ~1~:0~1~

:Label110FF8
0050: gosub Label1117CF
0340: set_text_draw_color  0?  0?  0?  255&
00D6: if  0?
0038:    6380?? ==  999999&&  \\ integer values
004D: jump_if_false Label111055
033E: text_draw  32!  302! "HOTR_19" \\ Best Time: NA
0050: gosub Label1117CF
033E: text_draw  30!  300! "HOTR_19" \\ Best Time: NA
0002: jump Label1111D5

:Label111055
0084:  29828?? =  6380??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  6380??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
001C:    6380?? >  27980??  \\ integer values
004D: jump_if_false Label11112C
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label1110EA
045B: text_draw_2numbers  32!  302! "HOTR_17"  29828??  29832?? \\ Best Time: ~1~:~1~
0050: gosub Label1117CF
045B: text_draw_2numbers  30!  300! "HOTR_17"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label111125

:Label1110EA
045B: text_draw_2numbers  32!  302! "HOTR_18"  29828??  29832?? \\ Best Time: ~1~:0~1~
0050: gosub Label1117CF
045B: text_draw_2numbers  30!  300! "HOTR_18"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label111125
0002: jump Label1111D5

:Label11112C
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11118D
045B: text_draw_2numbers  32!  302! "HOTR_20"  29828??  29832?? \\ New Best Time: ~1~:~1~
0050: gosub Label1117CF
0340: set_text_draw_color  255&  128&  0?  255&
045B: text_draw_2numbers  30!  300! "HOTR_20"  29828??  29832?? \\ New Best Time: ~1~:~1~
0002: jump Label1111D5

:Label11118D
045B: text_draw_2numbers  32!  302! "HOTR_21"  29828??  29832?? \\ New Best Time: ~1~:0~1~
0050: gosub Label1117CF
0340: set_text_draw_color  255&  128&  0?  255&
045B: text_draw_2numbers  30!  300! "HOTR_21"  29828??  29832?? \\ New Best Time: ~1~:0~1~

:Label1111D5
0050: gosub Label1117CF
0340: set_text_draw_color  0?  0?  0?  255&
00D6: if  0?
0038:    6384?? ==  999999&&  \\ integer values
004D: jump_if_false Label11122B
033E: text_draw  32!  317! "HOTR_22" \\ Best Result: NA
0050: gosub Label1117CF
033E: text_draw  30!  315! "HOTR_22" \\ Best Result: NA

:Label11122B
00D6: if  0?
0038:    6384?? ==  1?  \\ integer values
004D: jump_if_false Label11126C
033E: text_draw  32!  317! "HOTR_23" \\ Best Result: 1st
0050: gosub Label1117CF
033E: text_draw  30!  315! "HOTR_23" \\ Best Result: 1st

:Label11126C
00D6: if  0?
0038:    6384?? ==  2?  \\ integer values
004D: jump_if_false Label1112AD
033E: text_draw  32!  317! "HOTR_24" \\ Best Result: 2nd
0050: gosub Label1117CF
033E: text_draw  30!  315! "HOTR_24" \\ Best Result: 2nd

:Label1112AD
00D6: if  0?
0038:    6384?? ==  3?  \\ integer values
004D: jump_if_false Label1112EE
033E: text_draw  32!  317! "HOTR_25" \\ Best Result: 3rd
0050: gosub Label1117CF
033E: text_draw  30!  315! "HOTR_25" \\ Best Result: 3rd

:Label1112EE
00D6: if  1?
0018:    6384?? >  3?  \\ integer values
001A:    17? >  6384??  \\ integer values
004D: jump_if_false Label11133C
045A: text_draw_1number  32!  317! "HOTR_26"  6384?? \\ Best Result: ~1~th
0050: gosub Label1117CF
045A: text_draw_1number  30!  315! "HOTR_26"  6384?? \\ Best Result: ~1~th

:Label11133C
0050: gosub Label1117CF
0340: set_text_draw_color  0?  0?  0?  255&
00D6: if  0?
0038:    6376?? ==  999999&&  \\ integer values
004D: jump_if_false Label111399
033E: text_draw  32!  332! "HOTR_33" \\ Best Lap Time: NA
0050: gosub Label1117CF
033E: text_draw  30!  330! "HOTR_33" \\ Best Lap Time: NA
0002: jump Label111467

:Label111399
0084:  29832?? =  6376??  \\ integer values and handles
0014:  29832?? /=  1000&  \\ integer values
0084:  28012?? =  29832??  \\ integer values and handles
0010:  28012?? *=  1000&  \\ integer values
0084:  29804?? =  6376??  \\ integer values and handles
0060:  29804?? -=  28012??  \\ integer values
0084:  28012?? =  29804??  \\ integer values and handles
0014:  28012?? /=  10?  \\ integer values
00D6: if  0?
0018:    28012?? >  9?  \\ integer values
004D: jump_if_false Label11142C
045B: text_draw_2numbers  32!  332! "HOTR_27"  29832??  28012?? \\ Best Lap Time: ~1~.~1~ seconds
0050: gosub Label1117CF
045B: text_draw_2numbers  30!  330! "HOTR_27"  29832??  28012?? \\ Best Lap Time: ~1~.~1~ seconds
0002: jump Label111467

:Label11142C
045B: text_draw_2numbers  32!  332! "HOTR_28"  29832??  28012?? \\ Best Lap Time: ~1~.0~1~ seconds
0050: gosub Label1117CF
045B: text_draw_2numbers  30!  330! "HOTR_28"  29832??  28012?? \\ Best Lap Time: ~1~.0~1~ seconds

:Label111467
00D6: if  0?
0019:    16@ >  2500&  \\ integer values
004D: jump_if_false Label11149A
0006:  16@ =  0?  \\ integer values
00D6: if  0?
0038:    28016?? ==  0?  \\ integer values
004D: jump_if_false Label11149A
0004:  28016?? =  1?  \\ integer values

:Label11149A
00D6: if  0?
0038:    28016?? ==  3?  \\ integer values
004D: jump_if_false Label1114C2
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label1114C2
0004:  28016?? =  0?  \\ integer values

:Label1114C2
00D6: if  0?
0038:    28016?? ==  2?  \\ integer values
004D: jump_if_false Label1114EE
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label1114EE
03D1: play_wav  1?
0004:  28016?? =  3?  \\ integer values

:Label1114EE
00D6: if  0?
0038:    28016?? ==  1?  \\ integer values
004D: jump_if_false Label1117C8
0209:  29804?? = random_int  1?  23?
00D6: if  0?
003A:    28020?? ==  29804??  \\ integer values and handles
004D: jump_if_false Label11153C
0008:  29804?? +=  1?  \\ integer values
00D6: if  0?
0018:    29804?? >  22?  \\ integer values
004D: jump_if_false Label11153C
0004:  29804?? =  1?  \\ integer values

:Label11153C
00D6: if  0?
0038:    29804?? ==  1?  \\ integer values
004D: jump_if_false Label11155A
03CF: load_wav "HOT1" as  1?

:Label11155A
00D6: if  0?
0038:    29804?? ==  2?  \\ integer values
004D: jump_if_false Label111578
03CF: load_wav "HOT2" as  1?

:Label111578
00D6: if  0?
0038:    29804?? ==  3?  \\ integer values
004D: jump_if_false Label111596
03CF: load_wav "HOT3" as  1?

:Label111596
00D6: if  0?
0038:    29804?? ==  4?  \\ integer values
004D: jump_if_false Label1115B4
03CF: load_wav "HOT4" as  1?

:Label1115B4
00D6: if  0?
0038:    29804?? ==  5?  \\ integer values
004D: jump_if_false Label1115D2
03CF: load_wav "HOT5" as  1?

:Label1115D2
00D6: if  0?
0038:    29804?? ==  6?  \\ integer values
004D: jump_if_false Label1115F0
03CF: load_wav "HOT6" as  1?

:Label1115F0
00D6: if  0?
0038:    29804?? ==  7?  \\ integer values
004D: jump_if_false Label11160E
03CF: load_wav "HOT7" as  1?

:Label11160E
00D6: if  0?
0038:    29804?? ==  8?  \\ integer values
004D: jump_if_false Label11162C
03CF: load_wav "HOT8" as  1?

:Label11162C
00D6: if  0?
0038:    29804?? ==  9?  \\ integer values
004D: jump_if_false Label11164A
03CF: load_wav "HOT9" as  1?

:Label11164A
00D6: if  0?
0038:    29804?? ==  10?  \\ integer values
004D: jump_if_false Label111668
03CF: load_wav "HOT10" as  1?

:Label111668
00D6: if  0?
0038:    29804?? ==  11?  \\ integer values
004D: jump_if_false Label111686
03CF: load_wav "HOT11" as  1?

:Label111686
00D6: if  0?
0038:    29804?? ==  12?  \\ integer values
004D: jump_if_false Label1116A4
03CF: load_wav "HOT12" as  1?

:Label1116A4
00D6: if  0?
0038:    29804?? ==  13?  \\ integer values
004D: jump_if_false Label1116C2
03CF: load_wav "HOT13" as  1?

:Label1116C2
00D6: if  0?
0038:    29804?? ==  14?  \\ integer values
004D: jump_if_false Label1116E0
03CF: load_wav "HOT14" as  1?

:Label1116E0
00D6: if  0?
0038:    29804?? ==  15?  \\ integer values
004D: jump_if_false Label1116FE
03CF: load_wav "HOT15" as  1?

:Label1116FE
00D6: if  21?
0038:    29804?? ==  16?  \\ integer values
0038:    29804?? ==  22?  \\ integer values
004D: jump_if_false Label111723
03CF: load_wav "CHEER1" as  1?

:Label111723
00D6: if  0?
0038:    29804?? ==  17?  \\ integer values
004D: jump_if_false Label111741
03CF: load_wav "CHEER2" as  1?

:Label111741
00D6: if  0?
0038:    29804?? ==  18?  \\ integer values
004D: jump_if_false Label11175F
03CF: load_wav "CHEER3" as  1?

:Label11175F
00D6: if  0?
0038:    29804?? ==  19?  \\ integer values
004D: jump_if_false Label11177D
03CF: load_wav "CHEER4" as  1?

:Label11177D
00D6: if  0?
0038:    29804?? ==  20?  \\ integer values
004D: jump_if_false Label11179B
03CF: load_wav "OOH1" as  1?

:Label11179B
00D6: if  0?
0038:    29804?? ==  21?  \\ integer values
004D: jump_if_false Label1117B9
03CF: load_wav "OOH2" as  1?

:Label1117B9
0084:  28020?? =  29804??  \\ integer values and handles
0004:  28016?? =  2?  \\ integer values

:Label1117C8
0002: jump Label10DEAC

:Label1117CF
0340: set_text_draw_color  180&  180&  180&  255&
0341: unknown_text_stuff  1?
03E4: unknown_text_stuff  0?
0343: set_text_linewidth  500!
0348: (unknown)  1? 
0342: (unknown)  0? 
0345: (unknown)  0? 
033F: set_text_draw_letter_width_height  .6!  1.6!
0051: return

:Label111806
00D6: if  0?
003A:    27956?? ==  27960??  \\ integer values and handles
004D: jump_if_false Label111881
00D6: if  0?
8119:   NOT   car  1804?? wrecked
004D: jump_if_false Label111881
00AA:  29860?? = car  1804?? x_pos,  29864?? = car  1804?? y_pos,  1788?? = car  1804?? z_pos
0509: unknown  29900?? = distance between point  29860??  29864?? and point  29932??  29936??
0054:  29860?? = player $PLAYER_CHAR x_pos,  29864?? = player $PLAYER_CHAR y_pos,  1788?? = player $PLAYER_CHAR z_pos
0509: unknown  29904?? = distance between point  29860??  29864?? and point  29932??  29936??
00D6: if  0?
0024:    29904?? >  29900??  \\ floating-point values only
004D: jump_if_false Label111881
0008:  29764?? +=  1?  \\ integer values

:Label111881
00D6: if  0?
001C:    27960?? >  27956??  \\ integer values
004D: jump_if_false Label11189B
0008:  29764?? +=  1?  \\ integer values

:Label11189B
0051: return

:Label11189D
00D6: if  0?
8112:   NOT   wasted_or_busted
004D: jump_if_false Label11196E
0169: set_fade_color  0?  0?  1?
016A: fade  0? ()  1000& ms

:Label1118B9
00D6: if  0?
016B:   fading
004D: jump_if_false Label1118D1
0001: wait  0? ms
0002: jump Label1118B9

:Label1118D1
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
057E:  0?
0581:  1?

:Label1118E1
00D6: if  1?
80E0:   NOT   player $PLAYER_CHAR driving
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false Label111901
0001: wait  0? ms
0002: jump Label1118E1

:Label111901
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label11192C
012A: put_player $PLAYER_CHAR at -1102.723!  1330.958!  19.029! and_remove_from_car
0002: jump Label111940

:Label11192C
0055: put_player $PLAYER_CHAR at -1102.723!  1330.958!  19.029!

:Label111940
0171: set_player $PLAYER_CHAR z_angle_to  274.1051!
03CB: set_camera -1102.723!  1330.958!  19.029!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1000& ms

:Label11196E
0051: return

:Label111970
00D6: if  0?
8112:   NOT   wasted_or_busted
004D: jump_if_false Label111A1A
04BB: select_interiour  0?  \\ select render area
04FA: reset_interior_colors  0?
057E:  0?
0581:  1?

:Label11198D
00D6: if  1?
80E0:   NOT   player $PLAYER_CHAR driving
844A:   NOT (unknown) $PLAYER_CHAR 
004D: jump_if_false Label1119AD
0001: wait  0? ms
0002: jump Label11198D

:Label1119AD
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label1119D8
012A: put_player $PLAYER_CHAR at -1102.723!  1330.958!  19.029! and_remove_from_car
0002: jump Label1119EC

:Label1119D8
0055: put_player $PLAYER_CHAR at -1102.723!  1330.958!  19.029!

:Label1119EC
0171: set_player $PLAYER_CHAR z_angle_to  274.1051!
03CB: set_camera -1102.723!  1330.958!  19.029!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0?  0?  1?
016A: fade  1? (back)  1500& ms

:Label111A1A
0051: return

:Label111A1C
0249: release_model #WMYCR
0249: release_model #HOTRINA
0249: release_model #HOTRINB
0249: release_model #HOTRING
0151: remove_status_text  28004??
0151: remove_status_text  27952??
0151: remove_status_text  29764??
014F: stop_timer  27988??
03F0: (unknown)  0? 
057E:  0?
0581:  1?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
0581:  1?
03E6: remove_text_box
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label111A65
00D6: if  0?
0038:    29760?? ==  0?  \\ integer values
004D: jump_if_false Label111A8F
0086:  29992?? =  30028??  \\ floating-point values only
0086:  29996?? =  30032??  \\ floating-point values only
0086:  30000?? =  30036??  \\ floating-point values only

:Label111A8F
00D6: if  0?
0038:    29760?? ==  1?  \\ integer values
004D: jump_if_false Label111AB9
0086:  29992?? =  30040??  \\ floating-point values only
0086:  29996?? =  30044??  \\ floating-point values only
0086:  30000?? =  30048??  \\ floating-point values only

:Label111AB9
00D6: if  0?
0038:    29760?? ==  2?  \\ integer values
004D: jump_if_false Label111AE3
0086:  29992?? =  30052??  \\ floating-point values only
0086:  29996?? =  30056??  \\ floating-point values only
0086:  30000?? =  30060??  \\ floating-point values only

:Label111AE3
00D6: if  0?
0038:    29760?? ==  3?  \\ integer values
004D: jump_if_false Label111B0D
0086:  29992?? =  30064??  \\ floating-point values only
0086:  29996?? =  30068??  \\ floating-point values only
0086:  30000?? =  30072??  \\ floating-point values only

:Label111B0D
00D6: if  0?
0038:    29760?? ==  4?  \\ integer values
004D: jump_if_false Label111B37
0086:  29992?? =  30076??  \\ floating-point values only
0086:  29996?? =  30080??  \\ floating-point values only
0086:  30000?? =  30084??  \\ floating-point values only

:Label111B37
00D6: if  0?
0038:    29760?? ==  5?  \\ integer values
004D: jump_if_false Label111B61
0086:  29992?? =  30088??  \\ floating-point values only
0086:  29996?? =  30092??  \\ floating-point values only
0086:  30000?? =  30096??  \\ floating-point values only

:Label111B61
00D6: if  0?
0038:    29760?? ==  6?  \\ integer values
004D: jump_if_false Label111B8B
0086:  29992?? =  30100??  \\ floating-point values only
0086:  29996?? =  30104??  \\ floating-point values only
0086:  30000?? =  30108??  \\ floating-point values only

:Label111B8B
00D6: if  0?
0038:    29760?? ==  7?  \\ integer values
004D: jump_if_false Label111BB5
0086:  29992?? =  30112??  \\ floating-point values only
0086:  29996?? =  30116??  \\ floating-point values only
0086:  30000?? =  30120??  \\ floating-point values only

:Label111BB5
00D6: if  0?
0038:    29760?? ==  8?  \\ integer values
004D: jump_if_false Label111BDF
0086:  29992?? =  30124??  \\ floating-point values only
0086:  29996?? =  30128??  \\ floating-point values only
0086:  30000?? =  30132??  \\ floating-point values only

:Label111BDF
00D6: if  0?
0038:    29760?? ==  9?  \\ integer values
004D: jump_if_false Label111C10
0086:  29992?? =  30136??  \\ floating-point values only
0086:  29996?? =  30140??  \\ floating-point values only
0086:  30000?? =  30144??  \\ floating-point values only
0004:  29760?? = -1?  \\ integer values

:Label111C10
0008:  29760?? +=  1?  \\ integer values
0051: return

:Label111C19
00D6: if  0?
0038:    27964?? ==  1?  \\ integer values
004D: jump_if_false Label111C35
0175: set_car  27968?? z_angle_to  301.748!

:Label111C35
020A: set_car  27968?? door_status_to  2?
02AC: set_car  27968?? immunities  0?  1?  1?  0?  0?
04E0: unknown_car  27968??  5?
00A9: set_car  27968?? to_normal_driver
00AE: unknown_set_car  27968?? to_ignore_traffic_lights  2?
00AD: set_car  27968?? max_speed_to  100!
046C:  27972?? = unknown_car  27968?? driver
00D6: if  0?
0038:    27972?? == -1?  \\ integer values
004D: jump_if_false Label111C95
0129:  27972?? = create_actor  4? #WMYCR in_car  27968?? driverseat
039E: (unknown)  27972??  1? 

:Label111C95
0051: return

:Label111C97
00D6: if  0?
8119:   NOT   car  28028?? wrecked
004D: jump_if_false Label111CAF
0519: unknown_car  28028?? flag  27976??

:Label111CAF
00D6: if  0?
8119:   NOT   car  28044?? wrecked
004D: jump_if_false Label111CC7
0519: unknown_car  28044?? flag  27976??

:Label111CC7
00D6: if  0?
8119:   NOT   car  28060?? wrecked
004D: jump_if_false Label111CDF
0519: unknown_car  28060?? flag  27976??

:Label111CDF
00D6: if  0?
8119:   NOT   car  28076?? wrecked
004D: jump_if_false Label111CF7
0519: unknown_car  28076?? flag  27976??

:Label111CF7
00D6: if  0?
8119:   NOT   car  28100?? wrecked
004D: jump_if_false Label111D0F
0519: unknown_car  28100?? flag  27976??

:Label111D0F
00D6: if  0?
8119:   NOT   car  28124?? wrecked
004D: jump_if_false Label111D27
0519: unknown_car  28124?? flag  27976??

:Label111D27
00D6: if  0?
8119:   NOT   car  28148?? wrecked
004D: jump_if_false Label111D3F
0519: unknown_car  28148?? flag  27976??

:Label111D3F
00D6: if  0?
8119:   NOT   car  28172?? wrecked
004D: jump_if_false Label111D57
0519: unknown_car  28172?? flag  27976??

:Label111D57
00D6: if  0?
8119:   NOT   car  28196?? wrecked
004D: jump_if_false Label111D6F
0519: unknown_car  28196?? flag  27976??

:Label111D6F
00D6: if  0?
8119:   NOT   car  28220?? wrecked
004D: jump_if_false Label111D87
0519: unknown_car  28220?? flag  27976??

:Label111D87
00D6: if  0?
8119:   NOT   car  28244?? wrecked
004D: jump_if_false Label111D9F
0519: unknown_car  28244?? flag  27976??

:Label111D9F
00D6: if  0?
8119:   NOT   car  28268?? wrecked
004D: jump_if_false Label111DB7
0519: unknown_car  28268?? flag  27976??

:Label111DB7
00D6: if  0?
8119:   NOT   car  28292?? wrecked
004D: jump_if_false Label111DCF
0519: unknown_car  28292?? flag  27976??

:Label111DCF
00D6: if  0?
8119:   NOT   car  28316?? wrecked
004D: jump_if_false Label111DE7
0519: unknown_car  28316?? flag  27976??

:Label111DE7
00D6: if  0?
8119:   NOT   car  28340?? wrecked
004D: jump_if_false Label111DFF
0519: unknown_car  28340?? flag  27976??

:Label111DFF
00D6: if  0?
8119:   NOT   car  28000?? wrecked
004D: jump_if_false Label111E17
0519: unknown_car  28000?? flag  27976??

:Label111E17
0051: return

;-------------Mission 80---------------
; Originally: BLOODRING


:Label111E19
03A4: name_thread "MM"
0050: gosub Label111E47
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label111E3E
0050: gosub Label114350

:Label111E3E
0050: gosub Label1146ED
004E: end_thread

:Label111E47
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
00D6: if  0?
0038:    6392?? ==  0?  \\ integer values
004D: jump_if_false Label111E6C
0317: increment_mission_attempts

:Label111E6C
00C0: set_current_time  10?  0?
01B6: set_weather  4?
057E:  1?
0414: (unknown) $PLAYER_CHAR  1? 
0001: wait  0? ms
054C: use_GXT_table "MM"
0004:  28772?? =  0?  \\ integer values
0004:  28776?? =  16?  \\ integer values
0004:  28780?? =  0?  \\ integer values
00D6: if  0?
0038:    28788?? ==  0?  \\ integer values
004D: jump_if_false Label111ECE
0004:  28792?? =  1?  \\ integer values
0004:  28796?? =  60?  \\ integer values
0004:  28832?? =  60000&&  \\ integer values

:Label111ECE
0004:  28784?? =  30000&  \\ integer values
0004:  28800?? =  0?  \\ integer values
0004:  28804?? =  0?  \\ integer values
0004:  28808?? =  0?  \\ integer values
0004:  28812?? =  0?  \\ integer values
0004:  28816?? =  0?  \\ integer values
0004:  28820?? =  0?  \\ integer values
0004:  28824?? =  0?  \\ integer values
0004:  28828?? =  0?  \\ integer values
0004:  28836?? =  0?  \\ integer values
0004:  28840?? =  0?  \\ integer values
0004:  28844?? =  0?  \\ integer values
0004:  28848?? =  0?  \\ integer values
0004:  28852?? =  0?  \\ integer values
0004:  28856?? =  0?  \\ integer values
0005:  28860?? =  0!  \\ floating-point values
0005:  28864?? =  0!  \\ floating-point values
0005:  28868?? =  0!  \\ floating-point values
0005:  28872?? =  0!  \\ floating-point values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0005:  28908?? =  0!  \\ floating-point values
0005:  28912?? =  0!  \\ floating-point values
0005:  28916?? =  0!  \\ floating-point values
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label111FBC
018A:  28920?? = create_checkpoint_at  28908??  28912??  28916??

:Label111FBC
0247: request_model #BLOODRB
0247: request_model #BLOODRA
0247: request_model #WMYCR

:Label111FCA
00D6: if  22?
8248:   NOT   model #BLOODRB available
8248:   NOT   model #BLOODRA available
8248:   NOT   model #WMYCR available
004D: jump_if_false Label111FEE
0001: wait  0? ms
0002: jump Label111FCA

:Label111FEE
016E: override_restart at -1102.4!  1331.2!  19!  271.2!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0110: clear_player $PLAYER_CHAR wanted_level
04BB: select_interiour  15?  \\ select render area
03AD: set_rubbish  0? (invisible)
01EB: set_car_density_to  0!
03DE: set_pedestrians_density_multiplier_to  0!
04E2: $PLAYER_CHAR  1?
03CB: set_camera -1379.3!  1000!  251.5!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label112070
012A: put_player $PLAYER_CHAR at -1280.96!  994.86!  261.8! and_remove_from_car
0002: jump Label112084

:Label112070
0055: put_player $PLAYER_CHAR at -1280.96!  994.86!  261.8!

:Label112084
00A5:  28768?? = create_car #BLOODRA at -1280.96!  994.86!  261.8!
020A: set_car  28768?? door_status_to  4?
0369: put_player $PLAYER_CHAR in_car  28768??
03AB: (unknown)  28768??  1? 
0175: set_car  28768?? z_angle_to  90!
0171: set_player $PLAYER_CHAR z_angle_to  80!
04F9: interiour_colors  10?  0?
03ED: (unknown)  28768??  1? 
0224: set_car  28768?? health_to  1249&
0005:  28860?? = -1285.77!  \\ floating-point values
0005:  28864?? =  1014.54!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  104.4!  \\ floating-point values
00A5:  28640?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28640?? z_angle_to  28872??
04E0: unknown_car  28640??  255&
0129:  28704?? = create_actor  4? #WMYCR in_car  28640?? driverseat
0489: unknown_actor  28704?? flag  1?
03CC: car  28640?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28640?? to_ignore_traffic_lights  3?
03ED: (unknown)  28640??  1? 
0005:  28860?? = -1299.5!  \\ floating-point values
0005:  28864?? =  1030.74!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  132.6!  \\ floating-point values
00A5:  28644?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28644?? z_angle_to  28872??
04E0: unknown_car  28644??  255&
0129:  28708?? = create_actor  4? #WMYCR in_car  28644?? driverseat
0489: unknown_actor  28708?? flag  1?
03CC: car  28644?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28644?? to_ignore_traffic_lights  3?
00AF: set_car  28644?? driver_behaviour_to  2?
03ED: (unknown)  28644??  1? 
0005:  28860?? = -1319.3!  \\ floating-point values
0005:  28864?? =  1042.82!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  135.4!  \\ floating-point values
00A5:  28648?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28648?? z_angle_to  28872??
04E0: unknown_car  28648??  255&
0129:  28712?? = create_actor  4? #WMYCR in_car  28648?? driverseat
0489: unknown_actor  28712?? flag  1?
03CC: car  28648?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28648?? to_ignore_traffic_lights  3?
03ED: (unknown)  28648??  1? 
0005:  28860?? = -1349.33!  \\ floating-point values
0005:  28864?? =  1054.47!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  155.4!  \\ floating-point values
00A5:  28652?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28652?? z_angle_to  28872??
04E0: unknown_car  28652??  255&
0129:  28716?? = create_actor  4? #WMYCR in_car  28652?? driverseat
0489: unknown_actor  28716?? flag  1?
03CC: car  28652?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28652?? to_ignore_traffic_lights  3?
03ED: (unknown)  28652??  1? 
0005:  28860?? = -1384.33!  \\ floating-point values
0005:  28864?? =  1058.55!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  173.2!  \\ floating-point values
00A5:  28656?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28656?? z_angle_to  28872??
04E0: unknown_car  28656??  255&
0129:  28720?? = create_actor  4? #WMYCR in_car  28656?? driverseat
0489: unknown_actor  28720?? flag  1?
03CC: car  28656?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28656?? to_ignore_traffic_lights  3?
03ED: (unknown)  28656??  1? 
0005:  28860?? = -1293.77!  \\ floating-point values
0005:  28864?? =  958.96!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  60.5!  \\ floating-point values
00A5:  28660?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28660?? z_angle_to  28872??
04E0: unknown_car  28660??  255&
0129:  28724?? = create_actor  4? #WMYCR in_car  28660?? driverseat
0489: unknown_actor  28724?? flag  1?
03CC: car  28660?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28660?? to_ignore_traffic_lights  3?
00AF: set_car  28660?? driver_behaviour_to  2?
03ED: (unknown)  28660??  1? 
0005:  28860?? = -1418.77!  \\ floating-point values
0005:  28864?? =  1057.54!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  180.4!  \\ floating-point values
00A5:  28664?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28664?? z_angle_to  28872??
04E0: unknown_car  28664??  255&
0129:  28728?? = create_actor  4? #WMYCR in_car  28664?? driverseat
0489: unknown_actor  28728?? flag  1?
03CC: car  28664?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28664?? to_ignore_traffic_lights  3?
03ED: (unknown)  28664??  1? 
0005:  28860?? = -1460.3!  \\ floating-point values
0005:  28864?? =  1050.3!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  242.9!  \\ floating-point values
00A5:  28668?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28668?? z_angle_to  28872??
04E0: unknown_car  28668??  255&
0129:  28732?? = create_actor  4? #WMYCR in_car  28668?? driverseat
0489: unknown_actor  28732?? flag  1?
03CC: car  28668?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28668?? to_ignore_traffic_lights  3?
03ED: (unknown)  28668??  1? 
0005:  28860?? = -1499.77!  \\ floating-point values
0005:  28864?? =  1029.54!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  242.4!  \\ floating-point values
00A5:  28672?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28672?? z_angle_to  28872??
04E0: unknown_car  28672??  255&
0129:  28736?? = create_actor  4? #WMYCR in_car  28672?? driverseat
0489: unknown_actor  28736?? flag  1?
03CC: car  28672?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28672?? to_ignore_traffic_lights  3?
03ED: (unknown)  28672??  1? 
0005:  28860?? = -1513.77!  \\ floating-point values
0005:  28864?? =  986.54!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  271.4!  \\ floating-point values
00A5:  28676?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28676?? z_angle_to  28872??
04E0: unknown_car  28676??  255&
0129:  28740?? = create_actor  4? #WMYCR in_car  28676?? driverseat
0489: unknown_actor  28740?? flag  1?
03CC: car  28676?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28676?? to_ignore_traffic_lights  3?
03ED: (unknown)  28676??  1? 
0005:  28860?? = -1496.77!  \\ floating-point values
0005:  28864?? =  959.54!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  293.4!  \\ floating-point values
00A5:  28680?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28680?? z_angle_to  28872??
04E0: unknown_car  28680??  255&
0129:  28744?? = create_actor  4? #WMYCR in_car  28680?? driverseat
0489: unknown_actor  28744?? flag  1?
03CC: car  28680?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28680?? to_ignore_traffic_lights  3?
03ED: (unknown)  28680??  1? 
0005:  28860?? = -1461.84!  \\ floating-point values
0005:  28864?? =  938.32!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  345.6!  \\ floating-point values
00A5:  28684?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28684?? z_angle_to  28872??
04E0: unknown_car  28684??  255&
0129:  28748?? = create_actor  4? #WMYCR in_car  28684?? driverseat
0489: unknown_actor  28748?? flag  1?
03CC: car  28684?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28684?? to_ignore_traffic_lights  3?
03ED: (unknown)  28684??  1? 
0005:  28860?? = -1424.36!  \\ floating-point values
0005:  28864?? =  931.29!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  0!  \\ floating-point values
00A5:  28688?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28688?? z_angle_to  28872??
04E0: unknown_car  28688??  255&
0129:  28752?? = create_actor  4? #WMYCR in_car  28688?? driverseat
0489: unknown_actor  28752?? flag  1?
03CC: car  28688?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28688?? to_ignore_traffic_lights  3?
03ED: (unknown)  28688??  1? 
0005:  28860?? = -1363.77!  \\ floating-point values
0005:  28864?? =  932.44!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  17.85!  \\ floating-point values
00A5:  28692?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28692?? z_angle_to  28872??
04E0: unknown_car  28692??  255&
0129:  28756?? = create_actor  4? #WMYCR in_car  28692?? driverseat
0489: unknown_actor  28756?? flag  1?
03CC: car  28692?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28692?? to_ignore_traffic_lights  3?
03ED: (unknown)  28692??  1? 
0005:  28860?? = -1332.77!  \\ floating-point values
0005:  28864?? =  940.3!  \\ floating-point values
0005:  28868?? =  263!  \\ floating-point values
0005:  28872?? =  39.98!  \\ floating-point values
00A5:  28696?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28696?? z_angle_to  28872??
04E0: unknown_car  28696??  255&
0129:  28760?? = create_actor  4? #WMYCR in_car  28696?? driverseat
0489: unknown_actor  28760?? flag  1?
03CC: car  28696?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28696?? to_ignore_traffic_lights  3?
03ED: (unknown)  28696??  1? 
0005:  28860?? = -1443.29!  \\ floating-point values
0005:  28864?? =  933.86!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  351.4!  \\ floating-point values
00A5:  28700?? = create_car #BLOODRB at  28860??  28864??  28868??
0175: set_car  28700?? z_angle_to  28872??
04E0: unknown_car  28700??  255&
0129:  28764?? = create_actor  4? #WMYCR in_car  28700?? driverseat
0489: unknown_actor  28764?? flag  1?
03CC: car  28700?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28700?? to_ignore_traffic_lights  3?
03ED: (unknown)  28700??  1? 
00AD: set_car  28640?? max_speed_to  0!
00AD: set_car  28644?? max_speed_to  0!
00AD: set_car  28648?? max_speed_to  0!
00AD: set_car  28652?? max_speed_to  0!
00AD: set_car  28656?? max_speed_to  0!
00AD: set_car  28660?? max_speed_to  0!
00AD: set_car  28664?? max_speed_to  0!
00AD: set_car  28668?? max_speed_to  0!
00AD: set_car  28672?? max_speed_to  0!
00AD: set_car  28676?? max_speed_to  0!
00AD: set_car  28680?? max_speed_to  0!
00AD: set_car  28684?? max_speed_to  0!
00AD: set_car  28688?? max_speed_to  0!
00AD: set_car  28692?? max_speed_to  0!
00AD: set_car  28696?? max_speed_to  0!
00AD: set_car  28700?? max_speed_to  0!
02A3: toggle_widescreen  1? (on)
015F: set_camera_position -1266.5!  1042.8!  278.3!  0!  0!  0!
0160: point_camera -1339.9!  1009.8!  252!  2?
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms

:Label112943
00D6: if  0?
016B:   fading
004D: jump_if_false Label11295B
0001: wait  0? ms
0002: jump Label112943

:Label11295B
00D6: if  0?
0256:   player $PLAYER_CHAR defined
004D: jump_if_false Label112972
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)

:Label112972
0006:  16@ =  0?  \\ integer values
00BC: text_highpriority "BLOD_01"  5000& ms  1? \\ Drive through the checkpoints to increase your overall time.

:Label112988
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label1129F7
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label1129D7
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label1129D0
0004:  244?? =  0?  \\ integer values
0002: jump Label112B6E

:Label1129D0
0002: jump Label1129F0

:Label1129D7
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label1129F0
0004:  244?? =  1?  \\ integer values

:Label1129F0
0002: jump Label112988

:Label1129F7
0006:  16@ =  0?  \\ integer values
015F: set_camera_position -1468.7!  948.8!  262.9!  0!  0!  0!
0160: point_camera -1459.5!  942.2!  261.6!  2?
00BC: text_highpriority "BLOD_02"  5000& ms  1? \\ You will fail if your overall time reaches zero.

:Label112A40
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label112AAF
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label112A8F
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label112A88
0004:  244?? =  0?  \\ integer values
0002: jump Label112B6E

:Label112A88
0002: jump Label112AA8

:Label112A8F
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label112AA8
0004:  244?? =  1?  \\ integer values

:Label112AA8
0002: jump Label112A40

:Label112AAF
0006:  16@ =  0?  \\ integer values
015F: set_camera_position -1262.7!  997.2!  266.8!  0!  0!  0!
0160: point_camera -1277.6!  996!  263.6!  2?
00BC: text_highpriority "BLOD_03"  5000& ms  1? \\ Get your overall time above the Target Time to win!

:Label112AF8
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label112B67
0001: wait  0? ms
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label112B47
00D6: if  0?
0038:    244?? ==  1?  \\ integer values
004D: jump_if_false Label112B40
0004:  244?? =  0?  \\ integer values
0002: jump Label112B6E

:Label112B40
0002: jump Label112B60

:Label112B47
00D6: if  0?
0038:    244?? ==  0?  \\ integer values
004D: jump_if_false Label112B60
0004:  244?? =  1?  \\ integer values

:Label112B60
0002: jump Label112AF8

:Label112B67
0006:  16@ =  0?  \\ integer values

:Label112B6E
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0? (off)
00BA: text_styled "RACE2"  1100& ms  4? \\ ~g~3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE3"  1100& ms  4? \\ ~g~2
018C: play_sound  8? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE4"  1100& ms  4? \\ ~g~1
018C: play_sound  9? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE5"  800& ms  4? \\ ~g~GO!
018C: play_sound  10? at  0!  0!  0!
0001: wait  800& ms
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label112C59
00AD: set_car  28640?? max_speed_to  100!
0477: unknown_car  28640??  8?  5000&
00D6: if  0?
8119:   NOT   car  28644?? wrecked
004D: jump_if_false Label112C59
032C: car  28640?? ram  28644??

:Label112C59
00D6: if  0?
8119:   NOT   car  28644?? wrecked
004D: jump_if_false Label112C84
00AD: set_car  28644?? max_speed_to  100!
0477: unknown_car  28644??  8?  5000&
00AF: set_car  28644?? driver_behaviour_to  2?

:Label112C84
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label112CA8
00AD: set_car  28648?? max_speed_to  100!
0477: unknown_car  28648??  8?  5000&

:Label112CA8
00D6: if  0?
8119:   NOT   car  28652?? wrecked
004D: jump_if_false Label112CE4
00AD: set_car  28652?? max_speed_to  100!
0477: unknown_car  28652??  8?  5000&
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label112CE4
032C: car  28652?? ram  28656??

:Label112CE4
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label112D20
00AD: set_car  28656?? max_speed_to  100!
0477: unknown_car  28656??  8?  5000&
00D6: if  0?
8119:   NOT   car  28660?? wrecked
004D: jump_if_false Label112D20
032C: car  28656?? ram  28660??

:Label112D20
00D6: if  0?
8119:   NOT   car  28660?? wrecked
004D: jump_if_false Label112D4B
00AD: set_car  28660?? max_speed_to  100!
0477: unknown_car  28660??  8?  5000&
00AF: set_car  28660?? driver_behaviour_to  2?

:Label112D4B
00D6: if  0?
8119:   NOT   car  28664?? wrecked
004D: jump_if_false Label112D87
00AD: set_car  28664?? max_speed_to  100!
0477: unknown_car  28664??  8?  5000&
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label112D87
032C: car  28664?? ram  28668??

:Label112D87
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label112DC3
00AD: set_car  28668?? max_speed_to  100!
0477: unknown_car  28668??  8?  5000&
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label112DC3
032C: car  28668?? ram  28672??

:Label112DC3
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label112DFF
00AD: set_car  28672?? max_speed_to  100!
0477: unknown_car  28672??  8?  5000&
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label112DFF
032C: car  28672?? ram  28676??

:Label112DFF
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label112E23
00AD: set_car  28676?? max_speed_to  100!
0477: unknown_car  28676??  8?  5000&

:Label112E23
00D6: if  0?
8119:   NOT   car  28680?? wrecked
004D: jump_if_false Label112E5F
00AD: set_car  28680?? max_speed_to  100!
0477: unknown_car  28680??  8?  5000&
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label112E5F
032C: car  28680?? ram  28684??

:Label112E5F
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label112E9B
00AD: set_car  28684?? max_speed_to  100!
0477: unknown_car  28684??  8?  5000&
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label112E9B
032C: car  28684?? ram  28688??

:Label112E9B
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label112ED7
00AD: set_car  28688?? max_speed_to  100!
0477: unknown_car  28688??  8?  5000&
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label112ED7
032C: car  28688?? ram  28692??

:Label112ED7
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label112F13
00AD: set_car  28692?? max_speed_to  100!
0477: unknown_car  28692??  8?  5000&
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label112F13
032C: car  28692?? ram  28696??

:Label112F13
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label112F4F
00AD: set_car  28696?? max_speed_to  100!
0477: unknown_car  28696??  8?  5000&
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label112F4F
032C: car  28696?? ram  28700??

:Label112F4F
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label112F8B
00AD: set_car  28700?? max_speed_to  100!
0477: unknown_car  28700??  8?  5000&
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label112F8B
032C: car  28700?? ram  28640??

:Label112F8B
014E: set_timer_to  28784?? type  1?
04F7: unknown_status_text  28804??  1? line  1? "BLOD_04" \\ CAR HEALTH:
0208:  28876?? = random_float -1530! -1384!
0208:  28880?? = random_float  995!  923!
0208:  28884?? = random_float -1530! -1384!
0208:  28888?? = random_float  995!  1056!
0208:  28892?? = random_float -1265! -1384!
0208:  28896?? = random_float  995!  923!
0208:  28900?? = random_float -1265! -1384!
0208:  28904?? = random_float  995!  1056!
0050: gosub Label11578D
0006:  16@ =  0?  \\ integer values
0006:  17@ =  0?  \\ integer values

:Label113030
00D6: if  0?
0018:    28784?? >  0?  \\ integer values
004D: jump_if_false Label11430C
0001: wait  0? ms
00D6: if  0?
0038:    28788?? ==  0?  \\ integer values
004D: jump_if_false Label113071
01E4: text_1number_lowpriority "BLOD_05"  28792??  28832?? ms  1? \\ ~g~TARGET TIME: ~1~ Minute
0002: jump Label113083

:Label113071
01E4: text_1number_lowpriority "BLOD_06"  28792??  28832?? ms  1? \\ ~g~TARGET TIME: ~1~ Minutes

:Label113083
00D6: if  0?
001C:    28784?? >  28832??  \\ integer values
004D: jump_if_false Label11309D
0002: jump Label114361

:Label11309D
00D6: if  0?
0038:    28848?? ==  1?  \\ integer values
004D: jump_if_false Label1130B6
0050: gosub Label11580F

:Label1130B6
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  28908??  28912??  28916??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  28908??  28912??  28916?? radius  7!  7!  7!
004D: jump_if_false Label11316F
00D6: if  0?
8119:   NOT   car  28768?? wrecked
004D: jump_if_false Label11314D
0227:  28856?? = car  28768?? health
00D6: if  0?
001A:    1234& >  28856??  \\ integer values
004D: jump_if_false Label11313D
0008:  28856?? +=  15?  \\ integer values
0224: set_car  28768?? health_to  28856??
0002: jump Label11314D

:Label11313D
0004:  28856?? =  1249&  \\ integer values
0224: set_car  28768?? health_to  28856??

:Label11314D
0008:  28784?? +=  15000&  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0050: gosub Label11578D

:Label11316F
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label1131B0
00D6: if  0?
01AF:   car  28648??  0? ()near_point  28908??  28912??  28916?? radius  7!  7!  7!
004D: jump_if_false Label1131B0
0050: gosub Label11578D

:Label1131B0
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label1131F1
00D6: if  0?
01AF:   car  28676??  0? ()near_point  28908??  28912??  28916?? radius  7!  7!  7!
004D: jump_if_false Label1131F1
0050: gosub Label11578D

:Label1131F1
00D6: if  0?
001A:    0? >  28780??  \\ integer values
004D: jump_if_false Label11320A
0004:  28780?? =  0?  \\ integer values

:Label11320A
00D6: if  0?
8119:   NOT   car  28768?? wrecked
004D: jump_if_false Label1132B7
0227:  28800?? = car  28768?? health
000C:  28800?? -=  249&  \\ integer values
00D6: if  0?
001A:    0? >  28800??  \\ integer values
004D: jump_if_false Label113243
0004:  28800?? =  0?  \\ integer values

:Label113243
0084:  28804?? =  28800??  \\ integer values and handles
0014:  28804?? /=  10?  \\ integer values
00D6: if  0?
001A:    0? >  28804??  \\ integer values
004D: jump_if_false Label11326B
0004:  28804?? =  0?  \\ integer values

:Label11326B
00D6: if  0?
01F4:   car  28768?? flipped
004D: jump_if_false Label1132B7
00D6: if  0?
01C1:   car  28768?? stopped
004D: jump_if_false Label1132B7
00AA:  380?? = car  28768?? x_pos,  384?? = car  28768?? y_pos,  388?? = car  28768?? z_pos
0174:  28872?? = car  28768?? z_angle
00AB: put_car  28768?? at  380??  384??  388??
0175: set_car  28768?? z_angle_to  28872??

:Label1132B7
00D6: if  0?
0019:    17@ >  5000&  \\ integer values
004D: jump_if_false Label11410C
00D6: if  0?
0038:    28836?? ==  0?  \\ integer values
004D: jump_if_false Label113323
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label1132FC
02C2: car  28648?? drive_to_point  28908??  28912?? -100!

:Label1132FC
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label11331C
02C2: car  28676?? drive_to_point  28908??  28912?? -100!

:Label11331C
0004:  28836?? =  1?  \\ integer values

:Label113323
00D6: if  0?
0038:    28812?? ==  1?  \\ integer values
004D: jump_if_false Label113384
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label11337D
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label113365
02C2: car  28648?? drive_to_point  28908??  28912?? -100!

:Label113365
00D6: if  0?
8119:   NOT   car  28652?? wrecked
004D: jump_if_false Label11337D
032C: car  28652?? ram  28640??

:Label11337D
0004:  28812?? =  5?  \\ integer values

:Label113384
00D6: if  0?
0038:    28808?? ==  0?  \\ integer values
004D: jump_if_false Label1133E6
00D6: if  0?
0038:    28812?? ==  5?  \\ integer values
004D: jump_if_false Label1133E6
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label1133E6
0208:  28876?? = random_float -1530! -1384!
0208:  28880?? = random_float  995!  923!
02C2: car  28640?? drive_to_point  28876??  28880?? -100!

:Label1133E6
00D6: if  0?
0038:    28812?? ==  11?  \\ integer values
004D: jump_if_false Label11342D
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label11340F
00AF: set_car  28640?? driver_behaviour_to  2?

:Label11340F
00D6: if  0?
8119:   NOT   car  28652?? wrecked
004D: jump_if_false Label113426
00AF: set_car  28652?? driver_behaviour_to  2?

:Label113426
0004:  28812?? =  6?  \\ integer values

:Label11342D
00D6: if  0?
0038:    28812?? ==  2?  \\ integer values
004D: jump_if_false Label113486
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label11347F
00D6: if  0?
8119:   NOT   car  28664?? wrecked
004D: jump_if_false Label113467
032C: car  28664?? ram  28656??

:Label113467
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label11347F
032C: car  28668?? ram  28656??

:Label11347F
0004:  28812?? =  5?  \\ integer values

:Label113486
00D6: if  0?
0038:    28808?? ==  0?  \\ integer values
004D: jump_if_false Label1134E8
00D6: if  0?
0038:    28812?? ==  5?  \\ integer values
004D: jump_if_false Label1134E8
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label1134E8
0208:  28884?? = random_float -1530! -1384!
0208:  28888?? = random_float  995!  1056!
02C2: car  28656?? drive_to_point  28884??  28888?? -100!

:Label1134E8
00D6: if  0?
0038:    28812?? ==  12?  \\ integer values
004D: jump_if_false Label113546
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label113511
00AF: set_car  28656?? driver_behaviour_to  2?

:Label113511
00D6: if  0?
8119:   NOT   car  28664?? wrecked
004D: jump_if_false Label113528
00AF: set_car  28664?? driver_behaviour_to  2?

:Label113528
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label11353F
00AF: set_car  28668?? driver_behaviour_to  2?

:Label11353F
0004:  28812?? =  6?  \\ integer values

:Label113546
00D6: if  0?
0038:    28812?? ==  3?  \\ integer values
004D: jump_if_false Label1135BF
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label1135B8
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label113588
02C2: car  28676?? drive_to_point  28908??  28912?? -100!

:Label113588
00D6: if  0?
8119:   NOT   car  28680?? wrecked
004D: jump_if_false Label1135A0
032C: car  28680?? ram  28672??

:Label1135A0
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label1135B8
032C: car  28684?? ram  28672??

:Label1135B8
0004:  28812?? =  5?  \\ integer values

:Label1135BF
00D6: if  0?
0038:    28808?? ==  0?  \\ integer values
004D: jump_if_false Label113621
00D6: if  0?
0038:    28812?? ==  5?  \\ integer values
004D: jump_if_false Label113621
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label113621
0208:  28892?? = random_float -1265! -1384!
0208:  28896?? = random_float  995!  923!
02C2: car  28672?? drive_to_point  28892??  28896?? -100!

:Label113621
00D6: if  0?
0038:    28812?? ==  13?  \\ integer values
004D: jump_if_false Label11367F
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label11364A
00AF: set_car  28672?? driver_behaviour_to  2?

:Label11364A
00D6: if  0?
8119:   NOT   car  28680?? wrecked
004D: jump_if_false Label113661
00AF: set_car  28680?? driver_behaviour_to  2?

:Label113661
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label113678
00AF: set_car  28684?? driver_behaviour_to  2?

:Label113678
0004:  28812?? =  6?  \\ integer values

:Label11367F
00D6: if  0?
0038:    28812?? ==  4?  \\ integer values
004D: jump_if_false Label1136F0
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label1136E9
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label1136B9
032C: car  28692?? ram  28688??

:Label1136B9
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label1136D1
032C: car  28696?? ram  28688??

:Label1136D1
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label1136E9
032C: car  28700?? ram  28688??

:Label1136E9
0004:  28812?? =  5?  \\ integer values

:Label1136F0
00D6: if  0?
0038:    28808?? ==  0?  \\ integer values
004D: jump_if_false Label113759
00D6: if  0?
0038:    28812?? ==  5?  \\ integer values
004D: jump_if_false Label113752
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label113752
0208:  28900?? = random_float -1265! -1384!
0208:  28904?? = random_float  995!  1056!
02C2: car  28688?? drive_to_point  28900??  28904?? -100!

:Label113752
0004:  28808?? =  1?  \\ integer values

:Label113759
00D6: if  0?
0038:    28812?? ==  14?  \\ integer values
004D: jump_if_false Label1137CE
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label113782
00AF: set_car  28688?? driver_behaviour_to  2?

:Label113782
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label113799
00AF: set_car  28692?? driver_behaviour_to  2?

:Label113799
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label1137B0
00AF: set_car  28696?? driver_behaviour_to  2?

:Label1137B0
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label1137C7
00AF: set_car  28700?? driver_behaviour_to  2?

:Label1137C7
0004:  28812?? =  6?  \\ integer values

:Label1137CE
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label113843
00D6: if  0?
01F4:   car  28640?? flipped
004D: jump_if_false Label113829
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28640?? radius  7!  7!  0?
004D: jump_if_false Label113829
00AA:  380?? = car  28640?? x_pos,  384?? = car  28640?? y_pos,  388?? = car  28640?? z_pos
00AB: put_car  28640?? at  380??  384??  388??

:Label113829
00D6: if  0?
03CE:   car  28640?? stuck
004D: jump_if_false Label113843
0477: unknown_car  28640??  2?  3000&

:Label113843
00D6: if  0?
8119:   NOT   car  28644?? wrecked
004D: jump_if_false Label1138B8
00D6: if  0?
01F4:   car  28644?? flipped
004D: jump_if_false Label11389E
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28644?? radius  7!  7!  0?
004D: jump_if_false Label11389E
00AA:  380?? = car  28644?? x_pos,  384?? = car  28644?? y_pos,  388?? = car  28644?? z_pos
00AB: put_car  28644?? at  380??  384??  388??

:Label11389E
00D6: if  0?
03CE:   car  28644?? stuck
004D: jump_if_false Label1138B8
0477: unknown_car  28644??  2?  3000&

:Label1138B8
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label11392D
00D6: if  0?
01F4:   car  28648?? flipped
004D: jump_if_false Label113913
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28648?? radius  7!  7!  0?
004D: jump_if_false Label113913
00AA:  380?? = car  28648?? x_pos,  384?? = car  28648?? y_pos,  388?? = car  28648?? z_pos
00AB: put_car  28648?? at  380??  384??  388??

:Label113913
00D6: if  0?
03CE:   car  28648?? stuck
004D: jump_if_false Label11392D
0477: unknown_car  28648??  2?  3000&

:Label11392D
00D6: if  0?
8119:   NOT   car  28652?? wrecked
004D: jump_if_false Label1139A2
00D6: if  0?
01F4:   car  28652?? flipped
004D: jump_if_false Label113988
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28652?? radius  7!  7!  0?
004D: jump_if_false Label113988
00AA:  380?? = car  28652?? x_pos,  384?? = car  28652?? y_pos,  388?? = car  28652?? z_pos
00AB: put_car  28652?? at  380??  384??  388??

:Label113988
00D6: if  0?
03CE:   car  28652?? stuck
004D: jump_if_false Label1139A2
0477: unknown_car  28652??  2?  3000&

:Label1139A2
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label113A17
00D6: if  0?
01F4:   car  28656?? flipped
004D: jump_if_false Label1139FD
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28656?? radius  7!  7!  0?
004D: jump_if_false Label1139FD
00AA:  380?? = car  28656?? x_pos,  384?? = car  28656?? y_pos,  388?? = car  28656?? z_pos
00AB: put_car  28656?? at  380??  384??  388??

:Label1139FD
00D6: if  0?
03CE:   car  28656?? stuck
004D: jump_if_false Label113A17
0477: unknown_car  28656??  2?  3000&

:Label113A17
00D6: if  0?
8119:   NOT   car  28660?? wrecked
004D: jump_if_false Label113A8C
00D6: if  0?
01F4:   car  28660?? flipped
004D: jump_if_false Label113A72
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28660?? radius  7!  7!  0?
004D: jump_if_false Label113A72
00AA:  380?? = car  28660?? x_pos,  384?? = car  28660?? y_pos,  388?? = car  28660?? z_pos
00AB: put_car  28660?? at  380??  384??  388??

:Label113A72
00D6: if  0?
03CE:   car  28660?? stuck
004D: jump_if_false Label113A8C
0477: unknown_car  28660??  2?  3000&

:Label113A8C
00D6: if  0?
8119:   NOT   car  28664?? wrecked
004D: jump_if_false Label113B01
00D6: if  0?
01F4:   car  28664?? flipped
004D: jump_if_false Label113AE7
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28664?? radius  7!  7!  0?
004D: jump_if_false Label113AE7
00AA:  380?? = car  28664?? x_pos,  384?? = car  28664?? y_pos,  388?? = car  28664?? z_pos
00AB: put_car  28664?? at  380??  384??  388??

:Label113AE7
00D6: if  0?
03CE:   car  28664?? stuck
004D: jump_if_false Label113B01
0477: unknown_car  28664??  2?  3000&

:Label113B01
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label113B76
00D6: if  0?
01F4:   car  28668?? flipped
004D: jump_if_false Label113B5C
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28668?? radius  7!  7!  0?
004D: jump_if_false Label113B5C
00AA:  380?? = car  28668?? x_pos,  384?? = car  28668?? y_pos,  388?? = car  28668?? z_pos
00AB: put_car  28668?? at  380??  384??  388??

:Label113B5C
00D6: if  0?
03CE:   car  28668?? stuck
004D: jump_if_false Label113B76
0477: unknown_car  28668??  2?  3000&

:Label113B76
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label113BEB
00D6: if  0?
01F4:   car  28672?? flipped
004D: jump_if_false Label113BD1
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28672?? radius  7!  7!  0?
004D: jump_if_false Label113BD1
00AA:  380?? = car  28672?? x_pos,  384?? = car  28672?? y_pos,  388?? = car  28672?? z_pos
00AB: put_car  28672?? at  380??  384??  388??

:Label113BD1
00D6: if  0?
03CE:   car  28672?? stuck
004D: jump_if_false Label113BEB
0477: unknown_car  28672??  2?  3000&

:Label113BEB
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label113C60
00D6: if  0?
01F4:   car  28676?? flipped
004D: jump_if_false Label113C46
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28676?? radius  7!  7!  0?
004D: jump_if_false Label113C46
00AA:  380?? = car  28676?? x_pos,  384?? = car  28676?? y_pos,  388?? = car  28676?? z_pos
00AB: put_car  28676?? at  380??  384??  388??

:Label113C46
00D6: if  0?
03CE:   car  28676?? stuck
004D: jump_if_false Label113C60
0477: unknown_car  28676??  2?  3000&

:Label113C60
00D6: if  0?
8119:   NOT   car  28680?? wrecked
004D: jump_if_false Label113CD5
00D6: if  0?
01F4:   car  28680?? flipped
004D: jump_if_false Label113CBB
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28680?? radius  7!  7!  0?
004D: jump_if_false Label113CBB
00AA:  380?? = car  28680?? x_pos,  384?? = car  28680?? y_pos,  388?? = car  28680?? z_pos
00AB: put_car  28680?? at  380??  384??  388??

:Label113CBB
00D6: if  0?
03CE:   car  28680?? stuck
004D: jump_if_false Label113CD5
0477: unknown_car  28680??  2?  3000&

:Label113CD5
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label113D4A
00D6: if  0?
01F4:   car  28684?? flipped
004D: jump_if_false Label113D30
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28684?? radius  7!  7!  0?
004D: jump_if_false Label113D30
00AA:  380?? = car  28684?? x_pos,  384?? = car  28684?? y_pos,  388?? = car  28684?? z_pos
00AB: put_car  28684?? at  380??  384??  388??

:Label113D30
00D6: if  0?
03CE:   car  28684?? stuck
004D: jump_if_false Label113D4A
0477: unknown_car  28684??  2?  3000&

:Label113D4A
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label113DBF
00D6: if  0?
01F4:   car  28688?? flipped
004D: jump_if_false Label113DA5
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28688?? radius  7!  7!  0?
004D: jump_if_false Label113DA5
00AA:  380?? = car  28688?? x_pos,  384?? = car  28688?? y_pos,  388?? = car  28688?? z_pos
00AB: put_car  28688?? at  380??  384??  388??

:Label113DA5
00D6: if  0?
03CE:   car  28688?? stuck
004D: jump_if_false Label113DBF
0477: unknown_car  28688??  2?  3000&

:Label113DBF
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label113E34
00D6: if  0?
01F4:   car  28692?? flipped
004D: jump_if_false Label113E1A
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28692?? radius  7!  7!  0?
004D: jump_if_false Label113E1A
00AA:  380?? = car  28692?? x_pos,  384?? = car  28692?? y_pos,  388?? = car  28692?? z_pos
00AB: put_car  28692?? at  380??  384??  388??

:Label113E1A
00D6: if  0?
03CE:   car  28692?? stuck
004D: jump_if_false Label113E34
0477: unknown_car  28692??  2?  3000&

:Label113E34
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label113EA9
00D6: if  0?
01F4:   car  28696?? flipped
004D: jump_if_false Label113E8F
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28696?? radius  7!  7!  0?
004D: jump_if_false Label113E8F
00AA:  380?? = car  28696?? x_pos,  384?? = car  28696?? y_pos,  388?? = car  28696?? z_pos
00AB: put_car  28696?? at  380??  384??  388??

:Label113E8F
00D6: if  0?
03CE:   car  28696?? stuck
004D: jump_if_false Label113EA9
0477: unknown_car  28696??  2?  3000&

:Label113EA9
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label113F1E
00D6: if  0?
01F4:   car  28700?? flipped
004D: jump_if_false Label113F04
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  28700?? radius  7!  7!  0?
004D: jump_if_false Label113F04
00AA:  380?? = car  28700?? x_pos,  384?? = car  28700?? y_pos,  388?? = car  28700?? z_pos
00AB: put_car  28700?? at  380??  384??  388??

:Label113F04
00D6: if  0?
03CE:   car  28700?? stuck
004D: jump_if_false Label113F1E
0477: unknown_car  28700??  2?  3000&

:Label113F1E
00D6: if  0?
0019:    16@ >  1500&  \\ integer values
004D: jump_if_false Label113F58
0004:  28808?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values
00D6: if  0?
0038:    28848?? ==  0?  \\ integer values
004D: jump_if_false Label113F58
0004:  28848?? =  1?  \\ integer values

:Label113F58
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  923!
004D: jump_if_false Label113FA5
00D6: if  0?
0038:    28816?? ==  0?  \\ integer values
004D: jump_if_false Label113F9E
0004:  28812?? =  11?  \\ integer values
0004:  28816?? =  1?  \\ integer values

:Label113F9E
0002: jump Label113FC5

:Label113FA5
00D6: if  0?
0038:    28816?? ==  1?  \\ integer values
004D: jump_if_false Label113FC5
0004:  28812?? =  1?  \\ integer values
0004:  28816?? =  0?  \\ integer values

:Label113FC5
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  1076!
004D: jump_if_false Label114012
00D6: if  0?
0038:    28820?? ==  0?  \\ integer values
004D: jump_if_false Label11400B
0004:  28812?? =  12?  \\ integer values
0004:  28820?? =  1?  \\ integer values

:Label11400B
0002: jump Label114032

:Label114012
00D6: if  0?
0038:    28820?? ==  1?  \\ integer values
004D: jump_if_false Label114032
0004:  28812?? =  2?  \\ integer values
0004:  28820?? =  0?  \\ integer values

:Label114032
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  923!
004D: jump_if_false Label11407F
00D6: if  0?
0038:    28824?? ==  0?  \\ integer values
004D: jump_if_false Label114078
0004:  28812?? =  13?  \\ integer values
0004:  28824?? =  1?  \\ integer values

:Label114078
0002: jump Label11409F

:Label11407F
00D6: if  0?
0038:    28824?? ==  1?  \\ integer values
004D: jump_if_false Label11409F
0004:  28812?? =  3?  \\ integer values
0004:  28824?? =  0?  \\ integer values

:Label11409F
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  1076!
004D: jump_if_false Label1140EC
00D6: if  0?
0038:    28828?? ==  0?  \\ integer values
004D: jump_if_false Label1140E5
0004:  28812?? =  14?  \\ integer values
0004:  28828?? =  1?  \\ integer values

:Label1140E5
0002: jump Label11410C

:Label1140EC
00D6: if  0?
0038:    28828?? ==  1?  \\ integer values
004D: jump_if_false Label11410C
0004:  28812?? =  4?  \\ integer values
0004:  28828?? =  0?  \\ integer values

:Label11410C
00D6: if  0?
0119:   car  28640?? wrecked
004D: jump_if_false Label11412A
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label11412A
00D6: if  0?
0119:   car  28644?? wrecked
004D: jump_if_false Label114148
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114148
00D6: if  0?
0119:   car  28648?? wrecked
004D: jump_if_false Label114166
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114166
00D6: if  0?
0119:   car  28652?? wrecked
004D: jump_if_false Label114184
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114184
00D6: if  0?
0119:   car  28656?? wrecked
004D: jump_if_false Label1141A2
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1141A2
00D6: if  0?
0119:   car  28660?? wrecked
004D: jump_if_false Label1141C0
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1141C0
00D6: if  0?
0119:   car  28664?? wrecked
004D: jump_if_false Label1141DE
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1141DE
00D6: if  0?
0119:   car  28668?? wrecked
004D: jump_if_false Label1141FC
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1141FC
00D6: if  0?
0119:   car  28672?? wrecked
004D: jump_if_false Label11421A
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label11421A
00D6: if  0?
0119:   car  28676?? wrecked
004D: jump_if_false Label114238
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114238
00D6: if  0?
0119:   car  28680?? wrecked
004D: jump_if_false Label114256
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114256
00D6: if  0?
0119:   car  28684?? wrecked
004D: jump_if_false Label114274
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114274
00D6: if  0?
0119:   car  28688?? wrecked
004D: jump_if_false Label114292
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label114292
00D6: if  0?
0119:   car  28692?? wrecked
004D: jump_if_false Label1142B0
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1142B0
00D6: if  0?
0119:   car  28696?? wrecked
004D: jump_if_false Label1142CE
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1142CE
00D6: if  0?
0119:   car  28700?? wrecked
004D: jump_if_false Label1142EC
000C:  28776?? -=  1?  \\ integer values
0008:  28780?? +=  1?  \\ integer values

:Label1142EC
00D6: if  0?
001A:    16? >  28776??  \\ integer values
004D: jump_if_false Label114305
0050: gosub Label1147F1

:Label114305
0002: jump Label113030

:Label11430C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label114322
00D6: if  0?
016B:   fading
004D: jump_if_false Label11433A
0001: wait  0? ms
0002: jump Label114322

:Label11433A
00BC: text_highpriority "TAXI2"  5000& ms  1? \\ ~r~You're out of time!
0002: jump Label114350

:Label114350
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label114361
03CF: load_wav "AIRHRNL" as  1?

:Label11436D
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label114387
0001: wait  0? ms
0002: jump Label11436D

:Label114387
03CF: load_wav "AIRHRNR" as  2?

:Label114393
00D6: if  0?
83D0:   NOT   wav  2? loaded
004D: jump_if_false Label1143AD
0001: wait  0? ms
0002: jump Label114393

:Label1143AD
03D1: play_wav  1?
03D1: play_wav  2?

:Label1143B5
00D6: if  0?
83D2:   NOT   wav  2? ended
004D: jump_if_false Label1143CF
0001: wait  0? ms
0002: jump Label1143B5

:Label1143CF
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0394: play_music  1?
00D6: if  0?
8119:   NOT   car  28640?? wrecked
004D: jump_if_false Label1143F5
0519: unknown_car  28640?? flag  1?

:Label1143F5
00D6: if  0?
8119:   NOT   car  28644?? wrecked
004D: jump_if_false Label11440C
0519: unknown_car  28644?? flag  1?

:Label11440C
00D6: if  0?
8119:   NOT   car  28648?? wrecked
004D: jump_if_false Label114423
0519: unknown_car  28648?? flag  1?

:Label114423
00D6: if  0?
8119:   NOT   car  28652?? wrecked
004D: jump_if_false Label11443A
0519: unknown_car  28652?? flag  1?

:Label11443A
00D6: if  0?
8119:   NOT   car  28656?? wrecked
004D: jump_if_false Label114451
0519: unknown_car  28656?? flag  1?

:Label114451
00D6: if  0?
8119:   NOT   car  28660?? wrecked
004D: jump_if_false Label114468
0519: unknown_car  28660?? flag  1?

:Label114468
00D6: if  0?
8119:   NOT   car  28664?? wrecked
004D: jump_if_false Label11447F
0519: unknown_car  28664?? flag  1?

:Label11447F
00D6: if  0?
8119:   NOT   car  28668?? wrecked
004D: jump_if_false Label114496
0519: unknown_car  28668?? flag  1?

:Label114496
00D6: if  0?
8119:   NOT   car  28672?? wrecked
004D: jump_if_false Label1144AD
0519: unknown_car  28672?? flag  1?

:Label1144AD
00D6: if  0?
8119:   NOT   car  28676?? wrecked
004D: jump_if_false Label1144C4
0519: unknown_car  28676?? flag  1?

:Label1144C4
00D6: if  0?
8119:   NOT   car  28680?? wrecked
004D: jump_if_false Label1144DB
0519: unknown_car  28680?? flag  1?

:Label1144DB
00D6: if  0?
8119:   NOT   car  28684?? wrecked
004D: jump_if_false Label1144F2
0519: unknown_car  28684?? flag  1?

:Label1144F2
00D6: if  0?
8119:   NOT   car  28688?? wrecked
004D: jump_if_false Label114509
0519: unknown_car  28688?? flag  1?

:Label114509
00D6: if  0?
8119:   NOT   car  28692?? wrecked
004D: jump_if_false Label114520
0519: unknown_car  28692?? flag  1?

:Label114520
00D6: if  0?
8119:   NOT   car  28696?? wrecked
004D: jump_if_false Label114537
0519: unknown_car  28696?? flag  1?

:Label114537
00D6: if  0?
8119:   NOT   car  28700?? wrecked
004D: jump_if_false Label11454E
0519: unknown_car  28700?? flag  1?

:Label11454E
00BA: text_styled "BLOD_10"  6000& ms  5? \\ WINNER!!
01E3: text_1number_styled "BLOD_09"  1000&  6000& ms  6? \\ $~1~
0109: player $PLAYER_CHAR money +=  1000&
0084:  28796?? =  28832??  \\ integer values and handles
0014:  28796?? /=  1000&  \\ integer values
0008:  28788?? +=  1?  \\ integer values
0008:  28792?? +=  1?  \\ integer values
0544: unknown_bloodring_stuff  28796??
0006:  16@ =  0?  \\ integer values
03F0: (unknown)  1? 

:Label1145A5
0001: wait  0? ms
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label11466B
0050: gosub Label115BFD
0340: set_text_draw_color  0?  0?  0?  255&
045A: text_draw_1number  32!  302! "BLOD_07"  28796?? \\ NEW Best Time: ~1~ Seconds
0050: gosub Label115BFD
0340: set_text_draw_color  255&  128&  0?  255&
045A: text_draw_1number  30!  300! "BLOD_07"  28796?? \\ NEW Best Time: ~1~ Seconds
0050: gosub Label115BFD
0340: set_text_draw_color  0?  0?  0?  255&
045A: text_draw_1number  32!  317! "BLOD_08"  28780?? \\ Cars Destroyed: ~1~
0050: gosub Label115BFD
0340: set_text_draw_color  255&  128&  0?  255&
045A: text_draw_1number  30!  315! "BLOD_08"  28780?? \\ Cars Destroyed: ~1~
0002: jump Label114672

:Label11466B
0002: jump Label114679

:Label114672
0002: jump Label1145A5

:Label114679
0008:  28832?? +=  60000&&  \\ integer values
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label114692
00D6: if  0?
016B:   fading
004D: jump_if_false Label1146AA
0001: wait  0? ms
0002: jump Label114692

:Label1146AA
02A3: toggle_widescreen  0? (off)
01F6: cancel_override_restart
0414: (unknown) $PLAYER_CHAR  0? 
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    6392?? ==  0?  \\ integer values
004D: jump_if_false Label1146EB
014C: set_parked_car_generator  7816?? cars_to_generate_to  101?
014C: set_parked_car_generator  7820?? cars_to_generate_to  101?
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6392?? =  1?  \\ integer values

:Label1146EB
0051: return

:Label1146ED
0004: $ONMISSION =  0?  \\ integer values
03F0: (unknown)  0? 
04FA: reset_interior_colors  0?
0164: disable_marker  28920??
03CB: set_camera -1101!  1331!  19.1!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
01B7: release_weather
0543:  28780??
0151: remove_status_text  28780??
014F: stop_timer  28784??
0151: remove_status_text  28804??
03D5: remove_text "BLOD_05" \\ ~g~TARGET TIME: ~1~ Minute
03D5: remove_text "BLOD_06" \\ ~g~TARGET TIME: ~1~ Minutes
0249: release_model #BLOODRB
0249: release_model #BLOODRA
0249: release_model #WMYCR
0004:  1568?? =  1?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
04E2: $PLAYER_CHAR  0?
057E:  0?
00D6: if  0?
8112:   NOT   wasted_or_busted
004D: jump_if_false Label1147ED
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -1101!  1331!  19.1!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label1147B5
012A: put_player $PLAYER_CHAR at -1101!  1331!  19.1! and_remove_from_car
0002: jump Label1147C9

:Label1147B5
0055: put_player $PLAYER_CHAR at -1101!  1331!  19.1!

:Label1147C9
0171: set_player $PLAYER_CHAR z_angle_to  278.65!
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label1147ED
00D8: mission_cleanup
0051: return

:Label1147F1
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28640?? wrecked
004D: jump_if_false Label1148D1
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  923!
004D: jump_if_false Label114859
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114859
03CD: car  28640?? remove_from_stuck_car_check
01C3: remove_references_to_car  28640??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28704??  \\ Like turning an actor into a random pedestrian
00A5:  28640?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28704?? = create_actor  4? #WMYCR in_car  28640?? driverseat
0489: unknown_actor  28704?? flag  1?
04E0: unknown_car  28640??  255&
02AA: set_car  28640?? immune_to_nonplayer  1?
00AD: set_car  28640?? max_speed_to  100!
03CC: car  28640?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28640?? to_ignore_traffic_lights  3?
04BA: unknown_car  28640??  25!
00AF: set_car  28640?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label1148D1
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28644?? wrecked
004D: jump_if_false Label1149B1
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  923!
004D: jump_if_false Label114939
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114939
03CD: car  28644?? remove_from_stuck_car_check
01C3: remove_references_to_car  28644??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28708??  \\ Like turning an actor into a random pedestrian
00A5:  28644?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28708?? = create_actor  4? #WMYCR in_car  28644?? driverseat
0489: unknown_actor  28708?? flag  1?
04E0: unknown_car  28644??  255&
02AA: set_car  28644?? immune_to_nonplayer  1?
00AD: set_car  28644?? max_speed_to  100!
03CC: car  28644?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28644?? to_ignore_traffic_lights  3?
04BA: unknown_car  28644??  25!
00AF: set_car  28644?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label1149B1
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28648?? wrecked
004D: jump_if_false Label114A91
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  923!
004D: jump_if_false Label114A19
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114A19
03CD: car  28648?? remove_from_stuck_car_check
01C3: remove_references_to_car  28648??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28712??  \\ Like turning an actor into a random pedestrian
00A5:  28648?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28712?? = create_actor  4? #WMYCR in_car  28648?? driverseat
0489: unknown_actor  28712?? flag  1?
04E0: unknown_car  28648??  255&
02AA: set_car  28648?? immune_to_nonplayer  1?
00AD: set_car  28648?? max_speed_to  100!
03CC: car  28648?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28648?? to_ignore_traffic_lights  3?
04BA: unknown_car  28648??  25!
00AF: set_car  28648?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114A91
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28652?? wrecked
004D: jump_if_false Label114B71
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  923!
004D: jump_if_false Label114AF9
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114AF9
03CD: car  28652?? remove_from_stuck_car_check
01C3: remove_references_to_car  28652??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28716??  \\ Like turning an actor into a random pedestrian
00A5:  28652?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28716?? = create_actor  4? #WMYCR in_car  28652?? driverseat
0489: unknown_actor  28716?? flag  1?
04E0: unknown_car  28652??  255&
02AA: set_car  28652?? immune_to_nonplayer  1?
00AD: set_car  28652?? max_speed_to  100!
03CC: car  28652?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28652?? to_ignore_traffic_lights  3?
04BA: unknown_car  28652??  25!
00AF: set_car  28652?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114B71
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28656?? wrecked
004D: jump_if_false Label114C51
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  1076!
004D: jump_if_false Label114BD9
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114BD9
03CD: car  28656?? remove_from_stuck_car_check
01C3: remove_references_to_car  28656??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28720??  \\ Like turning an actor into a random pedestrian
00A5:  28656?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28720?? = create_actor  4? #WMYCR in_car  28656?? driverseat
0489: unknown_actor  28720?? flag  1?
04E0: unknown_car  28656??  255&
02AA: set_car  28656?? immune_to_nonplayer  1?
00AD: set_car  28656?? max_speed_to  100!
03CC: car  28656?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28656?? to_ignore_traffic_lights  3?
04BA: unknown_car  28656??  25!
00AF: set_car  28656?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114C51
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28660?? wrecked
004D: jump_if_false Label114D38
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  1076!
004D: jump_if_false Label114CB9
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114CB9
03CD: car  28660?? remove_from_stuck_car_check
01C3: remove_references_to_car  28660??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28724??  \\ Like turning an actor into a random pedestrian
00A5:  28660?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28724?? = create_actor  4? #WMYCR in_car  28660?? driverseat
0489: unknown_actor  28724?? flag  1?
04E0: unknown_car  28660??  255&
02AA: set_car  28660?? immune_to_nonplayer  1?
00AD: set_car  28660?? max_speed_to  100!
03CC: car  28660?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28660?? to_ignore_traffic_lights  3?
04BA: unknown_car  28660??  25!
00AF: set_car  28660?? driver_behaviour_to  2?
00AF: set_car  28660?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114D38
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28664?? wrecked
004D: jump_if_false Label114E18
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  1076!
004D: jump_if_false Label114DA0
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114DA0
03CD: car  28664?? remove_from_stuck_car_check
01C3: remove_references_to_car  28664??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28728??  \\ Like turning an actor into a random pedestrian
00A5:  28664?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28728?? = create_actor  4? #WMYCR in_car  28664?? driverseat
0489: unknown_actor  28728?? flag  1?
04E0: unknown_car  28664??  255&
02AA: set_car  28664?? immune_to_nonplayer  1?
00AD: set_car  28664?? max_speed_to  100!
03CC: car  28664?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28664?? to_ignore_traffic_lights  3?
04BA: unknown_car  28664??  25!
00AF: set_car  28664?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114E18
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28668?? wrecked
004D: jump_if_false Label114EF8
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1530!  995! -1384!  1076!
004D: jump_if_false Label114E80
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114E80
03CD: car  28668?? remove_from_stuck_car_check
01C3: remove_references_to_car  28668??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28732??  \\ Like turning an actor into a random pedestrian
00A5:  28668?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28732?? = create_actor  4? #WMYCR in_car  28668?? driverseat
0489: unknown_actor  28732?? flag  1?
04E0: unknown_car  28668??  255&
02AA: set_car  28668?? immune_to_nonplayer  1?
00AD: set_car  28668?? max_speed_to  100!
03CC: car  28668?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28668?? to_ignore_traffic_lights  3?
04BA: unknown_car  28668??  25!
00AF: set_car  28668?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114EF8
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28672?? wrecked
004D: jump_if_false Label114FD8
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  923!
004D: jump_if_false Label114F60
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label114F60
03CD: car  28672?? remove_from_stuck_car_check
01C3: remove_references_to_car  28672??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28736??  \\ Like turning an actor into a random pedestrian
00A5:  28672?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28736?? = create_actor  4? #WMYCR in_car  28672?? driverseat
0489: unknown_actor  28736?? flag  1?
04E0: unknown_car  28672??  255&
02AA: set_car  28672?? immune_to_nonplayer  1?
00AD: set_car  28672?? max_speed_to  100!
03CC: car  28672?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28672?? to_ignore_traffic_lights  3?
04BA: unknown_car  28672??  25!
00AF: set_car  28672?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label114FD8
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28676?? wrecked
004D: jump_if_false Label1150B8
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  923!
004D: jump_if_false Label115040
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label115040
03CD: car  28676?? remove_from_stuck_car_check
01C3: remove_references_to_car  28676??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28740??  \\ Like turning an actor into a random pedestrian
00A5:  28676?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28740?? = create_actor  4? #WMYCR in_car  28676?? driverseat
0489: unknown_actor  28740?? flag  1?
04E0: unknown_car  28676??  255&
02AA: set_car  28676?? immune_to_nonplayer  1?
00AD: set_car  28676?? max_speed_to  100!
03CC: car  28676?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28676?? to_ignore_traffic_lights  3?
04BA: unknown_car  28676??  25!
00AF: set_car  28676?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label1150B8
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28680?? wrecked
004D: jump_if_false Label115198
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  923!
004D: jump_if_false Label115120
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label115120
03CD: car  28680?? remove_from_stuck_car_check
01C3: remove_references_to_car  28680??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28744??  \\ Like turning an actor into a random pedestrian
00A5:  28680?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28744?? = create_actor  4? #WMYCR in_car  28680?? driverseat
0489: unknown_actor  28744?? flag  1?
04E0: unknown_car  28680??  255&
02AA: set_car  28680?? immune_to_nonplayer  1?
00AD: set_car  28680?? max_speed_to  100!
03CC: car  28680?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28680?? to_ignore_traffic_lights  3?
04BA: unknown_car  28680??  25!
00AF: set_car  28680?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label115198
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28684?? wrecked
004D: jump_if_false Label115278
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  923!
004D: jump_if_false Label115200
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label115200
03CD: car  28684?? remove_from_stuck_car_check
01C3: remove_references_to_car  28684??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28748??  \\ Like turning an actor into a random pedestrian
00A5:  28684?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28748?? = create_actor  4? #WMYCR in_car  28684?? driverseat
0489: unknown_actor  28748?? flag  1?
04E0: unknown_car  28684??  255&
02AA: set_car  28684?? immune_to_nonplayer  1?
00AD: set_car  28684?? max_speed_to  100!
03CC: car  28684?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28684?? to_ignore_traffic_lights  3?
04BA: unknown_car  28684??  25!
00AF: set_car  28684?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label115278
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28688?? wrecked
004D: jump_if_false Label115358
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  1076!
004D: jump_if_false Label1152E0
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label1152E0
03CD: car  28688?? remove_from_stuck_car_check
01C3: remove_references_to_car  28688??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28752??  \\ Like turning an actor into a random pedestrian
00A5:  28688?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28752?? = create_actor  4? #WMYCR in_car  28688?? driverseat
0489: unknown_actor  28752?? flag  1?
04E0: unknown_car  28688??  255&
02AA: set_car  28688?? immune_to_nonplayer  1?
00AD: set_car  28688?? max_speed_to  100!
03CC: car  28688?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28688?? to_ignore_traffic_lights  3?
04BA: unknown_car  28688??  25!
00AF: set_car  28688?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label115358
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28692?? wrecked
004D: jump_if_false Label115438
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  1076!
004D: jump_if_false Label1153C0
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label1153C0
03CD: car  28692?? remove_from_stuck_car_check
01C3: remove_references_to_car  28692??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28756??  \\ Like turning an actor into a random pedestrian
00A5:  28692?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28756?? = create_actor  4? #WMYCR in_car  28692?? driverseat
0489: unknown_actor  28756?? flag  1?
04E0: unknown_car  28692??  255&
02AA: set_car  28692?? immune_to_nonplayer  1?
00AD: set_car  28692?? max_speed_to  100!
03CC: car  28692?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28692?? to_ignore_traffic_lights  3?
04BA: unknown_car  28692??  25!
00AF: set_car  28692?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label115438
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28696?? wrecked
004D: jump_if_false Label115518
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  1076!
004D: jump_if_false Label1154A0
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label1154A0
03CD: car  28696?? remove_from_stuck_car_check
01C3: remove_references_to_car  28696??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28760??  \\ Like turning an actor into a random pedestrian
00A5:  28696?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28760?? = create_actor  4? #WMYCR in_car  28696?? driverseat
0489: unknown_actor  28760?? flag  1?
04E0: unknown_car  28696??  255&
02AA: set_car  28696?? immune_to_nonplayer  1?
00AD: set_car  28696?? max_speed_to  100!
03CC: car  28696?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28696?? to_ignore_traffic_lights  3?
04BA: unknown_car  28696??  25!
00AF: set_car  28696?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label115518
0050: gosub Label1155FA
00D6: if  0?
0119:   car  28700?? wrecked
004D: jump_if_false Label1155F8
00D6: if  0?
0056:   player $PLAYER_CHAR  0? ()in_rectangle -1265!  995! -1384!  1076!
004D: jump_if_false Label115580
01E3: text_1number_styled "BONUS"  100?  1000& ms  1? \\ ~g~BONUS $~1~
018C: play_sound  1? at  0!  0!  0!
0109: player $PLAYER_CHAR money +=  100?

:Label115580
03CD: car  28700?? remove_from_stuck_car_check
01C3: remove_references_to_car  28700??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  28764??  \\ Like turning an actor into a random pedestrian
00A5:  28700?? = create_car #BLOODRB at  28860??  28864??  28868??
0129:  28764?? = create_actor  4? #WMYCR in_car  28700?? driverseat
0489: unknown_actor  28764?? flag  1?
04E0: unknown_car  28700??  255&
02AA: set_car  28700?? immune_to_nonplayer  1?
00AD: set_car  28700?? max_speed_to  100!
03CC: car  28700?? add_to_stuck_car_check  1.5! =  4000&
00AE: unknown_set_car  28700?? to_ignore_traffic_lights  3?
04BA: unknown_car  28700??  25!
00AF: set_car  28700?? driver_behaviour_to  2?
0008:  28776?? +=  1?  \\ integer values

:Label1155F8
0051: return

:Label1155FA
0209:  28772?? = random_int  1?  4?
0001: wait  0? ms
024F: create_corona  5!  6?  0? with_color  150&  150&  0? at_point  28908??  28912??  28916??
00D6: if  0?
0038:    28848?? ==  1?  \\ integer values
004D: jump_if_false Label11563C
0050: gosub Label11580F

:Label11563C
00D6: if  0?
0038:    28772?? ==  1?  \\ integer values
004D: jump_if_false Label1156AF
00D6: if  0?
838A:   NOT   car_in_cube -1461.84!  938.32!  261!  5!  5!  5!
004D: jump_if_false Label1156A8
0005:  28860?? = -1461.84!  \\ floating-point values
0005:  28864?? =  938.32!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  345.6!  \\ floating-point values
0002: jump Label1156AF

:Label1156A8
0002: jump Label1155FA

:Label1156AF
00D6: if  0?
0038:    28772?? ==  2?  \\ integer values
004D: jump_if_false Label115718
00D6: if  0?
838A:   NOT   car_in_cube -1424.36!  933.86!  261!  5!  5!  5!
004D: jump_if_false Label115711
0005:  28860?? = -1424.36!  \\ floating-point values
0005:  28864?? =  933.86!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0002: jump Label115718

:Label115711
0002: jump Label1155FA

:Label115718
00D6: if  0?
0038:    28772?? ==  3?  \\ integer values
004D: jump_if_false Label11578B
00D6: if  0?
838A:   NOT   car_in_cube -1443.29!  931.29!  261!  5!  5!  5!
004D: jump_if_false Label115784
0005:  28860?? = -1443.29!  \\ floating-point values
0005:  28864?? =  931.29!  \\ floating-point values
0005:  28868?? =  261!  \\ floating-point values
0005:  28872?? =  351.4!  \\ floating-point values
0002: jump Label11578B

:Label115784
0002: jump Label1155FA

:Label11578B
0051: return

:Label11578D
0208:  28908?? = random_float -1290! -1508!
0208:  28912?? = random_float  939!  1052!
02CE:  28916?? = ground_z  28908??  28912??  275.8!
00D6: if  0?
0020:    28916?? >  260.2!  \\ floating-point values
004D: jump_if_false Label1157D7
0002: jump Label11578D

:Label1157D7
00D6: if  0?
0022:    249! >  28916??  \\ floating-point values
004D: jump_if_false Label1157F3
0002: jump Label11578D

:Label1157F3
0164: disable_marker  28920??
018A:  28920?? = create_checkpoint_at  28908??  28912??  28916??
0165: set_marker  28920?? color_to  4?
0051: return

:Label11580F
0209:  28844?? = random_int  1?  22?
00D6: if  0?
0038:    28840?? ==  0?  \\ integer values
004D: jump_if_false Label115B6E
00D6: if  0?
003A:    28852?? ==  28844??  \\ integer values and handles
004D: jump_if_false Label11585D
0008:  28844?? +=  1?  \\ integer values
00D6: if  0?
0018:    28844?? >  21?  \\ integer values
004D: jump_if_false Label11585D
0004:  28844?? =  1?  \\ integer values

:Label11585D
00D6: if  0?
0038:    28844?? ==  1?  \\ integer values
004D: jump_if_false Label115882
03CF: load_wav "RACE1" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115882
00D6: if  0?
0038:    28844?? ==  2?  \\ integer values
004D: jump_if_false Label1158A7
03CF: load_wav "RACE2" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1158A7
00D6: if  0?
0038:    28844?? ==  3?  \\ integer values
004D: jump_if_false Label1158CC
03CF: load_wav "RACE3" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1158CC
00D6: if  0?
0038:    28844?? ==  4?  \\ integer values
004D: jump_if_false Label1158F1
03CF: load_wav "RACE4" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1158F1
00D6: if  0?
0038:    28844?? ==  5?  \\ integer values
004D: jump_if_false Label115916
03CF: load_wav "RACE5" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115916
00D6: if  0?
0038:    28844?? ==  6?  \\ integer values
004D: jump_if_false Label11593B
03CF: load_wav "RACE6" as  1?
0004:  28840?? =  1?  \\ integer values

:Label11593B
00D6: if  0?
0038:    28844?? ==  7?  \\ integer values
004D: jump_if_false Label115960
03CF: load_wav "RACE7" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115960
00D6: if  0?
0038:    28844?? ==  8?  \\ integer values
004D: jump_if_false Label115985
03CF: load_wav "RACE8" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115985
00D6: if  0?
0038:    28844?? ==  9?  \\ integer values
004D: jump_if_false Label1159AA
03CF: load_wav "RACE9" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1159AA
00D6: if  0?
0038:    28844?? ==  10?  \\ integer values
004D: jump_if_false Label1159CF
03CF: load_wav "RACE10" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1159CF
00D6: if  0?
0038:    28844?? ==  11?  \\ integer values
004D: jump_if_false Label1159F4
03CF: load_wav "RACE11" as  1?
0004:  28840?? =  1?  \\ integer values

:Label1159F4
00D6: if  0?
0038:    28844?? ==  12?  \\ integer values
004D: jump_if_false Label115A19
03CF: load_wav "RACE12" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115A19
00D6: if  0?
0038:    28844?? ==  13?  \\ integer values
004D: jump_if_false Label115A3E
03CF: load_wav "RACE13" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115A3E
00D6: if  0?
0038:    28844?? ==  14?  \\ integer values
004D: jump_if_false Label115A63
03CF: load_wav "RACE14" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115A63
00D6: if  0?
0038:    28844?? ==  15?  \\ integer values
004D: jump_if_false Label115A88
03CF: load_wav "RACE15" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115A88
00D6: if  0?
0038:    28844?? ==  16?  \\ integer values
004D: jump_if_false Label115AAD
03CF: load_wav "CHEER1" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115AAD
00D6: if  0?
0038:    28844?? ==  17?  \\ integer values
004D: jump_if_false Label115AD2
03CF: load_wav "CHEER2" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115AD2
00D6: if  0?
0038:    28844?? ==  18?  \\ integer values
004D: jump_if_false Label115AF7
03CF: load_wav "CHEER3" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115AF7
00D6: if  0?
0038:    28844?? ==  19?  \\ integer values
004D: jump_if_false Label115B1C
03CF: load_wav "CHEER4" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115B1C
00D6: if  0?
0038:    28844?? ==  20?  \\ integer values
004D: jump_if_false Label115B41
03CF: load_wav "OOH1" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115B41
00D6: if  0?
0038:    28844?? ==  21?  \\ integer values
004D: jump_if_false Label115B66
03CF: load_wav "OOH2" as  1?
0004:  28840?? =  1?  \\ integer values

:Label115B66
0084:  28852?? =  28844??  \\ integer values and handles

:Label115B6E
00D6: if  0?
0038:    28840?? ==  1?  \\ integer values
004D: jump_if_false Label115B96
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label115B96
0004:  28840?? =  2?  \\ integer values

:Label115B96
00D6: if  0?
0038:    28840?? ==  2?  \\ integer values
004D: jump_if_false Label115BB3
03D1: play_wav  1?
0004:  28840?? =  3?  \\ integer values

:Label115BB3
00D6: if  0?
0038:    28840?? ==  3?  \\ integer values
004D: jump_if_false Label115BDB
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label115BDB
0004:  28840?? =  4?  \\ integer values

:Label115BDB
00D6: if  0?
0038:    28840?? ==  4?  \\ integer values
004D: jump_if_false Label115BFB
0004:  28840?? =  0?  \\ integer values
0004:  28848?? =  0?  \\ integer values

:Label115BFB
0051: return

:Label115BFD
0341: unknown_text_stuff  1?
03E4: unknown_text_stuff  0?
0343: set_text_linewidth  500!
0348: (unknown)  1? 
0342: (unknown)  0? 
0345: (unknown)  0? 
033F: set_text_draw_letter_width_height  .6!  1.6!
0051: return

;-------------Mission 81---------------
; Originally: DIRTRING


:Label115C26
03A4: name_thread "KICKST"
0050: gosub Label115C5B
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label115C4B
0050: gosub Label118321

:Label115C4B
0050: gosub Label1184F3
004E: end_thread
0004:  29668?? =  0?  \\ integer values

:Label115C5B
0004: $ONMISSION =  1?  \\ integer values
00D6: if  0?
0038:    220?? ==  0?  \\ integer values
004D: jump_if_false Label115C76
0317: increment_mission_attempts

:Label115C76
0004:  28924?? =  0?  \\ integer values
0004:  28948?? =  0?  \\ integer values
0004:  28940?? =  30000&  \\ integer values
0005:  28952?? = -1484.643!  \\ floating-point values
0005:  28956?? =  1488.02!  \\ floating-point values
0005:  28960?? =  302.654!  \\ floating-point values
0004:  28964?? =  0?  \\ integer values
0005:  28972?? = -1333.7!  \\ floating-point values
0005:  28976?? =  1478.77!  \\ floating-point values
0005:  28980?? =  302.5!  \\ floating-point values
0004:  28984?? =  0?  \\ integer values
0005:  28992?? = -1335.735!  \\ floating-point values
0005:  28996?? =  1519.111!  \\ floating-point values
0005:  29000?? =  300.748!  \\ floating-point values
0004:  29004?? =  0?  \\ integer values
0005:  29012?? = -1304.975!  \\ floating-point values
0005:  29016?? =  1494.277!  \\ floating-point values
0005:  29020?? =  302.124!  \\ floating-point values
0004:  29024?? =  0?  \\ integer values
0005:  29032?? = -1302.957!  \\ floating-point values
0005:  29036?? =  1514.426!  \\ floating-point values
0005:  29040?? =  302.18!  \\ floating-point values
0004:  29044?? =  0?  \\ integer values
0005:  29052?? = -1388.63!  \\ floating-point values
0005:  29056?? =  1486.478!  \\ floating-point values
0005:  29060?? =  305.919!  \\ floating-point values
0004:  29064?? =  0?  \\ integer values
0005:  29072?? = -1437.116!  \\ floating-point values
0005:  29076?? =  1434.815!  \\ floating-point values
0005:  29080?? =  315.836!  \\ floating-point values
0004:  29084?? =  0?  \\ integer values
0005:  29092?? = -1417.707!  \\ floating-point values
0005:  29096?? =  1544.8!  \\ floating-point values
0005:  29100?? =  302.693!  \\ floating-point values
0004:  29104?? =  0?  \\ integer values
0005:  29112?? = -1313.301!  \\ floating-point values
0005:  29116?? =  1502.544!  \\ floating-point values
0005:  29120?? =  301.162!  \\ floating-point values
0004:  29124?? =  0?  \\ integer values
0005:  29132?? = -1312.47!  \\ floating-point values
0005:  29136?? =  1512.856!  \\ floating-point values
0005:  29140?? =  302.067!  \\ floating-point values
0004:  29144?? =  0?  \\ integer values
0005:  29152?? = -1323.204!  \\ floating-point values
0005:  29156?? =  1492.103!  \\ floating-point values
0005:  29160?? =  303.936!  \\ floating-point values
0004:  29164?? =  0?  \\ integer values
0005:  29172?? = -1323.245!  \\ floating-point values
0005:  29176?? =  1477.574!  \\ floating-point values
0005:  29180?? =  305.774!  \\ floating-point values
0004:  29184?? =  0?  \\ integer values
0005:  29192?? = -1344.384!  \\ floating-point values
0005:  29196?? =  1533.452!  \\ floating-point values
0005:  29200?? =  303!  \\ floating-point values
0004:  29204?? =  0?  \\ integer values
0005:  29212?? = -1348.278!  \\ floating-point values
0005:  29216?? =  1511.859!  \\ floating-point values
0005:  29220?? =  298.644!  \\ floating-point values
0004:  29224?? =  0?  \\ integer values
0005:  29232?? = -1378.509!  \\ floating-point values
0005:  29236?? =  1509.739!  \\ floating-point values
0005:  29240?? =  300!  \\ floating-point values
0004:  29244?? =  0?  \\ integer values
0005:  29252?? = -1388.155!  \\ floating-point values
0005:  29256?? =  1527.837!  \\ floating-point values
0005:  29260?? =  300.929!  \\ floating-point values
0004:  29264?? =  0?  \\ integer values
0005:  29272?? = -1409.253!  \\ floating-point values
0005:  29276?? =  1522.967!  \\ floating-point values
0005:  29280?? =  298.37!  \\ floating-point values
0004:  29284?? =  0?  \\ integer values
0005:  29292?? = -1426.424!  \\ floating-point values
0005:  29296?? =  1520.959!  \\ floating-point values
0005:  29300?? =  303.545!  \\ floating-point values
0004:  29304?? =  0?  \\ integer values
0005:  29312?? = -1460.186!  \\ floating-point values
0005:  29316?? =  1510.866!  \\ floating-point values
0005:  29320?? =  298.952!  \\ floating-point values
0004:  29324?? =  0?  \\ integer values
0005:  29332?? = -1460.878!  \\ floating-point values
0005:  29336?? =  1471.218!  \\ floating-point values
0005:  29340?? =  298.564!  \\ floating-point values
0004:  29344?? =  0?  \\ integer values
0005:  29352?? = -1429.784!  \\ floating-point values
0005:  29356?? =  1451.61!  \\ floating-point values
0005:  29360?? =  298.27!  \\ floating-point values
0004:  29364?? =  0?  \\ integer values
0005:  29372?? = -1400.634!  \\ floating-point values
0005:  29376?? =  1461.061!  \\ floating-point values
0005:  29380?? =  298.286!  \\ floating-point values
0004:  29384?? =  0?  \\ integer values
0005:  29392?? = -1425.175!  \\ floating-point values
0005:  29396?? =  1478.428!  \\ floating-point values
0005:  29400?? =  301.445!  \\ floating-point values
0004:  29404?? =  0?  \\ integer values
0005:  29412?? = -1414.86!  \\ floating-point values
0005:  29416?? =  1497.479!  \\ floating-point values
0005:  29420?? =  302.988!  \\ floating-point values
0004:  29424?? =  0?  \\ integer values
0005:  29432?? = -1379.127!  \\ floating-point values
0005:  29436?? =  1492.167!  \\ floating-point values
0005:  29440?? =  302.758!  \\ floating-point values
0004:  29444?? =  0?  \\ integer values
0005:  29452?? = -1366.536!  \\ floating-point values
0005:  29456?? =  1450.439!  \\ floating-point values
0005:  29460?? =  299.945!  \\ floating-point values
0004:  29464?? =  0?  \\ integer values
0005:  29472?? = -1346.842!  \\ floating-point values
0005:  29476?? =  1484.873!  \\ floating-point values
0005:  29480?? =  299.035!  \\ floating-point values
0004:  29484?? =  0?  \\ integer values
0005:  29492?? = -1513.362!  \\ floating-point values
0005:  29496?? =  1508.387!  \\ floating-point values
0005:  29500?? =  302!  \\ floating-point values
0004:  29504?? =  0?  \\ integer values
0005:  29512?? = -1493.339!  \\ floating-point values
0005:  29516?? =  1462.965!  \\ floating-point values
0005:  29520?? =  302.345!  \\ floating-point values
0004:  29524?? =  0?  \\ integer values
0005:  29532?? = -1509.219!  \\ floating-point values
0005:  29536?? =  1479.257!  \\ floating-point values
0005:  29540?? =  301.356!  \\ floating-point values
0004:  29544?? =  0?  \\ integer values
0005:  29552?? = -1484.417!  \\ floating-point values
0005:  29556?? =  1454.364!  \\ floating-point values
0005:  29560?? =  303.049!  \\ floating-point values
0004:  29564?? =  0?  \\ integer values
0005:  29572?? = -1496.913!  \\ floating-point values
0005:  29576?? =  1517.326!  \\ floating-point values
0005:  29580?? =  301.5!  \\ floating-point values
0004:  29584?? =  0?  \\ integer values
0004:  29592?? =  0?  \\ integer values
0004:  29600?? =  0?  \\ integer values
0004:  29596?? =  0?  \\ integer values
0004:  29612?? =  0?  \\ integer values
0004:  29604?? =  0?  \\ integer values
0004:  29620?? =  32?  \\ integer values
0005:  29624?? =  0!  \\ floating-point values
0005:  29628?? =  0!  \\ floating-point values
0005:  29632?? =  0!  \\ floating-point values
0005:  29636?? =  0!  \\ floating-point values
0005:  29640?? =  0!  \\ floating-point values
0005:  29644?? =  0!  \\ floating-point values
0004:  29648?? =  0?  \\ integer values
0004:  29656?? =  0?  \\ integer values
0004:  29660?? =  0?  \\ integer values
0004:  29664?? =  0?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "KICKSTT"
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
057E:  1?
04BB: select_interiour  14?  \\ select render area
04F9: interiour_colors  9?  0?
03CB: set_camera -1331.889!  1498.615!  298.14!
0247: request_model #SANCHEZ

:Label1161E7
00D6: if  0?
8248:   NOT   model #SANCHEZ available
004D: jump_if_false Label116202
0001: wait  0? ms
0002: jump Label1161E7

:Label116202
015F: set_camera_position -1339.475!  1448.583!  299.939!  0!  0!  0!
0160: point_camera -1338.617!  1449.095!  299.894!  2?
0055: put_player $PLAYER_CHAR at -1333.326!  1451.837!  298.161!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00A5:  29608?? = create_car #SANCHEZ at -1331.994!  1454.152!  298.15!
02AC: set_car  29608?? immunities  1?  1?  1?  1?  1?
0186:  29616?? = create_marker_above_car  29608??
03AB: (unknown)  29608??  1? 
03BC:  29652?? = create_sphere -1445.728!  1531.963!  301.721!  3!
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28952??  28956??  28960??
0167:  28968?? = create_marker_at  28952??  28956??  28960??  0?  3?
0168: show_on_radar  28968??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28972??  28976??  28980??
0167:  28988?? = create_marker_at  28972??  28976??  28980??  0?  3?
0168: show_on_radar  28988??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28992??  28996??  29000??
0167:  29008?? = create_marker_at  28992??  28996??  29000??  0?  3?
0168: show_on_radar  29008??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29012??  29016??  29020??
0167:  29028?? = create_marker_at  29012??  29016??  29020??  0?  3?
0168: show_on_radar  29028??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29032??  29036??  29040??
0167:  29048?? = create_marker_at  29032??  29036??  29040??  0?  3?
0168: show_on_radar  29048??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29052??  29056??  29060??
0167:  29068?? = create_marker_at  29052??  29056??  29060??  0?  3?
0168: show_on_radar  29068??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29072??  29076??  29080??
0167:  29088?? = create_marker_at  29072??  29076??  29080??  0?  3?
0168: show_on_radar  29088??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29092??  29096??  29100??
0167:  29108?? = create_marker_at  29092??  29096??  29100??  0?  3?
0168: show_on_radar  29108??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29112??  29116??  29120??
0167:  29128?? = create_marker_at  29112??  29116??  29120??  0?  3?
0168: show_on_radar  29128??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29132??  29136??  29140??
0167:  29148?? = create_marker_at  29132??  29136??  29140??  0?  3?
0168: show_on_radar  29148??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29152??  29156??  29160??
0167:  29168?? = create_marker_at  29152??  29156??  29160??  0?  3?
0168: show_on_radar  29168??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29172??  29176??  29180??
0167:  29188?? = create_marker_at  29172??  29176??  29180??  0?  3?
0168: show_on_radar  29188??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29192??  29196??  29200??
0167:  29208?? = create_marker_at  29192??  29196??  29200??  0?  3?
0168: show_on_radar  29208??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29212??  29216??  29220??
0167:  29228?? = create_marker_at  29212??  29216??  29220??  0?  3?
0168: show_on_radar  29228??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29232??  29236??  29240??
0167:  29248?? = create_marker_at  29232??  29236??  29240??  0?  3?
0168: show_on_radar  29248??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29252??  29256??  29260??
0167:  29268?? = create_marker_at  29252??  29256??  29260??  0?  3?
0168: show_on_radar  29268??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29272??  29276??  29280??
0167:  29288?? = create_marker_at  29272??  29276??  29280??  0?  3?
0168: show_on_radar  29288??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29292??  29296??  29300??
0167:  29308?? = create_marker_at  29292??  29296??  29300??  0?  3?
0168: show_on_radar  29308??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29312??  29316??  29320??
0167:  29328?? = create_marker_at  29312??  29316??  29320??  0?  3?
0168: show_on_radar  29328??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29332??  29336??  29340??
0167:  29348?? = create_marker_at  29332??  29336??  29340??  0?  3?
0168: show_on_radar  29348??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29352??  29356??  29360??
0167:  29368?? = create_marker_at  29352??  29356??  29360??  0?  3?
0168: show_on_radar  29368??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29372??  29376??  29380??
0167:  29388?? = create_marker_at  29372??  29376??  29380??  0?  3?
0168: show_on_radar  29388??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29392??  29396??  29400??
0167:  29408?? = create_marker_at  29392??  29396??  29400??  0?  3?
0168: show_on_radar  29408??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29412??  29416??  29420??
0167:  29428?? = create_marker_at  29412??  29416??  29420??  0?  3?
0168: show_on_radar  29428??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29432??  29436??  29440??
0167:  29448?? = create_marker_at  29432??  29436??  29440??  0?  3?
0168: show_on_radar  29448??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29452??  29456??  29460??
0167:  29468?? = create_marker_at  29452??  29456??  29460??  0?  3?
0168: show_on_radar  29468??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29472??  29476??  29480??
0167:  29488?? = create_marker_at  29472??  29476??  29480??  0?  3?
0168: show_on_radar  29488??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29492??  29496??  29500??
0167:  29508?? = create_marker_at  29492??  29496??  29500??  0?  3?
0168: show_on_radar  29508??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29512??  29516??  29520??
0167:  29528?? = create_marker_at  29512??  29516??  29520??  0?  3?
0168: show_on_radar  29528??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29532??  29536??  29540??
0167:  29548?? = create_marker_at  29532??  29536??  29540??  0?  3?
0168: show_on_radar  29548??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29552??  29556??  29560??
0167:  29568?? = create_marker_at  29552??  29556??  29560??  0?  3?
0168: show_on_radar  29568??  1?
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29572??  29576??  29580??
0167:  29588?? = create_marker_at  29572??  29576??  29580??  0?  3?
0168: show_on_radar  29588??  1?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0169: set_fade_color  0?  0?  0?
0001: wait  500& ms
016A: fade  1? (back)  1500& ms
015F: set_camera_position -1332.843!  1459.14!  299.987!  0!  0!  0!
0160: point_camera -1332.882!  1460.137!  300.053!  2?

:Label1169BA
00D6: if  0?
016B:   fading
004D: jump_if_false Label116A4B
0001: wait  0? ms
00D6: if  0?
0119:   car  29608?? wrecked
004D: jump_if_false Label116A35
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116A0F
00D6: if  0?
016B:   fading
004D: jump_if_false Label116A27
0001: wait  0? ms
0002: jump Label116A0F

:Label116A27
0002: jump Label118321
0002: jump Label116A3D

:Label116A35
0224: set_car  29608?? health_to  1000&

:Label116A3D
0050: gosub Label118667
0002: jump Label1169BA

:Label116A4B
00BC: text_highpriority "KICK_10"  10000& ms  1? \\ ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0006:  16@ =  0?  \\ integer values

:Label116A61
00D6: if  0?
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label116AF8
0001: wait  0? ms
00D6: if  0?
0119:   car  29608?? wrecked
004D: jump_if_false Label116AE2
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116ABC
00D6: if  0?
016B:   fading
004D: jump_if_false Label116AD4
0001: wait  0? ms
0002: jump Label116ABC

:Label116AD4
0002: jump Label118321
0002: jump Label116AEA

:Label116AE2
0224: set_car  29608?? health_to  1000&

:Label116AEA
0050: gosub Label118667
0002: jump Label116A61

:Label116AF8
03D5: remove_text "KICK_10" \\ ~g~Use the Sanchez to complete the course by passing through all of the checkpoints.
0055: put_player $PLAYER_CHAR at -1459.98!  1532.382!  301.478!
015F: set_camera_position -1454.861!  1526.978!  305.908!  0!  0!  0!
0160: point_camera -1453.956!  1527.388!  305.79!  2?
00BC: text_highpriority "KICK_11"  10000& ms  1? \\ ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0006:  16@ =  0?  \\ integer values

:Label116B5F
00D6: if  0?
001B:    7000& >  16@  \\ integer values
004D: jump_if_false Label116BF6
0001: wait  0? ms
00D6: if  0?
0119:   car  29608?? wrecked
004D: jump_if_false Label116BE0
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116BBA
00D6: if  0?
016B:   fading
004D: jump_if_false Label116BD2
0001: wait  0? ms
0002: jump Label116BBA

:Label116BD2
0002: jump Label118321
0002: jump Label116BE8

:Label116BE0
0224: set_car  29608?? health_to  1000&

:Label116BE8
0050: gosub Label118667
0002: jump Label116B5F

:Label116BF6
03D5: remove_text "KICK_11" \\ ~g~To leave the mission stand in the ~q~pink marker~g~ on foot.
0055: put_player $PLAYER_CHAR at -1333.326!  1451.837!  298.161!
0171: set_player $PLAYER_CHAR z_angle_to  0!
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority "KICK1_8"  5000& ms  1? \\ ~g~Get on the bike!

:Label116C4E
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  29608??
004D: jump_if_false Label116DE3
0001: wait  0? ms
00D6: if  0?
0119:   car  29608?? wrecked
004D: jump_if_false Label116CCF
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116CA9
00D6: if  0?
016B:   fading
004D: jump_if_false Label116CC1
0001: wait  0? ms
0002: jump Label116CA9

:Label116CC1
0002: jump Label118321
0002: jump Label116CD7

:Label116CCF
0224: set_car  29608?? health_to  1000&

:Label116CD7
00D6: if  21?
0028:    28948?? >=  3600000&&  \\ integer values
0038:    29604?? ==  1?  \\ integer values
004D: jump_if_false Label116D46
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000& ms  1? \\ ~r~You have taken too long!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116D27
00D6: if  0?
016B:   fading
004D: jump_if_false Label116D3F
0001: wait  0? ms
0002: jump Label116D27

:Label116D3F
0002: jump Label118321

:Label116D46
00D6: if  21?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot -1445.728!  1531.96!  301.721! radius  3!  3!  3!
0038:    29648?? ==  1?  \\ integer values
004D: jump_if_false Label116DD5
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000& ms  1? \\ ~r~You bottled it!
03BD: destroy_sphere  29652??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label116DB6
00D6: if  0?
016B:   fading
004D: jump_if_false Label116DCE
0001: wait  0? ms
0002: jump Label116DB6

:Label116DCE
0002: jump Label118321

:Label116DD5
0050: gosub Label118667
0002: jump Label116C4E

:Label116DE3
0164: disable_marker  29616??
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00BC: text_highpriority "KICK1_1"  5000& ms  1? \\ ~g~Complete the course as quickly as possible.
03C4: set_status_text_to  29620??  0? (number) "KICK1_9" \\ CHECKPOINTS:
03C3: set_timer_with_text_to  28948?? type  0? text "KICK1_T" \\ TIME TAKEN:
0006:  16@ =  0?  \\ integer values

:Label116E23
00D6: if  0?
8038:   NOT    28924?? ==  32?  \\ integer values
004D: jump_if_false Label118310
0001: wait  0? ms
00D6: if  0?
0038:    29660?? ==  0?  \\ integer values
004D: jump_if_false Label116EF4
00D6: if  0?
001A:    8? >  28924??  \\ integer values
004D: jump_if_false Label116E70
03CF: load_wav "CHEER1" as  1?
0004:  29660?? =  1?  \\ integer values

:Label116E70
00D6: if  1?
0018:    28924?? >  8?  \\ integer values
001A:    16? >  28924??  \\ integer values
004D: jump_if_false Label116E9C
03CF: load_wav "CHEER2" as  1?
0004:  29660?? =  1?  \\ integer values

:Label116E9C
00D6: if  1?
0018:    28924?? >  16?  \\ integer values
001A:    24? >  28924??  \\ integer values
004D: jump_if_false Label116EC8
03CF: load_wav "CHEER3" as  1?
0004:  29660?? =  1?  \\ integer values

:Label116EC8
00D6: if  1?
0018:    28924?? >  24?  \\ integer values
001A:    32? >  28924??  \\ integer values
004D: jump_if_false Label116EF4
03CF: load_wav "CHEER4" as  1?
0004:  29660?? =  1?  \\ integer values

:Label116EF4
00D6: if  0?
0038:    29660?? ==  1?  \\ integer values
004D: jump_if_false Label116F1C
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label116F1C
0004:  29660?? =  2?  \\ integer values

:Label116F1C
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label116FA2
00D6: if  0?
0038:    28924?? ==  8?  \\ integer values
004D: jump_if_false Label116F4B
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label116F4B
00D6: if  0?
0038:    28924?? ==  16?  \\ integer values
004D: jump_if_false Label116F68
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label116F68
00D6: if  0?
0038:    28924?? ==  24?  \\ integer values
004D: jump_if_false Label116F85
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label116F85
00D6: if  0?
0038:    28924?? ==  32?  \\ integer values
004D: jump_if_false Label116FA2
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label116FA2
00D6: if  0?
0038:    29660?? ==  3?  \\ integer values
004D: jump_if_false Label116FCA
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label116FCA
0004:  29660?? =  4?  \\ integer values

:Label116FCA
00D6: if  0?
0038:    29660?? ==  4?  \\ integer values
004D: jump_if_false Label116FE3
0004:  29660?? =  0?  \\ integer values

:Label116FE3
00D6: if  0?
0038:    29664?? ==  0?  \\ integer values
004D: jump_if_false Label117008
03CF: load_wav "OOH1" as  2?
0004:  29664?? =  1?  \\ integer values

:Label117008
00D6: if  0?
0038:    29664?? ==  1?  \\ integer values
004D: jump_if_false Label117030
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label117030
0004:  29664?? =  2?  \\ integer values

:Label117030
00D6: if  0?
0038:    29664?? ==  3?  \\ integer values
004D: jump_if_false Label11704D
03D2:   wav  2? ended
0004:  29664?? =  4?  \\ integer values

:Label11704D
00D6: if  0?
0038:    29664?? ==  4?  \\ integer values
004D: jump_if_false Label117066
0004:  29664?? =  0?  \\ integer values

:Label117066
00D6: if  21?
0028:    28948?? >=  3600000&&  \\ integer values
0038:    29604?? ==  1?  \\ integer values
004D: jump_if_false Label1170D5
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000& ms  1? \\ ~r~You have taken too long!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label1170B6
00D6: if  0?
016B:   fading
004D: jump_if_false Label1170CE
0001: wait  0? ms
0002: jump Label1170B6

:Label1170CE
0002: jump Label118321

:Label1170D5
00D6: if  21?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot -1445.728!  1531.96!  301.721! radius  3!  3!  3!
0038:    29648?? ==  1?  \\ integer values
004D: jump_if_false Label117164
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000& ms  1? \\ ~r~You bottled it!
03BD: destroy_sphere  29652??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label117145
00D6: if  0?
016B:   fading
004D: jump_if_false Label11715D
0001: wait  0? ms
0002: jump Label117145

:Label11715D
0002: jump Label118321

:Label117164
0054:  29624?? = player $PLAYER_CHAR x_pos,  29628?? = player $PLAYER_CHAR y_pos,  29632?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0022:    290! >  29632??  \\ floating-point values
004D: jump_if_false Label1171A5
0055: put_player $PLAYER_CHAR at -1333.326!  1451.837!  298.161!
0171: set_player $PLAYER_CHAR z_angle_to  0!

:Label1171A5
00D6: if  21?
0119:   car  29608?? wrecked
0038:    29668?? ==  1?  \\ integer values
004D: jump_if_false Label117216
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label1171F0
00D6: if  0?
016B:   fading
004D: jump_if_false Label117208
0001: wait  0? ms
0002: jump Label1171F0

:Label117208
0002: jump Label118321
0002: jump Label11725F

:Label117216
0224: set_car  29608?? health_to  1000&
00AA:  29636?? = car  29608?? x_pos,  29640?? = car  29608?? y_pos,  29644?? = car  29608?? z_pos
00D6: if  0?
0022:    290! >  29644??  \\ floating-point values
004D: jump_if_false Label11725F
00AB: put_car  29608?? at -1331.994!  1454.152!  298.15!
0175: set_car  29608?? z_angle_to  0!

:Label11725F
0050: gosub Label118667
00D6: if  0?
0038:    28964?? ==  0?  \\ integer values
004D: jump_if_false Label117295
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28952??  28956??  28960??

:Label117295
00D6: if  0?
0038:    28984?? ==  0?  \\ integer values
004D: jump_if_false Label1172C4
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28972??  28976??  28980??

:Label1172C4
00D6: if  0?
0038:    29004?? ==  0?  \\ integer values
004D: jump_if_false Label1172F3
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28992??  28996??  29000??

:Label1172F3
00D6: if  0?
0038:    29024?? ==  0?  \\ integer values
004D: jump_if_false Label117322
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29012??  29016??  29020??

:Label117322
00D6: if  0?
0038:    29044?? ==  0?  \\ integer values
004D: jump_if_false Label117351
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29032??  29036??  29040??

:Label117351
00D6: if  0?
0038:    29064?? ==  0?  \\ integer values
004D: jump_if_false Label117380
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29052??  29056??  29060??

:Label117380
00D6: if  0?
0038:    29084?? ==  0?  \\ integer values
004D: jump_if_false Label1173AF
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29072??  29076??  29080??

:Label1173AF
00D6: if  0?
0038:    29104?? ==  0?  \\ integer values
004D: jump_if_false Label1173DE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29092??  29096??  29100??

:Label1173DE
00D6: if  0?
0038:    29124?? ==  0?  \\ integer values
004D: jump_if_false Label11740D
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29112??  29116??  29120??

:Label11740D
00D6: if  0?
0038:    29144?? ==  0?  \\ integer values
004D: jump_if_false Label11743C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29132??  29136??  29140??

:Label11743C
00D6: if  0?
0038:    29164?? ==  0?  \\ integer values
004D: jump_if_false Label11746B
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29152??  29156??  29160??

:Label11746B
00D6: if  0?
0038:    29184?? ==  0?  \\ integer values
004D: jump_if_false Label11749A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29172??  29176??  29180??

:Label11749A
00D6: if  0?
0038:    29204?? ==  0?  \\ integer values
004D: jump_if_false Label1174C9
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29192??  29196??  29200??

:Label1174C9
00D6: if  0?
0038:    29224?? ==  0?  \\ integer values
004D: jump_if_false Label1174F8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29212??  29216??  29220??

:Label1174F8
00D6: if  0?
0038:    29244?? ==  0?  \\ integer values
004D: jump_if_false Label117527
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29232??  29236??  29240??

:Label117527
00D6: if  0?
0038:    29264?? ==  0?  \\ integer values
004D: jump_if_false Label117556
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29252??  29256??  29260??

:Label117556
00D6: if  0?
0038:    29284?? ==  0?  \\ integer values
004D: jump_if_false Label117585
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29272??  29276??  29280??

:Label117585
00D6: if  0?
0038:    29304?? ==  0?  \\ integer values
004D: jump_if_false Label1175B4
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29292??  29296??  29300??

:Label1175B4
00D6: if  0?
0038:    29324?? ==  0?  \\ integer values
004D: jump_if_false Label1175E3
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29312??  29316??  29320??

:Label1175E3
00D6: if  0?
0038:    29344?? ==  0?  \\ integer values
004D: jump_if_false Label117612
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29332??  29336??  29340??

:Label117612
00D6: if  0?
0038:    29364?? ==  0?  \\ integer values
004D: jump_if_false Label117641
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29352??  29356??  29360??

:Label117641
00D6: if  0?
0038:    29384?? ==  0?  \\ integer values
004D: jump_if_false Label117670
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29372??  29376??  29380??

:Label117670
00D6: if  0?
0038:    29404?? ==  0?  \\ integer values
004D: jump_if_false Label11769F
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29392??  29396??  29400??

:Label11769F
00D6: if  0?
0038:    29424?? ==  0?  \\ integer values
004D: jump_if_false Label1176CE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29412??  29416??  29420??

:Label1176CE
00D6: if  0?
0038:    29444?? ==  0?  \\ integer values
004D: jump_if_false Label1176FD
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29432??  29436??  29440??

:Label1176FD
00D6: if  0?
0038:    29464?? ==  0?  \\ integer values
004D: jump_if_false Label11772C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29452??  29456??  29460??

:Label11772C
00D6: if  0?
0038:    29484?? ==  0?  \\ integer values
004D: jump_if_false Label11775B
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29472??  29476??  29480??

:Label11775B
00D6: if  0?
0038:    29504?? ==  0?  \\ integer values
004D: jump_if_false Label11778A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29492??  29496??  29500??

:Label11778A
00D6: if  0?
0038:    29524?? ==  0?  \\ integer values
004D: jump_if_false Label1177B9
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29512??  29516??  29520??

:Label1177B9
00D6: if  0?
0038:    29544?? ==  0?  \\ integer values
004D: jump_if_false Label1177E8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29532??  29536??  29540??

:Label1177E8
00D6: if  0?
0038:    29564?? ==  0?  \\ integer values
004D: jump_if_false Label117817
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29552??  29556??  29560??

:Label117817
00D6: if  0?
0038:    29584?? ==  0?  \\ integer values
004D: jump_if_false Label117846
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29572??  29576??  29580??

:Label117846
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot -1445.728!  1531.96!  301.721! radius  3!  3!  3!
004D: jump_if_false Label11787D
0004:  29648?? =  1?  \\ integer values

:Label11787D
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1182E1
00D6: if  0?
0038:    29612?? ==  0?  \\ integer values
004D: jump_if_false Label1178CE
0186:  29616?? = create_marker_above_car  29608??
00D6: if  0?
0038:    29664?? ==  2?  \\ integer values
004D: jump_if_false Label1178C7
03D1: play_wav  2?
0004:  29664?? =  3?  \\ integer values

:Label1178C7
0004:  29612?? =  1?  \\ integer values

:Label1178CE
01BD:  28936?? = current_time_in_ms
0004:  28940?? =  30000&  \\ integer values

:Label1178DB
00D6: if  0?
0018:    28940?? >  0?  \\ integer values
004D: jump_if_false Label118275
0001: wait  0? ms
00D6: if  0?
0038:    29660?? ==  0?  \\ integer values
004D: jump_if_false Label1179AC
00D6: if  0?
001A:    8? >  28924??  \\ integer values
004D: jump_if_false Label117928
03CF: load_wav "CHEER1" as  1?
0004:  29660?? =  1?  \\ integer values

:Label117928
00D6: if  1?
0018:    28924?? >  8?  \\ integer values
001A:    16? >  28924??  \\ integer values
004D: jump_if_false Label117954
03CF: load_wav "CHEER2" as  1?
0004:  29660?? =  1?  \\ integer values

:Label117954
00D6: if  1?
0018:    28924?? >  16?  \\ integer values
001A:    24? >  28924??  \\ integer values
004D: jump_if_false Label117980
03CF: load_wav "CHEER3" as  1?
0004:  29660?? =  1?  \\ integer values

:Label117980
00D6: if  1?
0018:    28924?? >  24?  \\ integer values
001A:    32? >  28924??  \\ integer values
004D: jump_if_false Label1179AC
03CF: load_wav "CHEER4" as  1?
0004:  29660?? =  1?  \\ integer values

:Label1179AC
00D6: if  0?
0038:    29660?? ==  1?  \\ integer values
004D: jump_if_false Label1179D4
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label1179D4
0004:  29660?? =  2?  \\ integer values

:Label1179D4
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label117A5A
00D6: if  0?
0038:    28924?? ==  8?  \\ integer values
004D: jump_if_false Label117A03
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label117A03
00D6: if  0?
0038:    28924?? ==  16?  \\ integer values
004D: jump_if_false Label117A20
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label117A20
00D6: if  0?
0038:    28924?? ==  24?  \\ integer values
004D: jump_if_false Label117A3D
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label117A3D
00D6: if  0?
0038:    28924?? ==  32?  \\ integer values
004D: jump_if_false Label117A5A
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label117A5A
00D6: if  0?
0038:    29660?? ==  3?  \\ integer values
004D: jump_if_false Label117A82
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label117A82
0004:  29660?? =  4?  \\ integer values

:Label117A82
00D6: if  0?
0038:    29660?? ==  4?  \\ integer values
004D: jump_if_false Label117A9B
0004:  29660?? =  0?  \\ integer values

:Label117A9B
00D6: if  0?
0038:    29664?? ==  0?  \\ integer values
004D: jump_if_false Label117AC0
03CF: load_wav "OOH1" as  2?
0004:  29664?? =  1?  \\ integer values

:Label117AC0
00D6: if  0?
0038:    29664?? ==  1?  \\ integer values
004D: jump_if_false Label117AE8
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label117AE8
0004:  29664?? =  2?  \\ integer values

:Label117AE8
00D6: if  0?
0038:    29664?? ==  3?  \\ integer values
004D: jump_if_false Label117B05
03D2:   wav  2? ended
0004:  29664?? =  4?  \\ integer values

:Label117B05
00D6: if  0?
0038:    29664?? ==  4?  \\ integer values
004D: jump_if_false Label117B1E
0004:  29664?? =  0?  \\ integer values

:Label117B1E
00D6: if  21?
0028:    28948?? >=  3600000&&  \\ integer values
0038:    29604?? ==  1?  \\ integer values
004D: jump_if_false Label117B8D
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_13"  5000& ms  1? \\ ~r~You have taken too long!
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label117B6E
00D6: if  0?
016B:   fading
004D: jump_if_false Label117B86
0001: wait  0? ms
0002: jump Label117B6E

:Label117B86
0002: jump Label118321

:Label117B8D
00D6: if  21?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot -1445.728!  1531.96!  301.721! radius  3!  3!  3!
0038:    29648?? ==  1?  \\ integer values
004D: jump_if_false Label117C1C
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK_12"  5000& ms  1? \\ ~r~You bottled it!
03BD: destroy_sphere  29652??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label117BFD
00D6: if  0?
016B:   fading
004D: jump_if_false Label117C15
0001: wait  0? ms
0002: jump Label117BFD

:Label117C15
0002: jump Label118321

:Label117C1C
00D6: if  0?
0038:    28964?? ==  0?  \\ integer values
004D: jump_if_false Label117C4B
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28952??  28956??  28960??

:Label117C4B
00D6: if  0?
0038:    28984?? ==  0?  \\ integer values
004D: jump_if_false Label117C7A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28972??  28976??  28980??

:Label117C7A
00D6: if  0?
0038:    29004?? ==  0?  \\ integer values
004D: jump_if_false Label117CA9
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28992??  28996??  29000??

:Label117CA9
00D6: if  0?
0038:    29024?? ==  0?  \\ integer values
004D: jump_if_false Label117CD8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29012??  29016??  29020??

:Label117CD8
00D6: if  0?
0038:    29044?? ==  0?  \\ integer values
004D: jump_if_false Label117D07
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29032??  29036??  29040??

:Label117D07
00D6: if  0?
0038:    29064?? ==  0?  \\ integer values
004D: jump_if_false Label117D36
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29052??  29056??  29060??

:Label117D36
00D6: if  0?
0038:    29084?? ==  0?  \\ integer values
004D: jump_if_false Label117D65
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29072??  29076??  29080??

:Label117D65
00D6: if  0?
0038:    29104?? ==  0?  \\ integer values
004D: jump_if_false Label117D94
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29092??  29096??  29100??

:Label117D94
00D6: if  0?
0038:    29124?? ==  0?  \\ integer values
004D: jump_if_false Label117DC3
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29112??  29116??  29120??

:Label117DC3
00D6: if  0?
0038:    29144?? ==  0?  \\ integer values
004D: jump_if_false Label117DF2
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29132??  29136??  29140??

:Label117DF2
00D6: if  0?
0038:    29164?? ==  0?  \\ integer values
004D: jump_if_false Label117E21
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29152??  29156??  29160??

:Label117E21
00D6: if  0?
0038:    29184?? ==  0?  \\ integer values
004D: jump_if_false Label117E50
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29172??  29176??  29180??

:Label117E50
00D6: if  0?
0038:    29204?? ==  0?  \\ integer values
004D: jump_if_false Label117E7F
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29192??  29196??  29200??

:Label117E7F
00D6: if  0?
0038:    29224?? ==  0?  \\ integer values
004D: jump_if_false Label117EAE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29212??  29216??  29220??

:Label117EAE
00D6: if  0?
0038:    29244?? ==  0?  \\ integer values
004D: jump_if_false Label117EDD
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29232??  29236??  29240??

:Label117EDD
00D6: if  0?
0038:    29264?? ==  0?  \\ integer values
004D: jump_if_false Label117F0C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29252??  29256??  29260??

:Label117F0C
00D6: if  0?
0038:    29284?? ==  0?  \\ integer values
004D: jump_if_false Label117F3B
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29272??  29276??  29280??

:Label117F3B
00D6: if  0?
0038:    29304?? ==  0?  \\ integer values
004D: jump_if_false Label117F6A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29292??  29296??  29300??

:Label117F6A
00D6: if  0?
0038:    29324?? ==  0?  \\ integer values
004D: jump_if_false Label117F99
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29312??  29316??  29320??

:Label117F99
00D6: if  0?
0038:    29344?? ==  0?  \\ integer values
004D: jump_if_false Label117FC8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29332??  29336??  29340??

:Label117FC8
00D6: if  0?
0038:    29364?? ==  0?  \\ integer values
004D: jump_if_false Label117FF7
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29352??  29356??  29360??

:Label117FF7
00D6: if  0?
0038:    29384?? ==  0?  \\ integer values
004D: jump_if_false Label118026
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29372??  29376??  29380??

:Label118026
00D6: if  0?
0038:    29404?? ==  0?  \\ integer values
004D: jump_if_false Label118055
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29392??  29396??  29400??

:Label118055
00D6: if  0?
0038:    29424?? ==  0?  \\ integer values
004D: jump_if_false Label118084
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29412??  29416??  29420??

:Label118084
00D6: if  0?
0038:    29444?? ==  0?  \\ integer values
004D: jump_if_false Label1180B3
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29432??  29436??  29440??

:Label1180B3
00D6: if  0?
0038:    29464?? ==  0?  \\ integer values
004D: jump_if_false Label1180E2
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29452??  29456??  29460??

:Label1180E2
00D6: if  0?
0038:    29484?? ==  0?  \\ integer values
004D: jump_if_false Label118111
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29472??  29476??  29480??

:Label118111
00D6: if  0?
0038:    29504?? ==  0?  \\ integer values
004D: jump_if_false Label118140
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29492??  29496??  29500??

:Label118140
00D6: if  0?
0038:    29524?? ==  0?  \\ integer values
004D: jump_if_false Label11816F
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29512??  29516??  29520??

:Label11816F
00D6: if  0?
0038:    29544?? ==  0?  \\ integer values
004D: jump_if_false Label11819E
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29532??  29536??  29540??

:Label11819E
00D6: if  0?
0038:    29564?? ==  0?  \\ integer values
004D: jump_if_false Label1181CD
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29552??  29556??  29560??

:Label1181CD
00D6: if  0?
0038:    29584?? ==  0?  \\ integer values
004D: jump_if_false Label1181FC
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29572??  29576??  29580??

:Label1181FC
01BD:  28928?? = current_time_in_ms
0084:  28932?? =  28928??  \\ integer values and handles
0060:  28932?? -=  28936??  \\ integer values
0084:  28936?? =  28928??  \\ integer values and handles
0060:  28940?? -=  28932??  \\ integer values
0084:  28944?? =  28940??  \\ integer values and handles
0014:  28944?? /=  1000&  \\ integer values
01E5: text_1number_highpriority "GETBIKE"  28944??  1000& ms  1? \\ ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label11826E
03D5: remove_text "GETBIKE" \\ ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
0004:  28940?? =  1?  \\ integer values
0002: jump Label117846

:Label11826E
0002: jump Label1178DB

:Label118275
00D6: if  0?
002A:    0? >=  28940??  \\ integer values
004D: jump_if_false Label1182DA
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "KICK1_2"  5000& ms  1? \\ ~r~You did not get back to the bike quickly enough!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label1182BB
00D6: if  0?
016B:   fading
004D: jump_if_false Label1182D3
0001: wait  0? ms
0002: jump Label1182BB

:Label1182D3
0002: jump Label118321

:Label1182DA
0002: jump Label118309

:Label1182E1
03D5: remove_text "GETBIKE" \\ ~g~You have ~1~ seconds to return to a dirtbike before the mission ends.
00D6: if  0?
0038:    29612?? ==  1?  \\ integer values
004D: jump_if_false Label118309
0164: disable_marker  29616??
0004:  29612?? =  0?  \\ integer values

:Label118309
0002: jump Label116E23

:Label118310
014F: stop_timer  28948??
0151: remove_status_text  29620??
0002: jump Label118332

:Label118321
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label118332
00D6: if  0?
0038:    220?? ==  0?  \\ integer values
004D: jump_if_false Label118351
0595: (unknown)
030C: set_mission_points +=  1?
0004:  220?? =  1?  \\ integer values

:Label118351
0394: play_music  1?
043C: unknown_set_game_sounds  0?
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    29656?? ==  0?  \\ integer values
004D: jump_if_false Label1183AA
00D6: if  0?
002A:    300000&& >=  28948??  \\ integer values
004D: jump_if_false Label1183AA
01E3: text_1number_styled "M_PASS"  50000&&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  50000&&
0004:  29656?? =  1?  \\ integer values

:Label1183AA
00D6: if  0?
0038:    29656?? ==  0?  \\ integer values
004D: jump_if_false Label1183F2
00D6: if  0?
002A:    600000&& >=  28948??  \\ integer values
004D: jump_if_false Label1183F2
01E3: text_1number_styled "M_PASS"  10000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  10000&
0004:  29656?? =  1?  \\ integer values

:Label1183F2
00D6: if  0?
0038:    29656?? ==  0?  \\ integer values
004D: jump_if_false Label11843A
00D6: if  0?
002A:    3600000&& >=  28948??  \\ integer values
004D: jump_if_false Label11843A
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000&
0004:  29656?? =  1?  \\ integer values

:Label11843A
0084:  29592?? =  28948??  \\ integer values and handles
0014:  29592?? /=  1000&  \\ integer values
042E:  2?  29592??
0084:  29596?? =  29592??  \\ integer values and handles
0014:  29596?? /=  60?  \\ integer values
0084:  29600?? =  29596??  \\ integer values and handles
0010:  29600?? *=  60?  \\ integer values
0060:  29592?? -=  29600??  \\ integer values
00D6: if  0?
0028:    29592?? >=  10?  \\ integer values
004D: jump_if_false Label1184A5
02FD: text_2numbers_lowpriority "KICKTM"  29596??  29592??  5000& ms  1? \\ ~b~EVENT TIME: ~1~:~1~
0002: jump Label1184BA

:Label1184A5
02FD: text_2numbers_lowpriority "KICKTM2"  29596??  29592??  5000& ms  1? \\ ~b~EVENT TIME: ~1~:0~1~

:Label1184BA
0001: wait  3000& ms
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label1184D5
00D6: if  0?
016B:   fading
004D: jump_if_false Label1184ED
0001: wait  0? ms
0002: jump Label1184D5

:Label1184ED
043C: unknown_set_game_sounds  1?
0051: return

:Label1184F3
0004: $ONMISSION =  0?  \\ integer values
00BE: text_clear_all
04FA: reset_interior_colors  0?
043C: unknown_set_game_sounds  1?
03BD: destroy_sphere  29652??
0164: disable_marker  28968??
0164: disable_marker  28988??
0164: disable_marker  29008??
0164: disable_marker  29028??
0164: disable_marker  29048??
0164: disable_marker  29068??
0164: disable_marker  29088??
0164: disable_marker  29108??
0164: disable_marker  29128??
0164: disable_marker  29148??
0164: disable_marker  29168??
0164: disable_marker  29188??
0164: disable_marker  29208??
0164: disable_marker  29228??
0164: disable_marker  29248??
0164: disable_marker  29268??
0164: disable_marker  29288??
0164: disable_marker  29308??
0164: disable_marker  29328??
0164: disable_marker  29348??
0164: disable_marker  29368??
0164: disable_marker  29388??
0164: disable_marker  29408??
0164: disable_marker  29428??
0164: disable_marker  29448??
0164: disable_marker  29468??
0164: disable_marker  29488??
0164: disable_marker  29508??
0164: disable_marker  29528??
0164: disable_marker  29548??
0164: disable_marker  29568??
0164: disable_marker  29588??
0164: disable_marker  29616??
0249: release_model #SANCHEZ
014F: stop_timer  28948??
0151: remove_status_text  29620??
03CB: set_camera -1101!  1331!  19.1!
00D6: if  21?
8112:   NOT   wasted_or_busted
0038:    1444?? ==  1?  \\ integer values
004D: jump_if_false Label11865A
04BB: select_interiour  0?  \\ select render area
03CB: set_camera -1101!  1331!  19.1!
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label118622
012A: put_player $PLAYER_CHAR at -1101!  1331!  19.1! and_remove_from_car
0002: jump Label118636

:Label118622
0055: put_player $PLAYER_CHAR at -1101!  1331!  19.1!

:Label118636
0171: set_player $PLAYER_CHAR z_angle_to  278.65!
02EB: restore_camera_with_jumpcut
03C8: rotate_player_180_degrees
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  1500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)

:Label11865A
057E:  0?
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label118667
00D6: if  0?
0038:    29660?? ==  0?  \\ integer values
004D: jump_if_false Label118722
00D6: if  0?
001A:    8? >  28924??  \\ integer values
004D: jump_if_false Label11869E
03CF: load_wav "CHEER1" as  1?
0004:  29660?? =  1?  \\ integer values

:Label11869E
00D6: if  1?
0018:    28924?? >  8?  \\ integer values
001A:    16? >  28924??  \\ integer values
004D: jump_if_false Label1186CA
03CF: load_wav "CHEER2" as  1?
0004:  29660?? =  1?  \\ integer values

:Label1186CA
00D6: if  1?
0018:    28924?? >  16?  \\ integer values
001A:    24? >  28924??  \\ integer values
004D: jump_if_false Label1186F6
03CF: load_wav "CHEER3" as  1?
0004:  29660?? =  1?  \\ integer values

:Label1186F6
00D6: if  1?
0018:    28924?? >  24?  \\ integer values
001A:    32? >  28924??  \\ integer values
004D: jump_if_false Label118722
03CF: load_wav "CHEER4" as  1?
0004:  29660?? =  1?  \\ integer values

:Label118722
00D6: if  0?
0038:    29660?? ==  1?  \\ integer values
004D: jump_if_false Label11874A
00D6: if  0?
03D0:   wav  1? loaded
004D: jump_if_false Label11874A
0004:  29660?? =  2?  \\ integer values

:Label11874A
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label1187D0
00D6: if  0?
0038:    28924?? ==  8?  \\ integer values
004D: jump_if_false Label118779
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118779
00D6: if  0?
0038:    28924?? ==  16?  \\ integer values
004D: jump_if_false Label118796
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118796
00D6: if  0?
0038:    28924?? ==  24?  \\ integer values
004D: jump_if_false Label1187B3
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label1187B3
00D6: if  0?
0038:    28924?? ==  32?  \\ integer values
004D: jump_if_false Label1187D0
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label1187D0
00D6: if  0?
0038:    29660?? ==  3?  \\ integer values
004D: jump_if_false Label1187F8
00D6: if  0?
03D2:   wav  1? ended
004D: jump_if_false Label1187F8
0004:  29660?? =  4?  \\ integer values

:Label1187F8
00D6: if  0?
0038:    29660?? ==  4?  \\ integer values
004D: jump_if_false Label118811
0004:  29660?? =  0?  \\ integer values

:Label118811
00D6: if  0?
0038:    29664?? ==  0?  \\ integer values
004D: jump_if_false Label118836
03CF: load_wav "OOH1" as  2?
0004:  29664?? =  1?  \\ integer values

:Label118836
00D6: if  0?
0038:    29664?? ==  1?  \\ integer values
004D: jump_if_false Label11885E
00D6: if  0?
03D0:   wav  2? loaded
004D: jump_if_false Label11885E
0004:  29664?? =  2?  \\ integer values

:Label11885E
00D6: if  0?
0038:    29664?? ==  3?  \\ integer values
004D: jump_if_false Label11887B
03D2:   wav  2? ended
0004:  29664?? =  4?  \\ integer values

:Label11887B
00D6: if  0?
0038:    29664?? ==  4?  \\ integer values
004D: jump_if_false Label118894
0004:  29664?? =  0?  \\ integer values

:Label118894
00D6: if  0?
0028:    28948?? >=  3600000&&  \\ integer values
004D: jump_if_false Label1188B0
0004:  29604?? =  1?  \\ integer values

:Label1188B0
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  0? ()near_point_on_foot -1445.728!  1531.96!  301.721! radius  3!  3!  3!
004D: jump_if_false Label1188E7
0004:  29648?? =  1?  \\ integer values

:Label1188E7
0054:  29624?? = player $PLAYER_CHAR x_pos,  29628?? = player $PLAYER_CHAR y_pos,  29632?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0022:    290! >  29632??  \\ floating-point values
004D: jump_if_false Label118928
0055: put_player $PLAYER_CHAR at -1333.326!  1451.837!  298.161!
0171: set_player $PLAYER_CHAR z_angle_to  0!

:Label118928
00D6: if  0?
0119:   car  29608?? wrecked
004D: jump_if_false Label118955
00BC: text_highpriority "KICK1_7"  5000& ms  1? \\ ~r~You have wrecked the bike!
0004:  29668?? =  1?  \\ integer values
0002: jump Label11899E

:Label118955
0224: set_car  29608?? health_to  1000&
00AA:  29636?? = car  29608?? x_pos,  29640?? = car  29608?? y_pos,  29644?? = car  29608?? z_pos
00D6: if  0?
0022:    290! >  29644??  \\ floating-point values
004D: jump_if_false Label11899E
00AB: put_car  29608?? at -1331.994!  1454.152!  298.15!
0175: set_car  29608?? z_angle_to  0!

:Label11899E
00D6: if  0?
0038:    28964?? ==  0?  \\ integer values
004D: jump_if_false Label118A40
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28952??  28956??  28960??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  28952??  28956??  28960?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118A40
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118A40
018C: play_sound  1? at  28952??  28956??  28960??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  28968??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  28964?? =  1?  \\ integer values

:Label118A40
00D6: if  0?
0038:    28984?? ==  0?  \\ integer values
004D: jump_if_false Label118B26
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28972??  28976??  28980??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  28972??  28976??  28980?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118B26
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118B26
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label118AF0
00D6: if  3?
8038:   NOT    28924?? ==  7?  \\ integer values
8038:   NOT    28924?? ==  15?  \\ integer values
8038:   NOT    28924?? ==  23?  \\ integer values
8038:   NOT    28924?? ==  31?  \\ integer values
004D: jump_if_false Label118AF0
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118AF0
018C: play_sound  1? at  28972??  28976??  28980??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  28988??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  28984?? =  1?  \\ integer values

:Label118B26
00D6: if  0?
0038:    29004?? ==  0?  \\ integer values
004D: jump_if_false Label118BC8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  28992??  28996??  29000??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  28992??  28996??  29000?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118BC8
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118BC8
018C: play_sound  1? at  28992??  28996??  29000??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29008??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29004?? =  1?  \\ integer values

:Label118BC8
00D6: if  0?
0038:    29024?? ==  0?  \\ integer values
004D: jump_if_false Label118C6A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29012??  29016??  29020??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29012??  29016??  29020?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118C6A
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118C6A
018C: play_sound  1? at  29012??  29016??  29020??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29028??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29024?? =  1?  \\ integer values

:Label118C6A
00D6: if  0?
0038:    29044?? ==  0?  \\ integer values
004D: jump_if_false Label118D0C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29032??  29036??  29040??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29032??  29036??  29040?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118D0C
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118D0C
018C: play_sound  1? at  29032??  29036??  29040??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29048??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29044?? =  1?  \\ integer values

:Label118D0C
00D6: if  0?
0038:    29064?? ==  0?  \\ integer values
004D: jump_if_false Label118DF2
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29052??  29056??  29060??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29052??  29056??  29060?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label118DF2
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118DF2
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label118DBC
00D6: if  3?
8038:   NOT    28924?? ==  7?  \\ integer values
8038:   NOT    28924?? ==  15?  \\ integer values
8038:   NOT    28924?? ==  23?  \\ integer values
8038:   NOT    28924?? ==  31?  \\ integer values
004D: jump_if_false Label118DBC
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118DBC
018C: play_sound  1? at  29052??  29056??  29060??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29068??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29064?? =  1?  \\ integer values

:Label118DF2
00D6: if  0?
0038:    29084?? ==  0?  \\ integer values
004D: jump_if_false Label118ED8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29072??  29076??  29080??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29072??  29076??  29080?? radius  2!  2!  2!
004D: jump_if_false Label118ED8
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118ED8
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label118EA2
00D6: if  3?
8038:   NOT    28924?? ==  7?  \\ integer values
8038:   NOT    28924?? ==  15?  \\ integer values
8038:   NOT    28924?? ==  23?  \\ integer values
8038:   NOT    28924?? ==  31?  \\ integer values
004D: jump_if_false Label118EA2
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118EA2
018C: play_sound  1? at  29072??  29076??  29080??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29088??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29084?? =  1?  \\ integer values

:Label118ED8
00D6: if  0?
0038:    29104?? ==  0?  \\ integer values
004D: jump_if_false Label118FBE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29092??  29096??  29100??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29092??  29096??  29100?? radius  2!  2!  2!
004D: jump_if_false Label118FBE
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label118FBE
00D6: if  0?
0038:    29660?? ==  2?  \\ integer values
004D: jump_if_false Label118F88
00D6: if  3?
8038:   NOT    28924?? ==  7?  \\ integer values
8038:   NOT    28924?? ==  15?  \\ integer values
8038:   NOT    28924?? ==  23?  \\ integer values
8038:   NOT    28924?? ==  31?  \\ integer values
004D: jump_if_false Label118F88
03D1: play_wav  1?
0004:  29660?? =  3?  \\ integer values

:Label118F88
018C: play_sound  1? at  29092??  29096??  29100??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29108??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29104?? =  1?  \\ integer values

:Label118FBE
00D6: if  0?
0038:    29124?? ==  0?  \\ integer values
004D: jump_if_false Label119060
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29112??  29116??  29120??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29112??  29116??  29120?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119060
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119060
018C: play_sound  1? at  29112??  29116??  29120??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29128??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29124?? =  1?  \\ integer values

:Label119060
00D6: if  0?
0038:    29144?? ==  0?  \\ integer values
004D: jump_if_false Label119102
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29132??  29136??  29140??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29132??  29136??  29140?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119102
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119102
018C: play_sound  1? at  29132??  29136??  29140??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29148??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29144?? =  1?  \\ integer values

:Label119102
00D6: if  0?
0038:    29164?? ==  0?  \\ integer values
004D: jump_if_false Label1191A4
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29152??  29156??  29160??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29152??  29156??  29160?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1191A4
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1191A4
018C: play_sound  1? at  29152??  29156??  29160??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29168??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29164?? =  1?  \\ integer values

:Label1191A4
00D6: if  0?
0038:    29184?? ==  0?  \\ integer values
004D: jump_if_false Label119246
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29172??  29176??  29180??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29172??  29176??  29180?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119246
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119246
018C: play_sound  1? at  29172??  29176??  29180??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29188??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29184?? =  1?  \\ integer values

:Label119246
00D6: if  0?
0038:    29204?? ==  0?  \\ integer values
004D: jump_if_false Label1192E8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29192??  29196??  29200??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29192??  29196??  29200?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1192E8
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1192E8
018C: play_sound  1? at  29192??  29196??  29200??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29208??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29204?? =  1?  \\ integer values

:Label1192E8
00D6: if  0?
0038:    29224?? ==  0?  \\ integer values
004D: jump_if_false Label11938A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29212??  29216??  29220??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29212??  29216??  29220?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label11938A
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label11938A
018C: play_sound  1? at  29212??  29216??  29220??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29228??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29224?? =  1?  \\ integer values

:Label11938A
00D6: if  0?
0038:    29244?? ==  0?  \\ integer values
004D: jump_if_false Label11942C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29232??  29236??  29240??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29232??  29236??  29240?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label11942C
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label11942C
018C: play_sound  1? at  29232??  29236??  29240??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29248??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29244?? =  1?  \\ integer values

:Label11942C
00D6: if  0?
0038:    29264?? ==  0?  \\ integer values
004D: jump_if_false Label1194CE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29252??  29256??  29260??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29252??  29256??  29260?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1194CE
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1194CE
018C: play_sound  1? at  29252??  29256??  29260??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29268??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29264?? =  1?  \\ integer values

:Label1194CE
00D6: if  0?
0038:    29284?? ==  0?  \\ integer values
004D: jump_if_false Label119570
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29272??  29276??  29280??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29272??  29276??  29280?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119570
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119570
018C: play_sound  1? at  29272??  29276??  29280??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29288??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29284?? =  1?  \\ integer values

:Label119570
00D6: if  0?
0038:    29304?? ==  0?  \\ integer values
004D: jump_if_false Label119612
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29292??  29296??  29300??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29292??  29296??  29300?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119612
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119612
018C: play_sound  1? at  29292??  29296??  29300??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29308??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29304?? =  1?  \\ integer values

:Label119612
00D6: if  0?
0038:    29324?? ==  0?  \\ integer values
004D: jump_if_false Label1196B4
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29312??  29316??  29320??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29312??  29316??  29320?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1196B4
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1196B4
018C: play_sound  1? at  29312??  29316??  29320??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29328??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29324?? =  1?  \\ integer values

:Label1196B4
00D6: if  0?
0038:    29344?? ==  0?  \\ integer values
004D: jump_if_false Label119756
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29332??  29336??  29340??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29332??  29336??  29340?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119756
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119756
018C: play_sound  1? at  29332??  29336??  29340??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29348??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29344?? =  1?  \\ integer values

:Label119756
00D6: if  0?
0038:    29364?? ==  0?  \\ integer values
004D: jump_if_false Label1197F8
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29352??  29356??  29360??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29352??  29356??  29360?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1197F8
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1197F8
018C: play_sound  1? at  29352??  29356??  29360??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29368??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29364?? =  1?  \\ integer values

:Label1197F8
00D6: if  0?
0038:    29384?? ==  0?  \\ integer values
004D: jump_if_false Label11989A
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29372??  29376??  29380??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29372??  29376??  29380?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label11989A
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label11989A
018C: play_sound  1? at  29372??  29376??  29380??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29388??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29384?? =  1?  \\ integer values

:Label11989A
00D6: if  0?
0038:    29404?? ==  0?  \\ integer values
004D: jump_if_false Label11993C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29392??  29396??  29400??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29392??  29396??  29400?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label11993C
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label11993C
018C: play_sound  1? at  29392??  29396??  29400??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29408??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29404?? =  1?  \\ integer values

:Label11993C
00D6: if  0?
0038:    29424?? ==  0?  \\ integer values
004D: jump_if_false Label1199DE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29412??  29416??  29420??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29412??  29416??  29420?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label1199DE
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label1199DE
018C: play_sound  1? at  29412??  29416??  29420??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29428??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29424?? =  1?  \\ integer values

:Label1199DE
00D6: if  0?
0038:    29444?? ==  0?  \\ integer values
004D: jump_if_false Label119A80
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29432??  29436??  29440??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29432??  29436??  29440?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119A80
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119A80
018C: play_sound  1? at  29432??  29436??  29440??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29448??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29444?? =  1?  \\ integer values

:Label119A80
00D6: if  0?
0038:    29464?? ==  0?  \\ integer values
004D: jump_if_false Label119B22
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29452??  29456??  29460??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29452??  29456??  29460?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119B22
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119B22
018C: play_sound  1? at  29452??  29456??  29460??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29468??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29464?? =  1?  \\ integer values

:Label119B22
00D6: if  0?
0038:    29484?? ==  0?  \\ integer values
004D: jump_if_false Label119BC4
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29472??  29476??  29480??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29472??  29476??  29480?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119BC4
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119BC4
018C: play_sound  1? at  29472??  29476??  29480??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29488??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29484?? =  1?  \\ integer values

:Label119BC4
00D6: if  0?
0038:    29504?? ==  0?  \\ integer values
004D: jump_if_false Label119C66
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29492??  29496??  29500??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29492??  29496??  29500?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119C66
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119C66
018C: play_sound  1? at  29492??  29496??  29500??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29508??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29504?? =  1?  \\ integer values

:Label119C66
00D6: if  0?
0038:    29524?? ==  0?  \\ integer values
004D: jump_if_false Label119D08
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29512??  29516??  29520??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29512??  29516??  29520?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119D08
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119D08
018C: play_sound  1? at  29512??  29516??  29520??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29528??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29524?? =  1?  \\ integer values

:Label119D08
00D6: if  0?
0038:    29544?? ==  0?  \\ integer values
004D: jump_if_false Label119DAA
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29532??  29536??  29540??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29532??  29536??  29540?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119DAA
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119DAA
018C: play_sound  1? at  29532??  29536??  29540??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29548??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29544?? =  1?  \\ integer values

:Label119DAA
00D6: if  0?
0038:    29564?? ==  0?  \\ integer values
004D: jump_if_false Label119E4C
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29552??  29556??  29560??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29552??  29556??  29560?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119E4C
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119E4C
018C: play_sound  1? at  29552??  29556??  29560??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29568??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29564?? =  1?  \\ integer values

:Label119E4C
00D6: if  0?
0038:    29584?? ==  0?  \\ integer values
004D: jump_if_false Label119EEE
024F: create_corona  1!  6?  0? with_color  255&  137&  205& at_point  29572??  29576??  29580??
00D6: if  0?
00F5:   player $PLAYER_CHAR  0? ()near_point  29572??  29576??  29580?? radius  1.5!  1.5!  1.5!
004D: jump_if_false Label119EEE
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label119EEE
018C: play_sound  1? at  29572??  29576??  29580??
00BC: text_highpriority "KICK1_6"  1000& ms  1? \\ ~g~Well done!
0164: disable_marker  29588??
0008:  28924?? +=  1?  \\ integer values
000C:  29620?? -=  1?  \\ integer values
0004:  29584?? =  1?  \\ integer values

:Label119EEE
0051: return

;-------------Mission 82---------------
; Originally: (no description)


:Label119EF0
0050: gosub Label119F14
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label119F0B
0050: gosub Label11F114

:Label119F0B
0050: gosub Label11F7CD
004E: end_thread

:Label119F14
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "RACE"
0001: wait  0? ms
054C: use_GXT_table "RACES"
0004:  29760?? =  0?  \\ integer values
0004:  29744?? =  0?  \\ integer values
0004:  29748?? =  0?  \\ integer values
0004:  29752?? =  0?  \\ integer values
0004:  29756?? =  0?  \\ integer values
0005:  29888?? =  7!  \\ floating-point values
0005:  29892?? =  7!  \\ floating-point values
0005:  29896?? =  7!  \\ floating-point values
0004:  29816?? =  1?  \\ integer values
0004:  29764?? =  0?  \\ integer values
0004:  29768?? =  0?  \\ integer values
0004:  29772?? =  0?  \\ integer values
0004:  29776?? =  0?  \\ integer values
0004:  29780?? =  0?  \\ integer values
0004:  29784?? =  0?  \\ integer values
0004:  29788?? =  0?  \\ integer values
0004:  29796?? =  0?  \\ integer values
0004:  29800?? =  0?  \\ integer values
0004:  29792?? =  0?  \\ integer values
0004:  29808?? =  0?  \\ integer values
0004:  29812?? =  0?  \\ integer values
0004:  29820?? =  0?  \\ integer values
0004:  29824?? =  0?  \\ integer values
0004:  29836?? =  0?  \\ integer values
0004:  29840?? =  0?  \\ integer values
0004:  29844?? =  0?  \\ integer values
0005:  29992?? =  0!  \\ floating-point values
0005:  29996?? =  0!  \\ floating-point values
0005:  30000?? =  0!  \\ floating-point values
0005:  30004?? =  0!  \\ floating-point values
0005:  30008?? =  0!  \\ floating-point values
0005:  30012?? =  0!  \\ floating-point values
0247: request_model -187& (LH_RACE01)
0247: request_model -188& (LH_RACE02)
0247: request_model -189& (LH_RACE03)
0247: request_model -190& (LH_RACE04)
0247: request_model -191& (LH_RACE05)
0247: request_model -192& (LH_RACE06)
038B: load_requested_models
03F0: (unknown)  1? 

:Label11A052
00D6: if  25?
8248:   NOT   model -187& (LH_RACE01) available
8248:   NOT   model -188& (LH_RACE02) available
8248:   NOT   model -189& (LH_RACE03) available
8248:   NOT   model -190& (LH_RACE04) available
8248:   NOT   model -191& (LH_RACE05) available
8248:   NOT   model -192& (LH_RACE06) available
004D: jump_if_false Label11A086
0001: wait  0? ms
0002: jump Label11A052

:Label11A086
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
02A3: toggle_widescreen  1? (on)
0395: clear_area  0? at -967.705! -827.3005! range  2!  2!
0395: clear_area  0? at -970.2131! -828.717! range  1!  1!
0055: put_player $PLAYER_CHAR at -970.2131! -828.717!  5.7702!
0171: set_player $PLAYER_CHAR z_angle_to  90!
0373: set_camera_directly_behind_player
015F: set_camera_position -971.9697! -825.7239!  8.5712!  0!  0!  0!
0160: point_camera -970.9708! -825.7308!  8.6162!  2?
0512: "RACEHLP"
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label11A1AE
029B:  29704?? = init_object -188& (LH_RACE02) at -965.584! -827.217!  8.631!
029B:  29708?? = init_object -189& (LH_RACE03) at -965.584! -827.217!  8.631!
029B:  29712?? = init_object -190& (LH_RACE04) at -965.584! -827.217!  8.631!
029B:  29716?? = init_object -191& (LH_RACE05) at -965.584! -827.217!  8.631!
029B:  29720?? = init_object -192& (LH_RACE06) at -965.584! -827.217!  8.631!

:Label11A1AE
029B:  29700?? = init_object -187& (LH_RACE01) at -965.584! -827.217!  8.631!

:Label11A1C5
0001: wait  0? ms
0494: unknown  0?  3520??  3524??  3528??  3532??
00D6: if  0?
00E1:   key_pressed  0?  15?
004D: jump_if_false Label11A217
00D6: if  0?
0038:    29808?? ==  1?  \\ integer values
004D: jump_if_false Label11A210
0004:  29808?? =  0?  \\ integer values
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11F114

:Label11A210
0002: jump Label11A230

:Label11A217
00D6: if  0?
0038:    29808?? ==  0?  \\ integer values
004D: jump_if_false Label11A230
0004:  29808?? =  1?  \\ integer values

:Label11A230
00D6: if  21?
00E1:   key_pressed  0?  10?
001A:   -100? >  3520??  \\ integer values
004D: jump_if_false Label11A3C1
00D6: if  0?
0038:    29820?? ==  1?  \\ integer values
004D: jump_if_false Label11A3BA
0004:  29820?? =  0?  \\ integer values
03D5: remove_text "RACES19" \\ You cannot afford to enter this race.
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11A2A7
0108: destroy_object  29700??
029B:  29720?? = init_object -192& (LH_RACE06) at -965.584! -827.217!  8.631!
0004:  29816?? =  6?  \\ integer values
0002: jump Label11A3BA

:Label11A2A7
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11A2E3
0108: destroy_object  29704??
029B:  29700?? = init_object -187& (LH_RACE01) at -965.584! -827.217!  8.631!
0004:  29816?? =  1?  \\ integer values
0002: jump Label11A3BA

:Label11A2E3
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11A31F
0108: destroy_object  29708??
029B:  29704?? = init_object -188& (LH_RACE02) at -965.584! -827.217!  8.631!
0004:  29816?? =  2?  \\ integer values
0002: jump Label11A3BA

:Label11A31F
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11A35B
0108: destroy_object  29712??
029B:  29708?? = init_object -189& (LH_RACE03) at -965.584! -827.217!  8.631!
0004:  29816?? =  3?  \\ integer values
0002: jump Label11A3BA

:Label11A35B
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11A397
0108: destroy_object  29716??
029B:  29712?? = init_object -190& (LH_RACE04) at -965.584! -827.217!  8.631!
0004:  29816?? =  4?  \\ integer values
0002: jump Label11A3BA

:Label11A397
0108: destroy_object  29720??
029B:  29716?? = init_object -191& (LH_RACE05) at -965.584! -827.217!  8.631!
0004:  29816?? =  5?  \\ integer values

:Label11A3BA
0002: jump Label11A3DA

:Label11A3C1
00D6: if  0?
0038:    29820?? ==  0?  \\ integer values
004D: jump_if_false Label11A3DA
0004:  29820?? =  1?  \\ integer values

:Label11A3DA
00D6: if  21?
00E1:   key_pressed  0?  11?
0018:    3520?? >  100?  \\ integer values
004D: jump_if_false Label11A56B
00D6: if  0?
0038:    29824?? ==  1?  \\ integer values
004D: jump_if_false Label11A564
0004:  29824?? =  0?  \\ integer values
03D5: remove_text "RACES19" \\ You cannot afford to enter this race.
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11A451
0108: destroy_object  29700??
029B:  29704?? = init_object -188& (LH_RACE02) at -965.584! -827.217!  8.631!
0004:  29816?? =  2?  \\ integer values
0002: jump Label11A564

:Label11A451
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11A48D
0108: destroy_object  29704??
029B:  29708?? = init_object -189& (LH_RACE03) at -965.584! -827.217!  8.631!
0004:  29816?? =  3?  \\ integer values
0002: jump Label11A564

:Label11A48D
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11A4C9
0108: destroy_object  29708??
029B:  29712?? = init_object -190& (LH_RACE04) at -965.584! -827.217!  8.631!
0004:  29816?? =  4?  \\ integer values
0002: jump Label11A564

:Label11A4C9
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11A505
0108: destroy_object  29712??
029B:  29716?? = init_object -191& (LH_RACE05) at -965.584! -827.217!  8.631!
0004:  29816?? =  5?  \\ integer values
0002: jump Label11A564

:Label11A505
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11A541
0108: destroy_object  29716??
029B:  29720?? = init_object -192& (LH_RACE06) at -965.584! -827.217!  8.631!
0004:  29816?? =  6?  \\ integer values
0002: jump Label11A564

:Label11A541
0108: destroy_object  29720??
029B:  29700?? = init_object -187& (LH_RACE01) at -965.584! -827.217!  8.631!
0004:  29816?? =  1?  \\ integer values

:Label11A564
0002: jump Label11A584

:Label11A56B
00D6: if  0?
0038:    29824?? ==  0?  \\ integer values
004D: jump_if_false Label11A584
0004:  29824?? =  1?  \\ integer values

:Label11A584
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11A7FA
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES01" \\ Terminal Velocity
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11A627
045B: text_draw_2numbers  30!  190! "RACES13"  1?  748& \\ Track Length: ~1~.~1~ km
0002: jump Label11A63F

:Label11A627
045B: text_draw_2numbers  30!  190! "RACES23"  1?  1? \\ Track Length: ~1~.~1~ miles

:Label11A63F
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  100? \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1608?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11A6AB
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11A726

:Label11A6AB
0084:  29828?? =  1608??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1608??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11A70C
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11A726

:Label11A70C
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11A726
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1604?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11A762
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11A762
00D6: if  0?
0038:    1604?? ==  0?  \\ integer values
004D: jump_if_false Label11A788
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11A788
00D6: if  0?
0038:    1604?? ==  1?  \\ integer values
004D: jump_if_false Label11A7AE
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11A7AE
00D6: if  0?
0038:    1604?? ==  2?  \\ integer values
004D: jump_if_false Label11A7D4
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11A7D4
00D6: if  0?
0038:    1604?? ==  3?  \\ integer values
004D: jump_if_false Label11A7FA
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11A7FA
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11AA72
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES02" \\ Ocean Drive
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11A89D
045B: text_draw_2numbers  30!  190! "RACES13"  2?  659& \\ Track Length: ~1~.~1~ km
0002: jump Label11A8B6

:Label11A89D
045B: text_draw_2numbers  30!  190! "RACES23"  1?  652& \\ Track Length: ~1~.~1~ miles

:Label11A8B6
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  500& \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1616?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11A923
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11A99E

:Label11A923
0084:  29828?? =  1616??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1616??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11A984
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11A99E

:Label11A984
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11A99E
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1612?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11A9DA
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11A9DA
00D6: if  0?
0038:    1612?? ==  0?  \\ integer values
004D: jump_if_false Label11AA00
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11AA00
00D6: if  0?
0038:    1612?? ==  1?  \\ integer values
004D: jump_if_false Label11AA26
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11AA26
00D6: if  0?
0038:    1612?? ==  2?  \\ integer values
004D: jump_if_false Label11AA4C
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11AA4C
00D6: if  0?
0038:    1612?? ==  3?  \\ integer values
004D: jump_if_false Label11AA72
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11AA72
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11ACE9
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES03" \\ Border Run
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11AB14
045B: text_draw_2numbers  30!  190! "RACES13"  3?  1? \\ Track Length: ~1~.~1~ km
0002: jump Label11AB2D

:Label11AB14
045B: text_draw_2numbers  30!  190! "RACES23"  1?  926& \\ Track Length: ~1~.~1~ miles

:Label11AB2D
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  1000& \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1624?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11AB9A
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11AC15

:Label11AB9A
0084:  29828?? =  1624??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1624??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11ABFB
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11AC15

:Label11ABFB
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11AC15
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1620?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11AC51
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11AC51
00D6: if  0?
0038:    1620?? ==  0?  \\ integer values
004D: jump_if_false Label11AC77
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11AC77
00D6: if  0?
0038:    1620?? ==  1?  \\ integer values
004D: jump_if_false Label11AC9D
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11AC9D
00D6: if  0?
0038:    1620?? ==  2?  \\ integer values
004D: jump_if_false Label11ACC3
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11ACC3
00D6: if  0?
0038:    1620?? ==  3?  \\ integer values
004D: jump_if_false Label11ACE9
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11ACE9
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11AF61
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES04" \\ Capital Cruise
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11AD8C
045B: text_draw_2numbers  30!  190! "RACES13"  3?  924& \\ Track Length: ~1~.~1~ km
0002: jump Label11ADA5

:Label11AD8C
045B: text_draw_2numbers  30!  190! "RACES23"  2?  438& \\ Track Length: ~1~.~1~ miles

:Label11ADA5
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  2000& \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1632?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11AE12
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11AE8D

:Label11AE12
0084:  29828?? =  1632??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1632??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11AE73
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11AE8D

:Label11AE73
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11AE8D
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1628?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11AEC9
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11AEC9
00D6: if  0?
0038:    1628?? ==  0?  \\ integer values
004D: jump_if_false Label11AEEF
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11AEEF
00D6: if  0?
0038:    1628?? ==  1?  \\ integer values
004D: jump_if_false Label11AF15
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11AF15
00D6: if  0?
0038:    1628?? ==  2?  \\ integer values
004D: jump_if_false Label11AF3B
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11AF3B
00D6: if  0?
0038:    1628?? ==  3?  \\ integer values
004D: jump_if_false Label11AF61
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11AF61
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11B1D8
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES05" \\ Tour!
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11B004
045B: text_draw_2numbers  30!  190! "RACES13"  4?  603& \\ Track Length: ~1~.~1~ km
0002: jump Label11B01C

:Label11B004
045B: text_draw_2numbers  30!  190! "RACES23"  2?  86? \\ Track Length: ~1~.~1~ miles

:Label11B01C
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  5000& \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1640?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11B089
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11B104

:Label11B089
0084:  29828?? =  1640??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1640??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11B0EA
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11B104

:Label11B0EA
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11B104
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1636?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11B140
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11B140
00D6: if  0?
0038:    1636?? ==  0?  \\ integer values
004D: jump_if_false Label11B166
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11B166
00D6: if  0?
0038:    1636?? ==  1?  \\ integer values
004D: jump_if_false Label11B18C
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11B18C
00D6: if  0?
0038:    1636?? ==  2?  \\ integer values
004D: jump_if_false Label11B1B2
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11B1B2
00D6: if  0?
0038:    1636?? ==  3?  \\ integer values
004D: jump_if_false Label11B1D8
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11B1D8
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11B44F
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
045A: text_draw_1number  30!  145! "RACES00"  29816?? \\ Race ~1~:
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .8!  2!
033E: text_draw  30!  165! "RACES06" \\ V.C. Endurance
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0424:   metric
004D: jump_if_false Label11B27B
045B: text_draw_2numbers  30!  190! "RACES13"  9?  721& \\ Track Length: ~1~.~1~ km
0002: jump Label11B293

:Label11B27B
045B: text_draw_2numbers  30!  190! "RACES23"  6?  1? \\ Track Length: ~1~.~1~ miles

:Label11B293
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .65!  1.7!
045A: text_draw_1number  30!  220! "RACES07"  10000& \\ Entrance Fee: $~1~
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1648?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11B300
033E: text_draw  30!  310! "RACES15" \\ Best Time: NA
0002: jump Label11B37B

:Label11B300
0084:  29828?? =  1648??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  1648??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11B361
045B: text_draw_2numbers  30!  310! "RACES08"  29828??  29832?? \\ Best Time: ~1~:~1~
0002: jump Label11B37B

:Label11B361
045B: text_draw_2numbers  30!  310! "RACES22"  29828??  29832?? \\ Best Time: ~1~:0~1~

:Label11B37B
0050: gosub Label11B69C
033F: set_text_draw_letter_width_height  .6!  1.6!
00D6: if  0?
0038:    1644?? ==  99999999&&  \\ integer values
004D: jump_if_false Label11B3B7
033E: text_draw  30!  325! "RACES16" \\ Best Result: NA

:Label11B3B7
00D6: if  0?
0038:    1644?? ==  0?  \\ integer values
004D: jump_if_false Label11B3DD
033E: text_draw  30!  325! "RACES09" \\ Best Result: 1st

:Label11B3DD
00D6: if  0?
0038:    1644?? ==  1?  \\ integer values
004D: jump_if_false Label11B403
033E: text_draw  30!  325! "RACES10" \\ Best Result: 2nd

:Label11B403
00D6: if  0?
0038:    1644?? ==  2?  \\ integer values
004D: jump_if_false Label11B429
033E: text_draw  30!  325! "RACES11" \\ Best Result: 3rd

:Label11B429
00D6: if  0?
0038:    1644?? ==  3?  \\ integer values
004D: jump_if_false Label11B44F
033E: text_draw  30!  325! "RACES12" \\ Best Result: 4th

:Label11B44F
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label11B67C
00D6: if  0?
0038:    29812?? ==  1?  \\ integer values
004D: jump_if_false Label11B675
0004:  29812?? =  0?  \\ integer values
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11B4CC
00D6: if  0?
010A:   player $PLAYER_CHAR money >  99?
004D: jump_if_false Label11B4BD
0109: player $PLAYER_CHAR money += -100?
0108: destroy_object  29700??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11B6C7
0002: jump Label11B4CC

:Label11B4BD
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B4CC
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11B521
00D6: if  0?
010A:   player $PLAYER_CHAR money >  499&
004D: jump_if_false Label11B512
0109: player $PLAYER_CHAR money += -500&
0108: destroy_object  29704??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11BA59
0002: jump Label11B521

:Label11B512
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B521
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11B576
00D6: if  0?
010A:   player $PLAYER_CHAR money >  999&
004D: jump_if_false Label11B567
0109: player $PLAYER_CHAR money += -1000&
0108: destroy_object  29708??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11BE27
0002: jump Label11B576

:Label11B567
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B576
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11B5CB
00D6: if  0?
010A:   player $PLAYER_CHAR money >  1999&
004D: jump_if_false Label11B5BC
0109: player $PLAYER_CHAR money += -2000&
0108: destroy_object  29712??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11C26D
0002: jump Label11B5CB

:Label11B5BC
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B5CB
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11B620
00D6: if  0?
010A:   player $PLAYER_CHAR money >  4999&
004D: jump_if_false Label11B611
0109: player $PLAYER_CHAR money += -5000&
0108: destroy_object  29716??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11C8CF
0002: jump Label11B620

:Label11B611
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B620
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11B675
00D6: if  0?
010A:   player $PLAYER_CHAR money >  9999&
004D: jump_if_false Label11B666
0109: player $PLAYER_CHAR money += -10000&
0108: destroy_object  29720??
03E6: remove_text_box
03F0: (unknown)  0? 
0002: jump Label11CF6D
0002: jump Label11B675

:Label11B666
00BC: text_highpriority "RACES19"  3000& ms  1? \\ You cannot afford to enter this race.

:Label11B675
0002: jump Label11B695

:Label11B67C
00D6: if  0?
0038:    29812?? ==  0?  \\ integer values
004D: jump_if_false Label11B695
0004:  29812?? =  1?  \\ integer values

:Label11B695
0002: jump Label11A1C5

:Label11B69C
0340: set_text_draw_color  180&  180&  180&  255&
0341: unknown_text_stuff  1?
03E4: unknown_text_stuff  0?
0343: set_text_linewidth  500!
0348: (unknown)  1? 
0342: (unknown)  0? 
0345: (unknown)  0? 
0051: return

:Label11B6C7
00D6: if  0?
0038:    6352?? ==  0?  \\ integer values
004D: jump_if_false Label11B6DB
0317: increment_mission_attempts

:Label11B6DB
0004:  29796?? =  23?  \\ integer values
0005:  30016?? = -1381.918!  \\ floating-point values
0005:  30020?? = -781.2508!  \\ floating-point values
0005:  30024?? =  13.6582!  \\ floating-point values
0005:  30028?? = -1336.543!  \\ floating-point values
0005:  30032?? = -783.221!  \\ floating-point values
0005:  30036?? =  13.6582!  \\ floating-point values
0005:  30040?? = -1278.385!  \\ floating-point values
0005:  30044?? = -783.2156!  \\ floating-point values
0005:  30048?? =  13.6582!  \\ floating-point values
0005:  30052?? = -1258.049!  \\ floating-point values
0005:  30056?? = -762.8456!  \\ floating-point values
0005:  30060?? =  13.6582!  \\ floating-point values
0005:  30064?? = -1258.104!  \\ floating-point values
0005:  30068?? = -695.624!  \\ floating-point values
0005:  30072?? =  13.6582!  \\ floating-point values
0005:  30076?? = -1261.048!  \\ floating-point values
0005:  30080?? = -569.8616!  \\ floating-point values
0005:  30084?? =  9.6582!  \\ floating-point values
0005:  30088?? = -1320.283!  \\ floating-point values
0005:  30092?? = -558.813!  \\ floating-point values
0005:  30096?? =  7.4568!  \\ floating-point values
0005:  30100?? = -1425.424!  \\ floating-point values
0005:  30104?? = -558.7655!  \\ floating-point values
0005:  30108?? =  6.7282!  \\ floating-point values
0005:  30112?? = -1514.076!  \\ floating-point values
0005:  30116?? = -558.7275!  \\ floating-point values
0005:  30120?? =  6.7207!  \\ floating-point values
0005:  30124?? = -1657.351!  \\ floating-point values
0005:  30128?? = -558.9381!  \\ floating-point values
0005:  30132?? =  6.7207!  \\ floating-point values
0005:  30136?? = -1779.238!  \\ floating-point values
0005:  30140?? = -561.8121!  \\ floating-point values
0005:  30144?? =  6.7207!  \\ floating-point values
0005:  30148?? = -1791.55!  \\ floating-point values
0005:  30152?? = -638.3821!  \\ floating-point values
0005:  30156?? =  10.4712!  \\ floating-point values
0005:  30160?? = -1771.568!  \\ floating-point values
0005:  30164?? = -690.8166!  \\ floating-point values
0005:  30168?? =  13.6582!  \\ floating-point values
0005:  30172?? = -1748.326!  \\ floating-point values
0005:  30176?? = -664.5505!  \\ floating-point values
0005:  30180?? =  13.6509!  \\ floating-point values
0005:  30184?? = -1743.892!  \\ floating-point values
0005:  30188?? = -557.9755!  \\ floating-point values
0005:  30192?? =  13.651!  \\ floating-point values
0005:  30196?? = -1650.822!  \\ floating-point values
0005:  30200?? = -548.6134!  \\ floating-point values
0005:  30204?? =  13.651!  \\ floating-point values
0005:  30208?? = -1553.458!  \\ floating-point values
0005:  30212?? = -548.5882!  \\ floating-point values
0005:  30216?? =  13.651!  \\ floating-point values
0005:  30220?? = -1530.331!  \\ floating-point values
0005:  30224?? = -620.5998!  \\ floating-point values
0005:  30228?? =  13.651!  \\ floating-point values
0005:  30232?? = -1530.394!  \\ floating-point values
0005:  30236?? = -690.6783!  \\ floating-point values
0005:  30240?? =  13.6582!  \\ floating-point values
0005:  30244?? = -1527.139!  \\ floating-point values
0005:  30248?? = -772.0657!  \\ floating-point values
0005:  30252?? =  13.6582!  \\ floating-point values
0005:  30256?? = -1480.242!  \\ floating-point values
0005:  30260?? = -782.8588!  \\ floating-point values
0005:  30264?? =  13.6591!  \\ floating-point values
0005:  30268?? = -1437.349!  \\ floating-point values
0005:  30272?? = -830.7875!  \\ floating-point values
0005:  30276?? =  13.6!  \\ floating-point values
0005:  30280?? = -1402.194!  \\ floating-point values
0005:  30284?? = -783.8462!  \\ floating-point values
0005:  30288?? =  13.6583!  \\ floating-point values
0005:  30292?? = -1363.599!  \\ floating-point values
0005:  30296?? = -783.2463!  \\ floating-point values
0005:  30300?? =  13.6728!  \\ floating-point values
0005:  19412?? = -1376.668!  \\ floating-point values
0005:  19416?? = -785.4619!  \\ floating-point values
0005:  19420?? =  13.6583!  \\ floating-point values
0005:  19424?? = -1381.918!  \\ floating-point values
0005:  19428?? = -785.4619!  \\ floating-point values
0005:  19432?? =  13.6583!  \\ floating-point values
0005:  19436?? = -1376.668!  \\ floating-point values
0005:  19440?? = -781.2508!  \\ floating-point values
0005:  19444?? =  13.6582!  \\ floating-point values
0005:  29872?? =  270!  \\ floating-point values
0005:  29908?? = -1400.423!  \\ floating-point values
0005:  29912?? = -788.7123!  \\ floating-point values
0005:  29916?? =  12.2184!  \\ floating-point values
0005:  29920?? = -1284.43!  \\ floating-point values
0005:  29924?? = -778.7008!  \\ floating-point values
0005:  29928?? =  27.3309!  \\ floating-point values
0002: jump Label11DD8B

:Label11BA59
00D6: if  0?
0038:    6356?? ==  0?  \\ integer values
004D: jump_if_false Label11BA6D
0317: increment_mission_attempts

:Label11BA6D
0004:  29796?? =  25?  \\ integer values
0005:  30016?? =  467.1591!  \\ floating-point values
0005:  30020?? = -364.1488!  \\ floating-point values
0005:  30024?? =  9.3083!  \\ floating-point values
0005:  30028?? =  501.4334!  \\ floating-point values
0005:  30032?? = -376.6612!  \\ floating-point values
0005:  30036?? =  9.8585!  \\ floating-point values
0005:  30040?? =  499.6485!  \\ floating-point values
0005:  30044?? = -453.183!  \\ floating-point values
0005:  30048?? =  9.8615!  \\ floating-point values
0005:  30052?? =  476.2756!  \\ floating-point values
0005:  30056?? = -575.4393!  \\ floating-point values
0005:  30060?? =  9.8615!  \\ floating-point values
0005:  30064?? =  427.9059!  \\ floating-point values
0005:  30068?? = -681.8521!  \\ floating-point values
0005:  30072?? =  9.8615!  \\ floating-point values
0005:  30076?? =  362.8138!  \\ floating-point values
0005:  30080?? = -824.1959!  \\ floating-point values
0005:  30084?? =  9.8616!  \\ floating-point values
0005:  30088?? =  307.6837!  \\ floating-point values
0005:  30092?? = -946.3491!  \\ floating-point values
0005:  30096?? =  9.8615!  \\ floating-point values
0005:  30100?? =  278.2833!  \\ floating-point values
0005:  30104?? = -1126.979!  \\ floating-point values
0005:  30108?? =  9.8615!  \\ floating-point values
0005:  30112?? =  241.8716!  \\ floating-point values
0005:  30116?? = -1314.508!  \\ floating-point values
0005:  30120?? =  9.8616!  \\ floating-point values
0005:  30124?? =  219.7843!  \\ floating-point values
0005:  30128?? = -1418.322!  \\ floating-point values
0005:  30132?? =  9.8615!  \\ floating-point values
0005:  30136?? =  189.6915!  \\ floating-point values
0005:  30140?? = -1494.735!  \\ floating-point values
0005:  30144?? =  9.8616!  \\ floating-point values
0005:  30148?? =  147.4525!  \\ floating-point values
0005:  30152?? = -1571.244!  \\ floating-point values
0005:  30156?? =  9.8616!  \\ floating-point values
0005:  30160?? =  99.1483!  \\ floating-point values
0005:  30164?? = -1588.395!  \\ floating-point values
0005:  30168?? =  9.2481!  \\ floating-point values
0005:  30172?? =  97.8935!  \\ floating-point values
0005:  30176?? = -1519.795!  \\ floating-point values
0005:  30180?? =  9.2418!  \\ floating-point values
0005:  30184?? =  124.2335!  \\ floating-point values
0005:  30188?? = -1445.51!  \\ floating-point values
0005:  30192?? =  9.2418!  \\ floating-point values
0005:  30196?? =  162.9207!  \\ floating-point values
0005:  30200?? = -1334.057!  \\ floating-point values
0005:  30204?? =  9.2418!  \\ floating-point values
0005:  30208?? =  174.8059!  \\ floating-point values
0005:  30212?? = -1231.018!  \\ floating-point values
0005:  30216?? =  9.2418!  \\ floating-point values
0005:  30220?? =  186.8894!  \\ floating-point values
0005:  30224?? = -1129.81!  \\ floating-point values
0005:  30228?? =  9.2418!  \\ floating-point values
0005:  30232?? =  211.3841!  \\ floating-point values
0005:  30236?? = -1017.686!  \\ floating-point values
0005:  30240?? =  9.2418!  \\ floating-point values
0005:  30244?? =  228.4807!  \\ floating-point values
0005:  30248?? = -932.9751!  \\ floating-point values
0005:  30252?? =  8.9034!  \\ floating-point values
0005:  30256?? =  270.2189!  \\ floating-point values
0005:  30260?? = -851.367!  \\ floating-point values
0005:  30264?? =  8.9777!  \\ floating-point values
0005:  30268?? =  327.7973!  \\ floating-point values
0005:  30272?? = -732.2568!  \\ floating-point values
0005:  30276?? =  8.9778!  \\ floating-point values
0005:  30280?? =  372.8638!  \\ floating-point values
0005:  30284?? = -623.2525!  \\ floating-point values
0005:  30288?? =  8.9778!  \\ floating-point values
0005:  30292?? =  419.3767!  \\ floating-point values
0005:  30296?? = -525.2839!  \\ floating-point values
0005:  30300?? =  8.9778!  \\ floating-point values
0005:  30304?? =  448.2071!  \\ floating-point values
0005:  30308?? = -373.7212!  \\ floating-point values
0005:  30312?? =  8.9777!  \\ floating-point values
0005:  30316?? =  484.4896!  \\ floating-point values
0005:  30320?? = -370.8366!  \\ floating-point values
0005:  30324?? =  9.7451!  \\ floating-point values
0005:  19412?? =  473.6366!  \\ floating-point values
0005:  19416?? = -372.6079!  \\ floating-point values
0005:  19420?? =  9.461!  \\ floating-point values
0005:  19424?? =  467.1591!  \\ floating-point values
0005:  19428?? = -370.8961!  \\ floating-point values
0005:  19432?? =  9.2859!  \\ floating-point values
0005:  19436?? =  473.6366!  \\ floating-point values
0005:  19440?? = -364.1488!  \\ floating-point values
0005:  19444?? =  9.3083!  \\ floating-point values
0005:  29872?? =  255!  \\ floating-point values
0005:  29908?? =  461.5594!  \\ floating-point values
0005:  29912?? = -374.7564!  \\ floating-point values
0005:  29916?? =  9.0675!  \\ floating-point values
0005:  29920?? =  512.8641!  \\ floating-point values
0005:  29924?? = -368.6559!  \\ floating-point values
0005:  29928?? =  27.1193!  \\ floating-point values
0002: jump Label11DD8B

:Label11BE27
00D6: if  0?
0038:    6360?? ==  0?  \\ integer values
004D: jump_if_false Label11BE3B
0317: increment_mission_attempts

:Label11BE3B
0004:  29796?? =  28?  \\ integer values
0005:  30016?? = -1181.32!  \\ floating-point values
0005:  30020?? = -665.8813!  \\ floating-point values
0005:  30024?? =  10.4318!  \\ floating-point values
0005:  30028?? = -1186.549!  \\ floating-point values
0005:  30032?? = -614.5401!  \\ floating-point values
0005:  30036?? =  10.4318!  \\ floating-point values
0005:  30040?? = -1142.018!  \\ floating-point values
0005:  30044?? = -592.1671!  \\ floating-point values
0005:  30048?? =  10.4322!  \\ floating-point values
0005:  30052?? = -1081.837!  \\ floating-point values
0005:  30056?? = -570.2073!  \\ floating-point values
0005:  30060?? =  9.9434!  \\ floating-point values
0005:  30064?? = -1109.015!  \\ floating-point values
0005:  30068?? = -492.9245!  \\ floating-point values
0005:  30072?? =  9.7679!  \\ floating-point values
0005:  30076?? = -1167.683!  \\ floating-point values
0005:  30080?? = -501.2699!  \\ floating-point values
0005:  30084?? =  9.7679!  \\ floating-point values
0005:  30088?? = -1199.678!  \\ floating-point values
0005:  30092?? = -445.729!  \\ floating-point values
0005:  30096?? =  9.7359!  \\ floating-point values
0005:  30100?? = -1207.559!  \\ floating-point values
0005:  30104?? = -373.1393!  \\ floating-point values
0005:  30108?? =  9.7359!  \\ floating-point values
0005:  30112?? = -1175.821!  \\ floating-point values
0005:  30116?? = -331.3841!  \\ floating-point values
0005:  30120?? =  9.674!  \\ floating-point values
0005:  30124?? = -1187.148!  \\ floating-point values
0005:  30128?? = -225.0972!  \\ floating-point values
0005:  30132?? =  10.4116!  \\ floating-point values
0005:  30136?? = -1167.117!  \\ floating-point values
0005:  30140?? = -94.6856!  \\ floating-point values
0005:  30144?? =  10.4133!  \\ floating-point values
0005:  30148?? = -1068.153!  \\ floating-point values
0005:  30152?? = -51.3555!  \\ floating-point values
0005:  30156?? =  10.23!  \\ floating-point values
0005:  30160?? = -1070.626!  \\ floating-point values
0005:  30164?? =  46.5132!  \\ floating-point values
0005:  30168?? =  10.2301!  \\ floating-point values
0005:  30172?? = -1068.507!  \\ floating-point values
0005:  30176?? =  122.7926!  \\ floating-point values
0005:  30180?? =  10.2288!  \\ floating-point values
0005:  30184?? = -1023.862!  \\ floating-point values
0005:  30188?? =  183.5805!  \\ floating-point values
0005:  30192?? =  10.2292!  \\ floating-point values
0005:  30196?? = -1005.554!  \\ floating-point values
0005:  30200?? =  303.4343!  \\ floating-point values
0005:  30204?? =  10.227!  \\ floating-point values
0005:  30208?? = -932.2478!  \\ floating-point values
0005:  30212?? =  321.5445!  \\ floating-point values
0005:  30216?? =  10.2287!  \\ floating-point values
0005:  30220?? = -810.822!  \\ floating-point values
0005:  30224?? =  308.4724!  \\ floating-point values
0005:  30228?? =  10.2199!  \\ floating-point values
0005:  30232?? = -722.9102!  \\ floating-point values
0005:  30236?? =  266.282!  \\ floating-point values
0005:  30240?? =  9.8848!  \\ floating-point values
0005:  30244?? = -747.9127!  \\ floating-point values
0005:  30248?? =  138.419!  \\ floating-point values
0005:  30252?? =  9.8853!  \\ floating-point values
0005:  30256?? = -814.0344!  \\ floating-point values
0005:  30260?? =  1.5536!  \\ floating-point values
0005:  30264?? =  10.0634!  \\ floating-point values
0005:  30268?? = -969.6165!  \\ floating-point values
0005:  30272?? =  31.9538!  \\ floating-point values
0005:  30276?? =  9.5014!  \\ floating-point values
0005:  30280?? = -983.0366!  \\ floating-point values
0005:  30284?? = -94.5914!  \\ floating-point values
0005:  30288?? =  9.5016!  \\ floating-point values
0005:  30292?? = -978.7145!  \\ floating-point values
0005:  30296?? = -271.9747!  \\ floating-point values
0005:  30300?? =  9.5334!  \\ floating-point values
0005:  30304?? = -862.6591!  \\ floating-point values
0005:  30308?? = -306.7586!  \\ floating-point values
0005:  30312?? =  9.8785!  \\ floating-point values
0005:  30316?? = -865.6099!  \\ floating-point values
0005:  30320?? = -410.9057!  \\ floating-point values
0005:  30324?? =  9.8857!  \\ floating-point values
0005:  30328?? = -845.0103!  \\ floating-point values
0005:  30332?? = -553.1681!  \\ floating-point values
0005:  30336?? =  9.8859!  \\ floating-point values
0005:  30340?? = -852.1738!  \\ floating-point values
0005:  30344?? = -650.9092!  \\ floating-point values
0005:  30348?? =  10.0679!  \\ floating-point values
0005:  30352?? = -987.7121!  \\ floating-point values
0005:  30356?? = -667.091!  \\ floating-point values
0005:  30360?? =  10.5813!  \\ floating-point values
0005:  30364?? = -1165.868!  \\ floating-point values
0005:  30368?? = -688.9201!  \\ floating-point values
0005:  30372?? =  10.4362!  \\ floating-point values
0005:  19412?? = -1178.164!  \\ floating-point values
0005:  19416?? = -659.4622!  \\ floating-point values
0005:  19420?? =  10.4318!  \\ floating-point values
0005:  19424?? = -1177.322!  \\ floating-point values
0005:  19428?? = -665.8813!  \\ floating-point values
0005:  19432?? =  10.4318!  \\ floating-point values
0005:  19436?? = -1182.12!  \\ floating-point values
0005:  19440?? = -659.4622!  \\ floating-point values
0005:  19444?? =  10.4318!  \\ floating-point values
0005:  29872?? =  7.5!  \\ floating-point values
0005:  29908?? = -1182.284!  \\ floating-point values
0005:  29912?? = -682.7609!  \\ floating-point values
0005:  29916?? =  8.6995!  \\ floating-point values
0005:  29920?? = -1181.638!  \\ floating-point values
0005:  29924?? = -612.6847!  \\ floating-point values
0005:  29928?? =  18.658!  \\ floating-point values
0002: jump Label11DD8B

:Label11C26D
00D6: if  0?
0038:    6364?? ==  0?  \\ integer values
004D: jump_if_false Label11C281
0317: increment_mission_attempts

:Label11C281
0004:  29796?? =  46?  \\ integer values
0005:  30016?? =  199.3!  \\ floating-point values
0005:  30020?? = -349.2!  \\ floating-point values
0005:  30024?? =  9.4879!  \\ floating-point values
0005:  30028?? =  185.792!  \\ floating-point values
0005:  30032?? = -435.777!  \\ floating-point values
0005:  30036?? =  9.8329!  \\ floating-point values
0005:  30040?? =  182.935!  \\ floating-point values
0005:  30044?? = -512.916!  \\ floating-point values
0005:  30048?? =  10.0699!  \\ floating-point values
0005:  30052?? =  178.174!  \\ floating-point values
0005:  30056?? = -595.769!  \\ floating-point values
0005:  30060?? =  15.5328!  \\ floating-point values
0005:  30064?? =  164.841!  \\ floating-point values
0005:  30068?? = -703.383!  \\ floating-point values
0005:  30072?? =  9.4007!  \\ floating-point values
0005:  30076?? =  125.795!  \\ floating-point values
0005:  30080?? = -797.664!  \\ floating-point values
0005:  30084?? =  9.278!  \\ floating-point values
0005:  30088?? =  53.418!  \\ floating-point values
0005:  30092?? = -863.375!  \\ floating-point values
0005:  30096?? =  9.278!  \\ floating-point values
0005:  30100?? = -41.8154!  \\ floating-point values
0005:  30104?? = -872.898!  \\ floating-point values
0005:  30108?? =  9.2782!  \\ floating-point values
0005:  30112?? = -103.717!  \\ floating-point values
0005:  30116?? = -920.515!  \\ floating-point values
0005:  30120?? =  9.2839!  \\ floating-point values
0005:  30124?? = -84.6704!  \\ floating-point values
0005:  30128?? = -1012.89!  \\ floating-point values
0005:  30132?? =  9.2761!  \\ floating-point values
0005:  30136?? = -89.4321!  \\ floating-point values
0005:  30140?? = -1080.51!  \\ floating-point values
0005:  30144?? =  9.2859!  \\ floating-point values
0005:  30148?? = -170.38!  \\ floating-point values
0005:  30152?? = -1099.55!  \\ floating-point values
0005:  30156?? =  9.2781!  \\ floating-point values
0005:  30160?? = -196.093!  \\ floating-point values
0005:  30164?? = -1126.22!  \\ floating-point values
0005:  30168?? =  9.2858!  \\ floating-point values
0005:  30172?? = -201.807!  \\ floating-point values
0005:  30176?? = -1206.21!  \\ floating-point values
0005:  30180?? =  9.278!  \\ floating-point values
0005:  30184?? = -200.855!  \\ floating-point values
0005:  30188?? = -1281.45!  \\ floating-point values
0005:  30192?? =  9.278!  \\ floating-point values
0005:  30196?? = -186.57!  \\ floating-point values
0005:  30200?? = -1360.49!  \\ floating-point values
0005:  30204?? =  9.2858!  \\ floating-point values
0005:  30208?? = -153.238!  \\ floating-point values
0005:  30212?? = -1454.77!  \\ floating-point values
0005:  30216?? =  9.2858!  \\ floating-point values
0005:  30220?? = -102.765!  \\ floating-point values
0005:  30224?? = -1546.2!  \\ floating-point values
0005:  30228?? =  9.2858!  \\ floating-point values
0005:  30232?? = -44.6724!  \\ floating-point values
0005:  30236?? = -1577.62!  \\ floating-point values
0005:  30240?? =  9.2464!  \\ floating-point values
0005:  30244?? = -8.48371!  \\ floating-point values
0005:  30248?? = -1550.96!  \\ floating-point values
0005:  30252?? =  9.278!  \\ floating-point values
0005:  30256?? =  .0873!  \\ floating-point values
0005:  30260?? = -1465.25!  \\ floating-point values
0005:  30264?? =  9.2779!  \\ floating-point values
0005:  30268?? =  41.0376!  \\ floating-point values
0005:  30272?? = -1381.44!  \\ floating-point values
0005:  30276?? =  9.278!  \\ floating-point values
0005:  30280?? =  68.6553!  \\ floating-point values
0005:  30284?? = -1302.4!  \\ floating-point values
0005:  30288?? =  9.278!  \\ floating-point values
0005:  30292?? =  80.0833!  \\ floating-point values
0005:  30296?? = -1209.07!  \\ floating-point values
0005:  30300?? =  9.278!  \\ floating-point values
0005:  30304?? =  83.8926!  \\ floating-point values
0005:  30308?? = -1133.84!  \\ floating-point values
0005:  30312?? =  9.2858!  \\ floating-point values
0005:  30316?? =  78.1786!  \\ floating-point values
0005:  30320?? = -1047.17!  \\ floating-point values
0005:  30324?? =  9.278!  \\ floating-point values
0005:  30328?? =  82.9403!  \\ floating-point values
0005:  30332?? = -956.703!  \\ floating-point values
0005:  30336?? =  9.2613!  \\ floating-point values
0005:  30340?? =  125.795!  \\ floating-point values
0005:  30344?? = -885.278!  \\ floating-point values
0005:  30348?? =  9.2465!  \\ floating-point values
0005:  30352?? =  175.317!  \\ floating-point values
0005:  30356?? = -813.853!  \\ floating-point values
0005:  30360?? =  9.2465!  \\ floating-point values
0005:  30364?? =  217.219!  \\ floating-point values
0005:  30368?? = -750.047!  \\ floating-point values
0005:  30372?? =  9.2465!  \\ floating-point values
0005:  30376?? =  237.218!  \\ floating-point values
0005:  30380?? = -685.288!  \\ floating-point values
0005:  30384?? =  9.2372!  \\ floating-point values
0005:  30388?? =  261.979!  \\ floating-point values
0005:  30392?? = -594.816!  \\ floating-point values
0005:  30396?? =  8.8297!  \\ floating-point values
0005:  30400?? =  302.929!  \\ floating-point values
0005:  30404?? = -525.296!  \\ floating-point values
0005:  30408?? =  8.8297!  \\ floating-point values
0005:  30412?? =  365.783!  \\ floating-point values
0005:  30416?? = -448.157!  \\ floating-point values
0005:  30420?? =  8.8482!  \\ floating-point values
0005:  30424?? =  418.162!  \\ floating-point values
0005:  30428?? = -403.397!  \\ floating-point values
0005:  30432?? =  8.8482!  \\ floating-point values
0005:  30436?? =  454.35!  \\ floating-point values
0005:  30440?? = -352.924!  \\ floating-point values
0005:  30444?? =  8.9641!  \\ floating-point values
0005:  30448?? =  478.159!  \\ floating-point values
0005:  30452?? = -243.405!  \\ floating-point values
0005:  30456?? =  11.3418!  \\ floating-point values
0005:  30460?? =  482.92!  \\ floating-point values
0005:  30464?? = -139.601!  \\ floating-point values
0005:  30468?? =  9.1372!  \\ floating-point values
0005:  30472?? =  519.109!  \\ floating-point values
0005:  30476?? = -68.1758!  \\ floating-point values
0005:  30480?? =  9.5878!  \\ floating-point values
0005:  30484?? =  502.919!  \\ floating-point values
0005:  30488?? = -1.51244!  \\ floating-point values
0005:  30492?? =  10.0202!  \\ floating-point values
0005:  30496?? =  483.873!  \\ floating-point values
0005:  30500?? =  97.5303!  \\ floating-point values
0005:  30504?? =  10.304!  \\ floating-point values
0005:  30508?? =  431.494!  \\ floating-point values
0005:  30512?? =  56.5799!  \\ floating-point values
0005:  30516?? =  10.1727!  \\ floating-point values
0005:  30520?? =  370.545!  \\ floating-point values
0005:  30524?? =  9.91558!  \\ floating-point values
0005:  30528?? =  10.3602!  \\ floating-point values
0005:  30532?? =  326.738!  \\ floating-point values
0005:  30536?? = -26.2731!  \\ floating-point values
0005:  30540?? =  9.9985!  \\ floating-point values
0005:  30544?? =  310.548!  \\ floating-point values
0005:  30548?? = -109.126!  \\ floating-point values
0005:  30552?? =  10.2687!  \\ floating-point values
0005:  30556?? =  273.407!  \\ floating-point values
0005:  30560?? = -185.313!  \\ floating-point values
0005:  30564?? =  9.8572!  \\ floating-point values
0005:  30568?? =  230.552!  \\ floating-point values
0005:  30572?? = -266.261!  \\ floating-point values
0005:  30576?? =  10.962!  \\ floating-point values
0005:  30580?? =  200.295!  \\ floating-point values
0005:  30584?? = -367.055!  \\ floating-point values
0005:  30588?? =  9.6223!  \\ floating-point values
0005:  19412?? =  204.1!  \\ floating-point values
0005:  19416?? = -349.2!  \\ floating-point values
0005:  19420?? =  9.4879!  \\ floating-point values
0005:  19424?? =  197.8!  \\ floating-point values
0005:  19428?? = -356.3!  \\ floating-point values
0005:  19432?? =  9.4879!  \\ floating-point values
0005:  19436?? =  202.6!  \\ floating-point values
0005:  19440?? = -356.3!  \\ floating-point values
0005:  19444?? =  9.4879!  \\ floating-point values
0005:  29872?? =  165.3!  \\ floating-point values
0005:  29908?? =  168.896!  \\ floating-point values
0005:  29912?? = -416.393!  \\ floating-point values
0005:  29916?? =  0!  \\ floating-point values
0005:  29920?? =  221.475!  \\ floating-point values
0005:  29924?? = -347.636!  \\ floating-point values
0005:  29928?? =  30!  \\ floating-point values
0002: jump Label11DD8B

:Label11C8CF
00D6: if  0?
0038:    6368?? ==  0?  \\ integer values
004D: jump_if_false Label11C8E3
0317: increment_mission_attempts

:Label11C8E3
0004:  29796?? =  48?  \\ integer values
0005:  30016?? =  192.0803!  \\ floating-point values
0005:  30020?? = -379.4206!  \\ floating-point values
0005:  30024?? =  9.6766!  \\ floating-point values
0005:  30028?? =  221.582!  \\ floating-point values
0005:  30032?? = -289.187!  \\ floating-point values
0005:  30036?? =  11.361!  \\ floating-point values
0005:  30040?? =  253.71!  \\ floating-point values
0005:  30044?? = -223.936!  \\ floating-point values
0005:  30048?? =  9.8523!  \\ floating-point values
0005:  30052?? =  295.899!  \\ floating-point values
0005:  30056?? = -134.766!  \\ floating-point values
0005:  30060?? =  11.1339!  \\ floating-point values
0005:  30064?? =  329.479!  \\ floating-point values
0005:  30068?? = -17.6297!  \\ floating-point values
0005:  30072?? =  10.3388!  \\ floating-point values
0005:  30076?? =  388.747!  \\ floating-point values
0005:  30080?? =  20.8195!  \\ floating-point values
0005:  30084?? =  14.1745!  \\ floating-point values
0005:  30088?? =  444.209!  \\ floating-point values
0005:  30092?? =  89.5439!  \\ floating-point values
0005:  30096?? =  9.9166!  \\ floating-point values
0005:  30100?? =  399.599!  \\ floating-point values
0005:  30104?? =  201.673!  \\ floating-point values
0005:  30108?? =  9.85!  \\ floating-point values
0005:  30112?? =  427.329!  \\ floating-point values
0005:  30116?? =  305.363!  \\ floating-point values
0005:  30120?? =  10.4397!  \\ floating-point values
0005:  30124?? =  444.635!  \\ floating-point values
0005:  30128?? =  408.029!  \\ floating-point values
0005:  30132?? =  10.4397!  \\ floating-point values
0005:  30136?? =  470.734!  \\ floating-point values
0005:  30140?? =  504.302!  \\ floating-point values
0005:  30144?? =  10.483!  \\ floating-point values
0005:  30148?? =  496.054!  \\ floating-point values
0005:  30152?? =  656.219!  \\ floating-point values
0005:  30156?? =  9.8803!  \\ floating-point values
0005:  30160?? =  547.899!  \\ floating-point values
0005:  30164?? =  751.469!  \\ floating-point values
0005:  30168?? =  10.1808!  \\ floating-point values
0005:  30172?? =  556.338!  \\ floating-point values
0005:  30176?? =  891.329!  \\ floating-point values
0005:  30180?? =  13.5641!  \\ floating-point values
0005:  30184?? =  512.934!  \\ floating-point values
0005:  30188?? =  1004.66!  \\ floating-point values
0005:  30192?? =  16.9283!  \\ floating-point values
0005:  30196?? =  500.877!  \\ floating-point values
0005:  30200?? =  1121.62!  \\ floating-point values
0005:  30204?? =  15.2929!  \\ floating-point values
0005:  30208?? =  522.579!  \\ floating-point values
0005:  30212?? =  1232.54!  \\ floating-point values
0005:  30216?? =  15.2502!  \\ floating-point values
0005:  30220?? =  432.152!  \\ floating-point values
0005:  30224?? =  1281.97!  \\ floating-point values
0005:  30228?? =  16.0003!  \\ floating-point values
0005:  30232?? =  316.406!  \\ floating-point values
0005:  30236?? =  1281.97!  \\ floating-point values
0005:  30240?? =  16.1761!  \\ floating-point values
0005:  30244?? =  219.951!  \\ floating-point values
0005:  30248?? =  1243.39!  \\ floating-point values
0005:  30252?? =  16.18!  \\ floating-point values
0005:  30256?? =  283.852!  \\ floating-point values
0005:  30260?? =  1198.78!  \\ floating-point values
0005:  30264?? =  16.7968!  \\ floating-point values
0005:  30268?? =  270.59!  \\ floating-point values
0005:  30272?? =  1121.62!  \\ floating-point values
0005:  30276?? =  18.3989!  \\ floating-point values
0005:  30280?? =  307.966!  \\ floating-point values
0005:  30284?? =  1023.95!  \\ floating-point values
0005:  30288?? =  11.9725!  \\ floating-point values
0005:  30292?? =  320.023!  \\ floating-point values
0005:  30296?? =  913.031!  \\ floating-point values
0005:  30300?? =  9.8582!  \\ floating-point values
0005:  30304?? =  294.703!  \\ floating-point values
0005:  30308?? =  800.902!  \\ floating-point values
0005:  30312?? =  9.849!  \\ floating-point values
0005:  30316?? =  219.951!  \\ floating-point values
0005:  30320?? =  721.326!  \\ floating-point values
0005:  30324?? =  9.849!  \\ floating-point values
0005:  30328?? =  177.751!  \\ floating-point values
0005:  30332?? =  671.893!  \\ floating-point values
0005:  30336?? =  9.849!  \\ floating-point values
0005:  30340?? =  246.476!  \\ floating-point values
0005:  30344?? =  667.07!  \\ floating-point values
0005:  30348?? =  9.8548!  \\ floating-point values
0005:  30352?? =  334.491!  \\ floating-point values
0005:  30356?? =  670.687!  \\ floating-point values
0005:  30360?? =  9.8524!  \\ floating-point values
0005:  30364?? =  380.307!  \\ floating-point values
0005:  30368?? =  644.162!  \\ floating-point values
0005:  30372?? =  10.0442!  \\ floating-point values
0005:  30376?? =  383.925!  \\ floating-point values
0005:  30380?? =  557.352!  \\ floating-point values
0005:  30384?? =  10.3795!  \\ floating-point values
0005:  30388?? =  380.307!  \\ floating-point values
0005:  30392?? =  487.422!  \\ floating-point values
0005:  30396?? =  10.6054!  \\ floating-point values
0005:  30400?? =  486.408!  \\ floating-point values
0005:  30404?? =  480.188!  \\ floating-point values
0005:  30408?? =  10.4553!  \\ floating-point values
0005:  30412?? =  534.636!  \\ floating-point values
0005:  30416?? =  457.28!  \\ floating-point values
0005:  30420?? =  9.8644!  \\ floating-point values
0005:  30424?? =  515.345!  \\ floating-point values
0005:  30428?? =  352.385!  \\ floating-point values
0005:  30432?? =  9.8673!  \\ floating-point values
0005:  30436?? =  500.877!  \\ floating-point values
0005:  30440?? =  245.078!  \\ floating-point values
0005:  30444?? =  9.9013!  \\ floating-point values
0005:  30448?? =  504.494!  \\ floating-point values
0005:  30452?? =  138.977!  \\ floating-point values
0005:  30456?? =  9.866!  \\ floating-point values
0005:  30460?? =  477.969!  \\ floating-point values
0005:  30464?? =  94.3666!  \\ floating-point values
0005:  30468?? =  10.1941!  \\ floating-point values
0005:  30472?? =  394.776!  \\ floating-point values
0005:  30476?? =  25.6422!  \\ floating-point values
0005:  30480?? =  14.5354!  \\ floating-point values
0005:  30484?? =  328.463!  \\ floating-point values
0005:  30488?? = -33.4368!  \\ floating-point values
0005:  30492?? =  9.8861!  \\ floating-point values
0005:  30496?? =  300.732!  \\ floating-point values
0005:  30500?? = -127.481!  \\ floating-point values
0005:  30504?? =  10.776!  \\ floating-point values
0005:  30508?? =  289.881!  \\ floating-point values
0005:  30512?? = -182.943!  \\ floating-point values
0005:  30516?? =  10.4278!  \\ floating-point values
0005:  30520?? =  368.251!  \\ floating-point values
0005:  30524?? = -222.73!  \\ floating-point values
0005:  30528?? =  10.7668!  \\ floating-point values
0005:  30532?? =  359.811!  \\ floating-point values
0005:  30536?? = -303.512!  \\ floating-point values
0005:  30540?? =  10.8559!  \\ floating-point values
0005:  30544?? =  283.852!  \\ floating-point values
0005:  30548?? = -363.796!  \\ floating-point values
0005:  30552?? =  10.7751!  \\ floating-point values
0005:  30556?? =  233.213!  \\ floating-point values
0005:  30560?? = -425.287!  \\ floating-point values
0005:  30564?? =  10.7829!  \\ floating-point values
0005:  30568?? =  217.539!  \\ floating-point values
0005:  30572?? = -518.125!  \\ floating-point values
0005:  30576?? =  10.7829!  \\ floating-point values
0005:  30580?? =  181.368!  \\ floating-point values
0005:  30584?? = -526.565!  \\ floating-point values
0005:  30588?? =  10.5379!  \\ floating-point values
0005:  30592?? =  185.061!  \\ floating-point values
0005:  30596?? = -443.34!  \\ floating-point values
0005:  30600?? =  9.8402!  \\ floating-point values
0005:  30604?? =  198.248!  \\ floating-point values
0005:  30608?? = -371.03!  \\ floating-point values
0005:  30612?? =  9.5263!  \\ floating-point values
0005:  19412?? =  198.214!  \\ floating-point values
0005:  19416?? = -373.8071!  \\ floating-point values
0005:  19420?? =  9.5658!  \\ floating-point values
0005:  19424?? =  196.4444!  \\ floating-point values
0005:  19428?? = -380.2955!  \\ floating-point values
0005:  19432?? =  9.6676!  \\ floating-point values
0005:  19436?? =  193.9106!  \\ floating-point values
0005:  19440?? = -372.1646!  \\ floating-point values
0005:  19444?? =  9.5608!  \\ floating-point values
0005:  29872?? =  345!  \\ floating-point values
0005:  29908?? =  181.057!  \\ floating-point values
0005:  29912?? = -418.878!  \\ floating-point values
0005:  29916?? =  0!  \\ floating-point values
0005:  29920?? =  216.057!  \\ floating-point values
0005:  29924?? = -328.878!  \\ floating-point values
0005:  29928?? =  30!  \\ floating-point values
0002: jump Label11DD8B

:Label11CF6D
00D6: if  0?
0038:    6372?? ==  0?  \\ integer values
004D: jump_if_false Label11CF81
0317: increment_mission_attempts

:Label11CF81
0004:  29796?? =  112?  \\ integer values
0005:  30016?? = -999.8854!  \\ floating-point values
0005:  30020?? = -945.692!  \\ floating-point values
0005:  30024?? =  13.6685!  \\ floating-point values
0005:  30028?? = -929.153!  \\ floating-point values
0005:  30032?? = -1029.48!  \\ floating-point values
0005:  30036?? =  13.6592!  \\ floating-point values
0005:  30040?? = -887.966!  \\ floating-point values
0005:  30044?? = -1073.35!  \\ floating-point values
0005:  30048?? =  13.6478!  \\ floating-point values
0005:  30052?? = -824.396!  \\ floating-point values
0005:  30056?? = -1040.23!  \\ floating-point values
0005:  30060?? =  9.8895!  \\ floating-point values
0005:  30064?? = -823.5!  \\ floating-point values
0005:  30068?? = -946.213!  \\ floating-point values
0005:  30072?? =  9.8871!  \\ floating-point values
0005:  30076?? = -764.407!  \\ floating-point values
0005:  30080?? = -925.62!  \\ floating-point values
0005:  30084?? =  9.4575!  \\ floating-point values
0005:  30088?? = -677.557!  \\ floating-point values
0005:  30092?? = -930.992!  \\ floating-point values
0005:  30096?? =  13.6473!  \\ floating-point values
0005:  30100?? = -588.022!  \\ floating-point values
0005:  30104?? = -932.782!  \\ floating-point values
0005:  30108?? =  20.4283!  \\ floating-point values
0005:  30112?? = -492.219!  \\ floating-point values
0005:  30116?? = -932.782!  \\ floating-point values
0005:  30120?? =  25.0643!  \\ floating-point values
0005:  30124?? = -396.415!  \\ floating-point values
0005:  30128?? = -935.468!  \\ floating-point values
0005:  30132?? =  22.5963!  \\ floating-point values
0005:  30136?? = -295.24!  \\ floating-point values
0005:  30140?? = -939.05!  \\ floating-point values
0005:  30144?? =  16.4214!  \\ floating-point values
0005:  30148?? = -189.588!  \\ floating-point values
0005:  30152?? = -930.096!  \\ floating-point values
0005:  30156?? =  11.0187!  \\ floating-point values
0005:  30160?? = -104.529!  \\ floating-point values
0005:  30164?? = -895.177!  \\ floating-point values
0005:  30168?? =  9.2782!  \\ floating-point values
0005:  30172?? = -22.1561!  \\ floating-point values
0005:  30176?? = -870.107!  \\ floating-point values
0005:  30180?? =  9.2782!  \\ floating-point values
0005:  30184?? =  73.6471!  \\ floating-point values
0005:  30188?? = -858.468!  \\ floating-point values
0005:  30192?? =  9.278!  \\ floating-point values
0005:  30196?? =  131.845!  \\ floating-point values
0005:  30200?? = -787.734!  \\ floating-point values
0005:  30204?? =  9.278!  \\ floating-point values
0005:  30208?? =  163.183!  \\ floating-point values
0005:  30212?? = -706.257!  \\ floating-point values
0005:  30216?? =  9.278!  \\ floating-point values
0005:  30220?? =  173.032!  \\ floating-point values
0005:  30224?? = -646.268!  \\ floating-point values
0005:  30228?? =  15.1956!  \\ floating-point values
0005:  30232?? =  178.404!  \\ floating-point values
0005:  30236?? = -549.57!  \\ floating-point values
0005:  30240?? =  10.69!  \\ floating-point values
0005:  30244?? =  184.671!  \\ floating-point values
0005:  30248?? = -452.871!  \\ floating-point values
0005:  30252?? =  9.8402!  \\ floating-point values
0005:  30256?? =  199.892!  \\ floating-point values
0005:  30260?? = -365.126!  \\ floating-point values
0005:  30264?? =  9.465!  \\ floating-point values
0005:  30268?? =  224.962!  \\ floating-point values
0005:  30272?? = -275.59!  \\ floating-point values
0005:  30276?? =  10.9105!  \\ floating-point values
0005:  30280?? =  268.835!  \\ floating-point values
0005:  30284?? = -198.59!  \\ floating-point values
0005:  30288?? =  9.8572!  \\ floating-point values
0005:  30292?? =  308.231!  \\ floating-point values
0005:  30296?? = -115.322!  \\ floating-point values
0005:  30300?? =  9.8605!  \\ floating-point values
0005:  30304?? =  327.928!  \\ floating-point values
0005:  30308?? = -30.2626!  \\ floating-point values
0005:  30312?? =  9.9096!  \\ floating-point values
0005:  30316?? =  389.708!  \\ floating-point values
0005:  30320?? =  20.7727!  \\ floating-point values
0005:  30324?? =  14.2094!  \\ floating-point values
0005:  30328?? =  447.011!  \\ floating-point values
0005:  30332?? =  86.1337!  \\ floating-point values
0005:  30336?? =  9.8733!  \\ floating-point values
0005:  30340?? =  399.557!  \\ floating-point values
0005:  30344?? =  172.983!  \\ floating-point values
0005:  30348?? =  9.847!  \\ floating-point values
0005:  30352?? =  391.499!  \\ floating-point values
0005:  30356?? =  237.449!  \\ floating-point values
0005:  30360?? =  9.3895!  \\ floating-point values
0005:  30364?? =  340.463!  \\ floating-point values
0005:  30368?? =  253.565!  \\ floating-point values
0005:  30372?? =  10.1255!  \\ floating-point values
0005:  30376?? =  334.196!  \\ floating-point values
0005:  30380?? =  352.055!  \\ floating-point values
0005:  30384?? =  10.4291!  \\ floating-point values
0005:  30388?? =  349.417!  \\ floating-point values
0005:  30392?? =  444.276!  \\ floating-point values
0005:  30396?? =  10.4235!  \\ floating-point values
0005:  30400?? =  378.068!  \\ floating-point values
0005:  30404?? =  531.126!  \\ floating-point values
0005:  30408?? =  10.4235!  \\ floating-point values
0005:  30412?? =  382.545!  \\ floating-point values
0005:  30416?? =  607.231!  \\ floating-point values
0005:  30420?? =  10.4235!  \\ floating-point values
0005:  30424?? =  362.847!  \\ floating-point values
0005:  30428?? =  668.116!  \\ floating-point values
0005:  30432?? =  9.894!  \\ floating-point values
0005:  30436?? =  264.358!  \\ floating-point values
0005:  30440?? =  669.906!  \\ floating-point values
0005:  30444?? =  9.8524!  \\ floating-point values
0005:  30448?? =  207.055!  \\ floating-point values
0005:  30452?? =  657.371!  \\ floating-point values
0005:  30456?? =  9.849!  \\ floating-point values
0005:  30460?? =  178.404!  \\ floating-point values
0005:  30464?? =  670.802!  \\ floating-point values
0005:  30468?? =  9.849!  \\ floating-point values
0005:  30472?? =  196.311!  \\ floating-point values
0005:  30476?? =  707.511!  \\ floating-point values
0005:  30480?? =  9.849!  \\ floating-point values
0005:  30484?? =  272.416!  \\ floating-point values
0005:  30488?? =  765.71!  \\ floating-point values
0005:  30492?? =  9.8514!  \\ floating-point values
0005:  30496?? =  311.812!  \\ floating-point values
0005:  30500?? =  857.036!  \\ floating-point values
0005:  30504?? =  9.8551!  \\ floating-point values
0005:  30508?? =  318.975!  \\ floating-point values
0005:  30512?? =  974.328!  \\ floating-point values
0005:  30516?? =  10.6569!  \\ floating-point values
0005:  30520?? =  293.905!  \\ floating-point values
0005:  30524?? =  1067.44!  \\ floating-point values
0005:  30528?? =  12.0802!  \\ floating-point values
0005:  30532?? =  273.312!  \\ floating-point values
0005:  30536?? =  1139.07!  \\ floating-point values
0005:  30540?? =  20.0402!  \\ floating-point values
0005:  30544?? =  283.161!  \\ floating-point values
0005:  30548?? =  1200.85!  \\ floating-point values
0005:  30552?? =  16.7887!  \\ floating-point values
0005:  30556?? =  222.276!  \\ floating-point values
0005:  30560?? =  1234.88!  \\ floating-point values
0005:  30564?? =  16.18!  \\ floating-point values
0005:  30568?? =  283.161!  \\ floating-point values
0005:  30572?? =  1281.44!  \\ floating-point values
0005:  30576?? =  16.1801!  \\ floating-point values
0005:  30580?? =  383.441!  \\ floating-point values
0005:  30584?? =  1281.44!  \\ floating-point values
0005:  30588?? =  16.1761!  \\ floating-point values
0005:  30592?? =  472.976!  \\ floating-point values
0005:  30596?? =  1278.75!  \\ floating-point values
0005:  30600?? =  16.5197!  \\ floating-point values
0005:  30604?? =  518.639!  \\ floating-point values
0005:  30608?? =  1258.16!  \\ floating-point values
0005:  30612?? =  15.5517!  \\ floating-point values
0005:  30616?? =  508.79!  \\ floating-point values
0005:  30620?? =  1164.14!  \\ floating-point values
0005:  30624?? =  16.0812!  \\ floating-point values
0005:  30628?? =  499.837!  \\ floating-point values
0005:  30632?? =  1074.61!  \\ floating-point values
0005:  30636?? =  16.7323!  \\ floating-point values
0005:  30640?? =  519.535!  \\ floating-point values
0005:  30644?? =  982.386!  \\ floating-point values
0005:  30648?? =  16.9283!  \\ floating-point values
0005:  30652?? =  552.878!  \\ floating-point values
0005:  30656?? =  901.804!  \\ floating-point values
0005:  30660?? =  13.8502!  \\ floating-point values
0005:  30664?? =  559.826!  \\ floating-point values
0005:  30668?? =  820.326!  \\ floating-point values
0005:  30672?? =  11.2706!  \\ floating-point values
0005:  30676?? =  544.605!  \\ floating-point values
0005:  30680?? =  726.314!  \\ floating-point values
0005:  30684?? =  9.9648!  \\ floating-point values
0005:  30688?? =  522.221!  \\ floating-point values
0005:  30692?? =  655.581!  \\ floating-point values
0005:  30696?? =  9.9354!  \\ floating-point values
0005:  30700?? =  419.255!  \\ floating-point values
0005:  30704?? =  680.651!  \\ floating-point values
0005:  30708?? =  10.2006!  \\ floating-point values
0005:  30712?? =  421.045!  \\ floating-point values
0005:  30716?? =  783.617!  \\ floating-point values
0005:  30720?? =  10.2006!  \\ floating-point values
0005:  30724?? =  424.627!  \\ floating-point values
0005:  30728?? =  871.362!  \\ floating-point values
0005:  30732?? =  10.1785!  \\ floating-point values
0005:  30736?? =  404.929!  \\ floating-point values
0005:  30740?? =  941.2!  \\ floating-point values
0005:  30744?? =  11.4493!  \\ floating-point values
0005:  30748?? =  303.754!  \\ floating-point values
0005:  30752?? =  950.153!  \\ floating-point values
0005:  30756?? =  20.4129!  \\ floating-point values
0005:  30760?? =  190.939!  \\ floating-point values
0005:  30764?? =  975.223!  \\ floating-point values
0005:  30768?? =  23.2634!  \\ floating-point values
0005:  30772?? =  94.2402!  \\ floating-point values
0005:  30776?? =  987.758!  \\ floating-point values
0005:  30780?? =  9.8228!  \\ floating-point values
0005:  30784?? =  96.268!  \\ floating-point values
0005:  30788?? =  908.967!  \\ floating-point values
0005:  30792?? =  9.7065!  \\ floating-point values
0005:  30796?? =  53.9491!  \\ floating-point values
0005:  30800?? =  863.303!  \\ floating-point values
0005:  30804?? =  9.7037!  \\ floating-point values
0005:  30808?? =  10.972!  \\ floating-point values
0005:  30812?? =  895.536!  \\ floating-point values
0005:  30816?? =  9.7136!  \\ floating-point values
0005:  30820?? =  32.4606!  \\ floating-point values
0005:  30824?? =  986.863!  \\ floating-point values
0005:  30828?? =  9.7345!  \\ floating-point values
0005:  30832?? =  33.3559!  \\ floating-point values
0005:  30836?? =  1057.6!  \\ floating-point values
0005:  30840?? =  9.8576!  \\ floating-point values
0005:  30844?? =  15.4488!  \\ floating-point values
0005:  30848?? =  1107.74!  \\ floating-point values
0005:  30852?? =  15.5335!  \\ floating-point values
0005:  30856?? = -46.3308!  \\ floating-point values
0005:  30860?? =  1051.33!  \\ floating-point values
0005:  30864?? =  9.8058!  \\ floating-point values
0005:  30868?? = -138.553!  \\ floating-point values
0005:  30872?? =  1075.5!  \\ floating-point values
0005:  30876?? =  11.1801!  \\ floating-point values
0005:  30880?? = -227.193!  \\ floating-point values
0005:  30884?? =  1083.56!  \\ floating-point values
0005:  30888?? =  19.3942!  \\ floating-point values
0005:  30892?? = -314.938!  \\ floating-point values
0005:  30896?? =  1084.46!  \\ floating-point values
0005:  30900?? =  21.0711!  \\ floating-point values
0005:  30904?? = -414.322!  \\ floating-point values
0005:  30908?? =  1085.35!  \\ floating-point values
0005:  30912?? =  10.4061!  \\ floating-point values
0005:  30916?? = -505.649!  \\ floating-point values
0005:  30920?? =  1099.68!  \\ floating-point values
0005:  30924?? =  9.8647!  \\ floating-point values
0005:  30928?? = -588.022!  \\ floating-point values
0005:  30932?? =  1145.34!  \\ floating-point values
0005:  30936?? =  9.8725!  \\ floating-point values
0005:  30940?? = -671.29!  \\ floating-point values
0005:  30944?? =  1181.16!  \\ floating-point values
0005:  30948?? =  9.8725!  \\ floating-point values
0005:  30952?? = -772.465!  \\ floating-point values
0005:  30956?? =  1176.68!  \\ floating-point values
0005:  30960?? =  9.8647!  \\ floating-point values
0005:  30964?? = -856.629!  \\ floating-point values
0005:  30968?? =  1153.4!  \\ floating-point values
0005:  30972?? =  9.7009!  \\ floating-point values
0005:  30976?? = -865.582!  \\ floating-point values
0005:  30980?? =  1063.86!  \\ floating-point values
0005:  30984?? =  9.8699!  \\ floating-point values
0005:  30988?? = -868.268!  \\ floating-point values
0005:  30992?? =  962.688!  \\ floating-point values
0005:  30996?? =  9.8699!  \\ floating-point values
0005:  31000?? = -870.059!  \\ floating-point values
0005:  31004?? =  857.931!  \\ floating-point values
0005:  31008?? =  9.8816!  \\ floating-point values
0005:  31012?? = -859.315!  \\ floating-point values
0005:  31016?? =  762.128!  \\ floating-point values
0005:  31020?? =  9.8816!  \\ floating-point values
0005:  31024?? = -755.453!  \\ floating-point values
0005:  31028?? =  752.279!  \\ floating-point values
0005:  31032?? =  9.8816!  \\ floating-point values
0005:  31036?? = -672.185!  \\ floating-point values
0005:  31040?? =  734.372!  \\ floating-point values
0005:  31044?? =  9.9913!  \\ floating-point values
0005:  31048?? = -676.662!  \\ floating-point values
0005:  31052?? =  634.987!  \\ floating-point values
0005:  31056?? =  9.8813!  \\ floating-point values
0005:  31060?? = -685.616!  \\ floating-point values
0005:  31064?? =  539.184!  \\ floating-point values
0005:  31068?? =  9.8847!  \\ floating-point values
0005:  31072?? = -695.465!  \\ floating-point values
0005:  31076?? =  448.753!  \\ floating-point values
0005:  31080?? =  9.8925!  \\ floating-point values
0005:  31084?? = -704.418!  \\ floating-point values
0005:  31088?? =  356.531!  \\ floating-point values
0005:  31092?? =  9.8679!  \\ floating-point values
0005:  31096?? = -728.593!  \\ floating-point values
0005:  31100?? =  291.17!  \\ floating-point values
0005:  31104?? =  9.9507!  \\ floating-point values
0005:  31108?? = -798.431!  \\ floating-point values
0005:  31112?? =  306.391!  \\ floating-point values
0005:  31116?? =  10.2203!  \\ floating-point values
0005:  31120?? = -891.548!  \\ floating-point values
0005:  31124?? =  317.136!  \\ floating-point values
0005:  31128?? =  10.2165!  \\ floating-point values
0005:  31132?? = -976.607!  \\ floating-point values
0005:  31136?? =  323.403!  \\ floating-point values
0005:  31140?? =  10.1999!  \\ floating-point values
0005:  31144?? = -1014.21!  \\ floating-point values
0005:  31148?? =  243.716!  \\ floating-point values
0005:  31152?? =  10.1766!  \\ floating-point values
0005:  31156?? = -1053.61!  \\ floating-point values
0005:  31160?? =  150.599!  \\ floating-point values
0005:  31164?? =  10.2094!  \\ floating-point values
0005:  31168?? = -1069.72!  \\ floating-point values
0005:  31172?? =  48.5286!  \\ floating-point values
0005:  31176?? =  10.2116!  \\ floating-point values
0005:  31180?? = -1067.93!  \\ floating-point values
0005:  31184?? = -15.9371!  \\ floating-point values
0005:  31188?? =  10.2118!  \\ floating-point values
0005:  31192?? = -1080.47!  \\ floating-point values
0005:  31196?? = -69.6585!  \\ floating-point values
0005:  31200?? =  10.3946!  \\ floating-point values
0005:  31204?? = -1149.41!  \\ floating-point values
0005:  31208?? = -77.7167!  \\ floating-point values
0005:  31212?? =  10.3912!  \\ floating-point values
0005:  31216?? = -1182.54!  \\ floating-point values
0005:  31220?? = -149.345!  \\ floating-point values
0005:  31224?? =  10.3799!  \\ floating-point values
0005:  31228?? = -1183.43!  \\ floating-point values
0005:  31232?? = -251.416!  \\ floating-point values
0005:  31236?? =  10.3807!  \\ floating-point values
0005:  31240?? = -1181.64!  \\ floating-point values
0005:  31244?? = -352.591!  \\ floating-point values
0005:  31248?? =  9.7105!  \\ floating-point values
0005:  31252?? = -1196.86!  \\ floating-point values
0005:  31256?? = -449.29!  \\ floating-point values
0005:  31260?? =  9.7421!  \\ floating-point values
0005:  31264?? = -1171.79!  \\ floating-point values
0005:  31268?? = -503.011!  \\ floating-point values
0005:  31272?? =  9.7692!  \\ floating-point values
0005:  31276?? = -1089.42!  \\ floating-point values
0005:  31280?? = -504.802!  \\ floating-point values
0005:  31284?? =  10.1038!  \\ floating-point values
0005:  31288?? = -1065.25!  \\ floating-point values
0005:  31292?? = -583.593!  \\ floating-point values
0005:  31296?? =  9.9241!  \\ floating-point values
0005:  31300?? = -984.665!  \\ floating-point values
0005:  31304?? = -583.593!  \\ floating-point values
0005:  31308?? =  10.2854!  \\ floating-point values
0005:  31312?? = -982.874!  \\ floating-point values
0005:  31316?? = -668.652!  \\ floating-point values
0005:  31320?? =  10.5705!  \\ floating-point values
0007:  0@ = -1058.98!  \\ floating-point values
0007:  1@ = -679.396!  \\ floating-point values
0007:  2@ =  10.5966!  \\ floating-point values
0007:  3@ = -1135.98!  \\ floating-point values
0007:  4@ = -699.094!  \\ floating-point values
0007:  5@ =  10.5742!  \\ floating-point values
0007:  6@ = -1111.81!  \\ floating-point values
0007:  7@ = -789.525!  \\ floating-point values
0007:  8@ =  10.6719!  \\ floating-point values
0007:  9@ = -1071.51!  \\ floating-point values
0007:  10@ = -865.631!  \\ floating-point values
0007:  11@ =  11.3928!  \\ floating-point values
0007:  12@ = -995.409!  \\ floating-point values
0007:  13@ = -946.213!  \\ floating-point values
0007:  14@ =  13.6582!  \\ floating-point values
0005:  19412?? = -996.9311!  \\ floating-point values
0005:  19416?? = -942.3224!  \\ floating-point values
0005:  19420?? =  13.6511!  \\ floating-point values
0005:  19424?? = -991.6809!  \\ floating-point values
0005:  19428?? = -947.7771!  \\ floating-point values
0005:  19432?? =  13.6504!  \\ floating-point values
0005:  19436?? = -995.0892!  \\ floating-point values
0005:  19440?? = -950.5623!  \\ floating-point values
0005:  19444?? =  13.6674!  \\ floating-point values
0005:  29872?? =  223!  \\ floating-point values
0005:  29908?? = -1041.856!  \\ floating-point values
0005:  29912?? = -1004.363!  \\ floating-point values
0005:  29916?? =  0!  \\ floating-point values
0005:  29920?? = -941.856!  \\ floating-point values
0005:  29924?? = -904.363!  \\ floating-point values
0005:  29928?? =  30!  \\ floating-point values
0002: jump Label11DD8B

:Label11DD8B
0084:  29800?? =  29796??  \\ integer values and handles
000C:  29800?? -=  1?  \\ integer values
0247: request_model #WMYCR
0247: request_model #WFYPR
0247: request_model #BMYPI
0247: request_model #CHEETAH
0247: request_model #INFERNUS
0247: request_model #BANSHEE
018A:  29724?? = create_checkpoint_at  30016??  30020??  30024??

:Label11DDC3
00D6: if  25?
8248:   NOT   model #WMYCR available
8248:   NOT   model #WFYPR available
8248:   NOT   model #BMYPI available
8248:   NOT   model #CHEETAH available
8248:   NOT   model #INFERNUS available
8248:   NOT   model #BANSHEE available
004D: jump_if_false Label11DDF4
0001: wait  0? ms
0002: jump Label11DDC3

:Label11DDF4
01E8: create_forbidden_for_cars_cube  29908??  29912??  29916??  29920??  29924??  29928??
00A5:  29672?? = create_car #CHEETAH at  19412??  19416??  19420??
020A: set_car  29672?? door_status_to  2?
02AC: set_car  29672?? immunities  0?  1?  0?  0?  0?
039C: (unknown)  29672??  1? 
03AB: (unknown)  29672??  1? 
03ED: (unknown)  29672??  1? 
04E0: unknown_car  29672??  5?
053F: unknown_car  29672?? flag  0?
0175: set_car  29672?? z_angle_to  29872??
00A5:  29676?? = create_car #INFERNUS at  19424??  19428??  19432??
020A: set_car  29676?? door_status_to  2?
02AC: set_car  29676?? immunities  0?  1?  0?  0?  0?
039C: (unknown)  29676??  1? 
03AB: (unknown)  29676??  1? 
03ED: (unknown)  29676??  1? 
04E0: unknown_car  29676??  5?
053F: unknown_car  29676?? flag  0?
0175: set_car  29676?? z_angle_to  29872??
00A5:  29680?? = create_car #BANSHEE at  19436??  19440??  19444??
020A: set_car  29680?? door_status_to  2?
02AC: set_car  29680?? immunities  0?  1?  0?  0?  0?
039C: (unknown)  29680??  1? 
03AB: (unknown)  29680??  1? 
03ED: (unknown)  29680??  1? 
04E0: unknown_car  29680??  5?
053F: unknown_car  29680?? flag  0?
0175: set_car  29680?? z_angle_to  29872??
0129:  29688?? = create_actor  4? #BMYPI in_car  29672?? driverseat
039E: (unknown)  29688??  1? 
054A: unknown_actor  29688?? flag  0?
0129:  29692?? = create_actor  4? #WFYPR in_car  29676?? driverseat
039E: (unknown)  29692??  1? 
054A: unknown_actor  29692?? flag  0?
0129:  29696?? = create_actor  4? #WMYCR in_car  29680?? driverseat
039E: (unknown)  29696??  1? 
054A: unknown_actor  29696?? flag  0?
00A9: set_car  29672?? to_normal_driver
00A9: set_car  29676?? to_normal_driver
00A9: set_car  29680?? to_normal_driver
00AE: unknown_set_car  29672?? to_ignore_traffic_lights  2?
00AD: set_car  29672?? max_speed_to  50!
00AE: unknown_set_car  29676?? to_ignore_traffic_lights  2?
00AD: set_car  29676?? max_speed_to  50!
00AE: unknown_set_car  29680?? to_ignore_traffic_lights  2?
00AD: set_car  29680?? max_speed_to  50!
02AA: set_car  29672?? immune_to_nonplayer  1?
02AA: set_car  29676?? immune_to_nonplayer  1?
02AA: set_car  29680?? immune_to_nonplayer  1?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
0336: (unknown) $PLAYER_CHAR  1? 
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
0001: wait  0? ms
0001: wait  0? ms
00BC: text_highpriority "RACES_1"  5000& ms  1? \\ ~g~Get a fast vehicle and get to the starting grid.

:Label11DFD9
00D6: if  0?
80FA:   NOT   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  30016??  30020??  30024?? radius  2!  2!  2!
004D: jump_if_false Label11E107
0001: wait  0? ms
00D6: if  0?
00F9:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_on_foot  30016??  30020??  30024?? radius  2!  2!  2!
004D: jump_if_false Label11E040
00BC: text_highpriority "RACES_2"  5000& ms  1? \\ ~g~You need a vehicle to race, this is not a foot race!

:Label11E040
00D6: if  0?
0119:   car  29672?? wrecked
004D: jump_if_false Label11E057
0002: jump Label11F114

:Label11E057
00D6: if  0?
0119:   car  29676?? wrecked
004D: jump_if_false Label11E06E
0002: jump Label11F114

:Label11E06E
00D6: if  0?
0119:   car  29680?? wrecked
004D: jump_if_false Label11E085
0002: jump Label11F114

:Label11E085
0227:  19484?? = car  29672?? health
00D6: if  0?
001A:    1000& >  19484??  \\ integer values
004D: jump_if_false Label11E0AE
0004:  19484?? =  9?  \\ integer values
0002: jump Label11E107

:Label11E0AE
0227:  19484?? = car  29676?? health
00D6: if  0?
001A:    1000& >  19484??  \\ integer values
004D: jump_if_false Label11E0D7
0004:  19484?? =  9?  \\ integer values
0002: jump Label11E107

:Label11E0D7
0227:  19484?? = car  29680?? health
00D6: if  0?
001A:    1000& >  19484??  \\ integer values
004D: jump_if_false Label11E100
0004:  19484?? =  9?  \\ integer values
0002: jump Label11E107

:Label11E100
0002: jump Label11DFD9

:Label11E107
02AA: set_car  29672?? immune_to_nonplayer  0?
02AA: set_car  29676?? immune_to_nonplayer  0?
02AA: set_car  29680?? immune_to_nonplayer  0?
00D6: if  0?
0038:    19484?? ==  9?  \\ integer values
004D: jump_if_false Label11E144
00BA: text_styled "RACES_3"  1200& ms  4? \\ 3..2..1.. GO GO GO!
0002: jump Label11E1FF

:Label11E144
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
00BA: text_styled "RACES_4"  1100& ms  4? \\ 3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACES_5"  1100& ms  4? \\ 2
018C: play_sound  8? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACES_6"  1100& ms  4? \\ 1
018C: play_sound  9? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACES_7"  800& ms  4? \\ GO!
018C: play_sound  10? at  0!  0!  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged

:Label11E1FF
00D6: if  0?
0119:   car  29672?? wrecked
004D: jump_if_false Label11E216
0002: jump Label11F114

:Label11E216
00D6: if  0?
0119:   car  29676?? wrecked
004D: jump_if_false Label11E22D
0002: jump Label11F114

:Label11E22D
00D6: if  0?
0119:   car  29680?? wrecked
004D: jump_if_false Label11E244
0002: jump Label11F114

:Label11E244
0164: disable_marker  29724??
0186:  29732?? = create_marker_above_car  29672??
018B: show_on_radar  29732??  1?
0186:  29736?? = create_marker_above_car  29676??
018B: show_on_radar  29736??  1?
0186:  29740?? = create_marker_above_car  29680??
018B: show_on_radar  29740??  1?
0050: gosub Label11F86C
0086:  29932?? =  29992??  \\ floating-point values only
0086:  29936?? =  29996??  \\ floating-point values only
0086:  29940?? =  30000??  \\ floating-point values only
0086:  29944?? =  30004??  \\ floating-point values only
0086:  29948?? =  30008??  \\ floating-point values only
0086:  29952?? =  30012??  \\ floating-point values only
0086:  29956?? =  29992??  \\ floating-point values only
0086:  29960?? =  29996??  \\ floating-point values only
0086:  29964?? =  30000??  \\ floating-point values only
0086:  29968?? =  29992??  \\ floating-point values only
0086:  29972?? =  29996??  \\ floating-point values only
0086:  29976?? =  30000??  \\ floating-point values only
0086:  29980?? =  29992??  \\ floating-point values only
0086:  29984?? =  29996??  \\ floating-point values only
0086:  29988?? =  30000??  \\ floating-point values only
018A:  29724?? = create_checkpoint_at  29932??  29936??  29940??
0165: set_marker  29724?? color_to  4?
0168: show_on_radar  29724??  3?
018A:  29728?? = create_checkpoint_at  29944??  29948??  29952??
0165: set_marker  29728?? color_to  4?
0168: show_on_radar  29728??  2?
00A7: unknown_car  29672?? drive_to  29956??  29960??  29964??
00A7: unknown_car  29676?? drive_to  29968??  29972??  29976??
00A7: unknown_car  29680?? drive_to  29980??  29984??  29988??
0004:  29768?? =  0?  \\ integer values
03C3: set_timer_with_text_to  29768?? type  0? text "RACES" \\ TIME:

:Label11E36D
00D6: if  0?
001C:    29796?? >  29744??  \\ integer values
004D: jump_if_false Label11F10D
0001: wait  0? ms
01BD:  19244?? = current_time_in_ms
0004:  29764?? =  0?  \\ integer values
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  29932??  29936??  29940?? radius  6!  6!  6!
004D: jump_if_false Label11E4A5
018C: play_sound  1? at  0!  0!  0!
0008:  29744?? +=  1?  \\ integer values
0164: disable_marker  29724??
0164: disable_marker  29728??
0084:  29760?? =  29744??  \\ integer values and handles
0050: gosub Label11F86C
0086:  29932?? =  29992??  \\ floating-point values only
0086:  29936?? =  29996??  \\ floating-point values only
0086:  29940?? =  30000??  \\ floating-point values only
0086:  29944?? =  30004??  \\ floating-point values only
0086:  29948?? =  30008??  \\ floating-point values only
0086:  29952?? =  30012??  \\ floating-point values only
00D6: if  0?
003A:    29744?? ==  29796??  \\ integer values and handles
004D: jump_if_false Label11E437
0002: jump Label11F116

:Label11E437
00D6: if  0?
001C:    29800?? >  29744??  \\ integer values
004D: jump_if_false Label11E489
018A:  29724?? = create_checkpoint_at  29932??  29936??  29940??
0165: set_marker  29724?? color_to  4?
0168: show_on_radar  29724??  3?
018A:  29728?? = create_checkpoint_at  29944??  29948??  29952??
0165: set_marker  29728?? color_to  4?
0168: show_on_radar  29728??  2?
0002: jump Label11E4A5

:Label11E489
018A:  29724?? = create_checkpoint_at  29932??  29936??  29940??
0165: set_marker  29724?? color_to  0?
0168: show_on_radar  29724??  3?

:Label11E4A5
00D6: if  0?
8119:   NOT   car  29672?? wrecked
004D: jump_if_false Label11E7CB
0224: set_car  29672?? health_to  1000&
0084:  29684?? =  29672??  \\ integer values and handles
0084:  29760?? =  29748??  \\ integer values and handles
0086:  29848?? =  19412??  \\ floating-point values only
0086:  29852?? =  19416??  \\ floating-point values only
0086:  29856?? =  19420??  \\ floating-point values only
0084:  29784?? =  29772??  \\ integer values and handles
0050: gosub Label1215D2
0086:  19412?? =  29848??  \\ floating-point values only
0086:  19416?? =  29852??  \\ floating-point values only
0086:  19420?? =  29856??  \\ floating-point values only
0084:  29772?? =  29784??  \\ integer values and handles
00D6: if  0?
0018:    29816?? >  4?  \\ integer values
004D: jump_if_false Label11E5E7
0084:  29844?? =  29756??  \\ integer values and handles
000C:  29844?? -=  4?  \\ integer values
0084:  29840?? =  29752??  \\ integer values and handles
000C:  29840?? -=  4?  \\ integer values
00D6: if  21?
001C:    29844?? >  29748??  \\ integer values
001C:    29840?? >  29748??  \\ integer values
004D: jump_if_false Label11E5E7
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  29672?? radius  200!  200!  0?
004D: jump_if_false Label11E5E7
00D6: if  0?
82CA:   NOT   car  29672?? bounding_sphere_visible
004D: jump_if_false Label11E5E7
00D6: if  0?
838A:   NOT   car_in_cube  29956??  29960??  29964??  4!  4!  3!
004D: jump_if_false Label11E5E7
00D6: if  0?
80C2:   NOT   sphere_onscreen  29956??  29960??  29964??  4!
004D: jump_if_false Label11E5E7
00AB: put_car  29672?? at  29956??  29960??  29964??
039F: car  29672?? race_to  29932??  29936??

:Label11E5E7
00D6: if  0?
01AF:   car  29672??  0? ()near_point  29956??  29960??  29964?? radius  29888??  29888??  29888??
004D: jump_if_false Label11E7C4
0008:  29748?? +=  1?  \\ integer values
0084:  29760?? =  29748??  \\ integer values and handles
0050: gosub Label11F86C
0086:  29956?? =  29992??  \\ floating-point values only
0086:  29960?? =  29996??  \\ floating-point values only
0086:  29964?? =  30000??  \\ floating-point values only
00D6: if  0?
0038:    29748?? ==  17?  \\ integer values
004D: jump_if_false Label11E655
0005:  29888?? =  6!  \\ floating-point values

:Label11E655
00D6: if  0?
003A:    29748?? ==  29796??  \\ integer values and handles
004D: jump_if_false Label11E78C
00BC: text_highpriority "RACES_8"  5000& ms  1? \\ ~r~You didn't win the race!
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11E6A4
00D6: if  0?
001C:    1604?? >  29792??  \\ integer values
004D: jump_if_false Label11E6A4
0084:  1604?? =  29792??  \\ integer values and handles

:Label11E6A4
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11E6D1
00D6: if  0?
001C:    1612?? >  29792??  \\ integer values
004D: jump_if_false Label11E6D1
0084:  1612?? =  29792??  \\ integer values and handles

:Label11E6D1
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11E6FE
00D6: if  0?
001C:    1620?? >  29792??  \\ integer values
004D: jump_if_false Label11E6FE
0084:  1620?? =  29792??  \\ integer values and handles

:Label11E6FE
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11E72B
00D6: if  0?
001C:    1628?? >  29792??  \\ integer values
004D: jump_if_false Label11E72B
0084:  1628?? =  29792??  \\ integer values and handles

:Label11E72B
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11E758
00D6: if  0?
001C:    1636?? >  29792??  \\ integer values
004D: jump_if_false Label11E758
0084:  1636?? =  29792??  \\ integer values and handles

:Label11E758
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11E785
00D6: if  0?
001C:    1644?? >  29792??  \\ integer values
004D: jump_if_false Label11E785
0084:  1644?? =  29792??  \\ integer values and handles

:Label11E785
0002: jump Label11F114

:Label11E78C
00D6: if  0?
0042:    29888?? ==  7!  \\ floating-point values
004D: jump_if_false Label11E7B6
00A7: unknown_car  29672?? drive_to  29956??  29960??  29964??
0002: jump Label11E7C4

:Label11E7B6
02C2: car  29672?? drive_to_point  29956??  29960??  29964??

:Label11E7C4
0002: jump Label11E87D

:Label11E7CB
00D6: if  0?
82BF:   NOT   car  29672?? sunk
004D: jump_if_false Label11E7E2
0004:  29748?? =  0?  \\ integer values

:Label11E7E2
00D6: if  0?
02BF:   car  29672?? sunk
004D: jump_if_false Label11E87D
00D6: if  0?
82CA:   NOT   car  29672?? bounding_sphere_visible
004D: jump_if_false Label11E87D
00AA:  29860?? = car  29672?? x_pos,  29864?? = car  29672?? y_pos,  29868?? = car  29672?? z_pos
02C1: set  29860??  29864??  29868?? to_car_path_coords_closest_to  29860??  29864??  29868??
00D6: if  0?
838A:   NOT   car_in_cube  29860??  29864??  29868??  4!  4!  4!
004D: jump_if_false Label11E87D
00D6: if  0?
80C2:   NOT   sphere_onscreen  29860??  29864??  29868??  3!
004D: jump_if_false Label11E87D
00AB: put_car  29672?? at  29860??  29864??  29868??
039F: car  29672?? race_to  29956??  29960??

:Label11E87D
00D6: if  0?
8119:   NOT   car  29676?? wrecked
004D: jump_if_false Label11EBA3
0224: set_car  29676?? health_to  1000&
0084:  29684?? =  29676??  \\ integer values and handles
0084:  29760?? =  29752??  \\ integer values and handles
0086:  29848?? =  19424??  \\ floating-point values only
0086:  29852?? =  19428??  \\ floating-point values only
0086:  29856?? =  19432??  \\ floating-point values only
0084:  29784?? =  29776??  \\ integer values and handles
0050: gosub Label1215D2
0086:  19424?? =  29848??  \\ floating-point values only
0086:  19428?? =  29852??  \\ floating-point values only
0086:  19432?? =  29856??  \\ floating-point values only
0084:  29776?? =  29784??  \\ integer values and handles
00D6: if  0?
0018:    29816?? >  4?  \\ integer values
004D: jump_if_false Label11E9BF
0084:  29836?? =  29748??  \\ integer values and handles
000C:  29836?? -=  4?  \\ integer values
0084:  29844?? =  29756??  \\ integer values and handles
000C:  29844?? -=  4?  \\ integer values
00D6: if  21?
001C:    29836?? >  29752??  \\ integer values
001C:    29844?? >  29752??  \\ integer values
004D: jump_if_false Label11E9BF
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  29676?? radius  200!  200!  0?
004D: jump_if_false Label11E9BF
00D6: if  0?
82CA:   NOT   car  29676?? bounding_sphere_visible
004D: jump_if_false Label11E9BF
00D6: if  0?
838A:   NOT   car_in_cube  29968??  29972??  29976??  4!  4!  3!
004D: jump_if_false Label11E9BF
00D6: if  0?
80C2:   NOT   sphere_onscreen  29968??  29972??  29976??  4!
004D: jump_if_false Label11E9BF
00AB: put_car  29676?? at  29968??  29972??  29976??
039F: car  29676?? race_to  29932??  29936??

:Label11E9BF
00D6: if  0?
01AF:   car  29676??  0? ()near_point  29968??  29972??  29976?? radius  29892??  29892??  29892??
004D: jump_if_false Label11EB9C
0008:  29752?? +=  1?  \\ integer values
0084:  29760?? =  29752??  \\ integer values and handles
0050: gosub Label11F86C
0086:  29968?? =  29992??  \\ floating-point values only
0086:  29972?? =  29996??  \\ floating-point values only
0086:  29976?? =  30000??  \\ floating-point values only
00D6: if  0?
0038:    29752?? ==  17?  \\ integer values
004D: jump_if_false Label11EA2D
0005:  29892?? =  6!  \\ floating-point values

:Label11EA2D
00D6: if  0?
003A:    29752?? ==  29796??  \\ integer values and handles
004D: jump_if_false Label11EB64
00BC: text_highpriority "RACES_8"  5000& ms  1? \\ ~r~You didn't win the race!
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11EA7C
00D6: if  0?
001C:    1604?? >  29792??  \\ integer values
004D: jump_if_false Label11EA7C
0084:  1604?? =  29792??  \\ integer values and handles

:Label11EA7C
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11EAA9
00D6: if  0?
001C:    1612?? >  29792??  \\ integer values
004D: jump_if_false Label11EAA9
0084:  1612?? =  29792??  \\ integer values and handles

:Label11EAA9
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11EAD6
00D6: if  0?
001C:    1620?? >  29792??  \\ integer values
004D: jump_if_false Label11EAD6
0084:  1620?? =  29792??  \\ integer values and handles

:Label11EAD6
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11EB03
00D6: if  0?
001C:    1628?? >  29792??  \\ integer values
004D: jump_if_false Label11EB03
0084:  1628?? =  29792??  \\ integer values and handles

:Label11EB03
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11EB30
00D6: if  0?
001C:    1636?? >  29792??  \\ integer values
004D: jump_if_false Label11EB30
0084:  1636?? =  29792??  \\ integer values and handles

:Label11EB30
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11EB5D
00D6: if  0?
001C:    1644?? >  29792??  \\ integer values
004D: jump_if_false Label11EB5D
0084:  1644?? =  29792??  \\ integer values and handles

:Label11EB5D
0002: jump Label11F114

:Label11EB64
00D6: if  0?
0042:    29892?? ==  7!  \\ floating-point values
004D: jump_if_false Label11EB8E
00A7: unknown_car  29676?? drive_to  29968??  29972??  29976??
0002: jump Label11EB9C

:Label11EB8E
02C2: car  29676?? drive_to_point  29968??  29972??  29976??

:Label11EB9C
0002: jump Label11EC55

:Label11EBA3
00D6: if  0?
82BF:   NOT   car  29676?? sunk
004D: jump_if_false Label11EBBA
0004:  29752?? =  0?  \\ integer values

:Label11EBBA
00D6: if  0?
02BF:   car  29676?? sunk
004D: jump_if_false Label11EC55
00D6: if  0?
82CA:   NOT   car  29676?? bounding_sphere_visible
004D: jump_if_false Label11EC55
00AA:  29860?? = car  29676?? x_pos,  29864?? = car  29676?? y_pos,  29868?? = car  29676?? z_pos
02C1: set  29860??  29864??  29868?? to_car_path_coords_closest_to  29860??  29864??  29868??
00D6: if  0?
838A:   NOT   car_in_cube  29860??  29864??  29868??  4!  4!  4!
004D: jump_if_false Label11EC55
00D6: if  0?
80C2:   NOT   sphere_onscreen  29860??  29864??  29868??  3!
004D: jump_if_false Label11EC55
00AB: put_car  29676?? at  29860??  29864??  29868??
039F: car  29676?? race_to  29968??  29972??

:Label11EC55
00D6: if  0?
8119:   NOT   car  29680?? wrecked
004D: jump_if_false Label11EF7B
0224: set_car  29680?? health_to  1000&
0084:  29684?? =  29680??  \\ integer values and handles
0084:  29760?? =  29756??  \\ integer values and handles
0086:  29848?? =  19436??  \\ floating-point values only
0086:  29852?? =  19440??  \\ floating-point values only
0086:  29856?? =  19444??  \\ floating-point values only
0084:  29784?? =  29780??  \\ integer values and handles
0050: gosub Label1215D2
0086:  19436?? =  29848??  \\ floating-point values only
0086:  19440?? =  29852??  \\ floating-point values only
0086:  19444?? =  29856??  \\ floating-point values only
0084:  29780?? =  29784??  \\ integer values and handles
00D6: if  0?
0018:    29816?? >  4?  \\ integer values
004D: jump_if_false Label11ED97
0084:  29836?? =  29748??  \\ integer values and handles
000C:  29836?? -=  4?  \\ integer values
0084:  29840?? =  29752??  \\ integer values and handles
000C:  29840?? -=  4?  \\ integer values
00D6: if  21?
001C:    29836?? >  29756??  \\ integer values
001C:    29840?? >  29756??  \\ integer values
004D: jump_if_false Label11ED97
00D6: if  0?
81FC:   NOT   player $PLAYER_CHAR near_car  29680?? radius  200!  200!  0?
004D: jump_if_false Label11ED97
00D6: if  0?
82CA:   NOT   car  29680?? bounding_sphere_visible
004D: jump_if_false Label11ED97
00D6: if  0?
838A:   NOT   car_in_cube  29980??  29984??  29988??  4!  4!  3!
004D: jump_if_false Label11ED97
00D6: if  0?
80C2:   NOT   sphere_onscreen  29980??  29984??  29988??  4!
004D: jump_if_false Label11ED97
00AB: put_car  29680?? at  29980??  29984??  29988??
039F: car  29680?? race_to  29932??  29936??

:Label11ED97
00D6: if  0?
01AF:   car  29680??  0? ()near_point  29980??  29984??  29988?? radius  29896??  29896??  29896??
004D: jump_if_false Label11EF74
0008:  29756?? +=  1?  \\ integer values
0084:  29760?? =  29756??  \\ integer values and handles
0050: gosub Label11F86C
0086:  29980?? =  29992??  \\ floating-point values only
0086:  29984?? =  29996??  \\ floating-point values only
0086:  29988?? =  30000??  \\ floating-point values only
00D6: if  0?
0038:    29756?? ==  17?  \\ integer values
004D: jump_if_false Label11EE05
0005:  29896?? =  6!  \\ floating-point values

:Label11EE05
00D6: if  0?
003A:    29756?? ==  29796??  \\ integer values and handles
004D: jump_if_false Label11EF3C
00BC: text_highpriority "RACES_8"  5000& ms  1? \\ ~r~You didn't win the race!
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11EE54
00D6: if  0?
001C:    1604?? >  29792??  \\ integer values
004D: jump_if_false Label11EE54
0084:  1604?? =  29792??  \\ integer values and handles

:Label11EE54
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11EE81
00D6: if  0?
001C:    1612?? >  29792??  \\ integer values
004D: jump_if_false Label11EE81
0084:  1612?? =  29792??  \\ integer values and handles

:Label11EE81
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11EEAE
00D6: if  0?
001C:    1620?? >  29792??  \\ integer values
004D: jump_if_false Label11EEAE
0084:  1620?? =  29792??  \\ integer values and handles

:Label11EEAE
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11EEDB
00D6: if  0?
001C:    1628?? >  29792??  \\ integer values
004D: jump_if_false Label11EEDB
0084:  1628?? =  29792??  \\ integer values and handles

:Label11EEDB
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11EF08
00D6: if  0?
001C:    1636?? >  29792??  \\ integer values
004D: jump_if_false Label11EF08
0084:  1636?? =  29792??  \\ integer values and handles

:Label11EF08
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11EF35
00D6: if  0?
001C:    1644?? >  29792??  \\ integer values
004D: jump_if_false Label11EF35
0084:  1644?? =  29792??  \\ integer values and handles

:Label11EF35
0002: jump Label11F114

:Label11EF3C
00D6: if  0?
0042:    29896?? ==  7!  \\ floating-point values
004D: jump_if_false Label11EF66
00A7: unknown_car  29680?? drive_to  29980??  29984??  29988??
0002: jump Label11EF74

:Label11EF66
02C2: car  29680?? drive_to_point  29980??  29984??  29988??

:Label11EF74
0002: jump Label11F02D

:Label11EF7B
00D6: if  0?
82BF:   NOT   car  29680?? sunk
004D: jump_if_false Label11EF92
0004:  29756?? =  0?  \\ integer values

:Label11EF92
00D6: if  0?
02BF:   car  29680?? sunk
004D: jump_if_false Label11F02D
00D6: if  0?
82CA:   NOT   car  29680?? bounding_sphere_visible
004D: jump_if_false Label11F02D
00AA:  29860?? = car  29680?? x_pos,  29864?? = car  29680?? y_pos,  29868?? = car  29680?? z_pos
02C1: set  29860??  29864??  29868?? to_car_path_coords_closest_to  29860??  29864??  29868??
00D6: if  0?
838A:   NOT   car_in_cube  29860??  29864??  29868??  4!  4!  4!
004D: jump_if_false Label11F02D
00D6: if  0?
80C2:   NOT   sphere_onscreen  29860??  29864??  29868??  3!
004D: jump_if_false Label11F02D
00AB: put_car  29680?? at  29860??  29864??  29868??
039F: car  29680?? race_to  29980??  29984??

:Label11F02D
00D6: if  0?
0038:    29764?? ==  0?  \\ integer values
004D: jump_if_false Label11F04D
00BC: text_highpriority "FIRST"  100? ms  1? \\ ~b~1st

:Label11F04D
00D6: if  0?
0038:    29764?? ==  1?  \\ integer values
004D: jump_if_false Label11F06D
00BC: text_highpriority "SECOND"  100? ms  1? \\ ~b~2nd

:Label11F06D
00D6: if  0?
0038:    29764?? ==  2?  \\ integer values
004D: jump_if_false Label11F08D
00BC: text_highpriority "THIRD"  100? ms  1? \\ ~b~3rd

:Label11F08D
00D6: if  0?
0038:    29764?? ==  3?  \\ integer values
004D: jump_if_false Label11F0AD
00BC: text_highpriority "FOURTH"  100? ms  1? \\ ~b~4th

:Label11F0AD
0084:  29792?? =  29764??  \\ integer values and handles
00D6: if  0?
003A:    29744?? ==  29800??  \\ integer values and handles
004D: jump_if_false Label11F0EA
04D5: unknown_race_stuff  29932??  29936??  29940??  5.5!  6?  0?  150&  0?  0?
0002: jump Label11F106

:Label11F0EA
04D5: unknown_race_stuff  29932??  29936??  29940??  5.5!  6?  0?  150&  150&  0?

:Label11F106
0002: jump Label11E36D

:Label11F10D
0002: jump Label11F116

:Label11F114
0051: return

:Label11F116
0014:  29768?? /=  1000&  \\ integer values
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11F156
042E:  6?  29768??
00D6: if  0?
0038:    6352?? ==  0?  \\ integer values
004D: jump_if_false Label11F156
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6352?? =  1?  \\ integer values

:Label11F156
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11F18E
042E:  7?  29768??
00D6: if  0?
0038:    6356?? ==  0?  \\ integer values
004D: jump_if_false Label11F18E
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6356?? =  1?  \\ integer values

:Label11F18E
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11F1C6
042E:  8?  29768??
00D6: if  0?
0038:    6360?? ==  0?  \\ integer values
004D: jump_if_false Label11F1C6
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6360?? =  1?  \\ integer values

:Label11F1C6
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11F1FE
042E:  9?  29768??
00D6: if  0?
0038:    6364?? ==  0?  \\ integer values
004D: jump_if_false Label11F1FE
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6364?? =  1?  \\ integer values

:Label11F1FE
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11F236
042E:  10?  29768??
00D6: if  0?
0038:    6368?? ==  0?  \\ integer values
004D: jump_if_false Label11F236
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6368?? =  1?  \\ integer values

:Label11F236
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11F26E
042E:  11?  29768??
00D6: if  0?
0038:    6372?? ==  0?  \\ integer values
004D: jump_if_false Label11F26E
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6372?? =  1?  \\ integer values

:Label11F26E
0084:  29828?? =  29768??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  29768??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
0038:    29816?? ==  1?  \\ integer values
004D: jump_if_false Label11F377
00D6: if  0?
001C:    1608?? >  29768??  \\ integer values
004D: jump_if_false Label11F313
0084:  1608?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F2F7
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F30C

:Label11F2F7
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F30C
0002: jump Label11F356

:Label11F313
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F341
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F356

:Label11F341
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F356
0004:  1604?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  400&
01E3: text_1number_styled "RACES18"  400&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F377
00D6: if  0?
0038:    29816?? ==  2?  \\ integer values
004D: jump_if_false Label11F452
00D6: if  0?
001C:    1616?? >  29768??  \\ integer values
004D: jump_if_false Label11F3EE
0084:  1616?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F3D2
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F3E7

:Label11F3D2
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F3E7
0002: jump Label11F431

:Label11F3EE
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F41C
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F431

:Label11F41C
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F431
0004:  1612?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  2000&
01E3: text_1number_styled "RACES18"  2000&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F452
00D6: if  0?
0038:    29816?? ==  3?  \\ integer values
004D: jump_if_false Label11F52D
00D6: if  0?
001C:    1624?? >  29768??  \\ integer values
004D: jump_if_false Label11F4C9
0084:  1624?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F4AD
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F4C2

:Label11F4AD
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F4C2
0002: jump Label11F50C

:Label11F4C9
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F4F7
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F50C

:Label11F4F7
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F50C
0004:  1620?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  4000&
01E3: text_1number_styled "RACES18"  4000&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F52D
00D6: if  0?
0038:    29816?? ==  4?  \\ integer values
004D: jump_if_false Label11F608
00D6: if  0?
001C:    1632?? >  29768??  \\ integer values
004D: jump_if_false Label11F5A4
0084:  1632?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F588
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F59D

:Label11F588
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F59D
0002: jump Label11F5E7

:Label11F5A4
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F5D2
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F5E7

:Label11F5D2
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F5E7
0004:  1628?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  8000&
01E3: text_1number_styled "RACES18"  8000&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F608
00D6: if  0?
0038:    29816?? ==  5?  \\ integer values
004D: jump_if_false Label11F6E3
00D6: if  0?
001C:    1640?? >  29768??  \\ integer values
004D: jump_if_false Label11F67F
0084:  1640?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F663
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F678

:Label11F663
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F678
0002: jump Label11F6C2

:Label11F67F
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F6AD
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F6C2

:Label11F6AD
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F6C2
0004:  1636?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  20000&
01E3: text_1number_styled "RACES18"  20000&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F6E3
00D6: if  0?
0038:    29816?? ==  6?  \\ integer values
004D: jump_if_false Label11F7C2
00D6: if  0?
001C:    1648?? >  29768??  \\ integer values
004D: jump_if_false Label11F75A
0084:  1648?? =  29768??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F73E
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label11F753

:Label11F73E
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label11F753
0002: jump Label11F79D

:Label11F75A
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label11F788
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label11F79D

:Label11F788
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label11F79D
0004:  1644?? =  0?  \\ integer values
0109: player $PLAYER_CHAR money +=  40000&&
01E3: text_1number_styled "RACES18"  40000&&  5000& ms  1? \\ YOU HAVE WON: $~1~

:Label11F7C2
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
0051: return

:Label11F7CD
01E7: remove_forbidden_for_cars_cube  29908??  29912??  29916??  29920??  29924??  29928??
0164: disable_marker  29732??
0164: disable_marker  29736??
0164: disable_marker  29740??
0164: disable_marker  29724??
0164: disable_marker  29728??
0108: destroy_object  29700??
0108: destroy_object  29704??
0108: destroy_object  29708??
0108: destroy_object  29712??
0108: destroy_object  29716??
0108: destroy_object  29720??
0249: release_model #WMYCR
0249: release_model #WFYPR
0249: release_model #BMYPI
0249: release_model #CHEETAH
0249: release_model #INFERNUS
0249: release_model #BANSHEE
0249: release_model -187& (LH_RACE01)
0249: release_model -188& (LH_RACE02)
0249: release_model -189& (LH_RACE03)
0249: release_model -190& (LH_RACE04)
0249: release_model -191& (LH_RACE05)
0249: release_model -192& (LH_RACE06)
014F: stop_timer  29768??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
03F0: (unknown)  0? 
03E6: remove_text_box
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label11F86C
00D6: if  0?
0038:    29760?? == -1?  \\ integer values
004D: jump_if_false Label11F8AE
0086:  29992?? =  30016??  \\ floating-point values only
0086:  29996?? =  30020??  \\ floating-point values only
0086:  30000?? =  30024??  \\ floating-point values only
0086:  30004?? =  30028??  \\ floating-point values only
0086:  30008?? =  30032??  \\ floating-point values only
0086:  30012?? =  30036??  \\ floating-point values only

:Label11F8AE
00D6: if  0?
0038:    29760?? ==  0?  \\ integer values
004D: jump_if_false Label11F8F0
0086:  29992?? =  30028??  \\ floating-point values only
0086:  29996?? =  30032??  \\ floating-point values only
0086:  30000?? =  30036??  \\ floating-point values only
0086:  30004?? =  30040??  \\ floating-point values only
0086:  30008?? =  30044??  \\ floating-point values only
0086:  30012?? =  30048??  \\ floating-point values only

:Label11F8F0
00D6: if  0?
0038:    29760?? ==  1?  \\ integer values
004D: jump_if_false Label11F932
0086:  29992?? =  30040??  \\ floating-point values only
0086:  29996?? =  30044??  \\ floating-point values only
0086:  30000?? =  30048??  \\ floating-point values only
0086:  30004?? =  30052??  \\ floating-point values only
0086:  30008?? =  30056??  \\ floating-point values only
0086:  30012?? =  30060??  \\ floating-point values only

:Label11F932
00D6: if  0?
0038:    29760?? ==  2?  \\ integer values
004D: jump_if_false Label11F974
0086:  29992?? =  30052??  \\ floating-point values only
0086:  29996?? =  30056??  \\ floating-point values only
0086:  30000?? =  30060??  \\ floating-point values only
0086:  30004?? =  30064??  \\ floating-point values only
0086:  30008?? =  30068??  \\ floating-point values only
0086:  30012?? =  30072??  \\ floating-point values only

:Label11F974
00D6: if  0?
0038:    29760?? ==  3?  \\ integer values
004D: jump_if_false Label11F9B6
0086:  29992?? =  30064??  \\ floating-point values only
0086:  29996?? =  30068??  \\ floating-point values only
0086:  30000?? =  30072??  \\ floating-point values only
0086:  30004?? =  30076??  \\ floating-point values only
0086:  30008?? =  30080??  \\ floating-point values only
0086:  30012?? =  30084??  \\ floating-point values only

:Label11F9B6
00D6: if  0?
0038:    29760?? ==  4?  \\ integer values
004D: jump_if_false Label11F9F8
0086:  29992?? =  30076??  \\ floating-point values only
0086:  29996?? =  30080??  \\ floating-point values only
0086:  30000?? =  30084??  \\ floating-point values only
0086:  30004?? =  30088??  \\ floating-point values only
0086:  30008?? =  30092??  \\ floating-point values only
0086:  30012?? =  30096??  \\ floating-point values only

:Label11F9F8
00D6: if  0?
0038:    29760?? ==  5?  \\ integer values
004D: jump_if_false Label11FA3A
0086:  29992?? =  30088??  \\ floating-point values only
0086:  29996?? =  30092??  \\ floating-point values only
0086:  30000?? =  30096??  \\ floating-point values only
0086:  30004?? =  30100??  \\ floating-point values only
0086:  30008?? =  30104??  \\ floating-point values only
0086:  30012?? =  30108??  \\ floating-point values only

:Label11FA3A
00D6: if  0?
0038:    29760?? ==  6?  \\ integer values
004D: jump_if_false Label11FA7C
0086:  29992?? =  30100??  \\ floating-point values only
0086:  29996?? =  30104??  \\ floating-point values only
0086:  30000?? =  30108??  \\ floating-point values only
0086:  30004?? =  30112??  \\ floating-point values only
0086:  30008?? =  30116??  \\ floating-point values only
0086:  30012?? =  30120??  \\ floating-point values only

:Label11FA7C
00D6: if  0?
0038:    29760?? ==  7?  \\ integer values
004D: jump_if_false Label11FABE
0086:  29992?? =  30112??  \\ floating-point values only
0086:  29996?? =  30116??  \\ floating-point values only
0086:  30000?? =  30120??  \\ floating-point values only
0086:  30004?? =  30124??  \\ floating-point values only
0086:  30008?? =  30128??  \\ floating-point values only
0086:  30012?? =  30132??  \\ floating-point values only

:Label11FABE
00D6: if  0?
0038:    29760?? ==  8?  \\ integer values
004D: jump_if_false Label11FB00
0086:  29992?? =  30124??  \\ floating-point values only
0086:  29996?? =  30128??  \\ floating-point values only
0086:  30000?? =  30132??  \\ floating-point values only
0086:  30004?? =  30136??  \\ floating-point values only
0086:  30008?? =  30140??  \\ floating-point values only
0086:  30012?? =  30144??  \\ floating-point values only

:Label11FB00
00D6: if  0?
0038:    29760?? ==  9?  \\ integer values
004D: jump_if_false Label11FB42
0086:  29992?? =  30136??  \\ floating-point values only
0086:  29996?? =  30140??  \\ floating-point values only
0086:  30000?? =  30144??  \\ floating-point values only
0086:  30004?? =  30148??  \\ floating-point values only
0086:  30008?? =  30152??  \\ floating-point values only
0086:  30012?? =  30156??  \\ floating-point values only

:Label11FB42
00D6: if  0?
0038:    29760?? ==  10?  \\ integer values
004D: jump_if_false Label11FB84
0086:  29992?? =  30148??  \\ floating-point values only
0086:  29996?? =  30152??  \\ floating-point values only
0086:  30000?? =  30156??  \\ floating-point values only
0086:  30004?? =  30160??  \\ floating-point values only
0086:  30008?? =  30164??  \\ floating-point values only
0086:  30012?? =  30168??  \\ floating-point values only

:Label11FB84
00D6: if  0?
0038:    29760?? ==  11?  \\ integer values
004D: jump_if_false Label11FBC6
0086:  29992?? =  30160??  \\ floating-point values only
0086:  29996?? =  30164??  \\ floating-point values only
0086:  30000?? =  30168??  \\ floating-point values only
0086:  30004?? =  30172??  \\ floating-point values only
0086:  30008?? =  30176??  \\ floating-point values only
0086:  30012?? =  30180??  \\ floating-point values only

:Label11FBC6
00D6: if  0?
0038:    29760?? ==  12?  \\ integer values
004D: jump_if_false Label11FC08
0086:  29992?? =  30172??  \\ floating-point values only
0086:  29996?? =  30176??  \\ floating-point values only
0086:  30000?? =  30180??  \\ floating-point values only
0086:  30004?? =  30184??  \\ floating-point values only
0086:  30008?? =  30188??  \\ floating-point values only
0086:  30012?? =  30192??  \\ floating-point values only

:Label11FC08
00D6: if  0?
0038:    29760?? ==  13?  \\ integer values
004D: jump_if_false Label11FC4A
0086:  29992?? =  30184??  \\ floating-point values only
0086:  29996?? =  30188??  \\ floating-point values only
0086:  30000?? =  30192??  \\ floating-point values only
0086:  30004?? =  30196??  \\ floating-point values only
0086:  30008?? =  30200??  \\ floating-point values only
0086:  30012?? =  30204??  \\ floating-point values only

:Label11FC4A
00D6: if  0?
0038:    29760?? ==  14?  \\ integer values
004D: jump_if_false Label11FC8C
0086:  29992?? =  30196??  \\ floating-point values only
0086:  29996?? =  30200??  \\ floating-point values only
0086:  30000?? =  30204??  \\ floating-point values only
0086:  30004?? =  30208??  \\ floating-point values only
0086:  30008?? =  30212??  \\ floating-point values only
0086:  30012?? =  30216??  \\ floating-point values only

:Label11FC8C
00D6: if  0?
0038:    29760?? ==  15?  \\ integer values
004D: jump_if_false Label11FCCE
0086:  29992?? =  30208??  \\ floating-point values only
0086:  29996?? =  30212??  \\ floating-point values only
0086:  30000?? =  30216??  \\ floating-point values only
0086:  30004?? =  30220??  \\ floating-point values only
0086:  30008?? =  30224??  \\ floating-point values only
0086:  30012?? =  30228??  \\ floating-point values only

:Label11FCCE
00D6: if  0?
0038:    29760?? ==  16?  \\ integer values
004D: jump_if_false Label11FD10
0086:  29992?? =  30220??  \\ floating-point values only
0086:  29996?? =  30224??  \\ floating-point values only
0086:  30000?? =  30228??  \\ floating-point values only
0086:  30004?? =  30232??  \\ floating-point values only
0086:  30008?? =  30236??  \\ floating-point values only
0086:  30012?? =  30240??  \\ floating-point values only

:Label11FD10
00D6: if  0?
0038:    29760?? ==  17?  \\ integer values
004D: jump_if_false Label11FD52
0086:  29992?? =  30232??  \\ floating-point values only
0086:  29996?? =  30236??  \\ floating-point values only
0086:  30000?? =  30240??  \\ floating-point values only
0086:  30004?? =  30244??  \\ floating-point values only
0086:  30008?? =  30248??  \\ floating-point values only
0086:  30012?? =  30252??  \\ floating-point values only

:Label11FD52
00D6: if  0?
0038:    29760?? ==  18?  \\ integer values
004D: jump_if_false Label11FD94
0086:  29992?? =  30244??  \\ floating-point values only
0086:  29996?? =  30248??  \\ floating-point values only
0086:  30000?? =  30252??  \\ floating-point values only
0086:  30004?? =  30256??  \\ floating-point values only
0086:  30008?? =  30260??  \\ floating-point values only
0086:  30012?? =  30264??  \\ floating-point values only

:Label11FD94
00D6: if  0?
0038:    29760?? ==  19?  \\ integer values
004D: jump_if_false Label11FDD6
0086:  29992?? =  30256??  \\ floating-point values only
0086:  29996?? =  30260??  \\ floating-point values only
0086:  30000?? =  30264??  \\ floating-point values only
0086:  30004?? =  30268??  \\ floating-point values only
0086:  30008?? =  30272??  \\ floating-point values only
0086:  30012?? =  30276??  \\ floating-point values only

:Label11FDD6
00D6: if  0?
0038:    29760?? ==  20?  \\ integer values
004D: jump_if_false Label11FE18
0086:  29992?? =  30268??  \\ floating-point values only
0086:  29996?? =  30272??  \\ floating-point values only
0086:  30000?? =  30276??  \\ floating-point values only
0086:  30004?? =  30280??  \\ floating-point values only
0086:  30008?? =  30284??  \\ floating-point values only
0086:  30012?? =  30288??  \\ floating-point values only

:Label11FE18
00D6: if  0?
0038:    29760?? ==  21?  \\ integer values
004D: jump_if_false Label11FE5A
0086:  29992?? =  30280??  \\ floating-point values only
0086:  29996?? =  30284??  \\ floating-point values only
0086:  30000?? =  30288??  \\ floating-point values only
0086:  30004?? =  30292??  \\ floating-point values only
0086:  30008?? =  30296??  \\ floating-point values only
0086:  30012?? =  30300??  \\ floating-point values only

:Label11FE5A
00D6: if  0?
0038:    29760?? ==  22?  \\ integer values
004D: jump_if_false Label11FE9C
0086:  29992?? =  30292??  \\ floating-point values only
0086:  29996?? =  30296??  \\ floating-point values only
0086:  30000?? =  30300??  \\ floating-point values only
0086:  30004?? =  30304??  \\ floating-point values only
0086:  30008?? =  30308??  \\ floating-point values only
0086:  30012?? =  30312??  \\ floating-point values only

:Label11FE9C
00D6: if  0?
0038:    29760?? ==  23?  \\ integer values
004D: jump_if_false Label11FEDE
0086:  29992?? =  30304??  \\ floating-point values only
0086:  29996?? =  30308??  \\ floating-point values only
0086:  30000?? =  30312??  \\ floating-point values only
0086:  30004?? =  30316??  \\ floating-point values only
0086:  30008?? =  30320??  \\ floating-point values only
0086:  30012?? =  30324??  \\ floating-point values only

:Label11FEDE
00D6: if  0?
0038:    29760?? ==  24?  \\ integer values
004D: jump_if_false Label11FF20
0086:  29992?? =  30316??  \\ floating-point values only
0086:  29996?? =  30320??  \\ floating-point values only
0086:  30000?? =  30324??  \\ floating-point values only
0086:  30004?? =  30328??  \\ floating-point values only
0086:  30008?? =  30332??  \\ floating-point values only
0086:  30012?? =  30336??  \\ floating-point values only

:Label11FF20
00D6: if  0?
0038:    29760?? ==  25?  \\ integer values
004D: jump_if_false Label11FF62
0086:  29992?? =  30328??  \\ floating-point values only
0086:  29996?? =  30332??  \\ floating-point values only
0086:  30000?? =  30336??  \\ floating-point values only
0086:  30004?? =  30340??  \\ floating-point values only
0086:  30008?? =  30344??  \\ floating-point values only
0086:  30012?? =  30348??  \\ floating-point values only

:Label11FF62
00D6: if  0?
0038:    29760?? ==  26?  \\ integer values
004D: jump_if_false Label11FFA4
0086:  29992?? =  30340??  \\ floating-point values only
0086:  29996?? =  30344??  \\ floating-point values only
0086:  30000?? =  30348??  \\ floating-point values only
0086:  30004?? =  30352??  \\ floating-point values only
0086:  30008?? =  30356??  \\ floating-point values only
0086:  30012?? =  30360??  \\ floating-point values only

:Label11FFA4
00D6: if  0?
0038:    29760?? ==  27?  \\ integer values
004D: jump_if_false Label11FFE6
0086:  29992?? =  30352??  \\ floating-point values only
0086:  29996?? =  30356??  \\ floating-point values only
0086:  30000?? =  30360??  \\ floating-point values only
0086:  30004?? =  30364??  \\ floating-point values only
0086:  30008?? =  30368??  \\ floating-point values only
0086:  30012?? =  30372??  \\ floating-point values only

:Label11FFE6
00D6: if  0?
0038:    29760?? ==  28?  \\ integer values
004D: jump_if_false Label120028
0086:  29992?? =  30364??  \\ floating-point values only
0086:  29996?? =  30368??  \\ floating-point values only
0086:  30000?? =  30372??  \\ floating-point values only
0086:  30004?? =  30376??  \\ floating-point values only
0086:  30008?? =  30380??  \\ floating-point values only
0086:  30012?? =  30384??  \\ floating-point values only

:Label120028
00D6: if  0?
0038:    29760?? ==  29?  \\ integer values
004D: jump_if_false Label12006A
0086:  29992?? =  30376??  \\ floating-point values only
0086:  29996?? =  30380??  \\ floating-point values only
0086:  30000?? =  30384??  \\ floating-point values only
0086:  30004?? =  30388??  \\ floating-point values only
0086:  30008?? =  30392??  \\ floating-point values only
0086:  30012?? =  30396??  \\ floating-point values only

:Label12006A
00D6: if  0?
0038:    29760?? ==  30?  \\ integer values
004D: jump_if_false Label1200AC
0086:  29992?? =  30388??  \\ floating-point values only
0086:  29996?? =  30392??  \\ floating-point values only
0086:  30000?? =  30396??  \\ floating-point values only
0086:  30004?? =  30400??  \\ floating-point values only
0086:  30008?? =  30404??  \\ floating-point values only
0086:  30012?? =  30408??  \\ floating-point values only

:Label1200AC
00D6: if  0?
0038:    29760?? ==  31?  \\ integer values
004D: jump_if_false Label1200EE
0086:  29992?? =  30400??  \\ floating-point values only
0086:  29996?? =  30404??  \\ floating-point values only
0086:  30000?? =  30408??  \\ floating-point values only
0086:  30004?? =  30412??  \\ floating-point values only
0086:  30008?? =  30416??  \\ floating-point values only
0086:  30012?? =  30420??  \\ floating-point values only

:Label1200EE
00D6: if  0?
0038:    29760?? ==  32?  \\ integer values
004D: jump_if_false Label120130
0086:  29992?? =  30412??  \\ floating-point values only
0086:  29996?? =  30416??  \\ floating-point values only
0086:  30000?? =  30420??  \\ floating-point values only
0086:  30004?? =  30424??  \\ floating-point values only
0086:  30008?? =  30428??  \\ floating-point values only
0086:  30012?? =  30432??  \\ floating-point values only

:Label120130
00D6: if  0?
0038:    29760?? ==  33?  \\ integer values
004D: jump_if_false Label120172
0086:  29992?? =  30424??  \\ floating-point values only
0086:  29996?? =  30428??  \\ floating-point values only
0086:  30000?? =  30432??  \\ floating-point values only
0086:  30004?? =  30436??  \\ floating-point values only
0086:  30008?? =  30440??  \\ floating-point values only
0086:  30012?? =  30444??  \\ floating-point values only

:Label120172
00D6: if  0?
0038:    29760?? ==  34?  \\ integer values
004D: jump_if_false Label1201B4
0086:  29992?? =  30436??  \\ floating-point values only
0086:  29996?? =  30440??  \\ floating-point values only
0086:  30000?? =  30444??  \\ floating-point values only
0086:  30004?? =  30448??  \\ floating-point values only
0086:  30008?? =  30452??  \\ floating-point values only
0086:  30012?? =  30456??  \\ floating-point values only

:Label1201B4
00D6: if  0?
0038:    29760?? ==  35?  \\ integer values
004D: jump_if_false Label1201F6
0086:  29992?? =  30448??  \\ floating-point values only
0086:  29996?? =  30452??  \\ floating-point values only
0086:  30000?? =  30456??  \\ floating-point values only
0086:  30004?? =  30460??  \\ floating-point values only
0086:  30008?? =  30464??  \\ floating-point values only
0086:  30012?? =  30468??  \\ floating-point values only

:Label1201F6
00D6: if  0?
0038:    29760?? ==  36?  \\ integer values
004D: jump_if_false Label120238
0086:  29992?? =  30460??  \\ floating-point values only
0086:  29996?? =  30464??  \\ floating-point values only
0086:  30000?? =  30468??  \\ floating-point values only
0086:  30004?? =  30472??  \\ floating-point values only
0086:  30008?? =  30476??  \\ floating-point values only
0086:  30012?? =  30480??  \\ floating-point values only

:Label120238
00D6: if  0?
0038:    29760?? ==  37?  \\ integer values
004D: jump_if_false Label12027A
0086:  29992?? =  30472??  \\ floating-point values only
0086:  29996?? =  30476??  \\ floating-point values only
0086:  30000?? =  30480??  \\ floating-point values only
0086:  30004?? =  30484??  \\ floating-point values only
0086:  30008?? =  30488??  \\ floating-point values only
0086:  30012?? =  30492??  \\ floating-point values only

:Label12027A
00D6: if  0?
0038:    29760?? ==  38?  \\ integer values
004D: jump_if_false Label1202BC
0086:  29992?? =  30484??  \\ floating-point values only
0086:  29996?? =  30488??  \\ floating-point values only
0086:  30000?? =  30492??  \\ floating-point values only
0086:  30004?? =  30496??  \\ floating-point values only
0086:  30008?? =  30500??  \\ floating-point values only
0086:  30012?? =  30504??  \\ floating-point values only

:Label1202BC
00D6: if  0?
0038:    29760?? ==  39?  \\ integer values
004D: jump_if_false Label1202FE
0086:  29992?? =  30496??  \\ floating-point values only
0086:  29996?? =  30500??  \\ floating-point values only
0086:  30000?? =  30504??  \\ floating-point values only
0086:  30004?? =  30508??  \\ floating-point values only
0086:  30008?? =  30512??  \\ floating-point values only
0086:  30012?? =  30516??  \\ floating-point values only

:Label1202FE
00D6: if  0?
0038:    29760?? ==  40?  \\ integer values
004D: jump_if_false Label120340
0086:  29992?? =  30508??  \\ floating-point values only
0086:  29996?? =  30512??  \\ floating-point values only
0086:  30000?? =  30516??  \\ floating-point values only
0086:  30004?? =  30520??  \\ floating-point values only
0086:  30008?? =  30524??  \\ floating-point values only
0086:  30012?? =  30528??  \\ floating-point values only

:Label120340
00D6: if  0?
0038:    29760?? ==  41?  \\ integer values
004D: jump_if_false Label120382
0086:  29992?? =  30520??  \\ floating-point values only
0086:  29996?? =  30524??  \\ floating-point values only
0086:  30000?? =  30528??  \\ floating-point values only
0086:  30004?? =  30532??  \\ floating-point values only
0086:  30008?? =  30536??  \\ floating-point values only
0086:  30012?? =  30540??  \\ floating-point values only

:Label120382
00D6: if  0?
0038:    29760?? ==  42?  \\ integer values
004D: jump_if_false Label1203C4
0086:  29992?? =  30532??  \\ floating-point values only
0086:  29996?? =  30536??  \\ floating-point values only
0086:  30000?? =  30540??  \\ floating-point values only
0086:  30004?? =  30544??  \\ floating-point values only
0086:  30008?? =  30548??  \\ floating-point values only
0086:  30012?? =  30552??  \\ floating-point values only

:Label1203C4
00D6: if  0?
0038:    29760?? ==  43?  \\ integer values
004D: jump_if_false Label120406
0086:  29992?? =  30544??  \\ floating-point values only
0086:  29996?? =  30548??  \\ floating-point values only
0086:  30000?? =  30552??  \\ floating-point values only
0086:  30004?? =  30556??  \\ floating-point values only
0086:  30008?? =  30560??  \\ floating-point values only
0086:  30012?? =  30564??  \\ floating-point values only

:Label120406
00D6: if  0?
0038:    29760?? ==  44?  \\ integer values
004D: jump_if_false Label120448
0086:  29992?? =  30556??  \\ floating-point values only
0086:  29996?? =  30560??  \\ floating-point values only
0086:  30000?? =  30564??  \\ floating-point values only
0086:  30004?? =  30568??  \\ floating-point values only
0086:  30008?? =  30572??  \\ floating-point values only
0086:  30012?? =  30576??  \\ floating-point values only

:Label120448
00D6: if  0?
0038:    29760?? ==  45?  \\ integer values
004D: jump_if_false Label12048A
0086:  29992?? =  30568??  \\ floating-point values only
0086:  29996?? =  30572??  \\ floating-point values only
0086:  30000?? =  30576??  \\ floating-point values only
0086:  30004?? =  30580??  \\ floating-point values only
0086:  30008?? =  30584??  \\ floating-point values only
0086:  30012?? =  30588??  \\ floating-point values only

:Label12048A
00D6: if  0?
0038:    29760?? ==  46?  \\ integer values
004D: jump_if_false Label1204CC
0086:  29992?? =  30580??  \\ floating-point values only
0086:  29996?? =  30584??  \\ floating-point values only
0086:  30000?? =  30588??  \\ floating-point values only
0086:  30004?? =  30592??  \\ floating-point values only
0086:  30008?? =  30596??  \\ floating-point values only
0086:  30012?? =  30600??  \\ floating-point values only

:Label1204CC
00D6: if  0?
0038:    29760?? ==  47?  \\ integer values
004D: jump_if_false Label12050E
0086:  29992?? =  30592??  \\ floating-point values only
0086:  29996?? =  30596??  \\ floating-point values only
0086:  30000?? =  30600??  \\ floating-point values only
0086:  30004?? =  30604??  \\ floating-point values only
0086:  30008?? =  30608??  \\ floating-point values only
0086:  30012?? =  30612??  \\ floating-point values only

:Label12050E
00D6: if  0?
0038:    29760?? ==  48?  \\ integer values
004D: jump_if_false Label120550
0086:  29992?? =  30604??  \\ floating-point values only
0086:  29996?? =  30608??  \\ floating-point values only
0086:  30000?? =  30612??  \\ floating-point values only
0086:  30004?? =  30616??  \\ floating-point values only
0086:  30008?? =  30620??  \\ floating-point values only
0086:  30012?? =  30624??  \\ floating-point values only

:Label120550
00D6: if  0?
0038:    29760?? ==  49?  \\ integer values
004D: jump_if_false Label120592
0086:  29992?? =  30616??  \\ floating-point values only
0086:  29996?? =  30620??  \\ floating-point values only
0086:  30000?? =  30624??  \\ floating-point values only
0086:  30004?? =  30628??  \\ floating-point values only
0086:  30008?? =  30632??  \\ floating-point values only
0086:  30012?? =  30636??  \\ floating-point values only

:Label120592
00D6: if  0?
0038:    29760?? ==  50?  \\ integer values
004D: jump_if_false Label1205D4
0086:  29992?? =  30628??  \\ floating-point values only
0086:  29996?? =  30632??  \\ floating-point values only
0086:  30000?? =  30636??  \\ floating-point values only
0086:  30004?? =  30640??  \\ floating-point values only
0086:  30008?? =  30644??  \\ floating-point values only
0086:  30012?? =  30648??  \\ floating-point values only

:Label1205D4
00D6: if  0?
0038:    29760?? ==  51?  \\ integer values
004D: jump_if_false Label120616
0086:  29992?? =  30640??  \\ floating-point values only
0086:  29996?? =  30644??  \\ floating-point values only
0086:  30000?? =  30648??  \\ floating-point values only
0086:  30004?? =  30652??  \\ floating-point values only
0086:  30008?? =  30656??  \\ floating-point values only
0086:  30012?? =  30660??  \\ floating-point values only

:Label120616
00D6: if  0?
0038:    29760?? ==  52?  \\ integer values
004D: jump_if_false Label120658
0086:  29992?? =  30652??  \\ floating-point values only
0086:  29996?? =  30656??  \\ floating-point values only
0086:  30000?? =  30660??  \\ floating-point values only
0086:  30004?? =  30664??  \\ floating-point values only
0086:  30008?? =  30668??  \\ floating-point values only
0086:  30012?? =  30672??  \\ floating-point values only

:Label120658
00D6: if  0?
0038:    29760?? ==  53?  \\ integer values
004D: jump_if_false Label12069A
0086:  29992?? =  30664??  \\ floating-point values only
0086:  29996?? =  30668??  \\ floating-point values only
0086:  30000?? =  30672??  \\ floating-point values only
0086:  30004?? =  30676??  \\ floating-point values only
0086:  30008?? =  30680??  \\ floating-point values only
0086:  30012?? =  30684??  \\ floating-point values only

:Label12069A
00D6: if  0?
0038:    29760?? ==  54?  \\ integer values
004D: jump_if_false Label1206DC
0086:  29992?? =  30676??  \\ floating-point values only
0086:  29996?? =  30680??  \\ floating-point values only
0086:  30000?? =  30684??  \\ floating-point values only
0086:  30004?? =  30688??  \\ floating-point values only
0086:  30008?? =  30692??  \\ floating-point values only
0086:  30012?? =  30696??  \\ floating-point values only

:Label1206DC
00D6: if  0?
0038:    29760?? ==  55?  \\ integer values
004D: jump_if_false Label12071E
0086:  29992?? =  30688??  \\ floating-point values only
0086:  29996?? =  30692??  \\ floating-point values only
0086:  30000?? =  30696??  \\ floating-point values only
0086:  30004?? =  30700??  \\ floating-point values only
0086:  30008?? =  30704??  \\ floating-point values only
0086:  30012?? =  30708??  \\ floating-point values only

:Label12071E
00D6: if  0?
0038:    29760?? ==  56?  \\ integer values
004D: jump_if_false Label120760
0086:  29992?? =  30700??  \\ floating-point values only
0086:  29996?? =  30704??  \\ floating-point values only
0086:  30000?? =  30708??  \\ floating-point values only
0086:  30004?? =  30712??  \\ floating-point values only
0086:  30008?? =  30716??  \\ floating-point values only
0086:  30012?? =  30720??  \\ floating-point values only

:Label120760
00D6: if  0?
0038:    29760?? ==  57?  \\ integer values
004D: jump_if_false Label1207A2
0086:  29992?? =  30712??  \\ floating-point values only
0086:  29996?? =  30716??  \\ floating-point values only
0086:  30000?? =  30720??  \\ floating-point values only
0086:  30004?? =  30724??  \\ floating-point values only
0086:  30008?? =  30728??  \\ floating-point values only
0086:  30012?? =  30732??  \\ floating-point values only

:Label1207A2
00D6: if  0?
0038:    29760?? ==  58?  \\ integer values
004D: jump_if_false Label1207E4
0086:  29992?? =  30724??  \\ floating-point values only
0086:  29996?? =  30728??  \\ floating-point values only
0086:  30000?? =  30732??  \\ floating-point values only
0086:  30004?? =  30736??  \\ floating-point values only
0086:  30008?? =  30740??  \\ floating-point values only
0086:  30012?? =  30744??  \\ floating-point values only

:Label1207E4
00D6: if  0?
0038:    29760?? ==  59?  \\ integer values
004D: jump_if_false Label120826
0086:  29992?? =  30736??  \\ floating-point values only
0086:  29996?? =  30740??  \\ floating-point values only
0086:  30000?? =  30744??  \\ floating-point values only
0086:  30004?? =  30748??  \\ floating-point values only
0086:  30008?? =  30752??  \\ floating-point values only
0086:  30012?? =  30756??  \\ floating-point values only

:Label120826
00D6: if  0?
0038:    29760?? ==  60?  \\ integer values
004D: jump_if_false Label120868
0086:  29992?? =  30748??  \\ floating-point values only
0086:  29996?? =  30752??  \\ floating-point values only
0086:  30000?? =  30756??  \\ floating-point values only
0086:  30004?? =  30760??  \\ floating-point values only
0086:  30008?? =  30764??  \\ floating-point values only
0086:  30012?? =  30768??  \\ floating-point values only

:Label120868
00D6: if  0?
0038:    29760?? ==  61?  \\ integer values
004D: jump_if_false Label1208AA
0086:  29992?? =  30760??  \\ floating-point values only
0086:  29996?? =  30764??  \\ floating-point values only
0086:  30000?? =  30768??  \\ floating-point values only
0086:  30004?? =  30772??  \\ floating-point values only
0086:  30008?? =  30776??  \\ floating-point values only
0086:  30012?? =  30780??  \\ floating-point values only

:Label1208AA
00D6: if  0?
0038:    29760?? ==  62?  \\ integer values
004D: jump_if_false Label1208EC
0086:  29992?? =  30772??  \\ floating-point values only
0086:  29996?? =  30776??  \\ floating-point values only
0086:  30000?? =  30780??  \\ floating-point values only
0086:  30004?? =  30784??  \\ floating-point values only
0086:  30008?? =  30788??  \\ floating-point values only
0086:  30012?? =  30792??  \\ floating-point values only

:Label1208EC
00D6: if  0?
0038:    29760?? ==  63?  \\ integer values
004D: jump_if_false Label12092E
0086:  29992?? =  30784??  \\ floating-point values only
0086:  29996?? =  30788??  \\ floating-point values only
0086:  30000?? =  30792??  \\ floating-point values only
0086:  30004?? =  30796??  \\ floating-point values only
0086:  30008?? =  30800??  \\ floating-point values only
0086:  30012?? =  30804??  \\ floating-point values only

:Label12092E
00D6: if  0?
0038:    29760?? ==  64?  \\ integer values
004D: jump_if_false Label120970
0086:  29992?? =  30796??  \\ floating-point values only
0086:  29996?? =  30800??  \\ floating-point values only
0086:  30000?? =  30804??  \\ floating-point values only
0086:  30004?? =  30808??  \\ floating-point values only
0086:  30008?? =  30812??  \\ floating-point values only
0086:  30012?? =  30816??  \\ floating-point values only

:Label120970
00D6: if  0?
0038:    29760?? ==  65?  \\ integer values
004D: jump_if_false Label1209B2
0086:  29992?? =  30808??  \\ floating-point values only
0086:  29996?? =  30812??  \\ floating-point values only
0086:  30000?? =  30816??  \\ floating-point values only
0086:  30004?? =  30820??  \\ floating-point values only
0086:  30008?? =  30824??  \\ floating-point values only
0086:  30012?? =  30828??  \\ floating-point values only

:Label1209B2
00D6: if  0?
0038:    29760?? ==  66?  \\ integer values
004D: jump_if_false Label1209F4
0086:  29992?? =  30820??  \\ floating-point values only
0086:  29996?? =  30824??  \\ floating-point values only
0086:  30000?? =  30828??  \\ floating-point values only
0086:  30004?? =  30832??  \\ floating-point values only
0086:  30008?? =  30836??  \\ floating-point values only
0086:  30012?? =  30840??  \\ floating-point values only

:Label1209F4
00D6: if  0?
0038:    29760?? ==  67?  \\ integer values
004D: jump_if_false Label120A36
0086:  29992?? =  30832??  \\ floating-point values only
0086:  29996?? =  30836??  \\ floating-point values only
0086:  30000?? =  30840??  \\ floating-point values only
0086:  30004?? =  30844??  \\ floating-point values only
0086:  30008?? =  30848??  \\ floating-point values only
0086:  30012?? =  30852??  \\ floating-point values only

:Label120A36
00D6: if  0?
0038:    29760?? ==  68?  \\ integer values
004D: jump_if_false Label120A78
0086:  29992?? =  30844??  \\ floating-point values only
0086:  29996?? =  30848??  \\ floating-point values only
0086:  30000?? =  30852??  \\ floating-point values only
0086:  30004?? =  30856??  \\ floating-point values only
0086:  30008?? =  30860??  \\ floating-point values only
0086:  30012?? =  30864??  \\ floating-point values only

:Label120A78
00D6: if  0?
0038:    29760?? ==  69?  \\ integer values
004D: jump_if_false Label120ABA
0086:  29992?? =  30856??  \\ floating-point values only
0086:  29996?? =  30860??  \\ floating-point values only
0086:  30000?? =  30864??  \\ floating-point values only
0086:  30004?? =  30868??  \\ floating-point values only
0086:  30008?? =  30872??  \\ floating-point values only
0086:  30012?? =  30876??  \\ floating-point values only

:Label120ABA
00D6: if  0?
0038:    29760?? ==  70?  \\ integer values
004D: jump_if_false Label120AFC
0086:  29992?? =  30868??  \\ floating-point values only
0086:  29996?? =  30872??  \\ floating-point values only
0086:  30000?? =  30876??  \\ floating-point values only
0086:  30004?? =  30880??  \\ floating-point values only
0086:  30008?? =  30884??  \\ floating-point values only
0086:  30012?? =  30888??  \\ floating-point values only

:Label120AFC
00D6: if  0?
0038:    29760?? ==  71?  \\ integer values
004D: jump_if_false Label120B3E
0086:  29992?? =  30880??  \\ floating-point values only
0086:  29996?? =  30884??  \\ floating-point values only
0086:  30000?? =  30888??  \\ floating-point values only
0086:  30004?? =  30892??  \\ floating-point values only
0086:  30008?? =  30896??  \\ floating-point values only
0086:  30012?? =  30900??  \\ floating-point values only

:Label120B3E
00D6: if  0?
0038:    29760?? ==  72?  \\ integer values
004D: jump_if_false Label120B80
0086:  29992?? =  30892??  \\ floating-point values only
0086:  29996?? =  30896??  \\ floating-point values only
0086:  30000?? =  30900??  \\ floating-point values only
0086:  30004?? =  30904??  \\ floating-point values only
0086:  30008?? =  30908??  \\ floating-point values only
0086:  30012?? =  30912??  \\ floating-point values only

:Label120B80
00D6: if  0?
0038:    29760?? ==  73?  \\ integer values
004D: jump_if_false Label120BC2
0086:  29992?? =  30904??  \\ floating-point values only
0086:  29996?? =  30908??  \\ floating-point values only
0086:  30000?? =  30912??  \\ floating-point values only
0086:  30004?? =  30916??  \\ floating-point values only
0086:  30008?? =  30920??  \\ floating-point values only
0086:  30012?? =  30924??  \\ floating-point values only

:Label120BC2
00D6: if  0?
0038:    29760?? ==  74?  \\ integer values
004D: jump_if_false Label120C04
0086:  29992?? =  30916??  \\ floating-point values only
0086:  29996?? =  30920??  \\ floating-point values only
0086:  30000?? =  30924??  \\ floating-point values only
0086:  30004?? =  30928??  \\ floating-point values only
0086:  30008?? =  30932??  \\ floating-point values only
0086:  30012?? =  30936??  \\ floating-point values only

:Label120C04
00D6: if  0?
0038:    29760?? ==  75?  \\ integer values
004D: jump_if_false Label120C46
0086:  29992?? =  30928??  \\ floating-point values only
0086:  29996?? =  30932??  \\ floating-point values only
0086:  30000?? =  30936??  \\ floating-point values only
0086:  30004?? =  30940??  \\ floating-point values only
0086:  30008?? =  30944??  \\ floating-point values only
0086:  30012?? =  30948??  \\ floating-point values only

:Label120C46
00D6: if  0?
0038:    29760?? ==  76?  \\ integer values
004D: jump_if_false Label120C88
0086:  29992?? =  30940??  \\ floating-point values only
0086:  29996?? =  30944??  \\ floating-point values only
0086:  30000?? =  30948??  \\ floating-point values only
0086:  30004?? =  30952??  \\ floating-point values only
0086:  30008?? =  30956??  \\ floating-point values only
0086:  30012?? =  30960??  \\ floating-point values only

:Label120C88
00D6: if  0?
0038:    29760?? ==  77?  \\ integer values
004D: jump_if_false Label120CCA
0086:  29992?? =  30952??  \\ floating-point values only
0086:  29996?? =  30956??  \\ floating-point values only
0086:  30000?? =  30960??  \\ floating-point values only
0086:  30004?? =  30964??  \\ floating-point values only
0086:  30008?? =  30968??  \\ floating-point values only
0086:  30012?? =  30972??  \\ floating-point values only

:Label120CCA
00D6: if  0?
0038:    29760?? ==  78?  \\ integer values
004D: jump_if_false Label120D0C
0086:  29992?? =  30964??  \\ floating-point values only
0086:  29996?? =  30968??  \\ floating-point values only
0086:  30000?? =  30972??  \\ floating-point values only
0086:  30004?? =  30976??  \\ floating-point values only
0086:  30008?? =  30980??  \\ floating-point values only
0086:  30012?? =  30984??  \\ floating-point values only

:Label120D0C
00D6: if  0?
0038:    29760?? ==  79?  \\ integer values
004D: jump_if_false Label120D4E
0086:  29992?? =  30976??  \\ floating-point values only
0086:  29996?? =  30980??  \\ floating-point values only
0086:  30000?? =  30984??  \\ floating-point values only
0086:  30004?? =  30988??  \\ floating-point values only
0086:  30008?? =  30992??  \\ floating-point values only
0086:  30012?? =  30996??  \\ floating-point values only

:Label120D4E
00D6: if  0?
0038:    29760?? ==  80?  \\ integer values
004D: jump_if_false Label120D90
0086:  29992?? =  30988??  \\ floating-point values only
0086:  29996?? =  30992??  \\ floating-point values only
0086:  30000?? =  30996??  \\ floating-point values only
0086:  30004?? =  31000??  \\ floating-point values only
0086:  30008?? =  31004??  \\ floating-point values only
0086:  30012?? =  31008??  \\ floating-point values only

:Label120D90
00D6: if  0?
0038:    29760?? ==  81?  \\ integer values
004D: jump_if_false Label120DD2
0086:  29992?? =  31000??  \\ floating-point values only
0086:  29996?? =  31004??  \\ floating-point values only
0086:  30000?? =  31008??  \\ floating-point values only
0086:  30004?? =  31012??  \\ floating-point values only
0086:  30008?? =  31016??  \\ floating-point values only
0086:  30012?? =  31020??  \\ floating-point values only

:Label120DD2
00D6: if  0?
0038:    29760?? ==  82?  \\ integer values
004D: jump_if_false Label120E14
0086:  29992?? =  31012??  \\ floating-point values only
0086:  29996?? =  31016??  \\ floating-point values only
0086:  30000?? =  31020??  \\ floating-point values only
0086:  30004?? =  31024??  \\ floating-point values only
0086:  30008?? =  31028??  \\ floating-point values only
0086:  30012?? =  31032??  \\ floating-point values only

:Label120E14
00D6: if  0?
0038:    29760?? ==  83?  \\ integer values
004D: jump_if_false Label120E56
0086:  29992?? =  31024??  \\ floating-point values only
0086:  29996?? =  31028??  \\ floating-point values only
0086:  30000?? =  31032??  \\ floating-point values only
0086:  30004?? =  31036??  \\ floating-point values only
0086:  30008?? =  31040??  \\ floating-point values only
0086:  30012?? =  31044??  \\ floating-point values only

:Label120E56
00D6: if  0?
0038:    29760?? ==  84?  \\ integer values
004D: jump_if_false Label120E98
0086:  29992?? =  31036??  \\ floating-point values only
0086:  29996?? =  31040??  \\ floating-point values only
0086:  30000?? =  31044??  \\ floating-point values only
0086:  30004?? =  31048??  \\ floating-point values only
0086:  30008?? =  31052??  \\ floating-point values only
0086:  30012?? =  31056??  \\ floating-point values only

:Label120E98
00D6: if  0?
0038:    29760?? ==  85?  \\ integer values
004D: jump_if_false Label120EDA
0086:  29992?? =  31048??  \\ floating-point values only
0086:  29996?? =  31052??  \\ floating-point values only
0086:  30000?? =  31056??  \\ floating-point values only
0086:  30004?? =  31060??  \\ floating-point values only
0086:  30008?? =  31064??  \\ floating-point values only
0086:  30012?? =  31068??  \\ floating-point values only

:Label120EDA
00D6: if  0?
0038:    29760?? ==  86?  \\ integer values
004D: jump_if_false Label120F1C
0086:  29992?? =  31060??  \\ floating-point values only
0086:  29996?? =  31064??  \\ floating-point values only
0086:  30000?? =  31068??  \\ floating-point values only
0086:  30004?? =  31072??  \\ floating-point values only
0086:  30008?? =  31076??  \\ floating-point values only
0086:  30012?? =  31080??  \\ floating-point values only

:Label120F1C
00D6: if  0?
0038:    29760?? ==  87?  \\ integer values
004D: jump_if_false Label120F5E
0086:  29992?? =  31072??  \\ floating-point values only
0086:  29996?? =  31076??  \\ floating-point values only
0086:  30000?? =  31080??  \\ floating-point values only
0086:  30004?? =  31084??  \\ floating-point values only
0086:  30008?? =  31088??  \\ floating-point values only
0086:  30012?? =  31092??  \\ floating-point values only

:Label120F5E
00D6: if  0?
0038:    29760?? ==  88?  \\ integer values
004D: jump_if_false Label120FA0
0086:  29992?? =  31084??  \\ floating-point values only
0086:  29996?? =  31088??  \\ floating-point values only
0086:  30000?? =  31092??  \\ floating-point values only
0086:  30004?? =  31096??  \\ floating-point values only
0086:  30008?? =  31100??  \\ floating-point values only
0086:  30012?? =  31104??  \\ floating-point values only

:Label120FA0
00D6: if  0?
0038:    29760?? ==  89?  \\ integer values
004D: jump_if_false Label120FE2
0086:  29992?? =  31096??  \\ floating-point values only
0086:  29996?? =  31100??  \\ floating-point values only
0086:  30000?? =  31104??  \\ floating-point values only
0086:  30004?? =  31108??  \\ floating-point values only
0086:  30008?? =  31112??  \\ floating-point values only
0086:  30012?? =  31116??  \\ floating-point values only

:Label120FE2
00D6: if  0?
0038:    29760?? ==  90?  \\ integer values
004D: jump_if_false Label121024
0086:  29992?? =  31108??  \\ floating-point values only
0086:  29996?? =  31112??  \\ floating-point values only
0086:  30000?? =  31116??  \\ floating-point values only
0086:  30004?? =  31120??  \\ floating-point values only
0086:  30008?? =  31124??  \\ floating-point values only
0086:  30012?? =  31128??  \\ floating-point values only

:Label121024
00D6: if  0?
0038:    29760?? ==  91?  \\ integer values
004D: jump_if_false Label121066
0086:  29992?? =  31120??  \\ floating-point values only
0086:  29996?? =  31124??  \\ floating-point values only
0086:  30000?? =  31128??  \\ floating-point values only
0086:  30004?? =  31132??  \\ floating-point values only
0086:  30008?? =  31136??  \\ floating-point values only
0086:  30012?? =  31140??  \\ floating-point values only

:Label121066
00D6: if  0?
0038:    29760?? ==  92?  \\ integer values
004D: jump_if_false Label1210A8
0086:  29992?? =  31132??  \\ floating-point values only
0086:  29996?? =  31136??  \\ floating-point values only
0086:  30000?? =  31140??  \\ floating-point values only
0086:  30004?? =  31144??  \\ floating-point values only
0086:  30008?? =  31148??  \\ floating-point values only
0086:  30012?? =  31152??  \\ floating-point values only

:Label1210A8
00D6: if  0?
0038:    29760?? ==  93?  \\ integer values
004D: jump_if_false Label1210EA
0086:  29992?? =  31144??  \\ floating-point values only
0086:  29996?? =  31148??  \\ floating-point values only
0086:  30000?? =  31152??  \\ floating-point values only
0086:  30004?? =  31156??  \\ floating-point values only
0086:  30008?? =  31160??  \\ floating-point values only
0086:  30012?? =  31164??  \\ floating-point values only

:Label1210EA
00D6: if  0?
0038:    29760?? ==  94?  \\ integer values
004D: jump_if_false Label12112C
0086:  29992?? =  31156??  \\ floating-point values only
0086:  29996?? =  31160??  \\ floating-point values only
0086:  30000?? =  31164??  \\ floating-point values only
0086:  30004?? =  31168??  \\ floating-point values only
0086:  30008?? =  31172??  \\ floating-point values only
0086:  30012?? =  31176??  \\ floating-point values only

:Label12112C
00D6: if  0?
0038:    29760?? ==  95?  \\ integer values
004D: jump_if_false Label12116E
0086:  29992?? =  31168??  \\ floating-point values only
0086:  29996?? =  31172??  \\ floating-point values only
0086:  30000?? =  31176??  \\ floating-point values only
0086:  30004?? =  31180??  \\ floating-point values only
0086:  30008?? =  31184??  \\ floating-point values only
0086:  30012?? =  31188??  \\ floating-point values only

:Label12116E
00D6: if  0?
0038:    29760?? ==  96?  \\ integer values
004D: jump_if_false Label1211B0
0086:  29992?? =  31180??  \\ floating-point values only
0086:  29996?? =  31184??  \\ floating-point values only
0086:  30000?? =  31188??  \\ floating-point values only
0086:  30004?? =  31192??  \\ floating-point values only
0086:  30008?? =  31196??  \\ floating-point values only
0086:  30012?? =  31200??  \\ floating-point values only

:Label1211B0
00D6: if  0?
0038:    29760?? ==  97?  \\ integer values
004D: jump_if_false Label1211F2
0086:  29992?? =  31192??  \\ floating-point values only
0086:  29996?? =  31196??  \\ floating-point values only
0086:  30000?? =  31200??  \\ floating-point values only
0086:  30004?? =  31204??  \\ floating-point values only
0086:  30008?? =  31208??  \\ floating-point values only
0086:  30012?? =  31212??  \\ floating-point values only

:Label1211F2
00D6: if  0?
0038:    29760?? ==  98?  \\ integer values
004D: jump_if_false Label121234
0086:  29992?? =  31204??  \\ floating-point values only
0086:  29996?? =  31208??  \\ floating-point values only
0086:  30000?? =  31212??  \\ floating-point values only
0086:  30004?? =  31216??  \\ floating-point values only
0086:  30008?? =  31220??  \\ floating-point values only
0086:  30012?? =  31224??  \\ floating-point values only

:Label121234
00D6: if  0?
0038:    29760?? ==  99?  \\ integer values
004D: jump_if_false Label121276
0086:  29992?? =  31216??  \\ floating-point values only
0086:  29996?? =  31220??  \\ floating-point values only
0086:  30000?? =  31224??  \\ floating-point values only
0086:  30004?? =  31228??  \\ floating-point values only
0086:  30008?? =  31232??  \\ floating-point values only
0086:  30012?? =  31236??  \\ floating-point values only

:Label121276
00D6: if  0?
0038:    29760?? ==  100?  \\ integer values
004D: jump_if_false Label1212B8
0086:  29992?? =  31228??  \\ floating-point values only
0086:  29996?? =  31232??  \\ floating-point values only
0086:  30000?? =  31236??  \\ floating-point values only
0086:  30004?? =  31240??  \\ floating-point values only
0086:  30008?? =  31244??  \\ floating-point values only
0086:  30012?? =  31248??  \\ floating-point values only

:Label1212B8
00D6: if  0?
0038:    29760?? ==  101?  \\ integer values
004D: jump_if_false Label1212FA
0086:  29992?? =  31240??  \\ floating-point values only
0086:  29996?? =  31244??  \\ floating-point values only
0086:  30000?? =  31248??  \\ floating-point values only
0086:  30004?? =  31252??  \\ floating-point values only
0086:  30008?? =  31256??  \\ floating-point values only
0086:  30012?? =  31260??  \\ floating-point values only

:Label1212FA
00D6: if  0?
0038:    29760?? ==  102?  \\ integer values
004D: jump_if_false Label12133C
0086:  29992?? =  31252??  \\ floating-point values only
0086:  29996?? =  31256??  \\ floating-point values only
0086:  30000?? =  31260??  \\ floating-point values only
0086:  30004?? =  31264??  \\ floating-point values only
0086:  30008?? =  31268??  \\ floating-point values only
0086:  30012?? =  31272??  \\ floating-point values only

:Label12133C
00D6: if  0?
0038:    29760?? ==  103?  \\ integer values
004D: jump_if_false Label12137E
0086:  29992?? =  31264??  \\ floating-point values only
0086:  29996?? =  31268??  \\ floating-point values only
0086:  30000?? =  31272??  \\ floating-point values only
0086:  30004?? =  31276??  \\ floating-point values only
0086:  30008?? =  31280??  \\ floating-point values only
0086:  30012?? =  31284??  \\ floating-point values only

:Label12137E
00D6: if  0?
0038:    29760?? ==  104?  \\ integer values
004D: jump_if_false Label1213C0
0086:  29992?? =  31276??  \\ floating-point values only
0086:  29996?? =  31280??  \\ floating-point values only
0086:  30000?? =  31284??  \\ floating-point values only
0086:  30004?? =  31288??  \\ floating-point values only
0086:  30008?? =  31292??  \\ floating-point values only
0086:  30012?? =  31296??  \\ floating-point values only

:Label1213C0
00D6: if  0?
0038:    29760?? ==  105?  \\ integer values
004D: jump_if_false Label121402
0086:  29992?? =  31288??  \\ floating-point values only
0086:  29996?? =  31292??  \\ floating-point values only
0086:  30000?? =  31296??  \\ floating-point values only
0086:  30004?? =  31300??  \\ floating-point values only
0086:  30008?? =  31304??  \\ floating-point values only
0086:  30012?? =  31308??  \\ floating-point values only

:Label121402
00D6: if  0?
0038:    29760?? ==  106?  \\ integer values
004D: jump_if_false Label121444
0086:  29992?? =  31300??  \\ floating-point values only
0086:  29996?? =  31304??  \\ floating-point values only
0086:  30000?? =  31308??  \\ floating-point values only
0086:  30004?? =  31312??  \\ floating-point values only
0086:  30008?? =  31316??  \\ floating-point values only
0086:  30012?? =  31320??  \\ floating-point values only

:Label121444
00D6: if  0?
0038:    29760?? ==  107?  \\ integer values
004D: jump_if_false Label121486
0086:  29992?? =  31312??  \\ floating-point values only
0086:  29996?? =  31316??  \\ floating-point values only
0086:  30000?? =  31320??  \\ floating-point values only
0088:  30004?? =  0@  \\ floating-point values only
0088:  30008?? =  1@  \\ floating-point values only
0088:  30012?? =  2@  \\ floating-point values only

:Label121486
00D6: if  0?
0038:    29760?? ==  108?  \\ integer values
004D: jump_if_false Label1214C8
0088:  29992?? =  0@  \\ floating-point values only
0088:  29996?? =  1@  \\ floating-point values only
0088:  30000?? =  2@  \\ floating-point values only
0088:  30004?? =  3@  \\ floating-point values only
0088:  30008?? =  4@  \\ floating-point values only
0088:  30012?? =  5@  \\ floating-point values only

:Label1214C8
00D6: if  0?
0038:    29760?? ==  109?  \\ integer values
004D: jump_if_false Label12150A
0088:  29992?? =  3@  \\ floating-point values only
0088:  29996?? =  4@  \\ floating-point values only
0088:  30000?? =  5@  \\ floating-point values only
0088:  30004?? =  6@  \\ floating-point values only
0088:  30008?? =  7@  \\ floating-point values only
0088:  30012?? =  8@  \\ floating-point values only

:Label12150A
00D6: if  0?
0038:    29760?? ==  110?  \\ integer values
004D: jump_if_false Label12154C
0088:  29992?? =  6@  \\ floating-point values only
0088:  29996?? =  7@  \\ floating-point values only
0088:  30000?? =  8@  \\ floating-point values only
0088:  30004?? =  9@  \\ floating-point values only
0088:  30008?? =  10@  \\ floating-point values only
0088:  30012?? =  11@  \\ floating-point values only

:Label12154C
00D6: if  0?
0038:    29760?? ==  111?  \\ integer values
004D: jump_if_false Label12158E
0088:  29992?? =  9@  \\ floating-point values only
0088:  29996?? =  10@  \\ floating-point values only
0088:  30000?? =  11@  \\ floating-point values only
0088:  30004?? =  12@  \\ floating-point values only
0088:  30008?? =  13@  \\ floating-point values only
0088:  30012?? =  14@  \\ floating-point values only

:Label12158E
00D6: if  0?
0038:    29760?? ==  112?  \\ integer values
004D: jump_if_false Label1215D0
0088:  29992?? =  12@  \\ floating-point values only
0088:  29996?? =  13@  \\ floating-point values only
0088:  30000?? =  14@  \\ floating-point values only
0088:  30004?? =  12@  \\ floating-point values only
0088:  30008?? =  13@  \\ floating-point values only
0088:  30012?? =  14@  \\ floating-point values only

:Label1215D0
0051: return

:Label1215D2
0227:  19484?? = car  29684?? health
00D6: if  0?
001A:    500& >  19484??  \\ integer values
004D: jump_if_false Label1215F5
0224: set_car  29684?? health_to  1000&

:Label1215F5
00D6: if  0?
003A:    29744?? ==  29760??  \\ integer values and handles
004D: jump_if_false Label1216D5
00AA:  29860?? = car  29684?? x_pos,  29864?? = car  29684?? y_pos,  29868?? = car  29684?? z_pos
0086:  29876?? =  29860??  \\ floating-point values only
0061:  29876?? -=  29932??  \\ floating-point values
0086:  29880?? =  29864??  \\ floating-point values only
0061:  29880?? -=  29936??  \\ floating-point values
0069:  29876?? *=  29876??  \\ floating-point values
0069:  29880?? *=  29880??  \\ floating-point values
0086:  29884?? =  29876??  \\ floating-point values only
0059:  29884?? +=  29880??  \\ floating-point values
01FB:  29900?? = square_root  29884??
0054:  29860?? = player $PLAYER_CHAR x_pos,  29864?? = player $PLAYER_CHAR y_pos,  29868?? = player $PLAYER_CHAR z_pos
0086:  29876?? =  29860??  \\ floating-point values only
0061:  29876?? -=  29932??  \\ floating-point values
0086:  29880?? =  29864??  \\ floating-point values only
0061:  29880?? -=  29936??  \\ floating-point values
0069:  29876?? *=  29876??  \\ floating-point values
0069:  29880?? *=  29880??  \\ floating-point values
0086:  29884?? =  29876??  \\ floating-point values only
0059:  29884?? +=  29880??  \\ floating-point values
01FB:  29904?? = square_root  29884??
00D6: if  0?
0024:    29904?? >  29900??  \\ floating-point values only
004D: jump_if_false Label1216CE
0008:  29764?? +=  1?  \\ integer values

:Label1216CE
0002: jump Label1216EF

:Label1216D5
00D6: if  0?
001C:    29760?? >  29744??  \\ integer values
004D: jump_if_false Label1216EF
0008:  29764?? +=  1?  \\ integer values

:Label1216EF
00D6: if  0?
81AF:   NOT   car  29684??  0? ()near_point  29848??  29852??  29856?? radius  3!  3!  2!
004D: jump_if_false Label12172F
00AA:  29848?? = car  29684?? x_pos,  29852?? = car  29684?? y_pos,  29856?? = car  29684?? z_pos
0084:  29784?? =  19244??  \\ integer values and handles

:Label12172F
00D6: if  0?
01AF:   car  29684??  0? ()near_point  29848??  29852??  29856?? radius  3!  3!  2!
004D: jump_if_false Label121807
0084:  29788?? =  19244??  \\ integer values and handles
0060:  29788?? -=  29784??  \\ integer values
00D6: if  0?
0018:    29788?? >  4000&  \\ integer values
004D: jump_if_false Label121807
00D6: if  0?
82CA:   NOT   car  29684?? bounding_sphere_visible
004D: jump_if_false Label121807
00AA:  29860?? = car  29684?? x_pos,  29864?? = car  29684?? y_pos,  29868?? = car  29684?? z_pos
02C1: set  29860??  29864??  29868?? to_car_path_coords_closest_to  29860??  29864??  29868??
00D6: if  0?
838A:   NOT   car_in_cube  29860??  29864??  29868??  4!  4!  3!
004D: jump_if_false Label121807
00D6: if  0?
80C2:   NOT   sphere_onscreen  29860??  29864??  29868??  4!
004D: jump_if_false Label121807
00AB: put_car  29684?? at  29860??  29864??  29868??
039F: car  29684?? race_to  29980??  29984??

:Label121807
0084:  29804?? =  29744??  \\ integer values and handles
000C:  29804?? -=  4?  \\ integer values
00D6: if  0?
001C:    29804?? >  29760??  \\ integer values
004D: jump_if_false Label12199D
00D6: if  0?
003A:    29684?? ==  29672??  \\ integer values and handles
004D: jump_if_false Label1218A5
00D6: if  0?
82CA:   NOT   car  29672?? bounding_sphere_visible
004D: jump_if_false Label1218A5
00D6: if  0?
838A:   NOT   car_in_cube  29956??  29960??  29964??  4!  4!  3!
004D: jump_if_false Label1218A5
00D6: if  0?
80C2:   NOT   sphere_onscreen  29956??  29960??  29964??  4!
004D: jump_if_false Label1218A5
00AB: put_car  29684?? at  29956??  29960??  29964??
039F: car  29684?? race_to  29932??  29936??

:Label1218A5
00D6: if  0?
003A:    29684?? ==  29676??  \\ integer values and handles
004D: jump_if_false Label121921
00D6: if  0?
82CA:   NOT   car  29676?? bounding_sphere_visible
004D: jump_if_false Label121921
00D6: if  0?
838A:   NOT   car_in_cube  29968??  29972??  29976??  4!  4!  3!
004D: jump_if_false Label121921
00D6: if  0?
80C2:   NOT   sphere_onscreen  29968??  29972??  29976??  4!
004D: jump_if_false Label121921
00AB: put_car  29684?? at  29968??  29972??  29976??
039F: car  29684?? race_to  29932??  29936??

:Label121921
00D6: if  0?
003A:    29684?? ==  29680??  \\ integer values and handles
004D: jump_if_false Label12199D
00D6: if  0?
82CA:   NOT   car  29680?? bounding_sphere_visible
004D: jump_if_false Label12199D
00D6: if  0?
838A:   NOT   car_in_cube  29980??  29984??  29988??  4!  4!  3!
004D: jump_if_false Label12199D
00D6: if  0?
80C2:   NOT   sphere_onscreen  29980??  29984??  29988??  4!
004D: jump_if_false Label12199D
00AB: put_car  29684?? at  29980??  29984??  29988??
039F: car  29684?? race_to  29932??  29936??

:Label12199D
0084:  29804?? =  29744??  \\ integer values and handles
0008:  29804?? +=  5?  \\ integer values
00D6: if  0?
001C:    29760?? >  29804??  \\ integer values
004D: jump_if_false Label1219D0
00AD: set_car  29684?? max_speed_to  25!
0002: jump Label1219DA

:Label1219D0
00AD: set_car  29684?? max_speed_to  50!

:Label1219DA
0051: return

;-------------Mission 83---------------
; Originally: Distribution


:Label1219DC
0050: gosub Label121A00
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1219F7
0050: gosub Label12285E

:Label1219F7
0050: gosub Label1229F5
004E: end_thread

:Label121A00
0004: $ONMISSION =  1?  \\ integer values
00D6: if  0?
0038:    31416?? ==  0?  \\ integer values
004D: jump_if_false Label121A1B
0317: increment_mission_attempts

:Label121A1B
03A4: name_thread "ICECRE1"
0001: wait  0? ms
054C: use_GXT_table "ICECRE1"
0004:  31392?? =  0?  \\ integer values
0004:  31396?? =  0?  \\ integer values
0004:  31400?? =  0?  \\ integer values
0004:  31404?? =  0?  \\ integer values
0004:  31408?? =  0?  \\ integer values
0004:  31412?? =  0?  \\ integer values
0004:  31420?? =  0?  \\ integer values
0004:  31424?? =  0?  \\ integer values
0004:  31428?? =  0?  \\ integer values
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label121A91
03C1:  31324?? = player $PLAYER_CHAR car
0002: jump Label121A98

:Label121A91
0002: jump Label12285E

:Label121A98
0395: clear_area  0? at -868.1! -572.153! range  10.11!  3!
0395: clear_area  0? at -859.7491! -571.028! range  11.11207!  1!
015F: set_camera_position -859.7491! -571.028!  14.11207!  0!  0!  0!
0160: point_camera -860.6732! -571.1432!  13.74751!  2?
0006:  16@ =  0?  \\ integer values

:Label121B02
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label121B4F
0001: wait  0? ms
00BC: text_highpriority "ICC1_16"  5000& ms  2? \\ ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City.
00D6: if  1?
00E1:   key_pressed  0?  16?
0019:    16@ >  1000&  \\ integer values
004D: jump_if_false Label121B48
0002: jump Label121C33

:Label121B48
0002: jump Label121B02

:Label121B4F
0006:  16@ =  0?  \\ integer values

:Label121B56
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label121B9B
0001: wait  0? ms
00BC: text_highpriority "ICC1_7"  5000& ms  2? \\ ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label121B94
0002: jump Label121C33

:Label121B94
0002: jump Label121B56

:Label121B9B
0006:  16@ =  0?  \\ integer values

:Label121BA2
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label121BE7
0001: wait  0? ms
00BC: text_highpriority "ICC1_8"  5000& ms  2? \\ ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label121BE0
0002: jump Label121C33

:Label121BE0
0002: jump Label121BA2

:Label121BE7
0006:  16@ =  0?  \\ integer values

:Label121BEE
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label121C33
0001: wait  0? ms
00BC: text_highpriority "ICC1_9"  5000& ms  2? \\ ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label121C2C
0002: jump Label121C33

:Label121C2C
0002: jump Label121BEE

:Label121C33
00BE: text_clear_all
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
0006:  17@ =  0?  \\ integer values

:Label121C49
0001: wait  0? ms
00D6: if  0?
0038:    31396?? ==  0?  \\ integer values
004D: jump_if_false Label121C9C
00D6: if  0?
8119:   NOT   car  31324?? wrecked
004D: jump_if_false Label121C9C
00D6: if  0?
0383:   player  31324?? car_horn_activated == true
004D: jump_if_false Label121C9C
03C4: set_status_text_to  31420??  0? (number) "ICC1_5" \\ Deals done:
0004:  31392?? =  1?  \\ integer values
0004:  31396?? =  1?  \\ integer values

:Label121C9C
00D6: if  0?
0038:    31392?? ==  1?  \\ integer values
004D: jump_if_false Label121CD9
03F1: pedtype  8? add_threat  1?
03F1: pedtype  7? add_threat  1?
03F1: pedtype  9? add_threat  1?
03F1: pedtype  11? add_threat  1?
03F1: pedtype  12? add_threat  1?
03F1: pedtype  14? add_threat  1?
0004:  31392?? =  2?  \\ integer values

:Label121CD9
00D6: if  0?
8119:   NOT   car  31324?? wrecked
004D: jump_if_false Label121D03
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  31324??
004D: jump_if_false Label121D03
0002: jump Label122860

:Label121D03
00D6: if  0?
0119:   car  31324?? wrecked
004D: jump_if_false Label121D1A
0002: jump Label122860

:Label121D1A
00D6: if  0?
8119:   NOT   car  31324?? wrecked
004D: jump_if_false Label122017
00D6: if  0?
029F:   player $PLAYER_CHAR stopped
004D: jump_if_false Label122017
00D6: if  0?
0383:   player  31324?? car_horn_activated == true
004D: jump_if_false Label122017
0054:  31328?? = player $PLAYER_CHAR x_pos,  31332?? = player $PLAYER_CHAR y_pos,  31336?? = player $PLAYER_CHAR z_pos
0086:  31340?? =  31328??  \\ floating-point values only
0009:  31340?? +=  20!  \\ floating-point values
0086:  31344?? =  31332??  \\ floating-point values only
0009:  31344?? +=  20!  \\ floating-point values
0086:  31348?? =  31328??  \\ floating-point values only
000D:  31348?? -=  20!  \\ floating-point values
0086:  31352?? =  31332??  \\ floating-point values only
000D:  31352?? -=  20!  \\ floating-point values
00D6: if  0?
0038:    31400?? ==  0?  \\ integer values
004D: jump_if_false Label121E28
058F: unknown_create_distribution_actor  31356?? at  31340??  31344?? or_at  31348??  31352?? flag  1?  0?  1?
00D6: if  0?
8038:   NOT    31356?? == -1?  \\ integer values
004D: jump_if_false Label121E28
00D6: if  0?
8118:   NOT   actor  31356?? dead
004D: jump_if_false Label121E28
0580:  31360?? = distribution_mission_status distribution_actor  31356?? distribution_car  31324??
00D6: if  0?
0038:    31360?? ==  1?  \\ integer values
004D: jump_if_false Label121E23
0187:  31432?? = create_marker_above_actor  31356??
01BD:  31456?? = current_time_in_ms
0004:  31400?? =  1?  \\ integer values
0002: jump Label121E28

:Label121E23
01C2: remove_references_to_actor  31356??  \\ Like turning an actor into a random pedestrian

:Label121E28
00D6: if  0?
0038:    31404?? ==  0?  \\ integer values
004D: jump_if_false Label121EB0
058F: unknown_create_distribution_actor  31364?? at  31340??  31344?? or_at  31348??  31352?? flag  1?  0?  1?
00D6: if  0?
8038:   NOT    31364?? == -1?  \\ integer values
004D: jump_if_false Label121EB0
00D6: if  0?
8118:   NOT   actor  31364?? dead
004D: jump_if_false Label121EB0
0580:  31368?? = distribution_mission_status distribution_actor  31364?? distribution_car  31324??
00D6: if  0?
0038:    31368?? ==  1?  \\ integer values
004D: jump_if_false Label121EAB
0187:  31436?? = create_marker_above_actor  31364??
01BD:  31468?? = current_time_in_ms
0004:  31404?? =  1?  \\ integer values
0002: jump Label121EB0

:Label121EAB
01C2: remove_references_to_actor  31364??  \\ Like turning an actor into a random pedestrian

:Label121EB0
00D6: if  0?
0038:    31408?? ==  0?  \\ integer values
004D: jump_if_false Label121F38
058F: unknown_create_distribution_actor  31372?? at  31340??  31344?? or_at  31348??  31352?? flag  1?  0?  1?
00D6: if  0?
8038:   NOT    31372?? == -1?  \\ integer values
004D: jump_if_false Label121F38
00D6: if  0?
8118:   NOT   actor  31372?? dead
004D: jump_if_false Label121F38
0580:  31376?? = distribution_mission_status distribution_actor  31372?? distribution_car  31324??
00D6: if  0?
0038:    31376?? ==  1?  \\ integer values
004D: jump_if_false Label121F33
0187:  31440?? = create_marker_above_actor  31372??
01BD:  31480?? = current_time_in_ms
0004:  31408?? =  1?  \\ integer values
0002: jump Label121F38

:Label121F33
01C2: remove_references_to_actor  31372??  \\ Like turning an actor into a random pedestrian

:Label121F38
00D6: if  0?
0038:    31412?? ==  0?  \\ integer values
004D: jump_if_false Label121FC0
058F: unknown_create_distribution_actor  31380?? at  31340??  31344?? or_at  31348??  31352?? flag  1?  0?  1?
00D6: if  0?
8038:   NOT    31380?? == -1?  \\ integer values
004D: jump_if_false Label121FC0
00D6: if  0?
8118:   NOT   actor  31380?? dead
004D: jump_if_false Label121FC0
0580:  31384?? = distribution_mission_status distribution_actor  31380?? distribution_car  31324??
00D6: if  0?
0038:    31384?? ==  1?  \\ integer values
004D: jump_if_false Label121FBB
0187:  31444?? = create_marker_above_actor  31380??
01BD:  31492?? = current_time_in_ms
0004:  31412?? =  1?  \\ integer values
0002: jump Label121FC0

:Label121FBB
01C2: remove_references_to_actor  31380??  \\ Like turning an actor into a random pedestrian

:Label121FC0
00D6: if  0?
0038:    31356?? == -1?  \\ integer values
004D: jump_if_false Label122017
00D6: if  0?
0038:    31364?? == -1?  \\ integer values
004D: jump_if_false Label122017
00D6: if  0?
0038:    31372?? == -1?  \\ integer values
004D: jump_if_false Label122017
00D6: if  0?
0038:    31380?? == -1?  \\ integer values
004D: jump_if_false Label122017
00BC: text_highpriority "ICC1_4"  1000& ms  1? \\ ~g~There aren't any customers in this area try another one.

:Label122017
00D6: if  0?
0038:    31400?? ==  1?  \\ integer values
004D: jump_if_false Label12221B
00D6: if  0?
8118:   NOT   actor  31356?? dead
004D: jump_if_false Label12220A
01BD:  31452?? = current_time_in_ms
0084:  31448?? =  31452??  \\ integer values and handles
0060:  31448?? -=  31456??  \\ integer values
00D6: if  0?
001A:    50000&& >  31448??  \\ integer values
004D: jump_if_false Label1221F2
00D6: if  0?
0586:  31356??
004D: jump_if_false Label1221EB
00D6: if  0?
058B:  31356??
004D: jump_if_false Label1221DA
0008:  31420?? +=  1?  \\ integer values
0008:  31428?? +=  1?  \\ integer values
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1220BE
0109: player $PLAYER_CHAR money +=  10?
0008:  31424?? +=  12?  \\ integer values
0002: jump Label1221DA

:Label1220BE
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label1220EB
0109: player $PLAYER_CHAR money +=  15?
0008:  31424?? +=  18?  \\ integer values
0002: jump Label1221DA

:Label1220EB
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label122118
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  14?  \\ integer values
0002: jump Label1221DA

:Label122118
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label122145
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1221DA

:Label122145
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label122172
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1221DA

:Label122172
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label12219F
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1221DA

:Label12219F
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label1221CC
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1221DA

:Label1221CC
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  10?  \\ integer values

:Label1221DA
0164: disable_marker  31432??
01C2: remove_references_to_actor  31356??  \\ Like turning an actor into a random pedestrian
0004:  31400?? =  0?  \\ integer values

:Label1221EB
0002: jump Label122203

:Label1221F2
0164: disable_marker  31432??
01C2: remove_references_to_actor  31356??  \\ Like turning an actor into a random pedestrian
0004:  31400?? =  0?  \\ integer values

:Label122203
0002: jump Label12221B

:Label12220A
0164: disable_marker  31432??
01C2: remove_references_to_actor  31356??  \\ Like turning an actor into a random pedestrian
0004:  31400?? =  0?  \\ integer values

:Label12221B
00D6: if  0?
0038:    31404?? ==  1?  \\ integer values
004D: jump_if_false Label12241F
00D6: if  0?
8118:   NOT   actor  31364?? dead
004D: jump_if_false Label12240E
01BD:  31464?? = current_time_in_ms
0084:  31460?? =  31464??  \\ integer values and handles
0060:  31460?? -=  31468??  \\ integer values
00D6: if  0?
001A:    50000&& >  31460??  \\ integer values
004D: jump_if_false Label1223F6
00D6: if  0?
0586:  31364??
004D: jump_if_false Label1223EF
00D6: if  0?
058B:  31364??
004D: jump_if_false Label1223DE
0008:  31420?? +=  1?  \\ integer values
0008:  31428?? +=  1?  \\ integer values
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1222C2
0109: player $PLAYER_CHAR money +=  10?
0008:  31424?? +=  12?  \\ integer values
0002: jump Label1223DE

:Label1222C2
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label1222EF
0109: player $PLAYER_CHAR money +=  15?
0008:  31424?? +=  18?  \\ integer values
0002: jump Label1223DE

:Label1222EF
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label12231C
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  14?  \\ integer values
0002: jump Label1223DE

:Label12231C
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label122349
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1223DE

:Label122349
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label122376
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1223DE

:Label122376
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label1223A3
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1223DE

:Label1223A3
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label1223D0
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1223DE

:Label1223D0
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  10?  \\ integer values

:Label1223DE
0164: disable_marker  31436??
01C2: remove_references_to_actor  31364??  \\ Like turning an actor into a random pedestrian
0004:  31404?? =  0?  \\ integer values

:Label1223EF
0002: jump Label122407

:Label1223F6
0164: disable_marker  31436??
01C2: remove_references_to_actor  31364??  \\ Like turning an actor into a random pedestrian
0004:  31404?? =  0?  \\ integer values

:Label122407
0002: jump Label12241F

:Label12240E
0164: disable_marker  31436??
01C2: remove_references_to_actor  31364??  \\ Like turning an actor into a random pedestrian
0004:  31404?? =  0?  \\ integer values

:Label12241F
00D6: if  0?
0038:    31408?? ==  1?  \\ integer values
004D: jump_if_false Label122623
00D6: if  0?
8118:   NOT   actor  31372?? dead
004D: jump_if_false Label122612
01BD:  31476?? = current_time_in_ms
0084:  31472?? =  31476??  \\ integer values and handles
0060:  31472?? -=  31480??  \\ integer values
00D6: if  0?
001A:    50000&& >  31472??  \\ integer values
004D: jump_if_false Label1225FA
00D6: if  0?
0586:  31372??
004D: jump_if_false Label1225F3
00D6: if  0?
058B:  31372??
004D: jump_if_false Label1225E2
0008:  31420?? +=  1?  \\ integer values
0008:  31428?? +=  1?  \\ integer values
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1224C6
0109: player $PLAYER_CHAR money +=  10?
0008:  31424?? +=  12?  \\ integer values
0002: jump Label1225E2

:Label1224C6
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label1224F3
0109: player $PLAYER_CHAR money +=  15?
0008:  31424?? +=  18?  \\ integer values
0002: jump Label1225E2

:Label1224F3
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label122520
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  14?  \\ integer values
0002: jump Label1225E2

:Label122520
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label12254D
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1225E2

:Label12254D
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label12257A
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1225E2

:Label12257A
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label1225A7
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1225E2

:Label1225A7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label1225D4
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1225E2

:Label1225D4
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  10?  \\ integer values

:Label1225E2
0164: disable_marker  31440??
01C2: remove_references_to_actor  31372??  \\ Like turning an actor into a random pedestrian
0004:  31408?? =  0?  \\ integer values

:Label1225F3
0002: jump Label12260B

:Label1225FA
0164: disable_marker  31440??
01C2: remove_references_to_actor  31372??  \\ Like turning an actor into a random pedestrian
0004:  31408?? =  0?  \\ integer values

:Label12260B
0002: jump Label122623

:Label122612
0164: disable_marker  31440??
01C2: remove_references_to_actor  31372??  \\ Like turning an actor into a random pedestrian
0004:  31408?? =  0?  \\ integer values

:Label122623
00D6: if  0?
0038:    31412?? ==  1?  \\ integer values
004D: jump_if_false Label122827
00D6: if  0?
8118:   NOT   actor  31380?? dead
004D: jump_if_false Label122816
01BD:  31488?? = current_time_in_ms
0084:  31484?? =  31488??  \\ integer values and handles
0060:  31484?? -=  31492??  \\ integer values
00D6: if  0?
001A:    50000&& >  31484??  \\ integer values
004D: jump_if_false Label1227FE
00D6: if  0?
0586:  31380??
004D: jump_if_false Label1227F7
00D6: if  0?
058B:  31380??
004D: jump_if_false Label1227E6
0008:  31420?? +=  1?  \\ integer values
0008:  31428?? +=  1?  \\ integer values
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "A_PORT"
004D: jump_if_false Label1226CA
0109: player $PLAYER_CHAR money +=  10?
0008:  31424?? +=  12?  \\ integer values
0002: jump Label1227E6

:Label1226CA
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "STARI"
004D: jump_if_false Label1226F7
0109: player $PLAYER_CHAR money +=  15?
0008:  31424?? +=  18?  \\ integer values
0002: jump Label1227E6

:Label1226F7
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "PORNI"
004D: jump_if_false Label122724
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  14?  \\ integer values
0002: jump Label1227E6

:Label122724
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "GOLFC"
004D: jump_if_false Label122751
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1227E6

:Label122751
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DOCKS"
004D: jump_if_false Label12277E
0109: player $PLAYER_CHAR money +=  8?
0008:  31424?? +=  10?  \\ integer values
0002: jump Label1227E6

:Label12277E
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAVANA"
004D: jump_if_false Label1227AB
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1227E6

:Label1227AB
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label1227D8
0109: player $PLAYER_CHAR money +=  6?
0008:  31424?? +=  8?  \\ integer values
0002: jump Label1227E6

:Label1227D8
0109: player $PLAYER_CHAR money +=  12?
0008:  31424?? +=  10?  \\ integer values

:Label1227E6
0164: disable_marker  31444??
01C2: remove_references_to_actor  31380??  \\ Like turning an actor into a random pedestrian
0004:  31412?? =  0?  \\ integer values

:Label1227F7
0002: jump Label12280F

:Label1227FE
0164: disable_marker  31444??
01C2: remove_references_to_actor  31380??  \\ Like turning an actor into a random pedestrian
0004:  31412?? =  0?  \\ integer values

:Label12280F
0002: jump Label122827

:Label122816
0164: disable_marker  31444??
01C2: remove_references_to_actor  31380??  \\ Like turning an actor into a random pedestrian
0004:  31412?? =  0?  \\ integer values

:Label122827
00D6: if  0?
0028:    31428?? >=  4?  \\ integer values
004D: jump_if_false Label122857
01C0:  31388?? = player $PLAYER_CHAR wanted_level
0008:  31388?? +=  1?  \\ integer values
010D: set_player $PLAYER_CHAR wanted_level_to  31388??
0004:  31428?? =  0?  \\ integer values

:Label122857
0002: jump Label121C49

:Label12285E
0051: return

:Label122860
00D6: if  0?
0038:    31416?? ==  0?  \\ integer values
004D: jump_if_false Label1229F3
00D6: if  0?
0018:    31420?? >  49?  \\ integer values
004D: jump_if_false Label1229F3
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
0110: clear_player $PLAYER_CHAR wanted_level
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
0001: wait  1000& ms
016A: fade  0? ()  1000& ms
03CB: set_camera -839.512! -582.021!  24.777!
0054:  31328?? = player $PLAYER_CHAR x_pos,  31332?? = player $PLAYER_CHAR y_pos,  31336?? = player $PLAYER_CHAR z_pos

:Label1228C6
00D6: if  0?
016B:   fading
004D: jump_if_false Label1228DE
0001: wait  0? ms
0002: jump Label1228C6

:Label1228DE
016A: fade  1? (back)  1000& ms
015F: set_camera_position -839.512! -582.021!  24.777!  0!  0!  0!
0160: point_camera -840.451! -581.759!  24.553!  2?
04A6:  2444?? = create_asset_money_pickup_at  2232??  2236??  2240?? money  2440??  2440??

:Label12292C
00D6: if  0?
016B:   fading
004D: jump_if_false Label122944
0001: wait  0? ms
0002: jump Label12292C

:Label122944
00BA: text_styled "ICE_AT1"  5000& ms  6? \\ ICECREAM FACTORY ASSET COMPLETED
0001: wait  5000& ms
01E5: text_1number_highpriority "ICE_AT2"  2440??  6000& ms  1? \\ ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
016A: fade  0? ()  1000& ms

:Label122976
00D6: if  0?
016B:   fading
004D: jump_if_false Label12298E
0001: wait  0? ms
0002: jump Label122976

:Label12298E
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut
03CB: set_camera  31328??  31332??  31336??
0008:  4700?? +=  1?  \\ integer values
016A: fade  1? (back)  1000& ms

:Label1229AD
00D6: if  0?
016B:   fading
004D: jump_if_false Label1229C5
0001: wait  0? ms
0002: jump Label1229AD

:Label1229C5
030C: set_mission_points +=  1?
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0318: set_latest_mission_passed "CREAM" \\ Distribution
0394: play_music  1?
0004:  2448?? =  1?  \\ integer values
0004:  31416?? =  1?  \\ integer values

:Label1229F3
0051: return

:Label1229F5
0004: $ONMISSION =  0?  \\ integer values
00BA: text_styled "ICC1_17"  5000& ms  5? \\ Distribution mission over
01E3: text_1number_styled "ICC1_19"  31420??  5000& ms  6? \\ Total deals done: ~1~
00D6: if  0?
8038:   NOT    1128?? ==  1?  \\ integer values
004D: jump_if_false Label122A35
03F2: pedgroup  8? remove_threat  1?

:Label122A35
03F2: pedgroup  7? remove_threat  1?
03F2: pedgroup  9? remove_threat  1?
03F2: pedgroup  11? remove_threat  1?
03F2: pedgroup  12? remove_threat  1?
03F2: pedgroup  14? remove_threat  1?
0164: disable_marker  31432??
0164: disable_marker  31436??
0164: disable_marker  31440??
0164: disable_marker  31444??
01C2: remove_references_to_actor  31356??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  31364??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  31372??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  31380??  \\ Like turning an actor into a random pedestrian
0151: remove_status_text  31420??
0536:  31420??
042F: save_record  2?  31420??
00D8: mission_cleanup
0051: return

;-------------Mission 84---------------
; Originally: Downtown Chopper Checkpoint


:Label122A90
0050: gosub Label122AB4
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label122AAB
0050: gosub Label123070

:Label122AAB
0050: gosub Label1231A8
004E: end_thread

:Label122AB4
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "HELI1SC"
0001: wait  0? ms
00D6: if  0?
0038:    6336?? ==  0?  \\ integer values
004D: jump_if_false Label122ADD
0317: increment_mission_attempts

:Label122ADD
0004:  31508?? =  0?  \\ integer values
0005:  30028?? = -649.0867!  \\ floating-point values
0005:  30032?? =  817.9553!  \\ floating-point values
0005:  30036?? =  58.3261!  \\ floating-point values
0005:  30040?? = -687.3981!  \\ floating-point values
0005:  30044?? =  877.8699!  \\ floating-point values
0005:  30048?? =  19.2173!  \\ floating-point values
0005:  30052?? = -680.991!  \\ floating-point values
0005:  30056?? =  1029.686!  \\ floating-point values
0005:  30060?? =  14.8169!  \\ floating-point values
0005:  30064?? = -685.7914!  \\ floating-point values
0005:  30068?? =  1160.218!  \\ floating-point values
0005:  30072?? =  40.7844!  \\ floating-point values
0005:  30076?? = -681.2288!  \\ floating-point values
0005:  30080?? =  1228.007!  \\ floating-point values
0005:  30084?? =  29.1385!  \\ floating-point values
0005:  30088?? = -715.1163!  \\ floating-point values
0005:  30092?? =  1268.305!  \\ floating-point values
0005:  30096?? =  18.9955!  \\ floating-point values
0005:  30100?? = -739.7144!  \\ floating-point values
0005:  30104?? =  1298.542!  \\ floating-point values
0005:  30108?? =  27.204!  \\ floating-point values
0005:  30112?? = -772.5856!  \\ floating-point values
0005:  30116?? =  1323.497!  \\ floating-point values
0005:  30120?? =  29.5571!  \\ floating-point values
0005:  30124?? = -778.6165!  \\ floating-point values
0005:  30128?? =  1364.642!  \\ floating-point values
0005:  30132?? =  28.01!  \\ floating-point values
0005:  30136?? = -737.8626!  \\ floating-point values
0005:  30140?? =  1385.702!  \\ floating-point values
0005:  30144?? =  17.6542!  \\ floating-point values
0005:  30148?? = -693.7673!  \\ floating-point values
0005:  30152?? =  1391.167!  \\ floating-point values
0005:  30156?? =  18.0634!  \\ floating-point values
0005:  30160?? = -621.21!  \\ floating-point values
0005:  30164?? =  1392.323!  \\ floating-point values
0005:  30168?? =  25.7998!  \\ floating-point values
0005:  30172?? = -568.3698!  \\ floating-point values
0005:  30176?? =  1334.939!  \\ floating-point values
0005:  30180?? =  16.9687!  \\ floating-point values
0005:  30184?? = -500.4854!  \\ floating-point values
0005:  30188?? =  1338.798!  \\ floating-point values
0005:  30192?? =  24.1703!  \\ floating-point values
0005:  30196?? = -450.2907!  \\ floating-point values
0005:  30200?? =  1330.691!  \\ floating-point values
0005:  30204?? =  19.1265!  \\ floating-point values
0005:  30208?? = -437.3096!  \\ floating-point values
0005:  30212?? =  1291.992!  \\ floating-point values
0005:  30216?? =  19.5951!  \\ floating-point values
0005:  30220?? = -437.1924!  \\ floating-point values
0005:  30224?? =  1241.37!  \\ floating-point values
0005:  30228?? =  20.7499!  \\ floating-point values
0005:  30232?? = -434.3281!  \\ floating-point values
0005:  30236?? =  1171.01!  \\ floating-point values
0005:  30240?? =  36.3199!  \\ floating-point values
0005:  30244?? = -433.3098!  \\ floating-point values
0005:  30248?? =  1130.9!  \\ floating-point values
0005:  30252?? =  59.1069!  \\ floating-point values
0005:  30256?? = -471.9337!  \\ floating-point values
0005:  30260?? =  1085.18!  \\ floating-point values
0005:  30264?? =  65.1073!  \\ floating-point values
0005:  30268?? = -527.0311!  \\ floating-point values
0005:  30272?? =  1030.004!  \\ floating-point values
0005:  30276?? =  80.0094!  \\ floating-point values
0005:  30280?? = -526.2093!  \\ floating-point values
0005:  30284?? =  894.1246!  \\ floating-point values
0005:  30288?? =  81.9624!  \\ floating-point values
0005:  30292?? = -479.8936!  \\ floating-point values
0005:  30296?? =  829.2973!  \\ floating-point values
0005:  30300?? =  38.6828!  \\ floating-point values
0005:  30304?? = -496.4014!  \\ floating-point values
0005:  30308?? =  746.3392!  \\ floating-point values
0005:  30312?? =  23.935!  \\ floating-point values
0005:  30316?? = -534.4188!  \\ floating-point values
0005:  30320?? =  739.7785!  \\ floating-point values
0005:  30324?? =  19.0812!  \\ floating-point values
0005:  30328?? = -574.4543!  \\ floating-point values
0005:  30332?? =  742.6052!  \\ floating-point values
0005:  30336?? =  18.3836!  \\ floating-point values
0005:  30340?? = -654.6465!  \\ floating-point values
0005:  30344?? =  751.4898!  \\ floating-point values
0005:  30348?? =  19.9269!  \\ floating-point values
0005:  30352?? = -673.5525!  \\ floating-point values
0005:  30356?? =  819.5656!  \\ floating-point values
0005:  30360?? =  20.429!  \\ floating-point values
0005:  30364?? = -658.4943!  \\ floating-point values
0005:  30368?? =  917.7946!  \\ floating-point values
0005:  30372?? =  22.8624!  \\ floating-point values
0050: gosub Label1231C7
00BC: text_highpriority "HELI_1A"  15000& ms  1? \\ Test your skills with the Sparrow, see how quickly you can complete the course.
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
0165: set_marker  31504?? color_to  5?
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
0004:  31512?? =  0?  \\ integer values
03C3: set_timer_with_text_to  31512?? type  0? text "RACES" \\ TIME:
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label122EE2
00DA:  31496?? = player $PLAYER_CHAR car
0002: jump Label122EE9

:Label122EE2
0002: jump Label123070

:Label122EE9
00D6: if  0?
8038:   NOT    31508?? ==  29?  \\ integer values
004D: jump_if_false Label123069
0001: wait  0? ms
00D6: if  0?
0119:   car  31496?? wrecked
004D: jump_if_false Label122F16
0002: jump Label123070

:Label122F16
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  31496??
004D: jump_if_false Label122F30
0002: jump Label123070

:Label122F30
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  31516??  31520??  31524?? radius  5!  5!  5!
004D: jump_if_false Label123012
018C: play_sound  1? at  0!  0!  0!
0008:  31508?? +=  1?  \\ integer values
0164: disable_marker  31500??
0164: disable_marker  31504??
0050: gosub Label1231C7
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
00D6: if  0?
001A:    28? >  31508??  \\ integer values
004D: jump_if_false Label12300B
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
00D6: if  0?
001A:    27? >  31508??  \\ integer values
004D: jump_if_false Label122FFD
0165: set_marker  31504?? color_to  5?
0002: jump Label123004

:Label122FFD
0165: set_marker  31504?? color_to  0?

:Label123004
0002: jump Label123012

:Label12300B
0165: set_marker  31500?? color_to  0?

:Label123012
00D6: if  0?
0038:    31508?? ==  28?  \\ integer values
004D: jump_if_false Label123046
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  0?
0002: jump Label123062

:Label123046
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  200&

:Label123062
0002: jump Label122EE9

:Label123069
0002: jump Label123081

:Label123070
00BC: text_highpriority "HELI_F1"  5000& ms  1? \\ ~r~Heli Checkpoint mission cancelled!
0051: return

:Label123081
01E3: text_1number_styled "HELI_1B"  100?  5000& ms  1? \\ Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100?
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
00D6: if  0?
0038:    6336?? ==  0?  \\ integer values
004D: jump_if_false Label1230C1
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6336?? =  1?  \\ integer values

:Label1230C1
0014:  31512?? /=  1000&  \\ integer values
042E:  12?  31512??
0084:  29828?? =  31512??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  31512??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
001C:    1652?? >  31512??  \\ integer values
004D: jump_if_false Label123163
0084:  1652?? =  31512??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label123147
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label12315C

:Label123147
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label12315C
0002: jump Label1231A6

:Label123163
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label123191
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label1231A6

:Label123191
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label1231A6
0051: return

:Label1231A8
0004: $ONMISSION =  0?  \\ integer values
014F: stop_timer  31512??
0164: disable_marker  31500??
0164: disable_marker  31504??
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label1231C7
00D6: if  0?
0038:    31508?? ==  0?  \\ integer values
004D: jump_if_false Label123209
0086:  31516?? =  30028??  \\ floating-point values only
0086:  31520?? =  30032??  \\ floating-point values only
0086:  31524?? =  30036??  \\ floating-point values only
0086:  31528?? =  30040??  \\ floating-point values only
0086:  31532?? =  30044??  \\ floating-point values only
0086:  31536?? =  30048??  \\ floating-point values only

:Label123209
00D6: if  0?
0038:    31508?? ==  1?  \\ integer values
004D: jump_if_false Label12324B
0086:  31516?? =  30040??  \\ floating-point values only
0086:  31520?? =  30044??  \\ floating-point values only
0086:  31524?? =  30048??  \\ floating-point values only
0086:  31528?? =  30052??  \\ floating-point values only
0086:  31532?? =  30056??  \\ floating-point values only
0086:  31536?? =  30060??  \\ floating-point values only

:Label12324B
00D6: if  0?
0038:    31508?? ==  2?  \\ integer values
004D: jump_if_false Label12328D
0086:  31516?? =  30052??  \\ floating-point values only
0086:  31520?? =  30056??  \\ floating-point values only
0086:  31524?? =  30060??  \\ floating-point values only
0086:  31528?? =  30064??  \\ floating-point values only
0086:  31532?? =  30068??  \\ floating-point values only
0086:  31536?? =  30072??  \\ floating-point values only

:Label12328D
00D6: if  0?
0038:    31508?? ==  3?  \\ integer values
004D: jump_if_false Label1232CF
0086:  31516?? =  30064??  \\ floating-point values only
0086:  31520?? =  30068??  \\ floating-point values only
0086:  31524?? =  30072??  \\ floating-point values only
0086:  31528?? =  30076??  \\ floating-point values only
0086:  31532?? =  30080??  \\ floating-point values only
0086:  31536?? =  30084??  \\ floating-point values only

:Label1232CF
00D6: if  0?
0038:    31508?? ==  4?  \\ integer values
004D: jump_if_false Label123311
0086:  31516?? =  30076??  \\ floating-point values only
0086:  31520?? =  30080??  \\ floating-point values only
0086:  31524?? =  30084??  \\ floating-point values only
0086:  31528?? =  30088??  \\ floating-point values only
0086:  31532?? =  30092??  \\ floating-point values only
0086:  31536?? =  30096??  \\ floating-point values only

:Label123311
00D6: if  0?
0038:    31508?? ==  5?  \\ integer values
004D: jump_if_false Label123353
0086:  31516?? =  30088??  \\ floating-point values only
0086:  31520?? =  30092??  \\ floating-point values only
0086:  31524?? =  30096??  \\ floating-point values only
0086:  31528?? =  30100??  \\ floating-point values only
0086:  31532?? =  30104??  \\ floating-point values only
0086:  31536?? =  30108??  \\ floating-point values only

:Label123353
00D6: if  0?
0038:    31508?? ==  6?  \\ integer values
004D: jump_if_false Label123395
0086:  31516?? =  30100??  \\ floating-point values only
0086:  31520?? =  30104??  \\ floating-point values only
0086:  31524?? =  30108??  \\ floating-point values only
0086:  31528?? =  30112??  \\ floating-point values only
0086:  31532?? =  30116??  \\ floating-point values only
0086:  31536?? =  30120??  \\ floating-point values only

:Label123395
00D6: if  0?
0038:    31508?? ==  7?  \\ integer values
004D: jump_if_false Label1233D7
0086:  31516?? =  30112??  \\ floating-point values only
0086:  31520?? =  30116??  \\ floating-point values only
0086:  31524?? =  30120??  \\ floating-point values only
0086:  31528?? =  30124??  \\ floating-point values only
0086:  31532?? =  30128??  \\ floating-point values only
0086:  31536?? =  30132??  \\ floating-point values only

:Label1233D7
00D6: if  0?
0038:    31508?? ==  8?  \\ integer values
004D: jump_if_false Label123419
0086:  31516?? =  30124??  \\ floating-point values only
0086:  31520?? =  30128??  \\ floating-point values only
0086:  31524?? =  30132??  \\ floating-point values only
0086:  31528?? =  30136??  \\ floating-point values only
0086:  31532?? =  30140??  \\ floating-point values only
0086:  31536?? =  30144??  \\ floating-point values only

:Label123419
00D6: if  0?
0038:    31508?? ==  9?  \\ integer values
004D: jump_if_false Label12345B
0086:  31516?? =  30136??  \\ floating-point values only
0086:  31520?? =  30140??  \\ floating-point values only
0086:  31524?? =  30144??  \\ floating-point values only
0086:  31528?? =  30148??  \\ floating-point values only
0086:  31532?? =  30152??  \\ floating-point values only
0086:  31536?? =  30156??  \\ floating-point values only

:Label12345B
00D6: if  0?
0038:    31508?? ==  10?  \\ integer values
004D: jump_if_false Label12349D
0086:  31516?? =  30148??  \\ floating-point values only
0086:  31520?? =  30152??  \\ floating-point values only
0086:  31524?? =  30156??  \\ floating-point values only
0086:  31528?? =  30160??  \\ floating-point values only
0086:  31532?? =  30164??  \\ floating-point values only
0086:  31536?? =  30168??  \\ floating-point values only

:Label12349D
00D6: if  0?
0038:    31508?? ==  11?  \\ integer values
004D: jump_if_false Label1234DF
0086:  31516?? =  30160??  \\ floating-point values only
0086:  31520?? =  30164??  \\ floating-point values only
0086:  31524?? =  30168??  \\ floating-point values only
0086:  31528?? =  30172??  \\ floating-point values only
0086:  31532?? =  30176??  \\ floating-point values only
0086:  31536?? =  30180??  \\ floating-point values only

:Label1234DF
00D6: if  0?
0038:    31508?? ==  12?  \\ integer values
004D: jump_if_false Label123521
0086:  31516?? =  30172??  \\ floating-point values only
0086:  31520?? =  30176??  \\ floating-point values only
0086:  31524?? =  30180??  \\ floating-point values only
0086:  31528?? =  30184??  \\ floating-point values only
0086:  31532?? =  30188??  \\ floating-point values only
0086:  31536?? =  30192??  \\ floating-point values only

:Label123521
00D6: if  0?
0038:    31508?? ==  13?  \\ integer values
004D: jump_if_false Label123563
0086:  31516?? =  30184??  \\ floating-point values only
0086:  31520?? =  30188??  \\ floating-point values only
0086:  31524?? =  30192??  \\ floating-point values only
0086:  31528?? =  30196??  \\ floating-point values only
0086:  31532?? =  30200??  \\ floating-point values only
0086:  31536?? =  30204??  \\ floating-point values only

:Label123563
00D6: if  0?
0038:    31508?? ==  14?  \\ integer values
004D: jump_if_false Label1235A5
0086:  31516?? =  30196??  \\ floating-point values only
0086:  31520?? =  30200??  \\ floating-point values only
0086:  31524?? =  30204??  \\ floating-point values only
0086:  31528?? =  30208??  \\ floating-point values only
0086:  31532?? =  30212??  \\ floating-point values only
0086:  31536?? =  30216??  \\ floating-point values only

:Label1235A5
00D6: if  0?
0038:    31508?? ==  15?  \\ integer values
004D: jump_if_false Label1235E7
0086:  31516?? =  30208??  \\ floating-point values only
0086:  31520?? =  30212??  \\ floating-point values only
0086:  31524?? =  30216??  \\ floating-point values only
0086:  31528?? =  30220??  \\ floating-point values only
0086:  31532?? =  30224??  \\ floating-point values only
0086:  31536?? =  30228??  \\ floating-point values only

:Label1235E7
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label123629
0086:  31516?? =  30220??  \\ floating-point values only
0086:  31520?? =  30224??  \\ floating-point values only
0086:  31524?? =  30228??  \\ floating-point values only
0086:  31528?? =  30232??  \\ floating-point values only
0086:  31532?? =  30236??  \\ floating-point values only
0086:  31536?? =  30240??  \\ floating-point values only

:Label123629
00D6: if  0?
0038:    31508?? ==  17?  \\ integer values
004D: jump_if_false Label12366B
0086:  31516?? =  30232??  \\ floating-point values only
0086:  31520?? =  30236??  \\ floating-point values only
0086:  31524?? =  30240??  \\ floating-point values only
0086:  31528?? =  30244??  \\ floating-point values only
0086:  31532?? =  30248??  \\ floating-point values only
0086:  31536?? =  30252??  \\ floating-point values only

:Label12366B
00D6: if  0?
0038:    31508?? ==  18?  \\ integer values
004D: jump_if_false Label1236AD
0086:  31516?? =  30244??  \\ floating-point values only
0086:  31520?? =  30248??  \\ floating-point values only
0086:  31524?? =  30252??  \\ floating-point values only
0086:  31528?? =  30256??  \\ floating-point values only
0086:  31532?? =  30260??  \\ floating-point values only
0086:  31536?? =  30264??  \\ floating-point values only

:Label1236AD
00D6: if  0?
0038:    31508?? ==  19?  \\ integer values
004D: jump_if_false Label1236EF
0086:  31516?? =  30256??  \\ floating-point values only
0086:  31520?? =  30260??  \\ floating-point values only
0086:  31524?? =  30264??  \\ floating-point values only
0086:  31528?? =  30268??  \\ floating-point values only
0086:  31532?? =  30272??  \\ floating-point values only
0086:  31536?? =  30276??  \\ floating-point values only

:Label1236EF
00D6: if  0?
0038:    31508?? ==  20?  \\ integer values
004D: jump_if_false Label123731
0086:  31516?? =  30268??  \\ floating-point values only
0086:  31520?? =  30272??  \\ floating-point values only
0086:  31524?? =  30276??  \\ floating-point values only
0086:  31528?? =  30280??  \\ floating-point values only
0086:  31532?? =  30284??  \\ floating-point values only
0086:  31536?? =  30288??  \\ floating-point values only

:Label123731
00D6: if  0?
0038:    31508?? ==  21?  \\ integer values
004D: jump_if_false Label123773
0086:  31516?? =  30280??  \\ floating-point values only
0086:  31520?? =  30284??  \\ floating-point values only
0086:  31524?? =  30288??  \\ floating-point values only
0086:  31528?? =  30292??  \\ floating-point values only
0086:  31532?? =  30296??  \\ floating-point values only
0086:  31536?? =  30300??  \\ floating-point values only

:Label123773
00D6: if  0?
0038:    31508?? ==  22?  \\ integer values
004D: jump_if_false Label1237B5
0086:  31516?? =  30292??  \\ floating-point values only
0086:  31520?? =  30296??  \\ floating-point values only
0086:  31524?? =  30300??  \\ floating-point values only
0086:  31528?? =  30304??  \\ floating-point values only
0086:  31532?? =  30308??  \\ floating-point values only
0086:  31536?? =  30312??  \\ floating-point values only

:Label1237B5
00D6: if  0?
0038:    31508?? ==  23?  \\ integer values
004D: jump_if_false Label1237F7
0086:  31516?? =  30304??  \\ floating-point values only
0086:  31520?? =  30308??  \\ floating-point values only
0086:  31524?? =  30312??  \\ floating-point values only
0086:  31528?? =  30316??  \\ floating-point values only
0086:  31532?? =  30320??  \\ floating-point values only
0086:  31536?? =  30324??  \\ floating-point values only

:Label1237F7
00D6: if  0?
0038:    31508?? ==  24?  \\ integer values
004D: jump_if_false Label123839
0086:  31516?? =  30316??  \\ floating-point values only
0086:  31520?? =  30320??  \\ floating-point values only
0086:  31524?? =  30324??  \\ floating-point values only
0086:  31528?? =  30328??  \\ floating-point values only
0086:  31532?? =  30332??  \\ floating-point values only
0086:  31536?? =  30336??  \\ floating-point values only

:Label123839
00D6: if  0?
0038:    31508?? ==  25?  \\ integer values
004D: jump_if_false Label12387B
0086:  31516?? =  30328??  \\ floating-point values only
0086:  31520?? =  30332??  \\ floating-point values only
0086:  31524?? =  30336??  \\ floating-point values only
0086:  31528?? =  30340??  \\ floating-point values only
0086:  31532?? =  30344??  \\ floating-point values only
0086:  31536?? =  30348??  \\ floating-point values only

:Label12387B
00D6: if  0?
0038:    31508?? ==  26?  \\ integer values
004D: jump_if_false Label1238BD
0086:  31516?? =  30340??  \\ floating-point values only
0086:  31520?? =  30344??  \\ floating-point values only
0086:  31524?? =  30348??  \\ floating-point values only
0086:  31528?? =  30352??  \\ floating-point values only
0086:  31532?? =  30356??  \\ floating-point values only
0086:  31536?? =  30360??  \\ floating-point values only

:Label1238BD
00D6: if  0?
0038:    31508?? ==  27?  \\ integer values
004D: jump_if_false Label1238FF
0086:  31516?? =  30352??  \\ floating-point values only
0086:  31520?? =  30356??  \\ floating-point values only
0086:  31524?? =  30360??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label1238FF
00D6: if  0?
0038:    31508?? ==  28?  \\ integer values
004D: jump_if_false Label123941
0086:  31516?? =  30364??  \\ floating-point values only
0086:  31520?? =  30368??  \\ floating-point values only
0086:  31524?? =  30372??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label123941
0051: return

;-------------Mission 85---------------
; Originally: Ocean Beach Chopper Checkpoint


:Label123943
0050: gosub Label123967
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label12395E
0050: gosub Label123DBB

:Label12395E
0050: gosub Label123EF3
004E: end_thread

:Label123967
0004: $ONMISSION =  1?  \\ integer values
0004:  31508?? =  0?  \\ integer values
03A4: name_thread "HELI2SC"
0001: wait  0? ms
00D6: if  0?
0038:    6340?? ==  0?  \\ integer values
004D: jump_if_false Label123997
0317: increment_mission_attempts

:Label123997
0005:  30028?? =  77.8349!  \\ floating-point values
0005:  30032?? = -1224.688!  \\ floating-point values
0005:  30036?? =  17.9498!  \\ floating-point values
0005:  30040?? =  103.4742!  \\ floating-point values
0005:  30044?? = -1127.885!  \\ floating-point values
0005:  30048?? =  18.187!  \\ floating-point values
0005:  30052?? =  203.3635!  \\ floating-point values
0005:  30056?? = -1135.508!  \\ floating-point values
0005:  30060?? =  21.531!  \\ floating-point values
0005:  30064?? =  260.3221!  \\ floating-point values
0005:  30068?? = -1217.484!  \\ floating-point values
0005:  30072?? =  13.0769!  \\ floating-point values
0005:  30076?? =  164.5704!  \\ floating-point values
0005:  30080?? = -1245.728!  \\ floating-point values
0005:  30084?? =  21.9229!  \\ floating-point values
0005:  30088?? =  70.0126!  \\ floating-point values
0005:  30092?? = -1278.616!  \\ floating-point values
0005:  30096?? =  19.1218!  \\ floating-point values
0005:  30100?? =  37.6583!  \\ floating-point values
0005:  30104?? = -1373.451!  \\ floating-point values
0005:  30108?? =  19.4852!  \\ floating-point values
0005:  30112?? = -61.5636!  \\ floating-point values
0005:  30116?? = -1381.003!  \\ floating-point values
0005:  30120?? =  30.3879!  \\ floating-point values
0005:  30124?? = -155.5676!  \\ floating-point values
0005:  30128?? = -1349.141!  \\ floating-point values
0005:  30132?? =  17.5384!  \\ floating-point values
0005:  30136?? = -185.4706!  \\ floating-point values
0005:  30140?? = -1444.637!  \\ floating-point values
0005:  30144?? =  14.7326!  \\ floating-point values
0005:  30148?? = -113.9027!  \\ floating-point values
0005:  30152?? = -1513.1!  \\ floating-point values
0005:  30156?? =  29.4323!  \\ floating-point values
0005:  30160?? = -27.0724!  \\ floating-point values
0005:  30164?? = -1561.844!  \\ floating-point values
0005:  30168?? =  19.2416!  \\ floating-point values
0005:  30172?? =  52.9751!  \\ floating-point values
0005:  30176?? = -1502.762!  \\ floating-point values
0005:  30180?? =  32.7119!  \\ floating-point values
0005:  30184?? =  128.6115!  \\ floating-point values
0005:  30188?? = -1438.513!  \\ floating-point values
0005:  30192?? =  19.4189!  \\ floating-point values
0005:  30196?? =  178.8131!  \\ floating-point values
0005:  30200?? = -1351.66!  \\ floating-point values
0005:  30204?? =  23.4365!  \\ floating-point values
0005:  30208?? =  140.4057!  \\ floating-point values
0005:  30212?? = -1259.034!  \\ floating-point values
0005:  30216?? =  23.2808!  \\ floating-point values
0005:  30220?? =  49.463!  \\ floating-point values
0005:  30224?? = -1300.512!  \\ floating-point values
0005:  30228?? =  18.1885!  \\ floating-point values
0050: gosub Label123F12
00BC: text_highpriority "HELI_1A"  15000& ms  1? \\ Test your skills with the Sparrow, see how quickly you can complete the course.
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
0165: set_marker  31504?? color_to  5?
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
0004:  31512?? =  0?  \\ integer values
03C3: set_timer_with_text_to  31512?? type  0? text "RACES" \\ TIME:
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label123C2D
00DA:  31496?? = player $PLAYER_CHAR car
0002: jump Label123C34

:Label123C2D
0002: jump Label123DBB

:Label123C34
00D6: if  0?
8038:   NOT    31508?? ==  17?  \\ integer values
004D: jump_if_false Label123DB4
0001: wait  0? ms
00D6: if  0?
0119:   car  31496?? wrecked
004D: jump_if_false Label123C61
0002: jump Label123DBB

:Label123C61
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  31496??
004D: jump_if_false Label123C7B
0002: jump Label123DBB

:Label123C7B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  31516??  31520??  31524?? radius  5!  5!  5!
004D: jump_if_false Label123D5D
018C: play_sound  1? at  0!  0!  0!
0008:  31508?? +=  1?  \\ integer values
0164: disable_marker  31500??
0164: disable_marker  31504??
0050: gosub Label123F12
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
00D6: if  0?
001A:    16? >  31508??  \\ integer values
004D: jump_if_false Label123D56
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
00D6: if  0?
001A:    15? >  31508??  \\ integer values
004D: jump_if_false Label123D48
0165: set_marker  31504?? color_to  5?
0002: jump Label123D4F

:Label123D48
0165: set_marker  31504?? color_to  0?

:Label123D4F
0002: jump Label123D5D

:Label123D56
0165: set_marker  31500?? color_to  0?

:Label123D5D
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label123D91
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  0?
0002: jump Label123DAD

:Label123D91
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  200&

:Label123DAD
0002: jump Label123C34

:Label123DB4
0002: jump Label123DCC

:Label123DBB
00BC: text_highpriority "HELI_F1"  5000& ms  1? \\ ~r~Heli Checkpoint mission cancelled!
0051: return

:Label123DCC
01E3: text_1number_styled "HELI_1B"  100?  5000& ms  1? \\ Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100?
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
00D6: if  0?
0038:    6340?? ==  0?  \\ integer values
004D: jump_if_false Label123E0C
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6340?? =  1?  \\ integer values

:Label123E0C
0014:  31512?? /=  1000&  \\ integer values
042E:  13?  31512??
0084:  29828?? =  31512??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  31512??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
001C:    1656?? >  31512??  \\ integer values
004D: jump_if_false Label123EAE
0084:  1656?? =  31512??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label123E92
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label123EA7

:Label123E92
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label123EA7
0002: jump Label123EF1

:Label123EAE
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label123EDC
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label123EF1

:Label123EDC
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label123EF1
0051: return

:Label123EF3
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer  31512??
0164: disable_marker  31500??
0164: disable_marker  31504??
00D8: mission_cleanup
0051: return

:Label123F12
00D6: if  0?
0038:    31508?? ==  0?  \\ integer values
004D: jump_if_false Label123F54
0086:  31516?? =  30028??  \\ floating-point values only
0086:  31520?? =  30032??  \\ floating-point values only
0086:  31524?? =  30036??  \\ floating-point values only
0086:  31528?? =  30040??  \\ floating-point values only
0086:  31532?? =  30044??  \\ floating-point values only
0086:  31536?? =  30048??  \\ floating-point values only

:Label123F54
00D6: if  0?
0038:    31508?? ==  1?  \\ integer values
004D: jump_if_false Label123F96
0086:  31516?? =  30040??  \\ floating-point values only
0086:  31520?? =  30044??  \\ floating-point values only
0086:  31524?? =  30048??  \\ floating-point values only
0086:  31528?? =  30052??  \\ floating-point values only
0086:  31532?? =  30056??  \\ floating-point values only
0086:  31536?? =  30060??  \\ floating-point values only

:Label123F96
00D6: if  0?
0038:    31508?? ==  2?  \\ integer values
004D: jump_if_false Label123FD8
0086:  31516?? =  30052??  \\ floating-point values only
0086:  31520?? =  30056??  \\ floating-point values only
0086:  31524?? =  30060??  \\ floating-point values only
0086:  31528?? =  30064??  \\ floating-point values only
0086:  31532?? =  30068??  \\ floating-point values only
0086:  31536?? =  30072??  \\ floating-point values only

:Label123FD8
00D6: if  0?
0038:    31508?? ==  3?  \\ integer values
004D: jump_if_false Label12401A
0086:  31516?? =  30064??  \\ floating-point values only
0086:  31520?? =  30068??  \\ floating-point values only
0086:  31524?? =  30072??  \\ floating-point values only
0086:  31528?? =  30076??  \\ floating-point values only
0086:  31532?? =  30080??  \\ floating-point values only
0086:  31536?? =  30084??  \\ floating-point values only

:Label12401A
00D6: if  0?
0038:    31508?? ==  4?  \\ integer values
004D: jump_if_false Label12405C
0086:  31516?? =  30076??  \\ floating-point values only
0086:  31520?? =  30080??  \\ floating-point values only
0086:  31524?? =  30084??  \\ floating-point values only
0086:  31528?? =  30088??  \\ floating-point values only
0086:  31532?? =  30092??  \\ floating-point values only
0086:  31536?? =  30096??  \\ floating-point values only

:Label12405C
00D6: if  0?
0038:    31508?? ==  5?  \\ integer values
004D: jump_if_false Label12409E
0086:  31516?? =  30088??  \\ floating-point values only
0086:  31520?? =  30092??  \\ floating-point values only
0086:  31524?? =  30096??  \\ floating-point values only
0086:  31528?? =  30100??  \\ floating-point values only
0086:  31532?? =  30104??  \\ floating-point values only
0086:  31536?? =  30108??  \\ floating-point values only

:Label12409E
00D6: if  0?
0038:    31508?? ==  6?  \\ integer values
004D: jump_if_false Label1240E0
0086:  31516?? =  30100??  \\ floating-point values only
0086:  31520?? =  30104??  \\ floating-point values only
0086:  31524?? =  30108??  \\ floating-point values only
0086:  31528?? =  30112??  \\ floating-point values only
0086:  31532?? =  30116??  \\ floating-point values only
0086:  31536?? =  30120??  \\ floating-point values only

:Label1240E0
00D6: if  0?
0038:    31508?? ==  7?  \\ integer values
004D: jump_if_false Label124122
0086:  31516?? =  30112??  \\ floating-point values only
0086:  31520?? =  30116??  \\ floating-point values only
0086:  31524?? =  30120??  \\ floating-point values only
0086:  31528?? =  30124??  \\ floating-point values only
0086:  31532?? =  30128??  \\ floating-point values only
0086:  31536?? =  30132??  \\ floating-point values only

:Label124122
00D6: if  0?
0038:    31508?? ==  8?  \\ integer values
004D: jump_if_false Label124164
0086:  31516?? =  30124??  \\ floating-point values only
0086:  31520?? =  30128??  \\ floating-point values only
0086:  31524?? =  30132??  \\ floating-point values only
0086:  31528?? =  30136??  \\ floating-point values only
0086:  31532?? =  30140??  \\ floating-point values only
0086:  31536?? =  30144??  \\ floating-point values only

:Label124164
00D6: if  0?
0038:    31508?? ==  9?  \\ integer values
004D: jump_if_false Label1241A6
0086:  31516?? =  30136??  \\ floating-point values only
0086:  31520?? =  30140??  \\ floating-point values only
0086:  31524?? =  30144??  \\ floating-point values only
0086:  31528?? =  30148??  \\ floating-point values only
0086:  31532?? =  30152??  \\ floating-point values only
0086:  31536?? =  30156??  \\ floating-point values only

:Label1241A6
00D6: if  0?
0038:    31508?? ==  10?  \\ integer values
004D: jump_if_false Label1241E8
0086:  31516?? =  30148??  \\ floating-point values only
0086:  31520?? =  30152??  \\ floating-point values only
0086:  31524?? =  30156??  \\ floating-point values only
0086:  31528?? =  30160??  \\ floating-point values only
0086:  31532?? =  30164??  \\ floating-point values only
0086:  31536?? =  30168??  \\ floating-point values only

:Label1241E8
00D6: if  0?
0038:    31508?? ==  11?  \\ integer values
004D: jump_if_false Label12422A
0086:  31516?? =  30160??  \\ floating-point values only
0086:  31520?? =  30164??  \\ floating-point values only
0086:  31524?? =  30168??  \\ floating-point values only
0086:  31528?? =  30172??  \\ floating-point values only
0086:  31532?? =  30176??  \\ floating-point values only
0086:  31536?? =  30180??  \\ floating-point values only

:Label12422A
00D6: if  0?
0038:    31508?? ==  12?  \\ integer values
004D: jump_if_false Label12426C
0086:  31516?? =  30172??  \\ floating-point values only
0086:  31520?? =  30176??  \\ floating-point values only
0086:  31524?? =  30180??  \\ floating-point values only
0086:  31528?? =  30184??  \\ floating-point values only
0086:  31532?? =  30188??  \\ floating-point values only
0086:  31536?? =  30192??  \\ floating-point values only

:Label12426C
00D6: if  0?
0038:    31508?? ==  13?  \\ integer values
004D: jump_if_false Label1242AE
0086:  31516?? =  30184??  \\ floating-point values only
0086:  31520?? =  30188??  \\ floating-point values only
0086:  31524?? =  30192??  \\ floating-point values only
0086:  31528?? =  30196??  \\ floating-point values only
0086:  31532?? =  30200??  \\ floating-point values only
0086:  31536?? =  30204??  \\ floating-point values only

:Label1242AE
00D6: if  0?
0038:    31508?? ==  14?  \\ integer values
004D: jump_if_false Label1242F0
0086:  31516?? =  30196??  \\ floating-point values only
0086:  31520?? =  30200??  \\ floating-point values only
0086:  31524?? =  30204??  \\ floating-point values only
0086:  31528?? =  30208??  \\ floating-point values only
0086:  31532?? =  30212??  \\ floating-point values only
0086:  31536?? =  30216??  \\ floating-point values only

:Label1242F0
00D6: if  0?
0038:    31508?? ==  15?  \\ integer values
004D: jump_if_false Label124332
0086:  31516?? =  30208??  \\ floating-point values only
0086:  31520?? =  30212??  \\ floating-point values only
0086:  31524?? =  30216??  \\ floating-point values only
0086:  31528?? =  30220??  \\ floating-point values only
0086:  31532?? =  30224??  \\ floating-point values only
0086:  31536?? =  30228??  \\ floating-point values only

:Label124332
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label124374
0086:  31516?? =  30220??  \\ floating-point values only
0086:  31520?? =  30224??  \\ floating-point values only
0086:  31524?? =  30228??  \\ floating-point values only
0086:  31528?? =  30232??  \\ floating-point values only
0086:  31532?? =  30236??  \\ floating-point values only
0086:  31536?? =  30240??  \\ floating-point values only

:Label124374
00D6: if  0?
0038:    31508?? ==  17?  \\ integer values
004D: jump_if_false Label1243B6
0086:  31516?? =  30232??  \\ floating-point values only
0086:  31520?? =  30236??  \\ floating-point values only
0086:  31524?? =  30240??  \\ floating-point values only
0086:  31528?? =  30244??  \\ floating-point values only
0086:  31532?? =  30248??  \\ floating-point values only
0086:  31536?? =  30252??  \\ floating-point values only

:Label1243B6
00D6: if  0?
0038:    31508?? ==  18?  \\ integer values
004D: jump_if_false Label1243F8
0086:  31516?? =  30244??  \\ floating-point values only
0086:  31520?? =  30248??  \\ floating-point values only
0086:  31524?? =  30252??  \\ floating-point values only
0086:  31528?? =  30256??  \\ floating-point values only
0086:  31532?? =  30260??  \\ floating-point values only
0086:  31536?? =  30264??  \\ floating-point values only

:Label1243F8
00D6: if  0?
0038:    31508?? ==  19?  \\ integer values
004D: jump_if_false Label12443A
0086:  31516?? =  30256??  \\ floating-point values only
0086:  31520?? =  30260??  \\ floating-point values only
0086:  31524?? =  30264??  \\ floating-point values only
0086:  31528?? =  30268??  \\ floating-point values only
0086:  31532?? =  30272??  \\ floating-point values only
0086:  31536?? =  30276??  \\ floating-point values only

:Label12443A
00D6: if  0?
0038:    31508?? ==  20?  \\ integer values
004D: jump_if_false Label12447C
0086:  31516?? =  30268??  \\ floating-point values only
0086:  31520?? =  30272??  \\ floating-point values only
0086:  31524?? =  30276??  \\ floating-point values only
0086:  31528?? =  30280??  \\ floating-point values only
0086:  31532?? =  30284??  \\ floating-point values only
0086:  31536?? =  30288??  \\ floating-point values only

:Label12447C
00D6: if  0?
0038:    31508?? ==  21?  \\ integer values
004D: jump_if_false Label1244BE
0086:  31516?? =  30280??  \\ floating-point values only
0086:  31520?? =  30284??  \\ floating-point values only
0086:  31524?? =  30288??  \\ floating-point values only
0086:  31528?? =  30292??  \\ floating-point values only
0086:  31532?? =  30296??  \\ floating-point values only
0086:  31536?? =  30300??  \\ floating-point values only

:Label1244BE
00D6: if  0?
0038:    31508?? ==  22?  \\ integer values
004D: jump_if_false Label124500
0086:  31516?? =  30292??  \\ floating-point values only
0086:  31520?? =  30296??  \\ floating-point values only
0086:  31524?? =  30300??  \\ floating-point values only
0086:  31528?? =  30304??  \\ floating-point values only
0086:  31532?? =  30308??  \\ floating-point values only
0086:  31536?? =  30312??  \\ floating-point values only

:Label124500
00D6: if  0?
0038:    31508?? ==  23?  \\ integer values
004D: jump_if_false Label124542
0086:  31516?? =  30304??  \\ floating-point values only
0086:  31520?? =  30308??  \\ floating-point values only
0086:  31524?? =  30312??  \\ floating-point values only
0086:  31528?? =  30316??  \\ floating-point values only
0086:  31532?? =  30320??  \\ floating-point values only
0086:  31536?? =  30324??  \\ floating-point values only

:Label124542
00D6: if  0?
0038:    31508?? ==  24?  \\ integer values
004D: jump_if_false Label124584
0086:  31516?? =  30316??  \\ floating-point values only
0086:  31520?? =  30320??  \\ floating-point values only
0086:  31524?? =  30324??  \\ floating-point values only
0086:  31528?? =  30328??  \\ floating-point values only
0086:  31532?? =  30332??  \\ floating-point values only
0086:  31536?? =  30336??  \\ floating-point values only

:Label124584
00D6: if  0?
0038:    31508?? ==  25?  \\ integer values
004D: jump_if_false Label1245C6
0086:  31516?? =  30328??  \\ floating-point values only
0086:  31520?? =  30332??  \\ floating-point values only
0086:  31524?? =  30336??  \\ floating-point values only
0086:  31528?? =  30340??  \\ floating-point values only
0086:  31532?? =  30344??  \\ floating-point values only
0086:  31536?? =  30348??  \\ floating-point values only

:Label1245C6
00D6: if  0?
0038:    31508?? ==  26?  \\ integer values
004D: jump_if_false Label124608
0086:  31516?? =  30340??  \\ floating-point values only
0086:  31520?? =  30344??  \\ floating-point values only
0086:  31524?? =  30348??  \\ floating-point values only
0086:  31528?? =  30352??  \\ floating-point values only
0086:  31532?? =  30356??  \\ floating-point values only
0086:  31536?? =  30360??  \\ floating-point values only

:Label124608
00D6: if  0?
0038:    31508?? ==  27?  \\ integer values
004D: jump_if_false Label12464A
0086:  31516?? =  30352??  \\ floating-point values only
0086:  31520?? =  30356??  \\ floating-point values only
0086:  31524?? =  30360??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label12464A
00D6: if  0?
0038:    31508?? ==  28?  \\ integer values
004D: jump_if_false Label12468C
0086:  31516?? =  30364??  \\ floating-point values only
0086:  31520?? =  30368??  \\ floating-point values only
0086:  31524?? =  30372??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label12468C
0051: return

;-------------Mission 86---------------
; Originally: Vice Point Chopper Checkpoint


:Label12468E
0050: gosub Label1246B2
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1246A9
0050: gosub Label124B06

:Label1246A9
0050: gosub Label124C3E
004E: end_thread

:Label1246B2
0004: $ONMISSION =  1?  \\ integer values
0004:  31508?? =  0?  \\ integer values
03A4: name_thread "HELI3SC"
0001: wait  0? ms
00D6: if  0?
0038:    6344?? ==  0?  \\ integer values
004D: jump_if_false Label1246E2
0317: increment_mission_attempts

:Label1246E2
0005:  30028?? =  418.872!  \\ floating-point values
0005:  30032?? =  424.212!  \\ floating-point values
0005:  30036?? =  23.939!  \\ floating-point values
0005:  30040?? =  468.2843!  \\ floating-point values
0005:  30044?? =  511.3465!  \\ floating-point values
0005:  30048?? =  17.8339!  \\ floating-point values
0005:  30052?? =  388.0189!  \\ floating-point values
0005:  30056?? =  570.6234!  \\ floating-point values
0005:  30060?? =  24.7767!  \\ floating-point values
0005:  30064?? =  402.4129!  \\ floating-point values
0005:  30068?? =  669.7875!  \\ floating-point values
0005:  30072?? =  19.5342!  \\ floating-point values
0005:  30076?? =  414.7332!  \\ floating-point values
0005:  30080?? =  768.9945!  \\ floating-point values
0005:  30084?? =  26.2997!  \\ floating-point values
0005:  30088?? =  404.726!  \\ floating-point values
0005:  30092?? =  868.2524!  \\ floating-point values
0005:  30096?? =  36.0822!  \\ floating-point values
0005:  30100?? =  431.2298!  \\ floating-point values
0005:  30104?? =  964.5178!  \\ floating-point values
0005:  30108?? =  25.8298!  \\ floating-point values
0005:  30112?? =  530.7483!  \\ floating-point values
0005:  30116?? =  954.3203!  \\ floating-point values
0005:  30120?? =  19.5602!  \\ floating-point values
0005:  30124?? =  560.0611!  \\ floating-point values
0005:  30128?? =  858.4435!  \\ floating-point values
0005:  30132?? =  22.8934!  \\ floating-point values
0005:  30136?? =  535.6741!  \\ floating-point values
0005:  30140?? =  761.8905!  \\ floating-point values
0005:  30144?? =  34.4453!  \\ floating-point values
0005:  30148?? =  436.7039!  \\ floating-point values
0005:  30152?? =  759.5037!  \\ floating-point values
0005:  30156?? =  20.3001!  \\ floating-point values
0005:  30160?? =  416.7489!  \\ floating-point values
0005:  30164?? =  661.619!  \\ floating-point values
0005:  30168?? =  14.1113!  \\ floating-point values
0005:  30172?? =  365.7069!  \\ floating-point values
0005:  30176?? =  575.3921!  \\ floating-point values
0005:  30180?? =  13.7494!  \\ floating-point values
0005:  30184?? =  368.4762!  \\ floating-point values
0005:  30188?? =  474.9647!  \\ floating-point values
0005:  30192?? =  21.6989!  \\ floating-point values
0005:  30196?? =  325.9177!  \\ floating-point values
0005:  30200?? =  384.3626!  \\ floating-point values
0005:  30204?? =  16.9171!  \\ floating-point values
0005:  30208?? =  362.0646!  \\ floating-point values
0005:  30212?? =  291.0115!  \\ floating-point values
0005:  30216?? =  22.9123!  \\ floating-point values
0005:  30220?? =  299.0425!  \\ floating-point values
0005:  30224?? =  366.165!  \\ floating-point values
0005:  30228?? =  44.0408!  \\ floating-point values
0050: gosub Label124C5D
00BC: text_highpriority "HELI_1A"  15000& ms  1? \\ Test your skills with the Sparrow, see how quickly you can complete the course.
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
0165: set_marker  31504?? color_to  5?
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
0004:  31512?? =  0?  \\ integer values
03C3: set_timer_with_text_to  31512?? type  0? text "RACES" \\ TIME:
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label124978
00DA:  31496?? = player $PLAYER_CHAR car
0002: jump Label12497F

:Label124978
0002: jump Label124B06

:Label12497F
00D6: if  0?
8038:   NOT    31508?? ==  17?  \\ integer values
004D: jump_if_false Label124AFF
0001: wait  0? ms
00D6: if  0?
0119:   car  31496?? wrecked
004D: jump_if_false Label1249AC
0002: jump Label124B06

:Label1249AC
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  31496??
004D: jump_if_false Label1249C6
0002: jump Label124B06

:Label1249C6
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  31516??  31520??  31524?? radius  5!  5!  5!
004D: jump_if_false Label124AA8
018C: play_sound  1? at  0!  0!  0!
0008:  31508?? +=  1?  \\ integer values
0164: disable_marker  31500??
0164: disable_marker  31504??
0050: gosub Label124C5D
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
00D6: if  0?
001A:    16? >  31508??  \\ integer values
004D: jump_if_false Label124AA1
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
00D6: if  0?
001A:    15? >  31508??  \\ integer values
004D: jump_if_false Label124A93
0165: set_marker  31504?? color_to  5?
0002: jump Label124A9A

:Label124A93
0165: set_marker  31504?? color_to  0?

:Label124A9A
0002: jump Label124AA8

:Label124AA1
0165: set_marker  31500?? color_to  0?

:Label124AA8
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label124ADC
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  0?
0002: jump Label124AF8

:Label124ADC
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  200&

:Label124AF8
0002: jump Label12497F

:Label124AFF
0002: jump Label124B17

:Label124B06
00BC: text_highpriority "HELI_F1"  5000& ms  1? \\ ~r~Heli Checkpoint mission cancelled!
0051: return

:Label124B17
01E3: text_1number_styled "HELI_1B"  100?  5000& ms  1? \\ Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100?
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
00D6: if  0?
0038:    6344?? ==  0?  \\ integer values
004D: jump_if_false Label124B57
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6344?? =  1?  \\ integer values

:Label124B57
0014:  31512?? /=  1000&  \\ integer values
042E:  14?  31512??
0084:  29828?? =  31512??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  31512??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
001C:    1660?? >  31512??  \\ integer values
004D: jump_if_false Label124BF9
0084:  1660?? =  31512??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label124BDD
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label124BF2

:Label124BDD
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label124BF2
0002: jump Label124C3C

:Label124BF9
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label124C27
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label124C3C

:Label124C27
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label124C3C
0051: return

:Label124C3E
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer  31512??
0164: disable_marker  31500??
0164: disable_marker  31504??
00D8: mission_cleanup
0051: return

:Label124C5D
00D6: if  0?
0038:    31508?? ==  0?  \\ integer values
004D: jump_if_false Label124C9F
0086:  31516?? =  30028??  \\ floating-point values only
0086:  31520?? =  30032??  \\ floating-point values only
0086:  31524?? =  30036??  \\ floating-point values only
0086:  31528?? =  30040??  \\ floating-point values only
0086:  31532?? =  30044??  \\ floating-point values only
0086:  31536?? =  30048??  \\ floating-point values only

:Label124C9F
00D6: if  0?
0038:    31508?? ==  1?  \\ integer values
004D: jump_if_false Label124CE1
0086:  31516?? =  30040??  \\ floating-point values only
0086:  31520?? =  30044??  \\ floating-point values only
0086:  31524?? =  30048??  \\ floating-point values only
0086:  31528?? =  30052??  \\ floating-point values only
0086:  31532?? =  30056??  \\ floating-point values only
0086:  31536?? =  30060??  \\ floating-point values only

:Label124CE1
00D6: if  0?
0038:    31508?? ==  2?  \\ integer values
004D: jump_if_false Label124D23
0086:  31516?? =  30052??  \\ floating-point values only
0086:  31520?? =  30056??  \\ floating-point values only
0086:  31524?? =  30060??  \\ floating-point values only
0086:  31528?? =  30064??  \\ floating-point values only
0086:  31532?? =  30068??  \\ floating-point values only
0086:  31536?? =  30072??  \\ floating-point values only

:Label124D23
00D6: if  0?
0038:    31508?? ==  3?  \\ integer values
004D: jump_if_false Label124D65
0086:  31516?? =  30064??  \\ floating-point values only
0086:  31520?? =  30068??  \\ floating-point values only
0086:  31524?? =  30072??  \\ floating-point values only
0086:  31528?? =  30076??  \\ floating-point values only
0086:  31532?? =  30080??  \\ floating-point values only
0086:  31536?? =  30084??  \\ floating-point values only

:Label124D65
00D6: if  0?
0038:    31508?? ==  4?  \\ integer values
004D: jump_if_false Label124DA7
0086:  31516?? =  30076??  \\ floating-point values only
0086:  31520?? =  30080??  \\ floating-point values only
0086:  31524?? =  30084??  \\ floating-point values only
0086:  31528?? =  30088??  \\ floating-point values only
0086:  31532?? =  30092??  \\ floating-point values only
0086:  31536?? =  30096??  \\ floating-point values only

:Label124DA7
00D6: if  0?
0038:    31508?? ==  5?  \\ integer values
004D: jump_if_false Label124DE9
0086:  31516?? =  30088??  \\ floating-point values only
0086:  31520?? =  30092??  \\ floating-point values only
0086:  31524?? =  30096??  \\ floating-point values only
0086:  31528?? =  30100??  \\ floating-point values only
0086:  31532?? =  30104??  \\ floating-point values only
0086:  31536?? =  30108??  \\ floating-point values only

:Label124DE9
00D6: if  0?
0038:    31508?? ==  6?  \\ integer values
004D: jump_if_false Label124E2B
0086:  31516?? =  30100??  \\ floating-point values only
0086:  31520?? =  30104??  \\ floating-point values only
0086:  31524?? =  30108??  \\ floating-point values only
0086:  31528?? =  30112??  \\ floating-point values only
0086:  31532?? =  30116??  \\ floating-point values only
0086:  31536?? =  30120??  \\ floating-point values only

:Label124E2B
00D6: if  0?
0038:    31508?? ==  7?  \\ integer values
004D: jump_if_false Label124E6D
0086:  31516?? =  30112??  \\ floating-point values only
0086:  31520?? =  30116??  \\ floating-point values only
0086:  31524?? =  30120??  \\ floating-point values only
0086:  31528?? =  30124??  \\ floating-point values only
0086:  31532?? =  30128??  \\ floating-point values only
0086:  31536?? =  30132??  \\ floating-point values only

:Label124E6D
00D6: if  0?
0038:    31508?? ==  8?  \\ integer values
004D: jump_if_false Label124EAF
0086:  31516?? =  30124??  \\ floating-point values only
0086:  31520?? =  30128??  \\ floating-point values only
0086:  31524?? =  30132??  \\ floating-point values only
0086:  31528?? =  30136??  \\ floating-point values only
0086:  31532?? =  30140??  \\ floating-point values only
0086:  31536?? =  30144??  \\ floating-point values only

:Label124EAF
00D6: if  0?
0038:    31508?? ==  9?  \\ integer values
004D: jump_if_false Label124EF1
0086:  31516?? =  30136??  \\ floating-point values only
0086:  31520?? =  30140??  \\ floating-point values only
0086:  31524?? =  30144??  \\ floating-point values only
0086:  31528?? =  30148??  \\ floating-point values only
0086:  31532?? =  30152??  \\ floating-point values only
0086:  31536?? =  30156??  \\ floating-point values only

:Label124EF1
00D6: if  0?
0038:    31508?? ==  10?  \\ integer values
004D: jump_if_false Label124F33
0086:  31516?? =  30148??  \\ floating-point values only
0086:  31520?? =  30152??  \\ floating-point values only
0086:  31524?? =  30156??  \\ floating-point values only
0086:  31528?? =  30160??  \\ floating-point values only
0086:  31532?? =  30164??  \\ floating-point values only
0086:  31536?? =  30168??  \\ floating-point values only

:Label124F33
00D6: if  0?
0038:    31508?? ==  11?  \\ integer values
004D: jump_if_false Label124F75
0086:  31516?? =  30160??  \\ floating-point values only
0086:  31520?? =  30164??  \\ floating-point values only
0086:  31524?? =  30168??  \\ floating-point values only
0086:  31528?? =  30172??  \\ floating-point values only
0086:  31532?? =  30176??  \\ floating-point values only
0086:  31536?? =  30180??  \\ floating-point values only

:Label124F75
00D6: if  0?
0038:    31508?? ==  12?  \\ integer values
004D: jump_if_false Label124FB7
0086:  31516?? =  30172??  \\ floating-point values only
0086:  31520?? =  30176??  \\ floating-point values only
0086:  31524?? =  30180??  \\ floating-point values only
0086:  31528?? =  30184??  \\ floating-point values only
0086:  31532?? =  30188??  \\ floating-point values only
0086:  31536?? =  30192??  \\ floating-point values only

:Label124FB7
00D6: if  0?
0038:    31508?? ==  13?  \\ integer values
004D: jump_if_false Label124FF9
0086:  31516?? =  30184??  \\ floating-point values only
0086:  31520?? =  30188??  \\ floating-point values only
0086:  31524?? =  30192??  \\ floating-point values only
0086:  31528?? =  30196??  \\ floating-point values only
0086:  31532?? =  30200??  \\ floating-point values only
0086:  31536?? =  30204??  \\ floating-point values only

:Label124FF9
00D6: if  0?
0038:    31508?? ==  14?  \\ integer values
004D: jump_if_false Label12503B
0086:  31516?? =  30196??  \\ floating-point values only
0086:  31520?? =  30200??  \\ floating-point values only
0086:  31524?? =  30204??  \\ floating-point values only
0086:  31528?? =  30208??  \\ floating-point values only
0086:  31532?? =  30212??  \\ floating-point values only
0086:  31536?? =  30216??  \\ floating-point values only

:Label12503B
00D6: if  0?
0038:    31508?? ==  15?  \\ integer values
004D: jump_if_false Label12507D
0086:  31516?? =  30208??  \\ floating-point values only
0086:  31520?? =  30212??  \\ floating-point values only
0086:  31524?? =  30216??  \\ floating-point values only
0086:  31528?? =  30220??  \\ floating-point values only
0086:  31532?? =  30224??  \\ floating-point values only
0086:  31536?? =  30228??  \\ floating-point values only

:Label12507D
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label1250BF
0086:  31516?? =  30220??  \\ floating-point values only
0086:  31520?? =  30224??  \\ floating-point values only
0086:  31524?? =  30228??  \\ floating-point values only
0086:  31528?? =  30232??  \\ floating-point values only
0086:  31532?? =  30236??  \\ floating-point values only
0086:  31536?? =  30240??  \\ floating-point values only

:Label1250BF
00D6: if  0?
0038:    31508?? ==  17?  \\ integer values
004D: jump_if_false Label125101
0086:  31516?? =  30232??  \\ floating-point values only
0086:  31520?? =  30236??  \\ floating-point values only
0086:  31524?? =  30240??  \\ floating-point values only
0086:  31528?? =  30244??  \\ floating-point values only
0086:  31532?? =  30248??  \\ floating-point values only
0086:  31536?? =  30252??  \\ floating-point values only

:Label125101
00D6: if  0?
0038:    31508?? ==  18?  \\ integer values
004D: jump_if_false Label125143
0086:  31516?? =  30244??  \\ floating-point values only
0086:  31520?? =  30248??  \\ floating-point values only
0086:  31524?? =  30252??  \\ floating-point values only
0086:  31528?? =  30256??  \\ floating-point values only
0086:  31532?? =  30260??  \\ floating-point values only
0086:  31536?? =  30264??  \\ floating-point values only

:Label125143
00D6: if  0?
0038:    31508?? ==  19?  \\ integer values
004D: jump_if_false Label125185
0086:  31516?? =  30256??  \\ floating-point values only
0086:  31520?? =  30260??  \\ floating-point values only
0086:  31524?? =  30264??  \\ floating-point values only
0086:  31528?? =  30268??  \\ floating-point values only
0086:  31532?? =  30272??  \\ floating-point values only
0086:  31536?? =  30276??  \\ floating-point values only

:Label125185
00D6: if  0?
0038:    31508?? ==  20?  \\ integer values
004D: jump_if_false Label1251C7
0086:  31516?? =  30268??  \\ floating-point values only
0086:  31520?? =  30272??  \\ floating-point values only
0086:  31524?? =  30276??  \\ floating-point values only
0086:  31528?? =  30280??  \\ floating-point values only
0086:  31532?? =  30284??  \\ floating-point values only
0086:  31536?? =  30288??  \\ floating-point values only

:Label1251C7
00D6: if  0?
0038:    31508?? ==  21?  \\ integer values
004D: jump_if_false Label125209
0086:  31516?? =  30280??  \\ floating-point values only
0086:  31520?? =  30284??  \\ floating-point values only
0086:  31524?? =  30288??  \\ floating-point values only
0086:  31528?? =  30292??  \\ floating-point values only
0086:  31532?? =  30296??  \\ floating-point values only
0086:  31536?? =  30300??  \\ floating-point values only

:Label125209
00D6: if  0?
0038:    31508?? ==  22?  \\ integer values
004D: jump_if_false Label12524B
0086:  31516?? =  30292??  \\ floating-point values only
0086:  31520?? =  30296??  \\ floating-point values only
0086:  31524?? =  30300??  \\ floating-point values only
0086:  31528?? =  30304??  \\ floating-point values only
0086:  31532?? =  30308??  \\ floating-point values only
0086:  31536?? =  30312??  \\ floating-point values only

:Label12524B
00D6: if  0?
0038:    31508?? ==  23?  \\ integer values
004D: jump_if_false Label12528D
0086:  31516?? =  30304??  \\ floating-point values only
0086:  31520?? =  30308??  \\ floating-point values only
0086:  31524?? =  30312??  \\ floating-point values only
0086:  31528?? =  30316??  \\ floating-point values only
0086:  31532?? =  30320??  \\ floating-point values only
0086:  31536?? =  30324??  \\ floating-point values only

:Label12528D
00D6: if  0?
0038:    31508?? ==  24?  \\ integer values
004D: jump_if_false Label1252CF
0086:  31516?? =  30316??  \\ floating-point values only
0086:  31520?? =  30320??  \\ floating-point values only
0086:  31524?? =  30324??  \\ floating-point values only
0086:  31528?? =  30328??  \\ floating-point values only
0086:  31532?? =  30332??  \\ floating-point values only
0086:  31536?? =  30336??  \\ floating-point values only

:Label1252CF
00D6: if  0?
0038:    31508?? ==  25?  \\ integer values
004D: jump_if_false Label125311
0086:  31516?? =  30328??  \\ floating-point values only
0086:  31520?? =  30332??  \\ floating-point values only
0086:  31524?? =  30336??  \\ floating-point values only
0086:  31528?? =  30340??  \\ floating-point values only
0086:  31532?? =  30344??  \\ floating-point values only
0086:  31536?? =  30348??  \\ floating-point values only

:Label125311
00D6: if  0?
0038:    31508?? ==  26?  \\ integer values
004D: jump_if_false Label125353
0086:  31516?? =  30340??  \\ floating-point values only
0086:  31520?? =  30344??  \\ floating-point values only
0086:  31524?? =  30348??  \\ floating-point values only
0086:  31528?? =  30352??  \\ floating-point values only
0086:  31532?? =  30356??  \\ floating-point values only
0086:  31536?? =  30360??  \\ floating-point values only

:Label125353
00D6: if  0?
0038:    31508?? ==  27?  \\ integer values
004D: jump_if_false Label125395
0086:  31516?? =  30352??  \\ floating-point values only
0086:  31520?? =  30356??  \\ floating-point values only
0086:  31524?? =  30360??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label125395
00D6: if  0?
0038:    31508?? ==  28?  \\ integer values
004D: jump_if_false Label1253D7
0086:  31516?? =  30364??  \\ floating-point values only
0086:  31520?? =  30368??  \\ floating-point values only
0086:  31524?? =  30372??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label1253D7
0051: return

;-------------Mission 87---------------
; Originally: Little Haiti Chopper Checkpoint


:Label1253D9
0050: gosub Label1253FD
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1253F4
0050: gosub Label1258E7

:Label1253F4
0050: gosub Label125A1F
004E: end_thread

:Label1253FD
0004: $ONMISSION =  1?  \\ integer values
0004:  31508?? =  0?  \\ integer values
03A4: name_thread "HELI4SC"
0001: wait  0? ms
00D6: if  0?
0038:    6348?? ==  0?  \\ integer values
004D: jump_if_false Label12542D
0317: increment_mission_attempts

:Label12542D
0005:  30028?? = -884.2508!  \\ floating-point values
0005:  30032?? =  236.4205!  \\ floating-point values
0005:  30036?? =  14.9104!  \\ floating-point values
0005:  30040?? = -877.2639!  \\ floating-point values
0005:  30044?? =  136.5762!  \\ floating-point values
0005:  30048?? =  15.8618!  \\ floating-point values
0005:  30052?? = -962.5753!  \\ floating-point values
0005:  30056?? =  84.3949!  \\ floating-point values
0005:  30060?? =  15.367!  \\ floating-point values
0005:  30064?? = -1008.986!  \\ floating-point values
0005:  30068?? = -4.1791!  \\ floating-point values
0005:  30072?? =  20.8638!  \\ floating-point values
0005:  30076?? = -1024.417!  \\ floating-point values
0005:  30080?? = -103.199!  \\ floating-point values
0005:  30084?? =  16.4677!  \\ floating-point values
0005:  30088?? = -1047.055!  \\ floating-point values
0005:  30092?? = -200.7326!  \\ floating-point values
0005:  30096?? =  12.6881!  \\ floating-point values
0005:  30100?? = -1089.4!  \\ floating-point values
0005:  30104?? = -290.992!  \\ floating-point values
0005:  30108?? =  21.5889!  \\ floating-point values
0005:  30112?? = -1107.393!  \\ floating-point values
0005:  30116?? = -389.5861!  \\ floating-point values
0005:  30120?? =  16.4733!  \\ floating-point values
0005:  30124?? = -1071.663!  \\ floating-point values
0005:  30128?? = -482.9736!  \\ floating-point values
0005:  30132?? =  12.8348!  \\ floating-point values
0005:  30136?? = -1041.907!  \\ floating-point values
0005:  30140?? = -578.0964!  \\ floating-point values
0005:  30144?? =  24.6455!  \\ floating-point values
0005:  30148?? = -1097.65!  \\ floating-point values
0005:  30152?? = -661.3502!  \\ floating-point values
0005:  30156?? =  26.4531!  \\ floating-point values
0005:  30160?? = -1171.575!  \\ floating-point values
0005:  30164?? = -594.0601!  \\ floating-point values
0005:  30168?? =  23.3888!  \\ floating-point values
0005:  30172?? = -1151.249!  \\ floating-point values
0005:  30176?? = -495.8622!  \\ floating-point values
0005:  30180?? =  23.6951!  \\ floating-point values
0005:  30184?? = -1150.54!  \\ floating-point values
0005:  30188?? = -395.9956!  \\ floating-point values
0005:  30192?? =  14.4461!  \\ floating-point values
0005:  30196?? = -1120.838!  \\ floating-point values
0005:  30200?? = -300.5818!  \\ floating-point values
0005:  30204?? =  19.9118!  \\ floating-point values
0005:  30208?? = -1154.166!  \\ floating-point values
0005:  30212?? = -206.2119!  \\ floating-point values
0005:  30216?? =  28.8656!  \\ floating-point values
0005:  30220?? = -1174.708!  \\ floating-point values
0005:  30224?? = -109.0531!  \\ floating-point values
0005:  30228?? =  16.0939!  \\ floating-point values
0005:  30232?? = -1093.543!  \\ floating-point values
0005:  30236?? = -50.4117!  \\ floating-point values
0005:  30240?? =  19.3924!  \\ floating-point values
0005:  30244?? = -1039.967!  \\ floating-point values
0005:  30248?? =  34.2455!  \\ floating-point values
0005:  30252?? =  22.2088!  \\ floating-point values
0005:  30256?? = -1011.107!  \\ floating-point values
0005:  30260?? =  129.8569!  \\ floating-point values
0005:  30264?? =  14.767!  \\ floating-point values
0005:  30268?? = -944.9561!  \\ floating-point values
0005:  30272?? =  204.9092!  \\ floating-point values
0005:  30276?? =  17.2276!  \\ floating-point values
0005:  30280?? = -894.7881!  \\ floating-point values
0005:  30284?? =  290.9517!  \\ floating-point values
0005:  30288?? =  27.5338!  \\ floating-point values
0050: gosub Label125A3E
00BC: text_highpriority "HELI_1A"  15000& ms  1? \\ Test your skills with the Sparrow, see how quickly you can complete the course.
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
0165: set_marker  31504?? color_to  5?
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
0004:  31512?? =  0?  \\ integer values
03C3: set_timer_with_text_to  31512?? type  0? text "RACES" \\ TIME:
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label125759
00DA:  31496?? = player $PLAYER_CHAR car
0002: jump Label125760

:Label125759
0002: jump Label1258E7

:Label125760
00D6: if  0?
8038:   NOT    31508?? ==  22?  \\ integer values
004D: jump_if_false Label1258E0
0001: wait  0? ms
00D6: if  0?
0119:   car  31496?? wrecked
004D: jump_if_false Label12578D
0002: jump Label1258E7

:Label12578D
00D6: if  0?
80DC:   NOT   player $PLAYER_CHAR driving  31496??
004D: jump_if_false Label1257A7
0002: jump Label1258E7

:Label1257A7
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  31516??  31520??  31524?? radius  5!  5!  5!
004D: jump_if_false Label125889
018C: play_sound  1? at  0!  0!  0!
0008:  31508?? +=  1?  \\ integer values
0164: disable_marker  31500??
0164: disable_marker  31504??
0050: gosub Label125A3E
018A:  31500?? = create_checkpoint_at  31516??  31520??  31524??
0165: set_marker  31500?? color_to  5?
018B: show_on_radar  31500??  2?
0168: show_on_radar  31500??  3?
00D6: if  0?
001A:    21? >  31508??  \\ integer values
004D: jump_if_false Label125882
018A:  31504?? = create_checkpoint_at  31528??  31532??  31536??
018B: show_on_radar  31504??  2?
0168: show_on_radar  31504??  2?
0166: set_marker  31504?? brightness_to  1?
00D6: if  0?
001A:    20? >  31508??  \\ integer values
004D: jump_if_false Label125874
0165: set_marker  31504?? color_to  5?
0002: jump Label12587B

:Label125874
0165: set_marker  31504?? color_to  0?

:Label12587B
0002: jump Label125889

:Label125882
0165: set_marker  31500?? color_to  0?

:Label125889
00D6: if  0?
0038:    31508?? ==  21?  \\ integer values
004D: jump_if_false Label1258BD
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  0?
0002: jump Label1258D9

:Label1258BD
04D5: unknown_race_stuff  31516??  31520??  31524??  4.5!  6?  0?  200&  0?  200&

:Label1258D9
0002: jump Label125760

:Label1258E0
0002: jump Label1258F8

:Label1258E7
00BC: text_highpriority "HELI_F1"  5000& ms  1? \\ ~r~Heli Checkpoint mission cancelled!
0051: return

:Label1258F8
01E3: text_1number_styled "HELI_1B"  100?  5000& ms  1? \\ Course Complete! $ ~1~
0109: player $PLAYER_CHAR money +=  100?
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
00D6: if  0?
0038:    6348?? ==  0?  \\ integer values
004D: jump_if_false Label125938
030C: set_mission_points +=  1?
0595: (unknown)
0004:  6348?? =  1?  \\ integer values

:Label125938
0014:  31512?? /=  1000&  \\ integer values
042E:  15?  31512??
0084:  29828?? =  31512??  \\ integer values and handles
0014:  29828?? /=  60?  \\ integer values
0084:  29804?? =  29828??  \\ integer values and handles
0010:  29804?? *=  60?  \\ integer values
0084:  29832?? =  31512??  \\ integer values and handles
0060:  29832?? -=  29804??  \\ integer values
00D6: if  0?
001C:    1664?? >  31512??  \\ integer values
004D: jump_if_false Label1259DA
0084:  1664?? =  31512??  \\ integer values and handles
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label1259BE
02FD: text_2numbers_lowpriority "RACES17"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:~1~
0002: jump Label1259D3

:Label1259BE
02FD: text_2numbers_lowpriority "RACES20"  29828??  29832??  10000& ms  1? \\ New best time: ~1~:0~1~

:Label1259D3
0002: jump Label125A1D

:Label1259DA
00D6: if  0?
0018:    29832?? >  9?  \\ integer values
004D: jump_if_false Label125A08
02FD: text_2numbers_lowpriority "RACES_9"  29828??  29832??  10000& ms  1? \\ Time: ~1~:~1~
0002: jump Label125A1D

:Label125A08
02FD: text_2numbers_lowpriority "RACES21"  29828??  29832??  10000& ms  1? \\ Time: ~1~:0~1~

:Label125A1D
0051: return

:Label125A1F
0004: $ONMISSION =  0?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
014F: stop_timer  31512??
0164: disable_marker  31500??
0164: disable_marker  31504??
00D8: mission_cleanup
0051: return

:Label125A3E
00D6: if  0?
0038:    31508?? ==  0?  \\ integer values
004D: jump_if_false Label125A80
0086:  31516?? =  30028??  \\ floating-point values only
0086:  31520?? =  30032??  \\ floating-point values only
0086:  31524?? =  30036??  \\ floating-point values only
0086:  31528?? =  30040??  \\ floating-point values only
0086:  31532?? =  30044??  \\ floating-point values only
0086:  31536?? =  30048??  \\ floating-point values only

:Label125A80
00D6: if  0?
0038:    31508?? ==  1?  \\ integer values
004D: jump_if_false Label125AC2
0086:  31516?? =  30040??  \\ floating-point values only
0086:  31520?? =  30044??  \\ floating-point values only
0086:  31524?? =  30048??  \\ floating-point values only
0086:  31528?? =  30052??  \\ floating-point values only
0086:  31532?? =  30056??  \\ floating-point values only
0086:  31536?? =  30060??  \\ floating-point values only

:Label125AC2
00D6: if  0?
0038:    31508?? ==  2?  \\ integer values
004D: jump_if_false Label125B04
0086:  31516?? =  30052??  \\ floating-point values only
0086:  31520?? =  30056??  \\ floating-point values only
0086:  31524?? =  30060??  \\ floating-point values only
0086:  31528?? =  30064??  \\ floating-point values only
0086:  31532?? =  30068??  \\ floating-point values only
0086:  31536?? =  30072??  \\ floating-point values only

:Label125B04
00D6: if  0?
0038:    31508?? ==  3?  \\ integer values
004D: jump_if_false Label125B46
0086:  31516?? =  30064??  \\ floating-point values only
0086:  31520?? =  30068??  \\ floating-point values only
0086:  31524?? =  30072??  \\ floating-point values only
0086:  31528?? =  30076??  \\ floating-point values only
0086:  31532?? =  30080??  \\ floating-point values only
0086:  31536?? =  30084??  \\ floating-point values only

:Label125B46
00D6: if  0?
0038:    31508?? ==  4?  \\ integer values
004D: jump_if_false Label125B88
0086:  31516?? =  30076??  \\ floating-point values only
0086:  31520?? =  30080??  \\ floating-point values only
0086:  31524?? =  30084??  \\ floating-point values only
0086:  31528?? =  30088??  \\ floating-point values only
0086:  31532?? =  30092??  \\ floating-point values only
0086:  31536?? =  30096??  \\ floating-point values only

:Label125B88
00D6: if  0?
0038:    31508?? ==  5?  \\ integer values
004D: jump_if_false Label125BCA
0086:  31516?? =  30088??  \\ floating-point values only
0086:  31520?? =  30092??  \\ floating-point values only
0086:  31524?? =  30096??  \\ floating-point values only
0086:  31528?? =  30100??  \\ floating-point values only
0086:  31532?? =  30104??  \\ floating-point values only
0086:  31536?? =  30108??  \\ floating-point values only

:Label125BCA
00D6: if  0?
0038:    31508?? ==  6?  \\ integer values
004D: jump_if_false Label125C0C
0086:  31516?? =  30100??  \\ floating-point values only
0086:  31520?? =  30104??  \\ floating-point values only
0086:  31524?? =  30108??  \\ floating-point values only
0086:  31528?? =  30112??  \\ floating-point values only
0086:  31532?? =  30116??  \\ floating-point values only
0086:  31536?? =  30120??  \\ floating-point values only

:Label125C0C
00D6: if  0?
0038:    31508?? ==  7?  \\ integer values
004D: jump_if_false Label125C4E
0086:  31516?? =  30112??  \\ floating-point values only
0086:  31520?? =  30116??  \\ floating-point values only
0086:  31524?? =  30120??  \\ floating-point values only
0086:  31528?? =  30124??  \\ floating-point values only
0086:  31532?? =  30128??  \\ floating-point values only
0086:  31536?? =  30132??  \\ floating-point values only

:Label125C4E
00D6: if  0?
0038:    31508?? ==  8?  \\ integer values
004D: jump_if_false Label125C90
0086:  31516?? =  30124??  \\ floating-point values only
0086:  31520?? =  30128??  \\ floating-point values only
0086:  31524?? =  30132??  \\ floating-point values only
0086:  31528?? =  30136??  \\ floating-point values only
0086:  31532?? =  30140??  \\ floating-point values only
0086:  31536?? =  30144??  \\ floating-point values only

:Label125C90
00D6: if  0?
0038:    31508?? ==  9?  \\ integer values
004D: jump_if_false Label125CD2
0086:  31516?? =  30136??  \\ floating-point values only
0086:  31520?? =  30140??  \\ floating-point values only
0086:  31524?? =  30144??  \\ floating-point values only
0086:  31528?? =  30148??  \\ floating-point values only
0086:  31532?? =  30152??  \\ floating-point values only
0086:  31536?? =  30156??  \\ floating-point values only

:Label125CD2
00D6: if  0?
0038:    31508?? ==  10?  \\ integer values
004D: jump_if_false Label125D14
0086:  31516?? =  30148??  \\ floating-point values only
0086:  31520?? =  30152??  \\ floating-point values only
0086:  31524?? =  30156??  \\ floating-point values only
0086:  31528?? =  30160??  \\ floating-point values only
0086:  31532?? =  30164??  \\ floating-point values only
0086:  31536?? =  30168??  \\ floating-point values only

:Label125D14
00D6: if  0?
0038:    31508?? ==  11?  \\ integer values
004D: jump_if_false Label125D56
0086:  31516?? =  30160??  \\ floating-point values only
0086:  31520?? =  30164??  \\ floating-point values only
0086:  31524?? =  30168??  \\ floating-point values only
0086:  31528?? =  30172??  \\ floating-point values only
0086:  31532?? =  30176??  \\ floating-point values only
0086:  31536?? =  30180??  \\ floating-point values only

:Label125D56
00D6: if  0?
0038:    31508?? ==  12?  \\ integer values
004D: jump_if_false Label125D98
0086:  31516?? =  30172??  \\ floating-point values only
0086:  31520?? =  30176??  \\ floating-point values only
0086:  31524?? =  30180??  \\ floating-point values only
0086:  31528?? =  30184??  \\ floating-point values only
0086:  31532?? =  30188??  \\ floating-point values only
0086:  31536?? =  30192??  \\ floating-point values only

:Label125D98
00D6: if  0?
0038:    31508?? ==  13?  \\ integer values
004D: jump_if_false Label125DDA
0086:  31516?? =  30184??  \\ floating-point values only
0086:  31520?? =  30188??  \\ floating-point values only
0086:  31524?? =  30192??  \\ floating-point values only
0086:  31528?? =  30196??  \\ floating-point values only
0086:  31532?? =  30200??  \\ floating-point values only
0086:  31536?? =  30204??  \\ floating-point values only

:Label125DDA
00D6: if  0?
0038:    31508?? ==  14?  \\ integer values
004D: jump_if_false Label125E1C
0086:  31516?? =  30196??  \\ floating-point values only
0086:  31520?? =  30200??  \\ floating-point values only
0086:  31524?? =  30204??  \\ floating-point values only
0086:  31528?? =  30208??  \\ floating-point values only
0086:  31532?? =  30212??  \\ floating-point values only
0086:  31536?? =  30216??  \\ floating-point values only

:Label125E1C
00D6: if  0?
0038:    31508?? ==  15?  \\ integer values
004D: jump_if_false Label125E5E
0086:  31516?? =  30208??  \\ floating-point values only
0086:  31520?? =  30212??  \\ floating-point values only
0086:  31524?? =  30216??  \\ floating-point values only
0086:  31528?? =  30220??  \\ floating-point values only
0086:  31532?? =  30224??  \\ floating-point values only
0086:  31536?? =  30228??  \\ floating-point values only

:Label125E5E
00D6: if  0?
0038:    31508?? ==  16?  \\ integer values
004D: jump_if_false Label125EA0
0086:  31516?? =  30220??  \\ floating-point values only
0086:  31520?? =  30224??  \\ floating-point values only
0086:  31524?? =  30228??  \\ floating-point values only
0086:  31528?? =  30232??  \\ floating-point values only
0086:  31532?? =  30236??  \\ floating-point values only
0086:  31536?? =  30240??  \\ floating-point values only

:Label125EA0
00D6: if  0?
0038:    31508?? ==  17?  \\ integer values
004D: jump_if_false Label125EE2
0086:  31516?? =  30232??  \\ floating-point values only
0086:  31520?? =  30236??  \\ floating-point values only
0086:  31524?? =  30240??  \\ floating-point values only
0086:  31528?? =  30244??  \\ floating-point values only
0086:  31532?? =  30248??  \\ floating-point values only
0086:  31536?? =  30252??  \\ floating-point values only

:Label125EE2
00D6: if  0?
0038:    31508?? ==  18?  \\ integer values
004D: jump_if_false Label125F24
0086:  31516?? =  30244??  \\ floating-point values only
0086:  31520?? =  30248??  \\ floating-point values only
0086:  31524?? =  30252??  \\ floating-point values only
0086:  31528?? =  30256??  \\ floating-point values only
0086:  31532?? =  30260??  \\ floating-point values only
0086:  31536?? =  30264??  \\ floating-point values only

:Label125F24
00D6: if  0?
0038:    31508?? ==  19?  \\ integer values
004D: jump_if_false Label125F66
0086:  31516?? =  30256??  \\ floating-point values only
0086:  31520?? =  30260??  \\ floating-point values only
0086:  31524?? =  30264??  \\ floating-point values only
0086:  31528?? =  30268??  \\ floating-point values only
0086:  31532?? =  30272??  \\ floating-point values only
0086:  31536?? =  30276??  \\ floating-point values only

:Label125F66
00D6: if  0?
0038:    31508?? ==  20?  \\ integer values
004D: jump_if_false Label125FA8
0086:  31516?? =  30268??  \\ floating-point values only
0086:  31520?? =  30272??  \\ floating-point values only
0086:  31524?? =  30276??  \\ floating-point values only
0086:  31528?? =  30280??  \\ floating-point values only
0086:  31532?? =  30284??  \\ floating-point values only
0086:  31536?? =  30288??  \\ floating-point values only

:Label125FA8
00D6: if  0?
0038:    31508?? ==  21?  \\ integer values
004D: jump_if_false Label125FEA
0086:  31516?? =  30280??  \\ floating-point values only
0086:  31520?? =  30284??  \\ floating-point values only
0086:  31524?? =  30288??  \\ floating-point values only
0086:  31528?? =  30292??  \\ floating-point values only
0086:  31532?? =  30296??  \\ floating-point values only
0086:  31536?? =  30300??  \\ floating-point values only

:Label125FEA
00D6: if  0?
0038:    31508?? ==  22?  \\ integer values
004D: jump_if_false Label12602C
0086:  31516?? =  30292??  \\ floating-point values only
0086:  31520?? =  30296??  \\ floating-point values only
0086:  31524?? =  30300??  \\ floating-point values only
0086:  31528?? =  30304??  \\ floating-point values only
0086:  31532?? =  30308??  \\ floating-point values only
0086:  31536?? =  30312??  \\ floating-point values only

:Label12602C
00D6: if  0?
0038:    31508?? ==  23?  \\ integer values
004D: jump_if_false Label12606E
0086:  31516?? =  30304??  \\ floating-point values only
0086:  31520?? =  30308??  \\ floating-point values only
0086:  31524?? =  30312??  \\ floating-point values only
0086:  31528?? =  30316??  \\ floating-point values only
0086:  31532?? =  30320??  \\ floating-point values only
0086:  31536?? =  30324??  \\ floating-point values only

:Label12606E
00D6: if  0?
0038:    31508?? ==  24?  \\ integer values
004D: jump_if_false Label1260B0
0086:  31516?? =  30316??  \\ floating-point values only
0086:  31520?? =  30320??  \\ floating-point values only
0086:  31524?? =  30324??  \\ floating-point values only
0086:  31528?? =  30328??  \\ floating-point values only
0086:  31532?? =  30332??  \\ floating-point values only
0086:  31536?? =  30336??  \\ floating-point values only

:Label1260B0
00D6: if  0?
0038:    31508?? ==  25?  \\ integer values
004D: jump_if_false Label1260F2
0086:  31516?? =  30328??  \\ floating-point values only
0086:  31520?? =  30332??  \\ floating-point values only
0086:  31524?? =  30336??  \\ floating-point values only
0086:  31528?? =  30340??  \\ floating-point values only
0086:  31532?? =  30344??  \\ floating-point values only
0086:  31536?? =  30348??  \\ floating-point values only

:Label1260F2
00D6: if  0?
0038:    31508?? ==  26?  \\ integer values
004D: jump_if_false Label126134
0086:  31516?? =  30340??  \\ floating-point values only
0086:  31520?? =  30344??  \\ floating-point values only
0086:  31524?? =  30348??  \\ floating-point values only
0086:  31528?? =  30352??  \\ floating-point values only
0086:  31532?? =  30356??  \\ floating-point values only
0086:  31536?? =  30360??  \\ floating-point values only

:Label126134
00D6: if  0?
0038:    31508?? ==  27?  \\ integer values
004D: jump_if_false Label126176
0086:  31516?? =  30352??  \\ floating-point values only
0086:  31520?? =  30356??  \\ floating-point values only
0086:  31524?? =  30360??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label126176
00D6: if  0?
0038:    31508?? ==  28?  \\ integer values
004D: jump_if_false Label1261B8
0086:  31516?? =  30364??  \\ floating-point values only
0086:  31520?? =  30368??  \\ floating-point values only
0086:  31524?? =  30372??  \\ floating-point values only
0086:  31528?? =  30364??  \\ floating-point values only
0086:  31532?? =  30368??  \\ floating-point values only
0086:  31536?? =  30372??  \\ floating-point values only

:Label1261B8
0051: return

;-------------Mission 88---------------
; Originally: 'Trial by Dirt'


:Label1261BA
0050: gosub Label1261DE
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1261D5
0050: gosub Label127328

:Label1261D5
0050: gosub Label127397
004E: end_thread

:Label1261DE
00D6: if  0?
0038:    1452?? ==  0?  \\ integer values
004D: jump_if_false Label1261F2
0317: increment_mission_attempts

:Label1261F2
03A4: name_thread "BMX_1"
0004: $ONMISSION =  1?  \\ integer values
054C: use_GXT_table "BMX_1"
0001: wait  0? ms
0004:  6980?? =  0?  \\ integer values
0004:  6984?? =  1?  \\ integer values
0004:  6456?? =  0?  \\ integer values
0004:  6988?? =  0?  \\ integer values
0004:  1384?? =  0?  \\ integer values
0004:  31540?? =  0?  \\ integer values
0004:  6452?? =  0?  \\ integer values
0004:  7028?? =  0?  \\ integer values
0004:  7060?? =  0?  \\ integer values
0004:  7064?? =  0?  \\ integer values
0004:  7068?? =  0?  \\ integer values
0005:  6680?? = -456!  \\ floating-point values
0005:  6684?? =  1417.9!  \\ floating-point values
0005:  6688?? =  14.24!  \\ floating-point values
0005:  6692?? = -467.8!  \\ floating-point values
0005:  6696?? =  1398.7!  \\ floating-point values
0005:  6700?? =  8.15!  \\ floating-point values
0005:  6704?? = -488.4!  \\ floating-point values
0005:  6708?? =  1425.9!  \\ floating-point values
0005:  6712?? =  14.5!  \\ floating-point values
0005:  6716?? = -516.8!  \\ floating-point values
0005:  6720?? =  1409.1!  \\ floating-point values
0005:  6724?? =  12.6!  \\ floating-point values
0005:  6728?? = -529.6!  \\ floating-point values
0005:  6732?? =  1430!  \\ floating-point values
0005:  6736?? =  9.6!  \\ floating-point values
0005:  6740?? = -556.4!  \\ floating-point values
0005:  6744?? =  1422.7!  \\ floating-point values
0005:  6748?? =  10!  \\ floating-point values
0005:  6752?? = -533.55!  \\ floating-point values
0005:  6756?? =  1455.6!  \\ floating-point values
0005:  6760?? =  10.3!  \\ floating-point values
0005:  6764?? = -560!  \\ floating-point values
0005:  6768?? =  1460!  \\ floating-point values
0005:  6772?? =  10.3!  \\ floating-point values
0005:  6776?? = -528.5!  \\ floating-point values
0005:  6780?? =  1476.9!  \\ floating-point values
0005:  6784?? =  10.5!  \\ floating-point values
0005:  6788?? = -535!  \\ floating-point values
0005:  6792?? =  1500!  \\ floating-point values
0005:  6796?? =  9.8!  \\ floating-point values
0005:  6800?? = -502.4!  \\ floating-point values
0005:  6804?? =  1474.6!  \\ floating-point values
0005:  6808?? =  11.3!  \\ floating-point values
0005:  6812?? = -500.6!  \\ floating-point values
0005:  6816?? =  1507.1!  \\ floating-point values
0005:  6820?? =  9.8!  \\ floating-point values
0005:  6824?? = -472.2!  \\ floating-point values
0005:  6828?? =  1490.5!  \\ floating-point values
0005:  6832?? =  11!  \\ floating-point values
0005:  6836?? = -499.3!  \\ floating-point values
0005:  6840?? =  1447.5!  \\ floating-point values
0005:  6844?? =  15.5!  \\ floating-point values
0005:  6848?? = -450.2!  \\ floating-point values
0005:  6852?? =  1481.4!  \\ floating-point values
0005:  6856?? =  9.8!  \\ floating-point values
0005:  6860?? = -440.6!  \\ floating-point values
0005:  6864?? =  1455.42!  \\ floating-point values
0005:  6868?? =  9.8!  \\ floating-point values
0005:  6872?? = -429!  \\ floating-point values
0005:  6876?? =  1491.8!  \\ floating-point values
0005:  6880?? =  10.1!  \\ floating-point values
0005:  6884?? = -418!  \\ floating-point values
0005:  6888?? =  1432.1!  \\ floating-point values
0005:  6892?? =  10!  \\ floating-point values
0005:  6896?? = -445!  \\ floating-point values
0005:  6900?? =  1439.5!  \\ floating-point values
0005:  6904?? =  10.4!  \\ floating-point values
0005:  6908?? = -453.5!  \\ floating-point values
0005:  6912?? =  1434.6!  \\ floating-point values
0005:  6916?? =  10!  \\ floating-point values
01BD:  6996?? = current_time_in_ms
018A:  6488?? = create_checkpoint_at  6680??  6684??  6688??
00D6: if  0?
0018:    7020?? >  0?  \\ integer values
004D: jump_if_false Label12656D
0247: request_model -114? (BARREL4)

:Label1264DF
00D6: if  0?
8248:   NOT   model -114? (BARREL4) available
004D: jump_if_false Label1264F9
0001: wait  0? ms
0002: jump Label1264DF

:Label1264F9
0107:  31544?? = create_object -114? (BARREL4) at -413!  1434.4! -100!
0382: unknown_set_object  31544?? collision_detection  1?
0107:  31548?? = create_object -114? (BARREL4) at -405.36!  1447.12! -100!
0382: unknown_set_object  31548?? collision_detection  1?
0107:  31552?? = create_object -114? (BARREL4) at -400!  1455.5! -100!
0382: unknown_set_object  31552?? collision_detection  1?
0107:  31556?? = create_object -114? (BARREL4) at -402.73!  1465! -100!
0382: unknown_set_object  31556?? collision_detection  1?

:Label12656D
00D6: if  0?
0018:    7020?? >  2?  \\ integer values
004D: jump_if_false Label126699
0247: request_model #HNA
0247: request_model #HNB
0247: request_model #MACHETE

:Label12658C
00D6: if  22?
8248:   NOT   model #HNA available
8248:   NOT   model #HNB available
8248:   NOT   model #MACHETE available
004D: jump_if_false Label1265AF
0001: wait  0? ms
0002: jump Label12658C

:Label1265AF
00A5:  7048?? = create_car #SANCHEZ at -478.7!  1524!  10.4!
0229: set_car  7048?? color_to  0?  0?
0175: set_car  7048?? z_angle_to  190!
0129:  7036?? = create_actor  4? #HNA in_car  7048?? driverseat
01B2: give_actor  7036?? weapon  9? ammo  0?  \\ Load the weapon model before using this
00AF: set_car  7048?? driver_behaviour_to  2?
04E0: unknown_car  7048??  255&
00A5:  7052?? = create_car #SANCHEZ at -476.7!  1522!  10.4!
0229: set_car  7052?? color_to  0?  0?
0175: set_car  7052?? z_angle_to  190!
0129:  7040?? = create_actor  4? #HNA in_car  7052?? driverseat
01B2: give_actor  7040?? weapon  9? ammo  0?  \\ Load the weapon model before using this
00AF: set_car  7052?? driver_behaviour_to  2?
04E0: unknown_car  7052??  255&
00A5:  7056?? = create_car #SANCHEZ at -480.7!  1525!  10.4!
0229: set_car  7056?? color_to  0?  0?
0175: set_car  7056?? z_angle_to  190!
0129:  7044?? = create_actor  4? #HNA in_car  7056?? driverseat
01B2: give_actor  7044?? weapon  9? ammo  0?  \\ Load the weapon model before using this
00AF: set_car  7056?? driver_behaviour_to  2?
04E0: unknown_car  7056??  255&

:Label126699
00D6: if  0?
001A:    2? >  6980??  \\ integer values
004D: jump_if_false Label127288
0001: wait  0? ms
01BD:  6992?? = current_time_in_ms
0084:  6988?? =  6992??  \\ integer values and handles
0060:  6988?? -=  6996??  \\ integer values
00D6: if  0?
0038:    6452?? ==  0?  \\ integer values
004D: jump_if_false Label1266EC
03C3: set_timer_with_text_to  6988?? type  0? text "R_TIME" \\ RACE TIME:
0004:  6452?? =  1?  \\ integer values

:Label1266EC
00D6: if  0?
0038:    7028?? ==  0?  \\ integer values
004D: jump_if_false Label126714
00BC: text_highpriority "BMX_HOW"  5000& ms  1? \\ ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004:  7028?? =  1?  \\ integer values

:Label126714
00D6: if  1?
0038:    7028?? ==  1?  \\ integer values
0018:    6988?? >  5000&  \\ integer values
004D: jump_if_false Label126744
00BC: text_highpriority "BMXREW1"  5000& ms  1? \\ ~g~Each time you beat your previous record for the two laps
0004:  7028?? =  2?  \\ integer values

:Label126744
00D6: if  1?
0038:    7028?? ==  2?  \\ integer values
0018:    6988?? >  10000&  \\ integer values
004D: jump_if_false Label126774
00BC: text_highpriority "BMXREW2"  5000& ms  1? \\ ~g~a larger ~y~REWARD ~g~will be awarded!
0004:  7028?? =  3?  \\ integer values

:Label126774
00D6: if  0?
0038:    6984?? ==  1?  \\ integer values
004D: jump_if_false Label1267F3
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6680??  6684??  6688??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6680??  6684??  6688?? radius  3!  3!  3!
004D: jump_if_false Label1267F3
0164: disable_marker  6488??
018C: play_sound  1? at  6680??  6684??  6688??
018A:  6492?? = create_checkpoint_at  6692??  6696??  6700??
0008:  6984?? +=  1?  \\ integer values

:Label1267F3
00D6: if  0?
0038:    6984?? ==  2?  \\ integer values
004D: jump_if_false Label126872
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6692??  6696??  6700??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6692??  6696??  6700?? radius  3!  3!  3!
004D: jump_if_false Label126872
0164: disable_marker  6492??
018C: play_sound  1? at  6692??  6696??  6700??
018A:  6496?? = create_checkpoint_at  6704??  6708??  6712??
0008:  6984?? +=  1?  \\ integer values

:Label126872
00D6: if  0?
0038:    6984?? ==  3?  \\ integer values
004D: jump_if_false Label1268F1
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6704??  6708??  6712??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6704??  6708??  6712?? radius  3!  3!  3!
004D: jump_if_false Label1268F1
0164: disable_marker  6496??
018C: play_sound  1? at  6704??  6708??  6712??
018A:  6500?? = create_checkpoint_at  6716??  6720??  6724??
0008:  6984?? +=  1?  \\ integer values

:Label1268F1
00D6: if  0?
0038:    6984?? ==  4?  \\ integer values
004D: jump_if_false Label126970
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6716??  6720??  6724??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6716??  6720??  6724?? radius  3!  3!  3!
004D: jump_if_false Label126970
0164: disable_marker  6500??
018C: play_sound  1? at  6716??  6720??  6724??
018A:  6504?? = create_checkpoint_at  6728??  6732??  6736??
0008:  6984?? +=  1?  \\ integer values

:Label126970
00D6: if  0?
0038:    6984?? ==  5?  \\ integer values
004D: jump_if_false Label1269EF
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6728??  6732??  6736??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6728??  6732??  6736?? radius  3!  3!  3!
004D: jump_if_false Label1269EF
0164: disable_marker  6504??
018C: play_sound  1? at  6812??  6816??  6820??
018A:  6508?? = create_checkpoint_at  6740??  6744??  6748??
0008:  6984?? +=  1?  \\ integer values

:Label1269EF
00D6: if  0?
0038:    6984?? ==  6?  \\ integer values
004D: jump_if_false Label126A6E
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6740??  6744??  6748??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6740??  6744??  6748?? radius  3!  3!  3!
004D: jump_if_false Label126A6E
0164: disable_marker  6508??
018C: play_sound  1? at  6740??  6744??  6748??
018A:  6512?? = create_checkpoint_at  6752??  6756??  6760??
0008:  6984?? +=  1?  \\ integer values

:Label126A6E
00D6: if  0?
0038:    6984?? ==  7?  \\ integer values
004D: jump_if_false Label126AED
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6752??  6756??  6760??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6752??  6756??  6760?? radius  3!  3!  3!
004D: jump_if_false Label126AED
0164: disable_marker  6512??
018C: play_sound  1? at  6752??  6756??  6760??
018A:  6516?? = create_checkpoint_at  6764??  6768??  6772??
0008:  6984?? +=  1?  \\ integer values

:Label126AED
00D6: if  0?
0038:    6984?? ==  8?  \\ integer values
004D: jump_if_false Label126B6C
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6764??  6768??  6772??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6764??  6768??  6772?? radius  3!  3!  3!
004D: jump_if_false Label126B6C
0164: disable_marker  6516??
018C: play_sound  1? at  6764??  6768??  6772??
018A:  6520?? = create_checkpoint_at  6776??  6780??  6784??
0008:  6984?? +=  1?  \\ integer values

:Label126B6C
00D6: if  0?
0038:    6984?? ==  9?  \\ integer values
004D: jump_if_false Label126C26
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6776??  6780??  6784??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6776??  6780??  6784?? radius  3!  3!  3!
004D: jump_if_false Label126C26
0164: disable_marker  6520??
018C: play_sound  1? at  6776??  6780??  6784??
018A:  6524?? = create_checkpoint_at  6788??  6792??  6796??
0008:  6984?? +=  1?  \\ integer values
00D6: if  2?
0038:    7028?? ==  3?  \\ integer values
0018:    6988?? >  12000&  \\ integer values
0018:    7020?? >  1?  \\ integer values
004D: jump_if_false Label126C26
01B5: force_weather  2?
00BC: text_highpriority "BMXRAIN"  4000& ms  1? \\ ~g~Looks like rain...
0004:  7028?? =  4?  \\ integer values

:Label126C26
00D6: if  0?
0038:    6984?? ==  10?  \\ integer values
004D: jump_if_false Label126CA5
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6788??  6792??  6796??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6788??  6792??  6796?? radius  3!  3!  3!
004D: jump_if_false Label126CA5
0164: disable_marker  6524??
018C: play_sound  1? at  6788??  6792??  6796??
018A:  6528?? = create_checkpoint_at  6800??  6804??  6808??
0008:  6984?? +=  1?  \\ integer values

:Label126CA5
00D6: if  0?
0038:    6984?? ==  11?  \\ integer values
004D: jump_if_false Label126D24
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6800??  6804??  6808??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6800??  6804??  6808?? radius  3!  3!  3!
004D: jump_if_false Label126D24
0164: disable_marker  6528??
018C: play_sound  1? at  6800??  6804??  6808??
018A:  6532?? = create_checkpoint_at  6812??  6816??  6820??
0008:  6984?? +=  1?  \\ integer values

:Label126D24
00D6: if  0?
0038:    6984?? ==  12?  \\ integer values
004D: jump_if_false Label126DA3
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6812??  6816??  6820??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6812??  6816??  6820?? radius  3!  3!  3!
004D: jump_if_false Label126DA3
0164: disable_marker  6532??
018C: play_sound  1? at  6812??  6816??  6820??
018A:  6536?? = create_checkpoint_at  6824??  6828??  6832??
0008:  6984?? +=  1?  \\ integer values

:Label126DA3
00D6: if  0?
0038:    6984?? ==  13?  \\ integer values
004D: jump_if_false Label126E22
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6824??  6828??  6832??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6824??  6828??  6832?? radius  3!  3!  3!
004D: jump_if_false Label126E22
0164: disable_marker  6536??
018C: play_sound  1? at  6824??  6828??  6832??
018A:  6540?? = create_checkpoint_at  6836??  6840??  6844??
0008:  6984?? +=  1?  \\ integer values

:Label126E22
00D6: if  0?
0038:    6984?? ==  14?  \\ integer values
004D: jump_if_false Label126EA1
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6836??  6840??  6844??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6836??  6840??  6844?? radius  3!  3!  3!
004D: jump_if_false Label126EA1
0164: disable_marker  6540??
018C: play_sound  1? at  6836??  6840??  6844??
018A:  6544?? = create_checkpoint_at  6848??  6852??  6856??
0008:  6984?? +=  1?  \\ integer values

:Label126EA1
00D6: if  0?
0038:    6984?? ==  15?  \\ integer values
004D: jump_if_false Label126F20
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6848??  6852??  6856??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6848??  6852??  6856?? radius  3!  3!  3!
004D: jump_if_false Label126F20
0164: disable_marker  6544??
018C: play_sound  1? at  6848??  6852??  6856??
018A:  6548?? = create_checkpoint_at  6860??  6864??  6868??
0008:  6984?? +=  1?  \\ integer values

:Label126F20
00D6: if  0?
0038:    6984?? ==  16?  \\ integer values
004D: jump_if_false Label126F9F
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6860??  6864??  6868??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6860??  6864??  6868?? radius  3!  3!  3!
004D: jump_if_false Label126F9F
0164: disable_marker  6548??
018C: play_sound  1? at  6860??  6864??  6868??
018A:  6552?? = create_checkpoint_at  6872??  6876??  6880??
0008:  6984?? +=  1?  \\ integer values

:Label126F9F
00D6: if  0?
0038:    6984?? ==  17?  \\ integer values
004D: jump_if_false Label12701E
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6872??  6876??  6880??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6872??  6876??  6880?? radius  3!  3!  3!
004D: jump_if_false Label12701E
0164: disable_marker  6552??
018C: play_sound  1? at  6872??  6876??  6880??
018A:  6556?? = create_checkpoint_at  6884??  6888??  6892??
0008:  6984?? +=  1?  \\ integer values

:Label12701E
00D6: if  0?
0038:    6984?? ==  18?  \\ integer values
004D: jump_if_false Label12709D
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6884??  6888??  6892??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6884??  6888??  6892?? radius  3!  3!  3!
004D: jump_if_false Label12709D
0164: disable_marker  6556??
018C: play_sound  1? at  6884??  6888??  6892??
018A:  6560?? = create_checkpoint_at  6896??  6900??  6904??
0008:  6984?? +=  1?  \\ integer values

:Label12709D
00D6: if  0?
0038:    6984?? ==  19?  \\ integer values
004D: jump_if_false Label127135
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6896??  6900??  6904??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6896??  6900??  6904?? radius  3!  3!  3!
004D: jump_if_false Label127135
0164: disable_marker  6560??
018C: play_sound  1? at  6896??  6900??  6904??
0004:  6984?? =  1?  \\ integer values
0008:  6980?? +=  1?  \\ integer values
00D6: if  0?
001A:    3? >  6980??  \\ integer values
004D: jump_if_false Label127135
018A:  6488?? = create_checkpoint_at  6680??  6684??  6688??

:Label127135
0084:  7072?? =  7036??  \\ integer values and handles
0084:  7076?? =  7048??  \\ integer values and handles
0084:  7080?? =  7060??  \\ integer values and handles
0050: gosub Label1274A4
00D6: if  0?
0038:    7080?? ==  1?  \\ integer values
004D: jump_if_false Label12716D
0004:  7060?? =  1?  \\ integer values

:Label12716D
0084:  7072?? =  7040??  \\ integer values and handles
0084:  7076?? =  7052??  \\ integer values and handles
0084:  7080?? =  7064??  \\ integer values and handles
0050: gosub Label1274A4
00D6: if  0?
0038:    7080?? ==  1?  \\ integer values
004D: jump_if_false Label1271A5
0004:  7064?? =  1?  \\ integer values

:Label1271A5
0084:  7072?? =  7044??  \\ integer values and handles
0084:  7076?? =  7056??  \\ integer values and handles
0084:  7080?? =  7068??  \\ integer values and handles
0050: gosub Label1274A4
00D6: if  0?
0038:    7080?? ==  1?  \\ integer values
004D: jump_if_false Label1271DD
0004:  7068?? =  1?  \\ integer values

:Label1271DD
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label127281
01BD:  7004?? = current_time_in_ms

:Label1271F5
00D6: if  0?
801A:   NOT    0? >  7008??  \\ integer values
004D: jump_if_false Label12727A
0001: wait  0? ms
01BD:  6992?? = current_time_in_ms
0084:  7000?? =  6992??  \\ integer values and handles
0060:  7000?? -=  7004??  \\ integer values
0004:  7008?? =  15000&  \\ integer values
0060:  7008?? -=  7000??  \\ integer values
0084:  7012?? =  7008??  \\ integer values and handles
0014:  7012?? /=  1000&  \\ integer values
01E5: text_1number_highpriority "GETBIK2"  7012??  2000& ms  1? \\ ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike!
00D6: if  0?
00DE:   player $PLAYER_CHAR driving_vehicle_type #SANCHEZ
004D: jump_if_false Label127273
0004:  7008?? =  1?  \\ integer values
0002: jump Label127281

:Label127273
0002: jump Label1271F5

:Label12727A
0002: jump Label127328

:Label127281
0002: jump Label126699

:Label127288
00D6: if  0?
0038:    6980?? ==  2?  \\ integer values
004D: jump_if_false Label127328
0014:  6988?? /=  1000&  \\ integer values
00D6: if  0?
0038:    1452?? ==  0?  \\ integer values
004D: jump_if_false Label1272D8
0084:  7016?? =  6988??  \\ integer values and handles
0004:  31540?? =  1?  \\ integer values
0004:  7020?? =  1?  \\ integer values
0050: gosub Label12745F
0002: jump Label127308

:Label1272D8
00D6: if  0?
001C:    7016?? >  6988??  \\ integer values
004D: jump_if_false Label127308
0084:  7016?? =  6988??  \\ integer values and handles
0004:  31540?? =  1?  \\ integer values
0008:  7020?? +=  1?  \\ integer values
0050: gosub Label12745F

:Label127308
00D6: if  0?
0038:    31540?? ==  1?  \\ integer values
004D: jump_if_false Label127328
042E:  17?  7084??
0002: jump Label127348

:Label127328
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "BMXFAIL"  5000& ms  1? \\ ~r~You failed to set a new record!
0051: return

:Label127348
0084:  7024?? =  7020??  \\ integer values and handles
0010:  7024?? *=  100?  \\ integer values
01E3: text_1number_styled "M_PASS"  7024??  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  7024??
00D6: if  0?
0038:    1452?? ==  0?  \\ integer values
004D: jump_if_false Label127395
0004:  1452?? =  1?  \\ integer values
030C: set_mission_points +=  1?
0595: (unknown)

:Label127395
0051: return

:Label127397
0004:  7008?? =  1?  \\ integer values
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0164: disable_marker  6488??
0164: disable_marker  6492??
0164: disable_marker  6496??
0164: disable_marker  6500??
0164: disable_marker  6504??
0164: disable_marker  6508??
0164: disable_marker  6512??
0164: disable_marker  6516??
0164: disable_marker  6520??
0164: disable_marker  6524??
0164: disable_marker  6528??
0164: disable_marker  6532??
0164: disable_marker  6536??
0164: disable_marker  6540??
0164: disable_marker  6544??
0164: disable_marker  6548??
0164: disable_marker  6552??
0164: disable_marker  6556??
0164: disable_marker  6560??
0249: release_model -114? (BARREL4)
0249: release_model #MACHETE
0249: release_model #HNA
0249: release_model #HNB
01C2: remove_references_to_actor  7036??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  7048??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  7040??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  7052??  \\ Like turning a car into any random car
01C2: remove_references_to_actor  7044??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  7056??  \\ Like turning a car into any random car
0108: destroy_object  31544??
0108: destroy_object  31548??
0108: destroy_object  31552??
0108: destroy_object  31556??
01B7: release_weather
014F: stop_timer  6988??
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label12745F
0004:  7032?? =  0?  \\ integer values

:Label127466
00D6: if  0?
0018:    6988?? >  59?  \\ integer values
004D: jump_if_false Label12748D
000C:  6988?? -=  60?  \\ integer values
0008:  7032?? +=  1?  \\ integer values
0002: jump Label127466

:Label12748D
02FD: text_2numbers_lowpriority "NEW_REC"  7032??  6988??  5000& ms  1? \\ ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return

:Label1274A4
00D6: if  1?
8118:   NOT   actor  7072?? dead
0038:    7080?? ==  0?  \\ integer values
004D: jump_if_false Label127508
00D6: if  0?
8119:   NOT   car  7076?? wrecked
004D: jump_if_false Label1274F9
00D6: if  21?
80DB:   NOT   actor  7072?? in_car  7076??
80E0:   NOT   player $PLAYER_CHAR driving
004D: jump_if_false Label1274F2
01CC: actor  7072?? kill_player $PLAYER_CHAR
0004:  7080?? =  1?  \\ integer values

:Label1274F2
0002: jump Label127508

:Label1274F9
01CC: actor  7072?? kill_player $PLAYER_CHAR
0004:  7080?? =  1?  \\ integer values

:Label127508
0051: return

;-------------Mission 89---------------
; Originally: 'Test Track'


:Label12750A
0050: gosub Label12752E
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label127525
0050: gosub Label128573

:Label127525
0050: gosub Label1285E2
004E: end_thread

:Label12752E
00D6: if  0?
0038:    1456?? ==  0?  \\ integer values
004D: jump_if_false Label127542
0317: increment_mission_attempts

:Label127542
03A4: name_thread "BMX_2"
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
0004:  6980?? =  0?  \\ integer values
0004:  6984?? =  19?  \\ integer values
0004:  6456?? =  0?  \\ integer values
0004:  6988?? =  0?  \\ integer values
0004:  1384?? =  0?  \\ integer values
0004:  31540?? =  0?  \\ integer values
0004:  6452?? =  0?  \\ integer values
0004:  7088?? =  0?  \\ integer values
0005:  6680?? = -456!  \\ floating-point values
0005:  6684?? =  1417.9!  \\ floating-point values
0005:  6688?? =  14.24!  \\ floating-point values
0005:  6692?? = -467.8!  \\ floating-point values
0005:  6696?? =  1398.7!  \\ floating-point values
0005:  6700?? =  8.15!  \\ floating-point values
0005:  6704?? = -488.4!  \\ floating-point values
0005:  6708?? =  1425.9!  \\ floating-point values
0005:  6712?? =  14.5!  \\ floating-point values
0005:  6716?? = -516.8!  \\ floating-point values
0005:  6720?? =  1409.1!  \\ floating-point values
0005:  6724?? =  12.6!  \\ floating-point values
0005:  6728?? = -529.6!  \\ floating-point values
0005:  6732?? =  1430!  \\ floating-point values
0005:  6736?? =  9.6!  \\ floating-point values
0005:  6740?? = -556.4!  \\ floating-point values
0005:  6744?? =  1422.7!  \\ floating-point values
0005:  6748?? =  10!  \\ floating-point values
0005:  6752?? = -533.55!  \\ floating-point values
0005:  6756?? =  1455.6!  \\ floating-point values
0005:  6760?? =  10.3!  \\ floating-point values
0005:  6764?? = -560!  \\ floating-point values
0005:  6768?? =  1460!  \\ floating-point values
0005:  6772?? =  10.3!  \\ floating-point values
0005:  6776?? = -528.5!  \\ floating-point values
0005:  6780?? =  1476.9!  \\ floating-point values
0005:  6784?? =  10.5!  \\ floating-point values
0005:  6788?? = -535!  \\ floating-point values
0005:  6792?? =  1500!  \\ floating-point values
0005:  6796?? =  9.8!  \\ floating-point values
0005:  6800?? = -502.4!  \\ floating-point values
0005:  6804?? =  1474.6!  \\ floating-point values
0005:  6808?? =  11.3!  \\ floating-point values
0005:  6812?? = -500.6!  \\ floating-point values
0005:  6816?? =  1507.1!  \\ floating-point values
0005:  6820?? =  9.8!  \\ floating-point values
0005:  6824?? = -472.2!  \\ floating-point values
0005:  6828?? =  1490.5!  \\ floating-point values
0005:  6832?? =  11!  \\ floating-point values
0005:  6836?? = -499.3!  \\ floating-point values
0005:  6840?? =  1447.5!  \\ floating-point values
0005:  6844?? =  15.5!  \\ floating-point values
0005:  6848?? = -450.2!  \\ floating-point values
0005:  6852?? =  1481.4!  \\ floating-point values
0005:  6856?? =  9.8!  \\ floating-point values
0005:  6860?? = -440.6!  \\ floating-point values
0005:  6864?? =  1455.42!  \\ floating-point values
0005:  6868?? =  9.8!  \\ floating-point values
0005:  6872?? = -429!  \\ floating-point values
0005:  6876?? =  1491.8!  \\ floating-point values
0005:  6880?? =  10.1!  \\ floating-point values
0005:  6884?? = -418!  \\ floating-point values
0005:  6888?? =  1432.1!  \\ floating-point values
0005:  6892?? =  10!  \\ floating-point values
0005:  6896?? = -445!  \\ floating-point values
0005:  6900?? =  1439.5!  \\ floating-point values
0005:  6904?? =  10.4!  \\ floating-point values
0002: jump Label1278DA
018A:  6560?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6556?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6552?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6548?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6544?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6540?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6536?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6532?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6528?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6524?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6520?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6516?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6512?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6508?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6504?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6500?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6496?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6492?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6488?? = create_checkpoint_at  6896??  6900??  6904??

:Label1278DA
01BD:  6996?? = current_time_in_ms
018A:  6560?? = create_checkpoint_at  6896??  6900??  6904??
00D6: if  0?
0018:    7092?? >  0?  \\ integer values
004D: jump_if_false Label127991
0247: request_model -114? (BARREL4)

:Label127903
00D6: if  0?
8248:   NOT   model -114? (BARREL4) available
004D: jump_if_false Label12791D
0001: wait  0? ms
0002: jump Label127903

:Label12791D
0107:  31544?? = create_object -114? (BARREL4) at -413!  1434.4! -100!
0382: unknown_set_object  31544?? collision_detection  1?
0107:  31548?? = create_object -114? (BARREL4) at -405.36!  1447.12! -100!
0382: unknown_set_object  31548?? collision_detection  1?
0107:  31552?? = create_object -114? (BARREL4) at -400!  1455.5! -100!
0382: unknown_set_object  31552?? collision_detection  1?
0107:  31556?? = create_object -114? (BARREL4) at -402.73!  1465! -100!
0382: unknown_set_object  31556?? collision_detection  1?

:Label127991
00D6: if  0?
0018:    7092?? >  2?  \\ integer values
004D: jump_if_false Label127A1C
0247: request_model #RANCHER
0247: request_model #GDB
0247: request_model #NITESTICK

:Label1279B1
00D6: if  22?
8248:   NOT   model #RANCHER available
8248:   NOT   model #GDB available
8248:   NOT   model #NITESTICK available
004D: jump_if_false Label1279D5
0001: wait  0? ms
0002: jump Label1279B1

:Label1279D5
00A5:  7108?? = create_car #RANCHER at -478.7!  1524!  10.4!
0229: set_car  7108?? color_to  0?  0?
0175: set_car  7108?? z_angle_to  190!
0129:  7104?? = create_actor  4? #GDB in_car  7108?? driverseat
01B2: give_actor  7104?? weapon  4? ammo  0?  \\ Load the weapon model before using this
01CC: actor  7104?? kill_player $PLAYER_CHAR

:Label127A1C
00D6: if  0?
001A:    2? >  6980??  \\ integer values
004D: jump_if_false Label1284D3
0001: wait  0? ms
00D6: if  0?
0038:    6452?? ==  0?  \\ integer values
004D: jump_if_false Label127A5A
03C3: set_timer_with_text_to  6988?? type  0? text "R_TIME" \\ RACE TIME:
0004:  6452?? =  1?  \\ integer values

:Label127A5A
00D6: if  0?
0038:    7088?? ==  0?  \\ integer values
004D: jump_if_false Label127A82
00BC: text_highpriority "BMX_HOW"  4000& ms  1? \\ ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go!
0004:  7088?? =  1?  \\ integer values

:Label127A82
00D6: if  1?
0038:    7088?? ==  1?  \\ integer values
0018:    6988?? >  4000&  \\ integer values
004D: jump_if_false Label127AB2
00BC: text_highpriority "BMXREW1"  4000& ms  1? \\ ~g~Each time you beat your previous record for the two laps
0004:  7088?? =  2?  \\ integer values

:Label127AB2
00D6: if  1?
0038:    7088?? ==  2?  \\ integer values
0018:    6988?? >  8000&  \\ integer values
004D: jump_if_false Label127AE2
00BC: text_highpriority "BMXREW2"  4000& ms  1? \\ ~g~a larger ~y~REWARD ~g~will be awarded!
0004:  7088?? =  3?  \\ integer values

:Label127AE2
00D6: if  0?
0038:    6984?? ==  1?  \\ integer values
004D: jump_if_false Label127B7A
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6680??  6684??  6688??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6680??  6684??  6688?? radius  3!  3!  3!
004D: jump_if_false Label127B7A
0164: disable_marker  6488??
018C: play_sound  1? at  6680??  6684??  6688??
0004:  6984?? =  19?  \\ integer values
0008:  6980?? +=  1?  \\ integer values
00D6: if  0?
001A:    3? >  6980??  \\ integer values
004D: jump_if_false Label127B7A
018A:  6560?? = create_checkpoint_at  6896??  6900??  6904??

:Label127B7A
00D6: if  0?
0038:    6984?? ==  2?  \\ integer values
004D: jump_if_false Label127BF9
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6692??  6696??  6700??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6692??  6696??  6700?? radius  3!  3!  3!
004D: jump_if_false Label127BF9
0164: disable_marker  6492??
018C: play_sound  1? at  6692??  6696??  6700??
018A:  6488?? = create_checkpoint_at  6680??  6684??  6688??
000C:  6984?? -=  1?  \\ integer values

:Label127BF9
00D6: if  0?
0038:    6984?? ==  3?  \\ integer values
004D: jump_if_false Label127C78
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6704??  6708??  6712??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6704??  6708??  6712?? radius  3!  3!  3!
004D: jump_if_false Label127C78
0164: disable_marker  6496??
018C: play_sound  1? at  6704??  6708??  6712??
018A:  6492?? = create_checkpoint_at  6692??  6696??  6700??
000C:  6984?? -=  1?  \\ integer values

:Label127C78
00D6: if  0?
0038:    6984?? ==  4?  \\ integer values
004D: jump_if_false Label127CF7
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6716??  6720??  6724??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6716??  6720??  6724?? radius  3!  3!  3!
004D: jump_if_false Label127CF7
0164: disable_marker  6500??
018C: play_sound  1? at  6716??  6720??  6724??
018A:  6496?? = create_checkpoint_at  6704??  6708??  6712??
000C:  6984?? -=  1?  \\ integer values

:Label127CF7
00D6: if  0?
0038:    6984?? ==  5?  \\ integer values
004D: jump_if_false Label127D76
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6728??  6732??  6736??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6728??  6732??  6736?? radius  3!  3!  3!
004D: jump_if_false Label127D76
0164: disable_marker  6504??
018C: play_sound  1? at  6728??  6732??  6736??
018A:  6500?? = create_checkpoint_at  6716??  6720??  6724??
000C:  6984?? -=  1?  \\ integer values

:Label127D76
00D6: if  0?
0038:    6984?? ==  6?  \\ integer values
004D: jump_if_false Label127DF5
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6740??  6744??  6748??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6740??  6744??  6748?? radius  3!  3!  3!
004D: jump_if_false Label127DF5
0164: disable_marker  6508??
018C: play_sound  1? at  6740??  6744??  6748??
018A:  6504?? = create_checkpoint_at  6728??  6732??  6736??
000C:  6984?? -=  1?  \\ integer values

:Label127DF5
00D6: if  0?
0038:    6984?? ==  7?  \\ integer values
004D: jump_if_false Label127E74
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6752??  6756??  6760??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6752??  6756??  6760?? radius  3!  3!  3!
004D: jump_if_false Label127E74
0164: disable_marker  6512??
018C: play_sound  1? at  6752??  6756??  6760??
018A:  6508?? = create_checkpoint_at  6740??  6744??  6748??
000C:  6984?? -=  1?  \\ integer values

:Label127E74
00D6: if  0?
0038:    6984?? ==  8?  \\ integer values
004D: jump_if_false Label127EF3
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6764??  6768??  6772??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6764??  6768??  6772?? radius  3!  3!  3!
004D: jump_if_false Label127EF3
0164: disable_marker  6516??
018C: play_sound  1? at  6764??  6768??  6772??
018A:  6512?? = create_checkpoint_at  6752??  6756??  6760??
000C:  6984?? -=  1?  \\ integer values

:Label127EF3
00D6: if  0?
0038:    6984?? ==  9?  \\ integer values
004D: jump_if_false Label127FAD
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6776??  6780??  6784??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6776??  6780??  6784?? radius  3!  3!  3!
004D: jump_if_false Label127FAD
0164: disable_marker  6520??
018C: play_sound  1? at  6776??  6780??  6784??
018A:  6516?? = create_checkpoint_at  6764??  6768??  6772??
000C:  6984?? -=  1?  \\ integer values
00D6: if  2?
0038:    7088?? ==  3?  \\ integer values
0018:    6988?? >  12000&  \\ integer values
0018:    7092?? >  3?  \\ integer values
004D: jump_if_false Label127FAD
01B5: force_weather  2?
00BC: text_highpriority "BMXRAIN"  4000& ms  1? \\ ~g~Looks like rain...
0004:  7088?? =  4?  \\ integer values

:Label127FAD
00D6: if  0?
0038:    6984?? ==  10?  \\ integer values
004D: jump_if_false Label12802C
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6788??  6792??  6796??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6788??  6792??  6796?? radius  3!  3!  3!
004D: jump_if_false Label12802C
0164: disable_marker  6524??
018C: play_sound  1? at  6788??  6792??  6796??
018A:  6520?? = create_checkpoint_at  6776??  6780??  6784??
000C:  6984?? -=  1?  \\ integer values

:Label12802C
00D6: if  0?
0038:    6984?? ==  11?  \\ integer values
004D: jump_if_false Label1280AB
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6800??  6804??  6808??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6800??  6804??  6808?? radius  3!  3!  3!
004D: jump_if_false Label1280AB
0164: disable_marker  6528??
018C: play_sound  1? at  6800??  6804??  6808??
018A:  6524?? = create_checkpoint_at  6788??  6792??  6796??
000C:  6984?? -=  1?  \\ integer values

:Label1280AB
00D6: if  0?
0038:    6984?? ==  12?  \\ integer values
004D: jump_if_false Label12812A
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6812??  6816??  6820??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6812??  6816??  6820?? radius  3!  3!  3!
004D: jump_if_false Label12812A
0164: disable_marker  6532??
018C: play_sound  1? at  6812??  6816??  6820??
018A:  6528?? = create_checkpoint_at  6800??  6804??  6808??
000C:  6984?? -=  1?  \\ integer values

:Label12812A
00D6: if  0?
0038:    6984?? ==  13?  \\ integer values
004D: jump_if_false Label1281A9
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6824??  6828??  6832??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6824??  6828??  6832?? radius  3!  3!  3!
004D: jump_if_false Label1281A9
0164: disable_marker  6536??
018C: play_sound  1? at  6824??  6828??  6832??
018A:  6532?? = create_checkpoint_at  6812??  6816??  6820??
000C:  6984?? -=  1?  \\ integer values

:Label1281A9
00D6: if  0?
0038:    6984?? ==  14?  \\ integer values
004D: jump_if_false Label128228
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6836??  6840??  6844??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6836??  6840??  6844?? radius  3!  3!  3!
004D: jump_if_false Label128228
0164: disable_marker  6540??
018C: play_sound  1? at  6836??  6840??  6844??
018A:  6536?? = create_checkpoint_at  6824??  6828??  6832??
000C:  6984?? -=  1?  \\ integer values

:Label128228
00D6: if  0?
0038:    6984?? ==  15?  \\ integer values
004D: jump_if_false Label1282A7
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6848??  6852??  6856??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6848??  6852??  6856?? radius  3!  3!  3!
004D: jump_if_false Label1282A7
0164: disable_marker  6544??
018C: play_sound  1? at  6848??  6852??  6856??
018A:  6540?? = create_checkpoint_at  6836??  6840??  6844??
000C:  6984?? -=  1?  \\ integer values

:Label1282A7
00D6: if  0?
0038:    6984?? ==  16?  \\ integer values
004D: jump_if_false Label128326
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6860??  6864??  6868??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6860??  6864??  6868?? radius  3!  3!  3!
004D: jump_if_false Label128326
0164: disable_marker  6548??
018C: play_sound  1? at  6860??  6864??  6868??
018A:  6544?? = create_checkpoint_at  6848??  6852??  6856??
000C:  6984?? -=  1?  \\ integer values

:Label128326
00D6: if  0?
0038:    6984?? ==  17?  \\ integer values
004D: jump_if_false Label1283A5
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6872??  6876??  6880??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6872??  6876??  6880?? radius  3!  3!  3!
004D: jump_if_false Label1283A5
0164: disable_marker  6552??
018C: play_sound  1? at  6872??  6876??  6880??
018A:  6548?? = create_checkpoint_at  6860??  6864??  6868??
000C:  6984?? -=  1?  \\ integer values

:Label1283A5
00D6: if  0?
0038:    6984?? ==  18?  \\ integer values
004D: jump_if_false Label128424
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6884??  6888??  6892??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6884??  6888??  6892?? radius  3!  3!  3!
004D: jump_if_false Label128424
0164: disable_marker  6556??
018C: play_sound  1? at  6884??  6888??  6892??
018A:  6552?? = create_checkpoint_at  6872??  6876??  6880??
000C:  6984?? -=  1?  \\ integer values

:Label128424
00D6: if  0?
0038:    6984?? ==  19?  \\ integer values
004D: jump_if_false Label1284A3
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6896??  6900??  6904??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6896??  6900??  6904?? radius  3!  3!  3!
004D: jump_if_false Label1284A3
0164: disable_marker  6560??
018C: play_sound  1? at  6896??  6900??  6904??
018A:  6556?? = create_checkpoint_at  6884??  6888??  6892??
000C:  6984?? -=  1?  \\ integer values

:Label1284A3
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL
004D: jump_if_false Label1284CC
00BC: text_highpriority "T4X4_F"  3000& ms  1? \\ ~r~You bailed! Too tough for you?!
0002: jump Label128573

:Label1284CC
0002: jump Label127A1C

:Label1284D3
00D6: if  0?
0038:    6980?? ==  2?  \\ integer values
004D: jump_if_false Label128573
0014:  6988?? /=  1000&  \\ integer values
00D6: if  0?
0038:    1456?? ==  0?  \\ integer values
004D: jump_if_false Label128523
0084:  7084?? =  6988??  \\ integer values and handles
0004:  31540?? =  1?  \\ integer values
0004:  7092?? =  1?  \\ integer values
0050: gosub Label128690
0002: jump Label128553

:Label128523
00D6: if  0?
001C:    7084?? >  6988??  \\ integer values
004D: jump_if_false Label128553
0084:  7084?? =  6988??  \\ integer values and handles
0004:  31540?? =  1?  \\ integer values
0008:  7092?? +=  1?  \\ integer values
0050: gosub Label128690

:Label128553
00D6: if  0?
0038:    31540?? ==  1?  \\ integer values
004D: jump_if_false Label128573
042E:  18?  7084??
0002: jump Label128593

:Label128573
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
00BC: text_highpriority "BMXFAIL"  5000& ms  1? \\ ~r~You failed to set a new record!
0051: return

:Label128593
0084:  7096?? =  7092??  \\ integer values and handles
0010:  7096?? *=  100?  \\ integer values
01E3: text_1number_styled "M_PASS"  7096??  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  7096??
00D6: if  0?
0038:    1456?? ==  0?  \\ integer values
004D: jump_if_false Label1285E0
0595: (unknown)
0004:  1456?? =  1?  \\ integer values
030C: set_mission_points +=  1?

:Label1285E0
0051: return

:Label1285E2
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0164: disable_marker  6488??
0164: disable_marker  6492??
0164: disable_marker  6496??
0164: disable_marker  6500??
0164: disable_marker  6504??
0164: disable_marker  6508??
0164: disable_marker  6512??
0164: disable_marker  6516??
0164: disable_marker  6520??
0164: disable_marker  6524??
0164: disable_marker  6528??
0164: disable_marker  6532??
0164: disable_marker  6536??
0164: disable_marker  6540??
0164: disable_marker  6544??
0164: disable_marker  6548??
0164: disable_marker  6552??
0164: disable_marker  6556??
0164: disable_marker  6560??
0249: release_model -114? (BARREL4)
0249: release_model #RANCHER
0249: release_model #NITESTICK
0249: release_model #GDB
01C2: remove_references_to_actor  7104??  \\ Like turning an actor into a random pedestrian
01C3: remove_references_to_car  7108??  \\ Like turning a car into any random car
0108: destroy_object  31544??
0108: destroy_object  31548??
0108: destroy_object  31552??
0108: destroy_object  31556??
01B7: release_weather
014F: stop_timer  6988??
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label128690
0004:  7100?? =  0?  \\ integer values

:Label128697
00D6: if  0?
0018:    6988?? >  59?  \\ integer values
004D: jump_if_false Label1286BE
000C:  6988?? -=  60?  \\ integer values
0008:  7100?? +=  1?  \\ integer values
0002: jump Label128697

:Label1286BE
02FD: text_2numbers_lowpriority "NEW_REC"  7100??  6988??  5000& ms  1? \\ ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0051: return

;-------------Mission 90---------------
; Originally: 'PCJ Playground'


:Label1286D5
0050: gosub Label1286F9
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1286F0
0050: gosub Label129F88

:Label1286F0
0050: gosub Label12A055
004E: end_thread

:Label1286F9
00D6: if  0?
0038:    1356?? ==  0?  \\ integer values
004D: jump_if_false Label12870D
0317: increment_mission_attempts

:Label12870D
03A4: name_thread "T4X4_1"
0004: $ONMISSION =  1?  \\ integer values
0004:  1420?? =  1?  \\ integer values
054C: use_GXT_table "MIAMI_1"
00BA: text_styled "T4X4_1"  5000& ms  2? \\ 'PCJ Playground'
0001: wait  0? ms
0004:  6428?? =  0?  \\ integer values
0004:  6456?? =  120000&&  \\ integer values
0004:  1428?? =  0?  \\ integer values
0004:  6452?? =  0?  \\ integer values
0004:  1368?? =  1?  \\ integer values
0004:  6440?? =  0?  \\ integer values
0004:  1436?? =  0?  \\ integer values
0004:  6436?? =  120?  \\ integer values
0004:  6448?? =  100?  \\ integer values
0004:  6444?? =  0?  \\ integer values
0004:  6464?? =  0?  \\ integer values
0004:  6468?? =  0?  \\ integer values
0004:  6584?? =  0?  \\ integer values
0004:  6588?? =  0?  \\ integer values
0004:  6592?? =  0?  \\ integer values
0004:  6596?? =  0?  \\ integer values
0004:  6600?? =  0?  \\ integer values
0004:  6604?? =  0?  \\ integer values
0004:  6608?? =  0?  \\ integer values
0004:  6612?? =  0?  \\ integer values
0004:  6616?? =  0?  \\ integer values
0004:  6620?? =  0?  \\ integer values
0004:  6624?? =  0?  \\ integer values
0004:  6628?? =  0?  \\ integer values
0004:  6632?? =  0?  \\ integer values
0004:  6636?? =  0?  \\ integer values
0004:  6640?? =  0?  \\ integer values
0004:  6644?? =  0?  \\ integer values
0004:  6648?? =  0?  \\ integer values
0004:  6652?? =  0?  \\ integer values
0004:  6656?? =  0?  \\ integer values
0004:  6660?? =  0?  \\ integer values
0004:  6664?? =  0?  \\ integer values
0004:  6668?? =  0?  \\ integer values
0004:  6672?? =  0?  \\ integer values
0004:  6676?? =  0?  \\ integer values
0005:  6968?? =  450!  \\ floating-point values
0005:  6972?? = -389!  \\ floating-point values
0005:  6976?? =  26.5!  \\ floating-point values
0005:  6680?? =  460!  \\ floating-point values
0005:  6684?? = -400.4!  \\ floating-point values
0005:  6688?? =  18!  \\ floating-point values
0005:  6692?? =  460!  \\ floating-point values
0005:  6696?? = -441.5!  \\ floating-point values
0005:  6700?? =  17.5!  \\ floating-point values
0005:  6704?? =  453!  \\ floating-point values
0005:  6708?? = -517.83!  \\ floating-point values
0005:  6712?? =  21!  \\ floating-point values
0005:  6716?? =  429.5!  \\ floating-point values
0005:  6720?? = -580.6!  \\ floating-point values
0005:  6724?? =  11!  \\ floating-point values
0005:  6728?? =  392!  \\ floating-point values
0005:  6732?? = -661.3!  \\ floating-point values
0005:  6736?? =  11.5!  \\ floating-point values
0005:  6740?? =  366.5!  \\ floating-point values
0005:  6744?? = -719.2!  \\ floating-point values
0005:  6748?? =  23.3!  \\ floating-point values
0005:  6752?? =  349.5!  \\ floating-point values
0005:  6756?? = -762.2!  \\ floating-point values
0005:  6760?? =  24!  \\ floating-point values
0005:  6764?? =  342.26!  \\ floating-point values
0005:  6768?? = -802.3!  \\ floating-point values
0005:  6772?? =  11.5!  \\ floating-point values
0005:  6776?? =  316!  \\ floating-point values
0005:  6780?? = -858!  \\ floating-point values
0005:  6784?? =  11.5!  \\ floating-point values
0005:  6788?? =  285!  \\ floating-point values
0005:  6792?? = -890!  \\ floating-point values
0005:  6796?? =  11.5!  \\ floating-point values
0005:  6800?? =  256.7!  \\ floating-point values
0005:  6804?? = -955!  \\ floating-point values
0005:  6808?? =  17!  \\ floating-point values
0005:  6812?? =  242.5!  \\ floating-point values
0005:  6816?? = -1111.8!  \\ floating-point values
0005:  6820?? =  11.5!  \\ floating-point values
0005:  6824?? =  228.6!  \\ floating-point values
0005:  6828?? = -1147.9!  \\ floating-point values
0005:  6832?? =  11.5!  \\ floating-point values
0005:  6836?? =  193.5!  \\ floating-point values
0005:  6840?? = -1303.3!  \\ floating-point values
0005:  6844?? =  11.2!  \\ floating-point values
0005:  6848?? =  201.44!  \\ floating-point values
0005:  6852?? = -1318.7!  \\ floating-point values
0005:  6856?? =  11.2!  \\ floating-point values
0005:  6860?? =  188.6!  \\ floating-point values
0005:  6864?? = -1357.5!  \\ floating-point values
0005:  6868?? =  11.2!  \\ floating-point values
0005:  6872?? =  167.2!  \\ floating-point values
0005:  6876?? = -1369.2!  \\ floating-point values
0005:  6880?? =  11.2!  \\ floating-point values
0005:  6884?? =  129.6!  \\ floating-point values
0005:  6888?? = -1337.8!  \\ floating-point values
0005:  6892?? =  9.5!  \\ floating-point values
0005:  6896?? =  104.45!  \\ floating-point values
0005:  6900?? = -1319.7!  \\ floating-point values
0005:  6904?? =  5.5!  \\ floating-point values
0005:  6908?? =  78.7!  \\ floating-point values
0005:  6912?? = -1300!  \\ floating-point values
0005:  6916?? =  13.5!  \\ floating-point values
0005:  6920?? =  70.1!  \\ floating-point values
0005:  6924?? = -1220.4!  \\ floating-point values
0005:  6928?? =  11!  \\ floating-point values
0005:  6932?? =  12.5!  \\ floating-point values
0005:  6936?? = -1192!  \\ floating-point values
0005:  6940?? =  11.4!  \\ floating-point values
0005:  6944?? =  4.96!  \\ floating-point values
0005:  6948?? = -1253.5!  \\ floating-point values
0005:  6952?? =  21.6!  \\ floating-point values
0005:  6956?? =  19.8!  \\ floating-point values
0005:  6960?? = -1308.9!  \\ floating-point values
0005:  6964?? =  17.3!  \\ floating-point values
01C0:  6424?? = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
00DA:  6420?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  6420?? wrecked
004D: jump_if_false Label128B62
020A: set_car  6420?? door_status_to  1?

:Label128B62
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
018A:  6488?? = create_checkpoint_at  6680??  6684??  6688??
018A:  6492?? = create_checkpoint_at  6692??  6696??  6700??
018A:  6496?? = create_checkpoint_at  6704??  6708??  6712??
018A:  6500?? = create_checkpoint_at  6716??  6720??  6724??
018A:  6504?? = create_checkpoint_at  6728??  6732??  6736??
018A:  6508?? = create_checkpoint_at  6740??  6744??  6748??
018A:  6512?? = create_checkpoint_at  6752??  6756??  6760??
018A:  6516?? = create_checkpoint_at  6764??  6768??  6772??
018A:  6520?? = create_checkpoint_at  6776??  6780??  6784??
018A:  6524?? = create_checkpoint_at  6788??  6792??  6796??
018A:  6528?? = create_checkpoint_at  6800??  6804??  6808??
018A:  6532?? = create_checkpoint_at  6812??  6816??  6820??
018A:  6536?? = create_checkpoint_at  6824??  6828??  6832??
018A:  6540?? = create_checkpoint_at  6836??  6840??  6844??
018A:  6544?? = create_checkpoint_at  6848??  6852??  6856??
018A:  6548?? = create_checkpoint_at  6860??  6864??  6868??
018A:  6552?? = create_checkpoint_at  6872??  6876??  6880??
018A:  6556?? = create_checkpoint_at  6884??  6888??  6892??
018A:  6560?? = create_checkpoint_at  6896??  6900??  6904??
018A:  6564?? = create_checkpoint_at  6908??  6912??  6916??
018A:  6568?? = create_checkpoint_at  6920??  6924??  6928??
018A:  6572?? = create_checkpoint_at  6932??  6936??  6940??
018A:  6576?? = create_checkpoint_at  6944??  6948??  6952??
018A:  6580?? = create_checkpoint_at  6956??  6960??  6964??
0247: request_model #YANKEE

:Label128CC2
00D6: if  0?
8248:   NOT   model #YANKEE available
004D: jump_if_false Label128CDD
0001: wait  0? ms
0002: jump Label128CC2

:Label128CDD
00D6: if  0?
001A:    24? >  6428??  \\ integer values
004D: jump_if_false Label129F6F
0001: wait  0? ms
00D6: if  0?
0038:    6452?? ==  1?  \\ integer values
004D: jump_if_false Label128D2D
00D6: if  0?
001A:    1? >  6456??  \\ integer values
004D: jump_if_false Label128D2D
00BC: text_highpriority "TAXI2"  3000& ms  1? \\ ~r~You're out of time!
0002: jump Label129F88

:Label128D2D
00D6: if  1?
0038:    6428?? ==  1?  \\ integer values
0038:    6452?? ==  0?  \\ integer values
004D: jump_if_false Label128D54
014E: set_timer_to  6456?? type  1?
0004:  6452?? =  1?  \\ integer values

:Label128D54
00D6: if  21?
00DE:   player $PLAYER_CHAR driving_vehicle_type #PCJ600
001A:    4? >  1428??  \\ integer values
004D: jump_if_false Label129A5E
00D6: if  0?
0038:    6584?? ==  0?  \\ integer values
004D: jump_if_false Label128DF8
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6680??  6684??  6688??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6680??  6684??  6688?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label128DF8
0164: disable_marker  6488??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6680??  6684??  6688??
0004:  6584?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label128DF8
00D6: if  0?
0038:    6588?? ==  0?  \\ integer values
004D: jump_if_false Label128E82
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6692??  6696??  6700??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6692??  6696??  6700?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label128E82
0164: disable_marker  6492??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6692??  6696??  6700??
0004:  6588?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label128E82
00D6: if  0?
0038:    6592?? ==  0?  \\ integer values
004D: jump_if_false Label128F0C
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6704??  6708??  6712??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6704??  6708??  6712?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label128F0C
0164: disable_marker  6496??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6704??  6708??  6712??
0004:  6592?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label128F0C
00D6: if  0?
0038:    6596?? ==  0?  \\ integer values
004D: jump_if_false Label128F96
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6716??  6720??  6724??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6716??  6720??  6724?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label128F96
0164: disable_marker  6500??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6716??  6720??  6724??
0004:  6596?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label128F96
00D6: if  0?
0038:    6600?? ==  0?  \\ integer values
004D: jump_if_false Label129020
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6728??  6732??  6736??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6728??  6732??  6736?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129020
0164: disable_marker  6504??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6728??  6732??  6736??
0004:  6600?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129020
00D6: if  0?
0038:    6604?? ==  0?  \\ integer values
004D: jump_if_false Label1290AA
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6740??  6744??  6748??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6740??  6744??  6748?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1290AA
0164: disable_marker  6508??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6740??  6744??  6748??
0004:  6604?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1290AA
00D6: if  0?
0038:    6608?? ==  0?  \\ integer values
004D: jump_if_false Label129134
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6752??  6756??  6760??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6752??  6756??  6760?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129134
0164: disable_marker  6512??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6752??  6756??  6760??
0004:  6608?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129134
00D6: if  0?
0038:    6612?? ==  0?  \\ integer values
004D: jump_if_false Label1291BE
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6764??  6768??  6772??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6764??  6768??  6772?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1291BE
0164: disable_marker  6516??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6764??  6768??  6772??
0004:  6612?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1291BE
00D6: if  0?
0038:    6616?? ==  0?  \\ integer values
004D: jump_if_false Label129248
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6776??  6780??  6784??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6776??  6780??  6784?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129248
0164: disable_marker  6520??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6776??  6780??  6784??
0004:  6616?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129248
00D6: if  0?
0038:    6620?? ==  0?  \\ integer values
004D: jump_if_false Label1292D2
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6788??  6792??  6796??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6788??  6792??  6796?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1292D2
0164: disable_marker  6524??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6788??  6792??  6796??
0004:  6620?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1292D2
00D6: if  0?
0038:    6624?? ==  0?  \\ integer values
004D: jump_if_false Label12935C
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6800??  6804??  6808??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6800??  6804??  6808?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12935C
0164: disable_marker  6528??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6800??  6804??  6808??
0004:  6624?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label12935C
00D6: if  0?
0038:    6628?? ==  0?  \\ integer values
004D: jump_if_false Label1293E6
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6812??  6816??  6820??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6812??  6816??  6820?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1293E6
0164: disable_marker  6532??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6812??  6816??  6820??
0004:  6628?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1293E6
00D6: if  0?
0038:    6632?? ==  0?  \\ integer values
004D: jump_if_false Label129470
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6824??  6828??  6832??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6824??  6828??  6832?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129470
0164: disable_marker  6536??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6824??  6828??  6832??
0004:  6632?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129470
00D6: if  0?
0038:    6636?? ==  0?  \\ integer values
004D: jump_if_false Label1294FA
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6836??  6840??  6844??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6836??  6840??  6844?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1294FA
0164: disable_marker  6540??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6836??  6840??  6844??
0004:  6636?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1294FA
00D6: if  0?
0038:    6640?? ==  0?  \\ integer values
004D: jump_if_false Label129584
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6848??  6852??  6856??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6848??  6852??  6856?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129584
0164: disable_marker  6544??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6848??  6852??  6856??
0004:  6640?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129584
00D6: if  0?
0038:    6644?? ==  0?  \\ integer values
004D: jump_if_false Label12960E
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6860??  6864??  6868??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6860??  6864??  6868?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12960E
0164: disable_marker  6548??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6860??  6864??  6868??
0004:  6644?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label12960E
00D6: if  0?
0038:    6648?? ==  0?  \\ integer values
004D: jump_if_false Label129698
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6872??  6876??  6880??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6872??  6876??  6880?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129698
0164: disable_marker  6552??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6872??  6876??  6880??
0004:  6648?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129698
00D6: if  0?
0038:    6652?? ==  0?  \\ integer values
004D: jump_if_false Label129722
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6884??  6888??  6892??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6884??  6888??  6892?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129722
0164: disable_marker  6556??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6884??  6888??  6892??
0004:  6652?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129722
00D6: if  0?
0038:    6656?? ==  0?  \\ integer values
004D: jump_if_false Label1297AC
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6896??  6900??  6904??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6896??  6900??  6904?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1297AC
0164: disable_marker  6560??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6896??  6900??  6904??
0004:  6656?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1297AC
00D6: if  0?
0038:    6660?? ==  0?  \\ integer values
004D: jump_if_false Label129836
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6908??  6912??  6916??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6908??  6912??  6916?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129836
0164: disable_marker  6564??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6908??  6912??  6916??
0004:  6660?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129836
00D6: if  0?
0038:    6664?? ==  0?  \\ integer values
004D: jump_if_false Label1298C0
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6920??  6924??  6928??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6920??  6924??  6928?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1298C0
0164: disable_marker  6568??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6920??  6924??  6928??
0004:  6664?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1298C0
00D6: if  0?
0038:    6668?? ==  0?  \\ integer values
004D: jump_if_false Label12994A
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6932??  6936??  6940??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6932??  6936??  6940?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12994A
0164: disable_marker  6572??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6932??  6936??  6940??
0004:  6668?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label12994A
00D6: if  0?
0038:    6672?? ==  0?  \\ integer values
004D: jump_if_false Label1299D4
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6944??  6948??  6952??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6944??  6948??  6952?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label1299D4
0164: disable_marker  6576??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6944??  6948??  6952??
0004:  6672?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label1299D4
00D6: if  0?
0038:    6676?? ==  0?  \\ integer values
004D: jump_if_false Label129A5E
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6956??  6960??  6964??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6956??  6960??  6964?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label129A5E
0164: disable_marker  6580??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6956??  6960??  6964??
0004:  6676?? =  1?  \\ integer values
01E5: text_1number_highpriority "T4X4_1C"  6428??  3000& ms  1? \\ ~1~ of 24!

:Label129A5E
00D6: if  0?
0038:    1388?? ==  1?  \\ integer values
004D: jump_if_false Label129AB0
00D6: if  1?
0038:    6440?? ==  0?  \\ integer values
001A:    4? >  1428??  \\ integer values
004D: jump_if_false Label129AB0
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label129AB0
0004:  1436?? =  9501&  \\ integer values
0004:  1428?? =  3?  \\ integer values
0004:  6440?? =  1?  \\ integer values

:Label129AB0
00D6: if  0?
0038:    1428?? ==  0?  \\ integer values
004D: jump_if_false Label129B62
01BD:  1432?? = current_time_in_ms
015F: set_camera_position  6968??  6972??  6976??  0!  0!  0!
043C: unknown_set_game_sounds  0?
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label129AF4
00D6: if  0?
016B:   fading
004D: jump_if_false Label129B0C
0001: wait  0? ms
0002: jump Label129AF4

:Label129B0C
03CB: set_camera  6968??  6972??  6976??
0160: point_camera  459.5! -382.2!  14!  2?
016A: fade  1? (back)  1000& ms

:Label129B31
00D6: if  0?
016B:   fading
004D: jump_if_false Label129B49
0001: wait  0? ms
0002: jump Label129B31

:Label129B49
01E5: text_1number_highpriority "T4X4_1A"  6436??  5000& ms  1? \\ ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
0004:  1428?? =  1?  \\ integer values

:Label129B62
00D6: if  0?
0038:    6440?? ==  0?  \\ integer values
004D: jump_if_false Label129B89
01BD:  1440?? = current_time_in_ms
0084:  1436?? =  1440??  \\ integer values and handles
0060:  1436?? -=  1432??  \\ integer values

:Label129B89
00D6: if  1?
0018:    1436?? >  4000&  \\ integer values
0038:    1428?? ==  1?  \\ integer values
004D: jump_if_false Label129BB7
0160: point_camera  6680??  6684??  6688??  1?
0004:  1428?? =  2?  \\ integer values

:Label129BB7
00D6: if  1?
0018:    1436?? >  7000&  \\ integer values
0038:    1428?? ==  2?  \\ integer values
004D: jump_if_false Label129BF4
0160: point_camera  6704??  6708??  6712??  1?
00BC: text_highpriority "T4X4_1B"  5000& ms  1? \\ ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER.
0004:  1428?? =  3?  \\ integer values

:Label129BF4
00D6: if  1?
0018:    1436?? >  9500&  \\ integer values
0038:    1428?? ==  3?  \\ integer values
004D: jump_if_false Label129CB4
016A: fade  0? ()  1000& ms

:Label129C15
00D6: if  0?
016B:   fading
004D: jump_if_false Label129C2D
0001: wait  0? ms
0002: jump Label129C15

:Label129C2D
00BE: text_clear_all
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
03CB: set_camera  380??  384??  388??
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
8119:   NOT   car  6420?? wrecked
004D: jump_if_false Label129C6C
020A: set_car  6420?? door_status_to  1?

:Label129C6C
010D: set_player $PLAYER_CHAR wanted_level_to  6424??
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  1000& ms

:Label129C8A
00D6: if  0?
016B:   fading
004D: jump_if_false Label129CA2
0001: wait  0? ms
0002: jump Label129C8A

:Label129CA2
043C: unknown_set_game_sounds  1?
0004:  1428?? =  4?  \\ integer values
0004:  1388?? =  1?  \\ integer values

:Label129CB4
00D6: if  0?
0038:    6464?? ==  0?  \\ integer values
004D: jump_if_false Label129D56
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  274! -905! radius  10!  10!
004D: jump_if_false Label129D56
0395: clear_area  1? at  278! -961! range  10!  3!
00A5:  6472?? = create_car #YANKEE at  278! -961!  10!
0129:  6480?? = create_actor  4? #MALE01 in_car  6472?? driverseat
0175: set_car  6472?? z_angle_to  70!
04BA: unknown_car  6472??  15!
00A7: unknown_car  6472?? drive_to  121.5! -912.88!  10!
0004:  6464?? =  1?  \\ integer values

:Label129D56
00D6: if  0?
0038:    6464?? ==  1?  \\ integer values
004D: jump_if_false Label129DAA
00D6: if  0?
8119:   NOT   car  6472?? wrecked
004D: jump_if_false Label129DAA
00D6: if  0?
01AD:   car  6472??  0? ()near_point  121.5! -912.88!  4!  4!
004D: jump_if_false Label129DAA
00A8: set_car  6472?? to_psycho_driver
0004:  6464?? =  2?  \\ integer values

:Label129DAA
00D6: if  0?
0038:    6468?? ==  0?  \\ integer values
004D: jump_if_false Label129E2A
00D6: if  0?
00E3:   player $PLAYER_CHAR  0? ()near_point  239! -1081! radius  10!  10!
004D: jump_if_false Label129E2A
00A5:  6476?? = create_car #YANKEE at  210.1! -1136.5!  10.3!
0129:  6484?? = create_actor  4? #MALE01 in_car  6476?? driverseat
0175: set_car  6476?? z_angle_to  260!
04BA: unknown_car  6476??  10!
0477: unknown_car  6476??  8?  20000&
0004:  6468?? =  1?  \\ integer values

:Label129E2A
00D6: if  0?
0038:    6468?? ==  1?  \\ integer values
004D: jump_if_false Label129E7E
00D6: if  0?
8119:   NOT   car  6476?? wrecked
004D: jump_if_false Label129E7E
00D6: if  0?
01AD:   car  6476??  0? ()near_point  252.4! -1142.4!  4!  4!
004D: jump_if_false Label129E7E
00A8: set_car  6476?? to_psycho_driver
0004:  6468?? =  2?  \\ integer values

:Label129E7E
00D6: if  0?
0018:    1428?? >  3?  \\ integer values
004D: jump_if_false Label129F68
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label129F68

:Label129EA3
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label129F68
0001: wait  0? ms
00D6: if  0?
0038:    6452?? ==  1?  \\ integer values
004D: jump_if_false Label129F24
0084:  6432?? =  6456??  \\ integer values and handles
0014:  6432?? /=  1000&  \\ integer values
00D6: if  0?
0018:    6432?? >  0?  \\ integer values
004D: jump_if_false Label129F07
01E5: text_1number_highpriority "GETBIK1"  6432??  2000& ms  1? \\ You have ~1~ seconds to get on a PCJ 600!
0002: jump Label129F1D

:Label129F07
00BC: text_highpriority "T4X4_F"  3000& ms  1? \\ ~r~You bailed! Too tough for you?!
0002: jump Label129F88

:Label129F1D
0002: jump Label129F33

:Label129F24
00BC: text_highpriority "GETBIK3"  1000& ms  1? \\ ~r~You need a PCJ 600 to attempt this mission!

:Label129F33
00D6: if  1?
00E0:   player $PLAYER_CHAR driving
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #PCJ600
004D: jump_if_false Label129F61
00BC: text_highpriority "T4X4_F"  3000& ms  1? \\ ~r~You bailed! Too tough for you?!
0002: jump Label129F88

:Label129F61
0002: jump Label129EA3

:Label129F68
0002: jump Label128CDD

:Label129F6F
00D6: if  0?
0038:    6428?? ==  24?  \\ integer values
004D: jump_if_false Label129F88
0002: jump Label129F99

:Label129F88
00BA: text_styled "M_FAIL"  2000& ms  1? \\ MISSION FAILED!
0051: return

:Label129F99
0010:  6456?? *= -1?  \\ integer values
0008:  6456?? +=  120000&&  \\ integer values
0014:  6456?? /=  1000&  \\ integer values
00D6: if  0?
0038:    1356?? ==  0?  \\ integer values
004D: jump_if_false Label129FD3
0084:  1380?? =  6456??  \\ integer values and handles
0050: gosub Label12A10E

:Label129FD3
00D6: if  0?
0038:    1356?? ==  1?  \\ integer values
004D: jump_if_false Label12A015
00D6: if  0?
001C:    1380?? >  6456??  \\ integer values
004D: jump_if_false Label12A00E
0084:  1380?? =  6456??  \\ integer values and handles
0050: gosub Label12A10E
0002: jump Label12A015

:Label12A00E
0004:  6448?? =  100?  \\ integer values

:Label12A015
01E3: text_1number_styled "M_PASS"  6448??  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  6448??
00D6: if  0?
0038:    1356?? ==  0?  \\ integer values
004D: jump_if_false Label12A053
0595: (unknown)
0004:  1356?? =  1?  \\ integer values
030C: set_mission_points +=  1?

:Label12A053
0051: return

:Label12A055
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
0164: disable_marker  6488??
0164: disable_marker  6492??
0164: disable_marker  6496??
0164: disable_marker  6500??
0164: disable_marker  6504??
0164: disable_marker  6508??
0164: disable_marker  6512??
0164: disable_marker  6516??
0164: disable_marker  6520??
0164: disable_marker  6524??
0164: disable_marker  6528??
0164: disable_marker  6532??
0164: disable_marker  6536??
0164: disable_marker  6540??
0164: disable_marker  6544??
0164: disable_marker  6548??
0164: disable_marker  6552??
0164: disable_marker  6556??
0164: disable_marker  6560??
0164: disable_marker  6564??
0164: disable_marker  6568??
0164: disable_marker  6572??
0164: disable_marker  6576??
0164: disable_marker  6580??
01C2: remove_references_to_actor  6480??  \\ Like turning an actor into a random pedestrian
01C2: remove_references_to_actor  6484??  \\ Like turning an actor into a random pedestrian
0249: release_model #YANKEE
014F: stop_timer  6456??
0004: $ONMISSION =  0?  \\ integer values
0004:  1416?? =  0?  \\ integer values
0004:  1420?? =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label12A10E
042E:  16?  1380??
0084:  31560?? =  1380??  \\ integer values and handles
0004:  6444?? =  0?  \\ integer values

:Label12A124
00D6: if  0?
0018:    31560?? >  59?  \\ integer values
004D: jump_if_false Label12A14B
000C:  31560?? -=  60?  \\ integer values
0008:  6444?? +=  1?  \\ integer values
0002: jump Label12A124

:Label12A14B
02FD: text_2numbers_lowpriority "NEW_REC"  6444??  31560??  5000& ms  1? \\ ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
0004:  6448?? =  1000&  \\ integer values
0051: return

;-------------Mission 91---------------
; Originally: 'CONE CRAZY'


:Label12A16A
0050: gosub Label12A17A
0050: gosub Label12AE44
004E: end_thread

:Label12A17A
00D6: if  0?
0038:    1404?? ==  0?  \\ integer values
004D: jump_if_false Label12A18E
0317: increment_mission_attempts

:Label12A18E
03A4: name_thread "CARPRK1"
0004: $ONMISSION =  1?  \\ integer values
054C: use_GXT_table "CARPAR1"
00BA: text_styled "MM_1"  5000& ms  2? \\ 'CONE CRAZY'
0001: wait  0? ms
0004:  6428?? =  0?  \\ integer values
0004:  6456?? =  0?  \\ integer values
0004:  1428?? =  0?  \\ integer values
0004:  6452?? =  0?  \\ integer values
0004:  6440?? =  0?  \\ integer values
0004:  1436?? =  0?  \\ integer values
0004:  31564?? =  0?  \\ integer values
00D6: if  0?
0038:    1404?? ==  0?  \\ integer values
004D: jump_if_false Label12A216
0004:  6460?? =  12000&  \\ integer values
0004:  31700?? =  12?  \\ integer values
0004:  31704?? =  200&  \\ integer values

:Label12A216
0004:  6464?? =  0?  \\ integer values
0004:  6468?? =  0?  \\ integer values
0004:  6584?? =  0?  \\ integer values
0004:  6588?? =  0?  \\ integer values
0004:  6592?? =  0?  \\ integer values
0004:  6596?? =  0?  \\ integer values
0004:  6600?? =  0?  \\ integer values
0004:  6604?? =  0?  \\ integer values
0004:  6608?? =  0?  \\ integer values
0004:  6612?? =  0?  \\ integer values
0004:  6616?? =  0?  \\ integer values
0004:  6620?? =  0?  \\ integer values
0004:  6624?? =  0?  \\ integer values
0004:  6628?? =  0?  \\ integer values
0004:  6632?? =  0?  \\ integer values
0004:  6636?? =  0?  \\ integer values
0004:  6640?? =  0?  \\ integer values
0004:  6644?? =  0?  \\ integer values
0004:  6648?? =  0?  \\ integer values
0004:  6652?? =  0?  \\ integer values
0004:  6656?? =  0?  \\ integer values
0004:  6660?? =  0?  \\ integer values
0004:  6664?? =  0?  \\ integer values
0004:  6668?? =  0?  \\ integer values
0004:  6672?? =  0?  \\ integer values
0004:  6676?? =  0?  \\ integer values
0004:  1384?? =  0?  \\ integer values
0005:  6968?? =  106!  \\ floating-point values
0005:  6972?? = -1242!  \\ floating-point values
0005:  6976?? =  35.5!  \\ floating-point values
0005:  31848?? =  0!  \\ floating-point values
0005:  31852?? =  128!  \\ floating-point values
0005:  31856?? = -1180.75!  \\ floating-point values
0005:  31836?? =  8!  \\ floating-point values
0005:  31720?? = -100!  \\ floating-point values
0005:  31712?? =  108.8!  \\ floating-point values
0005:  31716?? = -1232.9!  \\ floating-point values
0005:  31724?? =  120.25!  \\ floating-point values
0005:  31728?? = -1230.6!  \\ floating-point values
0005:  31732?? =  111.2!  \\ floating-point values
0005:  31736?? = -1219.7!  \\ floating-point values
0005:  31740?? =  138.6!  \\ floating-point values
0005:  31744?? = -1211.8!  \\ floating-point values
0005:  31748?? =  138.6!  \\ floating-point values
0005:  31752?? = -1207.2!  \\ floating-point values
0005:  31756?? =  141.6!  \\ floating-point values
0005:  31760?? = -1207.2!  \\ floating-point values
0005:  31764?? =  141.6!  \\ floating-point values
0005:  31768?? = -1211.8!  \\ floating-point values
0005:  31772?? =  144.6!  \\ floating-point values
0005:  31776?? = -1207.2!  \\ floating-point values
0005:  31780?? =  147.6!  \\ floating-point values
0005:  31784?? = -1207.2!  \\ floating-point values
0005:  31788?? =  113.25!  \\ floating-point values
0005:  31792?? = -1146.5!  \\ floating-point values
0005:  31796?? =  113.25!  \\ floating-point values
0005:  31800?? = -1149.5!  \\ floating-point values
0005:  31804?? =  113.25!  \\ floating-point values
0005:  31808?? = -1155.5!  \\ floating-point values
0005:  31812?? =  109.25!  \\ floating-point values
0005:  31816?? = -1155.5!  \\ floating-point values
0005:  31820?? =  121.25!  \\ floating-point values
0005:  31824?? = -1155.5!  \\ floating-point values
0005:  31828?? =  117.25!  \\ floating-point values
0005:  31832?? = -1155.5!  \\ floating-point values
0005:  6680?? =  108.8!  \\ floating-point values
0005:  6684?? = -1228.8!  \\ floating-point values
0005:  6688?? =  33.7!  \\ floating-point values
0005:  6692?? =  112.6!  \\ floating-point values
0005:  6696?? = -1232.9!  \\ floating-point values
0005:  6700?? =  33.7!  \\ floating-point values
0005:  6704?? =  140.3!  \\ floating-point values
0005:  6708?? = -1209.5!  \\ floating-point values
0005:  6712?? =  31.5!  \\ floating-point values
0005:  6716?? =  108.8!  \\ floating-point values
0005:  6720?? = -1147.5!  \\ floating-point values
0005:  6724?? =  31.5!  \\ floating-point values
0005:  6728?? =  131.5!  \\ floating-point values
0005:  6732?? = -1182.9!  \\ floating-point values
0005:  6736?? =  31.5!  \\ floating-point values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
01C0:  6424?? = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
00DA:  6420?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  6420?? wrecked
004D: jump_if_false Label12A51C
020A: set_car  6420?? door_status_to  1?

:Label12A51C
03D5: remove_text "M_PASS" \\ MISSION PASSED! $~1~
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0247: request_model -193& (TRAFFICCONE)

:Label12A535
00D6: if  0?
8248:   NOT   model -193& (TRAFFICCONE) available
004D: jump_if_false Label12A550
0001: wait  0? ms
0002: jump Label12A535

:Label12A550
018A:  6488?? = create_checkpoint_at  6680??  6684??  6688??
018A:  6492?? = create_checkpoint_at  6692??  6696??  6700??
018A:  6496?? = create_checkpoint_at  6704??  6708??  6712??
018A:  6500?? = create_checkpoint_at  6716??  6720??  6724??
018A:  6504?? = create_checkpoint_at  6728??  6732??  6736??

:Label12A596
00D6: if  0?
001A:    5? >  6428??  \\ integer values
004D: jump_if_false Label12AD51
0001: wait  0? ms
00D6: if  0?
0038:    6452?? ==  1?  \\ integer values
004D: jump_if_false Label12A5E6
00D6: if  0?
001A:    1? >  6456??  \\ integer values
004D: jump_if_false Label12A5E6
00BC: text_highpriority "TAXI2"  3000& ms  1? \\ ~r~You're out of time!
0002: jump Label12AD6A

:Label12A5E6
00D6: if  1?
0038:    6428?? ==  1?  \\ integer values
0038:    6452?? ==  0?  \\ integer values
004D: jump_if_false Label12A614
014E: set_timer_to  6456?? type  1?
0006:  16@ =  0?  \\ integer values
0004:  6452?? =  1?  \\ integer values

:Label12A614
00D6: if  0?
0038:    6584?? ==  0?  \\ integer values
004D: jump_if_false Label12A694
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6680??  6684??  6688??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6680??  6684??  6688?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12A694
0164: disable_marker  6488??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6680??  6684??  6688??
0058:  6456?? +=  6460??  \\ integer values
0004:  6584?? =  1?  \\ integer values

:Label12A694
00D6: if  0?
0038:    6588?? ==  0?  \\ integer values
004D: jump_if_false Label12A714
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6692??  6696??  6700??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6692??  6696??  6700?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12A714
0164: disable_marker  6492??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6692??  6696??  6700??
0058:  6456?? +=  6460??  \\ integer values
0004:  6588?? =  1?  \\ integer values

:Label12A714
00D6: if  0?
0038:    6592?? ==  0?  \\ integer values
004D: jump_if_false Label12A794
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6704??  6708??  6712??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6704??  6708??  6712?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12A794
0164: disable_marker  6496??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6704??  6708??  6712??
0058:  6456?? +=  6460??  \\ integer values
0004:  6592?? =  1?  \\ integer values

:Label12A794
00D6: if  0?
0038:    6596?? ==  0?  \\ integer values
004D: jump_if_false Label12A814
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6716??  6720??  6724??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6716??  6720??  6724?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12A814
0164: disable_marker  6500??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6716??  6720??  6724??
0058:  6456?? +=  6460??  \\ integer values
0004:  6596?? =  1?  \\ integer values

:Label12A814
00D6: if  0?
0038:    6600?? ==  0?  \\ integer values
004D: jump_if_false Label12A894
024F: create_corona  1!  5?  0? with_color  0?  200&  200& at_point  6728??  6732??  6736??
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  6728??  6732??  6736?? radius  2.5!  2.5!  3.5!
004D: jump_if_false Label12A894
0164: disable_marker  6504??
0008:  6428?? +=  1?  \\ integer values
018C: play_sound  1? at  6728??  6732??  6736??
0058:  6456?? +=  6460??  \\ integer values
0004:  6600?? =  1?  \\ integer values

:Label12A894
00D6: if  0?
0038:    1400?? ==  1?  \\ integer values
004D: jump_if_false Label12A8ED
00D6: if  2?
0038:    6440?? ==  0?  \\ integer values
0018:    1428?? >  0?  \\ integer values
001A:    4? >  1428??  \\ integer values
004D: jump_if_false Label12A8ED
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label12A8ED
0004:  1436?? =  9501&  \\ integer values
0004:  1428?? =  3?  \\ integer values
0004:  6440?? =  1?  \\ integer values

:Label12A8ED
00D6: if  0?
0038:    1428?? ==  0?  \\ integer values
004D: jump_if_false Label12AB85
01BD:  1432?? = current_time_in_ms
015F: set_camera_position  6968??  6972??  6976??  0!  0!  0!
043C: unknown_set_game_sounds  0?
016A: fade  0? ()  1000& ms

:Label12A929
00D6: if  0?
016B:   fading
004D: jump_if_false Label12A941
0001: wait  0? ms
0002: jump Label12A929

:Label12A941
0107:  31572?? = create_object -193& (TRAFFICCONE) at  31712??  31716??  31720??
0382: unknown_set_object  31572?? collision_detection  1?
0392: object  31572?? toggle_in_moving_list  1?
0107:  31576?? = create_object -193& (TRAFFICCONE) at  31724??  31728??  31720??
0382: unknown_set_object  31576?? collision_detection  1?
0392: object  31576?? toggle_in_moving_list  1?
0107:  31580?? = create_object -193& (TRAFFICCONE) at  31732??  31736??  31720??
0382: unknown_set_object  31580?? collision_detection  1?
0392: object  31580?? toggle_in_moving_list  1?
0107:  31584?? = create_object -193& (TRAFFICCONE) at  31740??  31744??  31720??
0382: unknown_set_object  31584?? collision_detection  1?
0392: object  31584?? toggle_in_moving_list  1?
0107:  31588?? = create_object -193& (TRAFFICCONE) at  31748??  31752??  31720??
0382: unknown_set_object  31588?? collision_detection  1?
0392: object  31588?? toggle_in_moving_list  1?
0107:  31592?? = create_object -193& (TRAFFICCONE) at  31756??  31760??  31720??
0382: unknown_set_object  31592?? collision_detection  1?
0392: object  31592?? toggle_in_moving_list  1?
0107:  31596?? = create_object -193& (TRAFFICCONE) at  31764??  31768??  31720??
0382: unknown_set_object  31596?? collision_detection  1?
0392: object  31596?? toggle_in_moving_list  1?
0107:  31600?? = create_object -193& (TRAFFICCONE) at  31772??  31776??  31720??
0382: unknown_set_object  31600?? collision_detection  1?
0392: object  31600?? toggle_in_moving_list  1?
0107:  31604?? = create_object -193& (TRAFFICCONE) at  31780??  31784??  31720??
0382: unknown_set_object  31604?? collision_detection  1?
0392: object  31604?? toggle_in_moving_list  1?
0107:  31608?? = create_object -193& (TRAFFICCONE) at  31788??  31792??  31720??
0382: unknown_set_object  31608?? collision_detection  1?
0392: object  31608?? toggle_in_moving_list  1?
0107:  31612?? = create_object -193& (TRAFFICCONE) at  31796??  31800??  31720??
0382: unknown_set_object  31612?? collision_detection  1?
0392: object  31612?? toggle_in_moving_list  1?
0107:  31616?? = create_object -193& (TRAFFICCONE) at  31804??  31808??  31720??
0382: unknown_set_object  31616?? collision_detection  1?
0392: object  31616?? toggle_in_moving_list  1?
0107:  31620?? = create_object -193& (TRAFFICCONE) at  31812??  31816??  31720??
0382: unknown_set_object  31620?? collision_detection  1?
0392: object  31620?? toggle_in_moving_list  1?
0107:  31624?? = create_object -193& (TRAFFICCONE) at  31820??  31824??  31720??
0382: unknown_set_object  31624?? collision_detection  1?
0392: object  31624?? toggle_in_moving_list  1?
0107:  31628?? = create_object -193& (TRAFFICCONE) at  31828??  31832??  31720??
0382: unknown_set_object  31628?? collision_detection  1?
0392: object  31628?? toggle_in_moving_list  1?
0050: gosub Label12AE86
0107:  31696?? = create_object -193& (TRAFFICCONE) at  31852??  31856??  31720??
0382: unknown_set_object  31696?? collision_detection  1?
0392: object  31696?? toggle_in_moving_list  1?
03CB: set_camera  6968??  6972??  6976??
0160: point_camera  6692??  6696??  6700??  2?
016A: fade  1? (back)  1000& ms

:Label12AB57
00D6: if  0?
016B:   fading
004D: jump_if_false Label12AB6F
0001: wait  0? ms
0002: jump Label12AB57

:Label12AB6F
00BC: text_highpriority "MM_1_A"  5000& ms  1? \\ ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER.
0004:  1428?? =  1?  \\ integer values

:Label12AB85
00D6: if  0?
0038:    6440?? ==  0?  \\ integer values
004D: jump_if_false Label12ABAC
01BD:  1440?? = current_time_in_ms
0084:  1436?? =  1440??  \\ integer values and handles
0060:  1436?? -=  1432??  \\ integer values

:Label12ABAC
00D6: if  1?
0018:    1436?? >  4000&  \\ integer values
0038:    1428?? ==  1?  \\ integer values
004D: jump_if_false Label12ABFA
015F: set_camera_position  156.3! -1220.1!  34!  0!  0!  0!
0160: point_camera  6704??  6708??  6712??  2?
0004:  1428?? =  2?  \\ integer values

:Label12ABFA
00D6: if  1?
0018:    1436?? >  7000&  \\ integer values
0038:    1428?? ==  2?  \\ integer values
004D: jump_if_false Label12AC5A
015F: set_camera_position  106.5! -1139!  38.13!  0!  0!  0!
0160: point_camera  6716??  6720??  6724??  2?
01E5: text_1number_highpriority "MM_1_C"  31700??  5000& ms  1? \\ ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~.
0004:  1428?? =  3?  \\ integer values

:Label12AC5A
00D6: if  1?
0018:    1436?? >  9500&  \\ integer values
0038:    1428?? ==  3?  \\ integer values
004D: jump_if_false Label12ACF2
016A: fade  0? ()  1000& ms

:Label12AC7B
00D6: if  0?
016B:   fading
004D: jump_if_false Label12AC93
0001: wait  0? ms
0002: jump Label12AC7B

:Label12AC93
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
00D6: if  0?
8119:   NOT   car  6420?? wrecked
004D: jump_if_false Label12ACB9
020A: set_car  6420?? door_status_to  1?

:Label12ACB9
010D: set_player $PLAYER_CHAR wanted_level_to  6424??
016A: fade  1? (back)  1000& ms

:Label12ACC8
00D6: if  0?
016B:   fading
004D: jump_if_false Label12ACE0
0001: wait  0? ms
0002: jump Label12ACC8

:Label12ACE0
043C: unknown_set_game_sounds  1?
0004:  1428?? =  4?  \\ integer values
0004:  1400?? =  1?  \\ integer values

:Label12ACF2
00D6: if  0?
80DE:   NOT   player $PLAYER_CHAR driving_vehicle_type #STALLION
004D: jump_if_false Label12AD1B
00BC: text_highpriority "T4X4_F"  3000& ms  1? \\ ~r~You bailed! Too tough for you?!
0002: jump Label12AD6A

:Label12AD1B
0050: gosub Label12B21E
00D6: if  0?
0038:    31564?? ==  1?  \\ integer values
004D: jump_if_false Label12AD4A
00BC: text_highpriority "CONE_1"  5000& ms  1? \\ ~r~You smashed a cone!!
0002: jump Label12AD6A

:Label12AD4A
0002: jump Label12A596

:Label12AD51
00D6: if  0?
0038:    6428?? ==  5?  \\ integer values
004D: jump_if_false Label12AD6A
0002: jump Label12AD7B

:Label12AD6A
00BA: text_styled "M_FAIL"  2000& ms  1? \\ MISSION FAILED!
0051: return

:Label12AD7B
00D6: if  0?
0038:    1404?? ==  0?  \\ integer values
004D: jump_if_false Label12ADAB
008A:  1408?? =  16@  \\ integer values and handles
0014:  1408?? /=  1000&  \\ integer values
042E:  19?  1408??
0050: gosub Label12B428

:Label12ADAB
00D6: if  0?
0038:    1404?? ==  1?  \\ integer values
004D: jump_if_false Label12AE1E
008A:  1384?? =  16@  \\ integer values and handles
0014:  1384?? /=  1000&  \\ integer values
00D6: if  0?
001C:    1408?? >  1384??  \\ integer values
004D: jump_if_false Label12AE04
0084:  1408?? =  1384??  \\ integer values and handles
042E:  19?  1408??
0010:  31704?? *=  2?  \\ integer values
0050: gosub Label12B428
0002: jump Label12AE1E

:Label12AE04
01E3: text_1number_styled "M_PASS"  200&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  200&

:Label12AE1E
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    1404?? ==  0?  \\ integer values
004D: jump_if_false Label12AE42
0595: (unknown)
0004:  1404?? =  1?  \\ integer values
030C: set_mission_points +=  1?

:Label12AE42
0051: return

:Label12AE44
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0? (off)
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0164: disable_marker  6488??
0164: disable_marker  6492??
0164: disable_marker  6496??
0164: disable_marker  6500??
0164: disable_marker  6504??
0050: gosub Label12B386
0249: release_model -193& (TRAFFICCONE)
014F: stop_timer  6456??
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

:Label12AE86
02F6:  31840?? = cosine  31848??  \\ sinus swapped with cosine
0069:  31840?? *=  31836??  \\ floating-point values
0059:  31840?? +=  31852??  \\ floating-point values
02F7:  31844?? = sinus  31848?? \\ cosine swapped with sinus
0069:  31844?? *=  31836??  \\ floating-point values
0059:  31844?? +=  31856??  \\ floating-point values
00D6: if  0?
0042:    31848?? ==  0!  \\ floating-point values
004D: jump_if_false Label12AEEA
0107:  31632?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31632?? collision_detection  1?
0392: object  31632?? toggle_in_moving_list  1?

:Label12AEEA
00D6: if  0?
0042:    31848?? ==  18!  \\ floating-point values
004D: jump_if_false Label12AF1E
0107:  31636?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31636?? collision_detection  1?
0392: object  31636?? toggle_in_moving_list  1?

:Label12AF1E
00D6: if  0?
0042:    31848?? ==  36!  \\ floating-point values
004D: jump_if_false Label12AF52
0107:  31640?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31640?? collision_detection  1?
0392: object  31640?? toggle_in_moving_list  1?

:Label12AF52
00D6: if  0?
0042:    31848?? ==  54!  \\ floating-point values
004D: jump_if_false Label12AF86
0107:  31644?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31644?? collision_detection  1?
0392: object  31644?? toggle_in_moving_list  1?

:Label12AF86
00D6: if  0?
0042:    31848?? ==  72!  \\ floating-point values
004D: jump_if_false Label12AFBA
0107:  31648?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31648?? collision_detection  1?
0392: object  31648?? toggle_in_moving_list  1?

:Label12AFBA
00D6: if  0?
0042:    31848?? ==  90!  \\ floating-point values
004D: jump_if_false Label12AFEE
0107:  31652?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31652?? collision_detection  1?
0392: object  31652?? toggle_in_moving_list  1?

:Label12AFEE
00D6: if  0?
0042:    31848?? ==  108!  \\ floating-point values
004D: jump_if_false Label12B022
0107:  31656?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31656?? collision_detection  1?
0392: object  31656?? toggle_in_moving_list  1?

:Label12B022
00D6: if  0?
0042:    31848?? ==  126!  \\ floating-point values
004D: jump_if_false Label12B056
0107:  31660?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31660?? collision_detection  1?
0392: object  31660?? toggle_in_moving_list  1?

:Label12B056
00D6: if  0?
0042:    31848?? ==  144!  \\ floating-point values
004D: jump_if_false Label12B08A
0107:  31664?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31664?? collision_detection  1?
0392: object  31664?? toggle_in_moving_list  1?

:Label12B08A
00D6: if  0?
0042:    31848?? ==  162!  \\ floating-point values
004D: jump_if_false Label12B0BE
0107:  31668?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31668?? collision_detection  1?
0392: object  31668?? toggle_in_moving_list  1?

:Label12B0BE
00D6: if  0?
0042:    31848?? ==  180!  \\ floating-point values
004D: jump_if_false Label12B0F2
0107:  31672?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31672?? collision_detection  1?
0392: object  31672?? toggle_in_moving_list  1?

:Label12B0F2
00D6: if  0?
0042:    31848?? ==  198!  \\ floating-point values
004D: jump_if_false Label12B126
0107:  31676?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31676?? collision_detection  1?
0392: object  31676?? toggle_in_moving_list  1?

:Label12B126
00D6: if  0?
0042:    31848?? ==  216!  \\ floating-point values
004D: jump_if_false Label12B15A
0107:  31680?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31680?? collision_detection  1?
0392: object  31680?? toggle_in_moving_list  1?

:Label12B15A
00D6: if  0?
0042:    31848?? ==  234!  \\ floating-point values
004D: jump_if_false Label12B18E
0107:  31684?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31684?? collision_detection  1?
0392: object  31684?? toggle_in_moving_list  1?

:Label12B18E
00D6: if  0?
0042:    31848?? ==  252!  \\ floating-point values
004D: jump_if_false Label12B1C2
0107:  31688?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31688?? collision_detection  1?
0392: object  31688?? toggle_in_moving_list  1?

:Label12B1C2
00D6: if  0?
0042:    31848?? ==  270!  \\ floating-point values
004D: jump_if_false Label12B1F6
0107:  31692?? = create_object -193& (TRAFFICCONE) at  31840??  31844??  31720??
0382: unknown_set_object  31692?? collision_detection  1?
0392: object  31692?? toggle_in_moving_list  1?

:Label12B1F6
0009:  31848?? +=  18!  \\ floating-point values
00D6: if  0?
0022:    288! >  31848??  \\ floating-point values
004D: jump_if_false Label12B21C
0002: jump Label12AE86

:Label12B21C
0051: return

:Label12B21E
00D6: if  22?
0366: (unknown)  31572?? 
0366: (unknown)  31576?? 
0366: (unknown)  31580?? 
004D: jump_if_false Label12B23F
0004:  31564?? =  1?  \\ integer values

:Label12B23F
00D6: if  22?
0366: (unknown)  31584?? 
0366: (unknown)  31588?? 
0366: (unknown)  31592?? 
004D: jump_if_false Label12B260
0004:  31564?? =  1?  \\ integer values

:Label12B260
00D6: if  22?
0366: (unknown)  31596?? 
0366: (unknown)  31600?? 
0366: (unknown)  31604?? 
004D: jump_if_false Label12B281
0004:  31564?? =  1?  \\ integer values

:Label12B281
00D6: if  22?
0366: (unknown)  31608?? 
0366: (unknown)  31612?? 
0366: (unknown)  31616?? 
004D: jump_if_false Label12B2A2
0004:  31564?? =  1?  \\ integer values

:Label12B2A2
00D6: if  22?
0366: (unknown)  31620?? 
0366: (unknown)  31624?? 
0366: (unknown)  31628?? 
004D: jump_if_false Label12B2C3
0004:  31564?? =  1?  \\ integer values

:Label12B2C3
00D6: if  22?
0366: (unknown)  31632?? 
0366: (unknown)  31636?? 
0366: (unknown)  31640?? 
004D: jump_if_false Label12B2E4
0004:  31564?? =  1?  \\ integer values

:Label12B2E4
00D6: if  22?
0366: (unknown)  31644?? 
0366: (unknown)  31648?? 
0366: (unknown)  31652?? 
004D: jump_if_false Label12B305
0004:  31564?? =  1?  \\ integer values

:Label12B305
00D6: if  22?
0366: (unknown)  31656?? 
0366: (unknown)  31660?? 
0366: (unknown)  31664?? 
004D: jump_if_false Label12B326
0004:  31564?? =  1?  \\ integer values

:Label12B326
00D6: if  22?
0366: (unknown)  31668?? 
0366: (unknown)  31672?? 
0366: (unknown)  31676?? 
004D: jump_if_false Label12B347
0004:  31564?? =  1?  \\ integer values

:Label12B347
00D6: if  22?
0366: (unknown)  31680?? 
0366: (unknown)  31684?? 
0366: (unknown)  31688?? 
004D: jump_if_false Label12B368
0004:  31564?? =  1?  \\ integer values

:Label12B368
00D6: if  21?
0366: (unknown)  31692?? 
0366: (unknown)  31696?? 
004D: jump_if_false Label12B384
0004:  31564?? =  1?  \\ integer values

:Label12B384
0051: return

:Label12B386
0108: destroy_object  31572??
0108: destroy_object  31576??
0108: destroy_object  31580??
0108: destroy_object  31584??
0108: destroy_object  31588??
0108: destroy_object  31592??
0108: destroy_object  31596??
0108: destroy_object  31600??
0108: destroy_object  31604??
0108: destroy_object  31608??
0108: destroy_object  31612??
0108: destroy_object  31616??
0108: destroy_object  31620??
0108: destroy_object  31624??
0108: destroy_object  31628??
0108: destroy_object  31632??
0108: destroy_object  31636??
0108: destroy_object  31640??
0108: destroy_object  31644??
0108: destroy_object  31648??
0108: destroy_object  31652??
0108: destroy_object  31656??
0108: destroy_object  31660??
0108: destroy_object  31664??
0108: destroy_object  31668??
0108: destroy_object  31672??
0108: destroy_object  31676??
0108: destroy_object  31680??
0108: destroy_object  31684??
0108: destroy_object  31688??
0108: destroy_object  31692??
0108: destroy_object  31696??
0051: return

:Label12B428
0004:  31708?? =  0?  \\ integer values
0084:  31568?? =  1408??  \\ integer values and handles

:Label12B437
00D6: if  0?
0018:    31568?? >  59?  \\ integer values
004D: jump_if_false Label12B45E
000C:  31568?? -=  60?  \\ integer values
0008:  31708?? +=  1?  \\ integer values
0002: jump Label12B437

:Label12B45E
02FD: text_2numbers_lowpriority "NEW_REC"  31708??  31568??  5000& ms  1? \\ ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
000C:  6460?? -=  1000&  \\ integer values
00D6: if  0?
001A:    6000& >  6460??  \\ integer values
004D: jump_if_false Label12B496
0004:  6460?? =  6000&  \\ integer values

:Label12B496
000C:  31700?? -=  1?  \\ integer values
00D6: if  0?
001A:    6? >  31700??  \\ integer values
004D: jump_if_false Label12B4B6
0004:  31700?? =  6?  \\ integer values

:Label12B4B6
01E3: text_1number_styled "M_PASS"  31704??  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  31704??
0051: return

;-------------Mission 92---------------
; Originally: PIZZA BOY MISSION


:Label12B4D2
03A4: name_thread "PIZZA"
0050: gosub Label12B500
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label12B4F7
0050: gosub Label12BEBE

:Label12B4F7
0050: gosub Label12BF32
004E: end_thread

:Label12B500
03D5: remove_text "M_FAIL" \\ MISSION FAILED!
0004: $ONMISSION =  1?  \\ integer values
0001: wait  0? ms
00D6: if  0?
0038:    1556?? ==  0?  \\ integer values
004D: jump_if_false Label12B529
0317: increment_mission_attempts

:Label12B529
054C: use_GXT_table "PIZZA"
0004:  31976?? =  1?  \\ integer values
0004:  31980?? =  0?  \\ integer values
0004:  31984?? =  0?  \\ integer values
0004:  31988?? =  0?  \\ integer values
0004:  31992?? =  0?  \\ integer values
0004:  31996?? =  0?  \\ integer values
0004:  32000?? =  0?  \\ integer values
0004:  32004?? =  0?  \\ integer values
0004:  32008?? =  0?  \\ integer values
0004:  32012?? =  0?  \\ integer values
0004:  32016?? =  0?  \\ integer values
0004:  32020?? =  0?  \\ integer values
0004:  32024?? =  0?  \\ integer values
0004:  32028?? =  0?  \\ integer values
0004:  32032?? =  6?  \\ integer values
0004:  32036?? =  0?  \\ integer values
0004:  32040?? =  0?  \\ integer values
0004:  32044?? =  0?  \\ integer values
0004:  32048?? =  301000&&  \\ integer values
0004:  32052?? =  0?  \\ integer values
0004:  32056?? =  0?  \\ integer values
0004:  32060?? =  0?  \\ integer values
0004:  32064?? =  0?  \\ integer values
0004:  32068?? =  0?  \\ integer values
0004:  32072?? =  0?  \\ integer values
0004:  492?? =  0?  \\ integer values
0004:  32076?? =  0?  \\ integer values
0004:  32084?? =  0?  \\ integer values
0004:  32088?? =  0?  \\ integer values
0005:  32092?? =  0!  \\ floating-point values
0005:  32096?? =  0!  \\ floating-point values
0005:  32100?? =  0!  \\ floating-point values
0005:  32104?? =  0!  \\ floating-point values
0005:  32108?? =  0!  \\ floating-point values
0005:  32112?? =  0!  \\ floating-point values
0005:  32116?? =  0!  \\ floating-point values
0005:  32120?? =  0!  \\ floating-point values
0005:  32124?? =  0!  \\ floating-point values
0005:  32128?? =  0!  \\ floating-point values
0005:  32132?? =  0!  \\ floating-point values
0005:  32136?? =  0!  \\ floating-point values
0005:  32140?? =  0!  \\ floating-point values
0005:  32144?? =  0!  \\ floating-point values
0005:  32148?? =  0!  \\ floating-point values
0005:  32156?? =  0!  \\ floating-point values
0005:  32160?? =  0!  \\ floating-point values
0005:  32164?? =  0!  \\ floating-point values
0005:  32168?? =  0!  \\ floating-point values
0005:  32172?? =  0!  \\ floating-point values
0005:  32176?? =  0!  \\ floating-point values
0005:  380?? =  0!  \\ floating-point values
0005:  384?? =  0!  \\ floating-point values
0005:  388?? =  0!  \\ floating-point values
0004:  32080?? =  0?  \\ integer values
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label12B7F6
0376:  31864?? = create_random_actor  32100??  32104??  32108??
0187:  31928?? = create_marker_above_actor  31864??
0376:  31868?? = create_random_actor  32100??  32104??  32108??
0187:  31932?? = create_marker_above_actor  31868??
0376:  31872?? = create_random_actor  32100??  32104??  32108??
0187:  31936?? = create_marker_above_actor  31872??
0376:  31876?? = create_random_actor  32100??  32104??  32108??
0187:  31940?? = create_marker_above_actor  31876??
0376:  31880?? = create_random_actor  32100??  32104??  32108??
0187:  31944?? = create_marker_above_actor  31880??
0376:  31884?? = create_random_actor  32100??  32104??  32108??
0187:  31948?? = create_marker_above_actor  31884??
0376:  31888?? = create_random_actor  32100??  32104??  32108??
0187:  31952?? = create_marker_above_actor  31888??
0376:  31892?? = create_random_actor  32100??  32104??  32108??
0187:  31956?? = create_marker_above_actor  31892??
0376:  31896?? = create_random_actor  32100??  32104??  32108??
0187:  31960?? = create_marker_above_actor  31896??
0376:  31900?? = create_random_actor  32100??  32104??  32108??
0187:  31964?? = create_marker_above_actor  31900??
018A:  31968?? = create_checkpoint_at  32144??  32148?? -100!

:Label12B7F6
0247: request_model -186& (PIZZABOX)

:Label12B7FB
00D6: if  0?
8248:   NOT   model -186& (PIZZABOX) available
004D: jump_if_false Label12B816
0001: wait  0? ms
0002: jump Label12B7FB

:Label12B816
014C: set_parked_car_generator  7340?? cars_to_generate_to  0?
014C: set_parked_car_generator  7332?? cars_to_generate_to  0?
014C: set_parked_car_generator  7324?? cars_to_generate_to  0?
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  0?
00D6: if  0?
00E0:   player $PLAYER_CHAR driving
004D: jump_if_false Label12B851
00DA:  31860?? = player $PLAYER_CHAR car
0002: jump Label12B867

:Label12B851
00BC: text_highpriority "PIZ1_32"  5000& ms  1? \\ ~r~Pizza's too hot to handle?
0002: jump Label12BEBE

:Label12B867
00D6: if  0?
0038:   $ONMISSION ==  0?  \\ integer values
004D: jump_if_false Label12B881
0186:  31972?? = create_marker_above_car  31860??

:Label12B881
014E: set_timer_to  32048?? type  1?
03C4: set_status_text_to  32032??  0? (number) "PIZ1_12" \\ Pizzas left:
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false Label12B8B6
0004:  32044?? =  1?  \\ integer values

:Label12B8B6
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "HAITI"
004D: jump_if_false Label12B8D5
0004:  32044?? =  2?  \\ integer values

:Label12B8D5
00D6: if  0?
0121:   player $PLAYER_CHAR in_zone "BEACH3"
004D: jump_if_false Label12B8F4
0004:  32044?? =  3?  \\ integer values

:Label12B8F4
00BB: text_lowpriority "PIZ1_01"  7000& ms  1? \\ ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas.
00BB: text_lowpriority "PIZ1_05"  7000& ms  1? \\ ~g~You have five minutes to deliver the orders before the customers phone another pizza shop.
0006:  16@ =  0?  \\ integer values

:Label12B919
0001: wait  0? ms
00D6: if  0?
0038:    31976?? ==  1?  \\ integer values
004D: jump_if_false Label12B965
00D6: if  0?
0038:    32076?? ==  0?  \\ integer values
004D: jump_if_false Label12B965
00D6: if  0?
0019:    16@ >  13999&  \\ integer values
004D: jump_if_false Label12B965
03E5: text_box "PIZ1_06" \\ Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission.
0004:  32076?? =  1?  \\ integer values

:Label12B965
00D6: if  0?
8119:   NOT   car  31860?? wrecked
004D: jump_if_false Label12B9F5
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  31860??
004D: jump_if_false Label12B9F5
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  0? ()near_point_in_car  32144??  32148??  32152?? radius  3!  3!  3!
004D: jump_if_false Label12B9F5
00D6: if  0?
0019:    16@ >  14000&  \\ integer values
004D: jump_if_false Label12B9F5
00D6: if  0?
0018:    32032?? >  0?  \\ integer values
004D: jump_if_false Label12B9F5
00BE: text_clear_all
0004:  32032?? =  6?  \\ integer values
0050: gosub Label12DD8B
0004:  492?? =  0?  \\ integer values
0006:  16@ =  0?  \\ integer values

:Label12B9F5
00D6: if  0?
0038:    32048?? ==  0?  \\ integer values
004D: jump_if_false Label12BA1D
00BC: text_highpriority "PIZ1_08"  5000& ms  1? \\ ~r~You are out of time. You're fired.
0002: jump Label12BEBE

:Label12BA1D
00D6: if  0?
001C:    31976?? >  31980??  \\ integer values
004D: jump_if_false Label12BAEF
0001: wait  0? ms
0050: gosub Label12BFC1
0050: gosub Label12C7A1
0008:  31980?? +=  1?  \\ integer values
00D6: if  0?
0038:    32060?? ==  1?  \\ integer values
004D: jump_if_false Label12BA6A
00BC: text_highpriority "PIZ1_07"  5000& ms  1? \\ ~r~You killed the customer! You're fired.

:Label12BA6A
00D6: if  0?
0038:    32060?? ==  2?  \\ integer values
004D: jump_if_false Label12BA8B
00BC: text_highpriority "PIZ1_09"  5000& ms  1? \\ ~r~You destroyed our bike! You're fired.

:Label12BA8B
00D6: if  0?
0038:    32060?? ==  3?  \\ integer values
004D: jump_if_false Label12BAAC
00BC: text_highpriority "PIZ1_32"  5000& ms  1? \\ ~r~Pizza's too hot to handle?

:Label12BAAC
00D6: if  22?
0038:    32060?? ==  1?  \\ integer values
0038:    32060?? ==  2?  \\ integer values
0038:    32060?? ==  3?  \\ integer values
004D: jump_if_false Label12BAD3
0002: jump Label12BEBE

:Label12BAD3
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0050: gosub Label12E656
0002: jump Label12BA1D

:Label12BAEF
00D6: if  0?
0038:    32060?? ==  1?  \\ integer values
004D: jump_if_false Label12BB10
00BC: text_highpriority "PIZ1_07"  5000& ms  1? \\ ~r~You killed the customer! You're fired.

:Label12BB10
00D6: if  0?
0038:    32060?? ==  2?  \\ integer values
004D: jump_if_false Label12BB31
00BC: text_highpriority "PIZ1_09"  5000& ms  1? \\ ~r~You destroyed our bike! You're fired.

:Label12BB31
00D6: if  0?
0038:    32060?? ==  3?  \\ integer values
004D: jump_if_false Label12BB52
00BC: text_highpriority "PIZ1_32"  5000& ms  1? \\ ~r~Pizza's too hot to handle?

:Label12BB52
00D6: if  22?
0038:    32060?? ==  1?  \\ integer values
0038:    32060?? ==  2?  \\ integer values
0038:    32060?? ==  3?  \\ integer values
004D: jump_if_false Label12BB79
0002: jump Label12BEBE

:Label12BB79
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0050: gosub Label12E656
00D6: if  0?
0038:    32028?? ==  0?  \\ integer values
004D: jump_if_false Label12BDE6
00D6: if  0?
003A:    32024?? ==  31976??  \\ integer values and handles
004D: jump_if_false Label12BBF7
00D6: if  0?
0038:    32068?? ==  0?  \\ integer values
004D: jump_if_false Label12BBF0
00BC: text_highpriority "PIZ1_33"  7000& ms  1? \\ ~g~Return to the restaurant for more orders.
0164: disable_marker  31968??
018A:  31968?? = create_checkpoint_at  32144??  32148?? -100!
0004:  32028?? =  1?  \\ integer values

:Label12BBF0
0002: jump Label12BDDF

:Label12BBF7
00D6: if  0?
0018:    32032?? >  0?  \\ integer values
004D: jump_if_false Label12BC17
0050: gosub Label12CC79
0002: jump Label12BDDF

:Label12BC17
0050: gosub Label12CC79
00D6: if  0?
0038:    492?? ==  0?  \\ integer values
004D: jump_if_false Label12BC46
00BC: text_highpriority "PIZ1_02"  5000& ms  1? \\ ~g~You have thrown all your pizzas, go back and get some more.
0004:  492?? =  1?  \\ integer values

:Label12BC46
0164: disable_marker  31928??
0164: disable_marker  31932??
0164: disable_marker  31936??
0164: disable_marker  31940??
0164: disable_marker  31944??
0164: disable_marker  31948??
0164: disable_marker  31952??
0164: disable_marker  31956??
0164: disable_marker  31960??
0164: disable_marker  31964??
0164: disable_marker  31968??
00D6: if  0?
0038:    32068?? ==  0?  \\ integer values
004D: jump_if_false Label12BDDF
0164: disable_marker  31968??
018A:  31968?? = create_checkpoint_at  32144??  32148?? -100!
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  32144??  32148??  32152?? radius  5!  5!  5!
004D: jump_if_false Label12BDDF
00D6: if  0?
8118:   NOT   actor  31864?? dead
004D: jump_if_false Label12BCE6
0187:  31928?? = create_marker_above_actor  31864??

:Label12BCE6
00D6: if  0?
8118:   NOT   actor  31868?? dead
004D: jump_if_false Label12BCFE
0187:  31932?? = create_marker_above_actor  31868??

:Label12BCFE
00D6: if  0?
8118:   NOT   actor  31872?? dead
004D: jump_if_false Label12BD16
0187:  31936?? = create_marker_above_actor  31872??

:Label12BD16
00D6: if  0?
8118:   NOT   actor  31876?? dead
004D: jump_if_false Label12BD2E
0187:  31940?? = create_marker_above_actor  31876??

:Label12BD2E
00D6: if  0?
8118:   NOT   actor  31880?? dead
004D: jump_if_false Label12BD46
0187:  31944?? = create_marker_above_actor  31880??

:Label12BD46
00D6: if  0?
8118:   NOT   actor  31884?? dead
004D: jump_if_false Label12BD5E
0187:  31948?? = create_marker_above_actor  31884??

:Label12BD5E
00D6: if  0?
8118:   NOT   actor  31888?? dead
004D: jump_if_false Label12BD76
0187:  31952?? = create_marker_above_actor  31888??

:Label12BD76
00D6: if  0?
8118:   NOT   actor  31892?? dead
004D: jump_if_false Label12BD8E
0187:  31956?? = create_marker_above_actor  31892??

:Label12BD8E
00D6: if  0?
8118:   NOT   actor  31896?? dead
004D: jump_if_false Label12BDA6
0187:  31960?? = create_marker_above_actor  31896??

:Label12BDA6
00D6: if  0?
8118:   NOT   actor  31900?? dead
004D: jump_if_false Label12BDBE
0187:  31964?? = create_marker_above_actor  31900??

:Label12BDBE
0164: disable_marker  31968??
0004:  32088?? =  0?  \\ integer values
0004:  32032?? =  6?  \\ integer values
0050: gosub Label12DD8B
0004:  492?? =  0?  \\ integer values

:Label12BDDF
0002: jump Label12BEB7

:Label12BDE6
00D6: if  0?
00FA:   player $PLAYER_CHAR stopped  1? (in-sphere)near_point_in_car  32144??  32148??  32152?? radius  5!  5!  5!
004D: jump_if_false Label12BE9E
00D6: if  0?
0038:    31976?? ==  10?  \\ integer values
004D: jump_if_false Label12BE50
00D6: if  0?
0038:    1556?? ==  0?  \\ integer values
004D: jump_if_false Label12BE42
0002: jump Label12BECF
0002: jump Label12BE49

:Label12BE42
0004:  31976?? =  9?  \\ integer values

:Label12BE49
0002: jump Label12BE97

:Label12BE50
0164: disable_marker  31968??
0004:  32048?? =  301000&&  \\ integer values
0004:  32088?? =  0?  \\ integer values
0004:  32032?? =  6?  \\ integer values
0050: gosub Label12DD8B
0004:  492?? =  0?  \\ integer values
0004:  31980?? =  0?  \\ integer values
0008:  31976?? +=  1?  \\ integer values
0004:  32024?? =  0?  \\ integer values
0004:  32028?? =  0?  \\ integer values

:Label12BE97
0002: jump Label12BEB7

:Label12BE9E
00D6: if  0?
0018:    32032?? >  0?  \\ integer values
004D: jump_if_false Label12BEB7
0050: gosub Label12CC79

:Label12BEB7
0002: jump Label12B919

:Label12BEBE
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
0051: return

:Label12BECF
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0394: play_music  1?
0109: player $PLAYER_CHAR money +=  5000&
00D6: if  0?
0038:    1556?? ==  0?  \\ integer values
004D: jump_if_false Label12BF30
014C: set_parked_car_generator  7336?? cars_to_generate_to  101?
0595: (unknown)
00BC: text_highpriority "PIZ_WON"  5000& ms  1? \\ Pizza Mission Complete. Your max Health increased to 150.
030C: set_mission_points +=  1?
055E: set_player $PLAYER_CHAR max_health +=  50?
0004:  1556?? =  1?  \\ integer values

:Label12BF30
0051: return

:Label12BF32
0004: $ONMISSION =  0?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
0249: release_model #FAGGIO
0249: release_model -186& (PIZZABOX)
014C: set_parked_car_generator  7340?? cars_to_generate_to  101?
014C: set_parked_car_generator  7332?? cars_to_generate_to  101?
014C: set_parked_car_generator  7324?? cars_to_generate_to  101?
0534:  32080??
0164: disable_marker  31928??
0164: disable_marker  31932??
0164: disable_marker  31936??
0164: disable_marker  31940??
0164: disable_marker  31944??
0164: disable_marker  31948??
0164: disable_marker  31952??
0164: disable_marker  31956??
0164: disable_marker  31960??
0164: disable_marker  31964??
0164: disable_marker  31968??
0164: disable_marker  31972??
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  1?
0151: remove_status_text  32032??
014F: stop_timer  32048??
0004:  1560?? =  1?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

:Label12BFC1
0001: wait  0? ms
0054:  380?? = player $PLAYER_CHAR x_pos,  384?? = player $PLAYER_CHAR y_pos,  388?? = player $PLAYER_CHAR z_pos
00D6: if  0?
0038:    32044?? ==  1?  \\ integer values
004D: jump_if_false Label12C021
0208:  32092?? = random_float -1050.4! -160.9!
0208:  32096?? = random_float -160!  1600.7!
0005:  32144?? = -908!  \\ floating-point values
0005:  32148?? =  809.3!  \\ floating-point values
0005:  32152?? =  10.5!  \\ floating-point values

:Label12C021
00D6: if  0?
0038:    32044?? ==  2?  \\ integer values
004D: jump_if_false Label12C06F
0208:  32092?? = random_float -1200.4! -800.9!
0208:  32096?? = random_float -660!  300.7!
0005:  32144?? = -1028.9!  \\ floating-point values
0005:  32148?? =  82.7!  \\ floating-point values
0005:  32152?? =  10.7!  \\ floating-point values

:Label12C06F
00D6: if  0?
0038:    32044?? ==  3?  \\ integer values
004D: jump_if_false Label12C0BD
0208:  32092?? = random_float -100.9!  1000.4!
0208:  32096?? = random_float -300.7!  800.5!
0005:  32144?? =  411.6!  \\ floating-point values
0005:  32148?? =  97.8!  \\ floating-point values
0005:  32152?? =  10.4!  \\ floating-point values

:Label12C0BD
02C0: set  32100??  32104??  32108?? to_ped_path_coords_closest_to  32092??  32096??  388??
00D6: if  21?
0022:    8! >  32108??  \\ floating-point values
0020:    32108?? >  12!  \\ floating-point values
004D: jump_if_false Label12C0F7
0002: jump Label12BFC1

:Label12C0F7
00D6: if  3?
0020:    32100?? >  333.358!  \\ floating-point values
0022:    435.544! >  32100??  \\ floating-point values
0020:    32104?? > -557.261!  \\ floating-point values
0022:   -433.179! >  32104??  \\ floating-point values
004D: jump_if_false Label12C131
0002: jump Label12BFC1

:Label12C131
00D6: if  3?
0020:    32100?? > -64.434!  \\ floating-point values
0022:    81.544! >  32100??  \\ floating-point values
0020:    32104?? > -995.198!  \\ floating-point values
0022:   -896.662! >  32104??  \\ floating-point values
004D: jump_if_false Label12C16B
0002: jump Label12BFC1

:Label12C16B
00D6: if  3?
0020:    32100?? >  446.491!  \\ floating-point values
0022:    599.769! >  32100??  \\ floating-point values
0020:    32104?? > -92.564!  \\ floating-point values
0022:    53.415! >  32104??  \\ floating-point values
004D: jump_if_false Label12C1A5
0002: jump Label12BFC1

:Label12C1A5
00D6: if  3?
0020:    32100?? > -82.682!  \\ floating-point values
0022:    234.821! >  32100??  \\ floating-point values
0020:    32104?? > -272.607!  \\ floating-point values
0022:    406.194! >  32104??  \\ floating-point values
004D: jump_if_false Label12C1DF
0002: jump Label12BFC1

:Label12C1DF
00D6: if  3?
0020:    32100?? > -290.702!  \\ floating-point values
0022:    282.265! >  32100??  \\ floating-point values
0020:    32104?? >  398.714!  \\ floating-point values
0022:    661.476! >  32104??  \\ floating-point values
004D: jump_if_false Label12C219
0002: jump Label12BFC1

:Label12C219
00D6: if  3?
0020:    32100?? > -728.193!  \\ floating-point values
0022:   -67.639! >  32100??  \\ floating-point values
0020:    32104?? > -20.866!  \\ floating-point values
0022:    99.566! >  32104??  \\ floating-point values
004D: jump_if_false Label12C253
0002: jump Label12BFC1

:Label12C253
00D6: if  3?
0020:    32100?? > -516.97!  \\ floating-point values
0022:   -188.518! >  32100??  \\ floating-point values
0020:    32104?? > -667.97!  \\ floating-point values
0022:   -507.393! >  32104??  \\ floating-point values
004D: jump_if_false Label12C28D
0002: jump Label12BFC1

:Label12C28D
00D6: if  3?
0020:    32100?? > -710.393!  \\ floating-point values
0022:   -579.012! >  32100??  \\ floating-point values
0020:    32104?? > -1416.112!  \\ floating-point values
0022:   -1211.742! >  32104??  \\ floating-point values
004D: jump_if_false Label12C2C7
0002: jump Label12BFC1

:Label12C2C7
00D6: if  3?
0020:    32100?? >  333.358!  \\ floating-point values
0022:    493.934! >  32100??  \\ floating-point values
0020:    32104?? >  991.328!  \\ floating-point values
0022:    1261.389! >  32104??  \\ floating-point values
004D: jump_if_false Label12C301
0002: jump Label12BFC1

:Label12C301
00D6: if  3?
0020:    32100?? > -790.682!  \\ floating-point values
0022:   -626.456! >  32100??  \\ floating-point values
0020:    32104?? >  1196.908!  \\ floating-point values
0022:    1306.392! >  32104??  \\ floating-point values
004D: jump_if_false Label12C33B
0002: jump Label12BFC1

:Label12C33B
00D6: if  3?
0020:    32100?? > -1173.877!  \\ floating-point values
0022:   -1027.898! >  32100??  \\ floating-point values
0020:    32104?? >  237.098!  \\ floating-point values
0022:    415.922! >  32104??  \\ floating-point values
004D: jump_if_false Label12C375
0002: jump Label12BFC1

:Label12C375
00D6: if  3?
0020:    32100?? > -1389.195!  \\ floating-point values
0022:   -1199.422! >  32100??  \\ floating-point values
0020:    32104?? > -47.561!  \\ floating-point values
0022:    229.799! >  32104??  \\ floating-point values
004D: jump_if_false Label12C3AF
0002: jump Label12BFC1

:Label12C3AF
00D6: if  3?
0020:    32100?? > -1571.667!  \\ floating-point values
0022:   -1290.658! >  32100??  \\ floating-point values
0020:    32104?? > -1007.371!  \\ floating-point values
0022:   -784.753! >  32104??  \\ floating-point values
004D: jump_if_false Label12C3E9
0002: jump Label12BFC1

:Label12C3E9
0086:  32116?? =  380??  \\ floating-point values only
0061:  32116?? -=  32100??  \\ floating-point values
0086:  32120?? =  384??  \\ floating-point values only
0061:  32120?? -=  32104??  \\ floating-point values
0069:  32116?? *=  32116??  \\ floating-point values
0069:  32120?? *=  32120??  \\ floating-point values
0086:  32112?? =  32116??  \\ floating-point values only
0059:  32112?? +=  32120??  \\ floating-point values
01FB:  32124?? = square_root  32112??
00D6: if  0?
0022:    120! >  32124??  \\ floating-point values
004D: jump_if_false Label12C44D
0002: jump Label12BFC1

:Label12C44D
0086:  32128?? =  32144??  \\ floating-point values only
0061:  32128?? -=  32100??  \\ floating-point values
0086:  32132?? =  32148??  \\ floating-point values only
0061:  32132?? -=  32104??  \\ floating-point values
0069:  32128?? *=  32128??  \\ floating-point values
0069:  32132?? *=  32132??  \\ floating-point values
0086:  32112?? =  32128??  \\ floating-point values only
0059:  32112?? +=  32132??  \\ floating-point values
01FB:  32136?? = square_root  32112??
00D6: if  0?
0022:    100! >  32136??  \\ floating-point values
004D: jump_if_false Label12C4B1
0002: jump Label12BFC1

:Label12C4B1
00D6: if  0?
0038:    31984?? ==  1?  \\ integer values
004D: jump_if_false Label12C4FC
00D6: if  0?
8118:   NOT   actor  31864?? dead
004D: jump_if_false Label12C4FC
00D6: if  0?
00EC:   actor  31864??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C4FC
0002: jump Label12BFC1

:Label12C4FC
00D6: if  0?
0038:    31988?? ==  1?  \\ integer values
004D: jump_if_false Label12C547
00D6: if  0?
8118:   NOT   actor  31868?? dead
004D: jump_if_false Label12C547
00D6: if  0?
00EC:   actor  31868??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C547
0002: jump Label12BFC1

:Label12C547
00D6: if  0?
0038:    31992?? ==  1?  \\ integer values
004D: jump_if_false Label12C592
00D6: if  0?
8118:   NOT   actor  31872?? dead
004D: jump_if_false Label12C592
00D6: if  0?
00EC:   actor  31872??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C592
0002: jump Label12BFC1

:Label12C592
00D6: if  0?
0038:    31996?? ==  1?  \\ integer values
004D: jump_if_false Label12C5DD
00D6: if  0?
8118:   NOT   actor  31876?? dead
004D: jump_if_false Label12C5DD
00D6: if  0?
00EC:   actor  31876??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C5DD
0002: jump Label12BFC1

:Label12C5DD
00D6: if  0?
0038:    32000?? ==  1?  \\ integer values
004D: jump_if_false Label12C628
00D6: if  0?
8118:   NOT   actor  31880?? dead
004D: jump_if_false Label12C628
00D6: if  0?
00EC:   actor  31880??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C628
0002: jump Label12BFC1

:Label12C628
00D6: if  0?
0038:    32004?? ==  1?  \\ integer values
004D: jump_if_false Label12C673
00D6: if  0?
8118:   NOT   actor  31884?? dead
004D: jump_if_false Label12C673
00D6: if  0?
00EC:   actor  31884??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C673
0002: jump Label12BFC1

:Label12C673
00D6: if  0?
0038:    32008?? ==  1?  \\ integer values
004D: jump_if_false Label12C6BE
00D6: if  0?
8118:   NOT   actor  31888?? dead
004D: jump_if_false Label12C6BE
00D6: if  0?
00EC:   actor  31888??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C6BE
0002: jump Label12BFC1

:Label12C6BE
00D6: if  0?
0038:    32012?? ==  1?  \\ integer values
004D: jump_if_false Label12C709
00D6: if  0?
8118:   NOT   actor  31892?? dead
004D: jump_if_false Label12C709
00D6: if  0?
00EC:   actor  31892??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C709
0002: jump Label12BFC1

:Label12C709
00D6: if  0?
0038:    32016?? ==  1?  \\ integer values
004D: jump_if_false Label12C754
00D6: if  0?
8118:   NOT   actor  31896?? dead
004D: jump_if_false Label12C754
00D6: if  0?
00EC:   actor  31896??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C754
0002: jump Label12BFC1

:Label12C754
00D6: if  0?
0038:    32020?? ==  1?  \\ integer values
004D: jump_if_false Label12C79F
00D6: if  0?
8118:   NOT   actor  31900?? dead
004D: jump_if_false Label12C79F
00D6: if  0?
00EC:   actor  31900??  0? ()near_point  32100??  32104?? radius  25!  25!
004D: jump_if_false Label12C79F
0002: jump Label12BFC1

:Label12C79F
0051: return

:Label12C7A1
00D6: if  1?
0018:    31976?? >  0?  \\ integer values
0038:    31984?? ==  0?  \\ integer values
004D: jump_if_false Label12C7FA
0376:  31864?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31864?? z_angle_to  32140??
01ED: spawn_actor  31864??
0192: set_actor  31864?? objective_to_stand_still
0187:  31928?? = create_marker_above_actor  31864??
0004:  31984?? =  1?  \\ integer values
0051: return

:Label12C7FA
00D6: if  1?
0018:    31976?? >  1?  \\ integer values
0038:    31988?? ==  0?  \\ integer values
004D: jump_if_false Label12C853
0376:  31868?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31868?? z_angle_to  32140??
01ED: spawn_actor  31868??
0192: set_actor  31868?? objective_to_stand_still
0187:  31932?? = create_marker_above_actor  31868??
0004:  31988?? =  1?  \\ integer values
0051: return

:Label12C853
00D6: if  1?
0018:    31976?? >  2?  \\ integer values
0038:    31992?? ==  0?  \\ integer values
004D: jump_if_false Label12C8AC
0376:  31872?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31872?? z_angle_to  32140??
01ED: spawn_actor  31872??
0192: set_actor  31872?? objective_to_stand_still
0187:  31936?? = create_marker_above_actor  31872??
0004:  31992?? =  1?  \\ integer values
0051: return

:Label12C8AC
00D6: if  1?
0018:    31976?? >  3?  \\ integer values
0038:    31996?? ==  0?  \\ integer values
004D: jump_if_false Label12C905
0376:  31876?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31876?? z_angle_to  32140??
01ED: spawn_actor  31876??
0192: set_actor  31876?? objective_to_stand_still
0187:  31940?? = create_marker_above_actor  31876??
0004:  31996?? =  1?  \\ integer values
0051: return

:Label12C905
00D6: if  1?
0018:    31976?? >  4?  \\ integer values
0038:    32000?? ==  0?  \\ integer values
004D: jump_if_false Label12C95E
0376:  31880?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31880?? z_angle_to  32140??
01ED: spawn_actor  31880??
0192: set_actor  31880?? objective_to_stand_still
0187:  31944?? = create_marker_above_actor  31880??
0004:  32000?? =  1?  \\ integer values
0051: return

:Label12C95E
00D6: if  1?
0018:    31976?? >  5?  \\ integer values
0038:    32004?? ==  0?  \\ integer values
004D: jump_if_false Label12C9B7
0376:  31884?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31884?? z_angle_to  32140??
01ED: spawn_actor  31884??
0192: set_actor  31884?? objective_to_stand_still
0187:  31948?? = create_marker_above_actor  31884??
0004:  32004?? =  1?  \\ integer values
0051: return

:Label12C9B7
00D6: if  1?
0018:    31976?? >  6?  \\ integer values
0038:    32008?? ==  0?  \\ integer values
004D: jump_if_false Label12CA10
0376:  31888?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31888?? z_angle_to  32140??
01ED: spawn_actor  31888??
0192: set_actor  31888?? objective_to_stand_still
0187:  31952?? = create_marker_above_actor  31888??
0004:  32008?? =  1?  \\ integer values
0051: return

:Label12CA10
00D6: if  1?
0018:    31976?? >  7?  \\ integer values
0038:    32012?? ==  0?  \\ integer values
004D: jump_if_false Label12CA69
0376:  31892?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31892?? z_angle_to  32140??
01ED: spawn_actor  31892??
0192: set_actor  31892?? objective_to_stand_still
0187:  31956?? = create_marker_above_actor  31892??
0004:  32012?? =  1?  \\ integer values
0051: return

:Label12CA69
00D6: if  1?
0018:    31976?? >  8?  \\ integer values
0038:    32016?? ==  0?  \\ integer values
004D: jump_if_false Label12CAC2
0376:  31896?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31896?? z_angle_to  32140??
01ED: spawn_actor  31896??
0192: set_actor  31896?? objective_to_stand_still
0187:  31960?? = create_marker_above_actor  31896??
0004:  32016?? =  1?  \\ integer values
0051: return

:Label12CAC2
00D6: if  1?
0018:    31976?? >  9?  \\ integer values
0038:    32020?? ==  0?  \\ integer values
004D: jump_if_false Label12CB1B
0376:  31900?? = create_random_actor  32100??  32104??  32108??
0208:  32140?? = random_float  0!  359.9!
0173: set_actor  31900?? z_angle_to  32140??
01ED: spawn_actor  31900??
0192: set_actor  31900?? objective_to_stand_still
0187:  31964?? = create_marker_above_actor  31900??
0004:  32020?? =  1?  \\ integer values
0051: return

:Label12CB1B
0051: return

:Label12CB1D
00D6: if  0?
0038:    32036?? ==  0?  \\ integer values
004D: jump_if_false Label12CBC9
029B:  32040?? = init_object -186& (PIZZABOX) at  0!  0!  100!
035C: place_object  32040?? relative_to_car  31860?? offset  .7!  0!  .7!
0382: unknown_set_object  32040?? collision_detection  1?
0392: object  32040?? toggle_in_moving_list  1?
0170:  32156?? = player $PLAYER_CHAR z_angle
000D:  32160?? -=  90!  \\ floating-point values
000D:  32164?? -=  90!  \\ floating-point values
02F7:  32160?? = sinus  32156?? \\ cosine swapped with sinus
02F6:  32164?? = cosine  32156??  \\ sinus swapped with cosine
0011:  32160?? *=  12!  \\ floating-point values
0011:  32164?? *=  12!  \\ floating-point values
038C: object  32040?? scatter  32160??  32164??  5!
000C:  32032?? -=  1?  \\ integer values
0004:  32036?? =  1?  \\ integer values

:Label12CBC9
0051: return

:Label12CBCB
00D6: if  0?
0038:    32036?? ==  0?  \\ integer values
004D: jump_if_false Label12CC77
029B:  32040?? = init_object -186& (PIZZABOX) at  0!  0!  100!
035C: place_object  32040?? relative_to_car  31860?? offset -.7!  0!  .7!
0382: unknown_set_object  32040?? collision_detection  1?
0392: object  32040?? toggle_in_moving_list  1?
0170:  32156?? = player $PLAYER_CHAR z_angle
000D:  32160?? -=  90!  \\ floating-point values
000D:  32164?? -=  90!  \\ floating-point values
02F7:  32160?? = sinus  32156?? \\ cosine swapped with sinus
02F6:  32164?? = cosine  32156??  \\ sinus swapped with cosine
0011:  32160?? *= -12!  \\ floating-point values
0011:  32164?? *= -12!  \\ floating-point values
038C: object  32040?? scatter  32160??  32164??  5!
000C:  32032?? -=  1?  \\ integer values
0004:  32036?? =  1?  \\ integer values

:Label12CC77
0051: return

:Label12CC79
00D6: if  0?
8119:   NOT   car  31860?? wrecked
004D: jump_if_false Label12CE88
00D6: if  0?
00DC:   player $PLAYER_CHAR driving  31860??
004D: jump_if_false Label12CE88
00D6: if  0?
00E1:   key_pressed  0?  7?
004D: jump_if_false Label12CD92
00D6: if  0?
00E1:   key_pressed  0?  17?
004D: jump_if_false Label12CD8B
00D6: if  0?
0038:    32032?? ==  6?  \\ integer values
004D: jump_if_false Label12CCDF
0050: gosub Label12CB1D
0084:  31904?? =  32040??  \\ integer values and handles

:Label12CCDF
00D6: if  0?
0038:    32032?? ==  5?  \\ integer values
004D: jump_if_false Label12CD00
0050: gosub Label12CB1D
0084:  31908?? =  32040??  \\ integer values and handles

:Label12CD00
00D6: if  0?
0038:    32032?? ==  4?  \\ integer values
004D: jump_if_false Label12CD21
0050: gosub Label12CB1D
0084:  31912?? =  32040??  \\ integer values and handles

:Label12CD21
00D6: if  0?
0038:    32032?? ==  3?  \\ integer values
004D: jump_if_false Label12CD42
0050: gosub Label12CB1D
0084:  31916?? =  32040??  \\ integer values and handles

:Label12CD42
00D6: if  0?
0038:    32032?? ==  2?  \\ integer values
004D: jump_if_false Label12CD63
0050: gosub Label12CB1D
0084:  31920?? =  32040??  \\ integer values and handles

:Label12CD63
00D6: if  0?
0038:    32032?? ==  1?  \\ integer values
004D: jump_if_false Label12CD84
0050: gosub Label12CB1D
0084:  31924?? =  32040??  \\ integer values and handles

:Label12CD84
0002: jump Label12CD92

:Label12CD8B
0004:  32036?? =  0?  \\ integer values

:Label12CD92
00D6: if  0?
00E1:   key_pressed  0?  5?
004D: jump_if_false Label12CE88
00D6: if  0?
00E1:   key_pressed  0?  17?
004D: jump_if_false Label12CE81
00D6: if  0?
0038:    32032?? ==  6?  \\ integer values
004D: jump_if_false Label12CDD5
0050: gosub Label12CBCB
0084:  31904?? =  32040??  \\ integer values and handles

:Label12CDD5
00D6: if  0?
0038:    32032?? ==  5?  \\ integer values
004D: jump_if_false Label12CDF6
0050: gosub Label12CBCB
0084:  31908?? =  32040??  \\ integer values and handles

:Label12CDF6
00D6: if  0?
0038:    32032?? ==  4?  \\ integer values
004D: jump_if_false Label12CE17
0050: gosub Label12CBCB
0084:  31912?? =  32040??  \\ integer values and handles

:Label12CE17
00D6: if  0?
0038:    32032?? ==  3?  \\ integer values
004D: jump_if_false Label12CE38
0050: gosub Label12CBCB
0084:  31916?? =  32040??  \\ integer values and handles

:Label12CE38
00D6: if  0?
0038:    32032?? ==  2?  \\ integer values
004D: jump_if_false Label12CE59
0050: gosub Label12CBCB
0084:  31920?? =  32040??  \\ integer values and handles

:Label12CE59
00D6: if  0?
0038:    32032?? ==  1?  \\ integer values
004D: jump_if_false Label12CE7A
0050: gosub Label12CBCB
0084:  31924?? =  32040??  \\ integer values and handles

:Label12CE7A
0002: jump Label12CE88

:Label12CE81
0004:  32036?? =  0?  \\ integer values

:Label12CE88
00D6: if  0?
0038:    31984?? ==  1?  \\ integer values
004D: jump_if_false Label12CF5C
00D6: if  0?
8118:   NOT   actor  31864?? dead
004D: jump_if_false Label12CF55
0084:  32056?? =  31864??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12CF4E
00D6: if  0?
8118:   NOT   actor  31864?? dead
004D: jump_if_false Label12CEEC
0372: set_actor  31864?? anim  14? wait_state_time  500& ms
0002: jump Label12CEF3

:Label12CEEC
0004:  32060?? =  1?  \\ integer values

:Label12CEF3
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31864??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31928??
0004:  31984?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12CF4E
0002: jump Label12CF5C

:Label12CF55
0004:  32060?? =  1?  \\ integer values

:Label12CF5C
00D6: if  0?
0038:    31988?? ==  1?  \\ integer values
004D: jump_if_false Label12D030
00D6: if  0?
8118:   NOT   actor  31868?? dead
004D: jump_if_false Label12D029
0084:  32056?? =  31868??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D022
00D6: if  0?
8118:   NOT   actor  31868?? dead
004D: jump_if_false Label12CFC0
0372: set_actor  31868?? anim  14? wait_state_time  500& ms
0002: jump Label12CFC7

:Label12CFC0
0004:  32060?? =  1?  \\ integer values

:Label12CFC7
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31868??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31932??
0004:  31988?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D022
0002: jump Label12D030

:Label12D029
0004:  32060?? =  1?  \\ integer values

:Label12D030
00D6: if  0?
0038:    31992?? ==  1?  \\ integer values
004D: jump_if_false Label12D104
00D6: if  0?
8118:   NOT   actor  31872?? dead
004D: jump_if_false Label12D0FD
0084:  32056?? =  31872??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D0F6
00D6: if  0?
8118:   NOT   actor  31872?? dead
004D: jump_if_false Label12D094
0372: set_actor  31872?? anim  14? wait_state_time  500& ms
0002: jump Label12D09B

:Label12D094
0004:  32060?? =  1?  \\ integer values

:Label12D09B
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31872??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31936??
0004:  31992?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D0F6
0002: jump Label12D104

:Label12D0FD
0004:  32060?? =  1?  \\ integer values

:Label12D104
00D6: if  0?
0038:    31996?? ==  1?  \\ integer values
004D: jump_if_false Label12D1D8
00D6: if  0?
8118:   NOT   actor  31876?? dead
004D: jump_if_false Label12D1D1
0084:  32056?? =  31876??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D1CA
00D6: if  0?
8118:   NOT   actor  31876?? dead
004D: jump_if_false Label12D168
0372: set_actor  31876?? anim  14? wait_state_time  500& ms
0002: jump Label12D16F

:Label12D168
0004:  32060?? =  1?  \\ integer values

:Label12D16F
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31876??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31940??
0004:  31996?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D1CA
0002: jump Label12D1D8

:Label12D1D1
0004:  32060?? =  1?  \\ integer values

:Label12D1D8
00D6: if  0?
0038:    32000?? ==  1?  \\ integer values
004D: jump_if_false Label12D2AC
00D6: if  0?
8118:   NOT   actor  31880?? dead
004D: jump_if_false Label12D2A5
0084:  32056?? =  31880??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D29E
00D6: if  0?
8118:   NOT   actor  31880?? dead
004D: jump_if_false Label12D23C
0372: set_actor  31880?? anim  14? wait_state_time  500& ms
0002: jump Label12D243

:Label12D23C
0004:  32060?? =  1?  \\ integer values

:Label12D243
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31880??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31944??
0004:  32000?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D29E
0002: jump Label12D2AC

:Label12D2A5
0004:  32060?? =  1?  \\ integer values

:Label12D2AC
00D6: if  0?
0038:    32004?? ==  1?  \\ integer values
004D: jump_if_false Label12D380
00D6: if  0?
8118:   NOT   actor  31884?? dead
004D: jump_if_false Label12D379
0084:  32056?? =  31884??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D372
00D6: if  0?
8118:   NOT   actor  31884?? dead
004D: jump_if_false Label12D310
0372: set_actor  31884?? anim  14? wait_state_time  500& ms
0002: jump Label12D317

:Label12D310
0004:  32060?? =  1?  \\ integer values

:Label12D317
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31884??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31948??
0004:  32004?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D372
0002: jump Label12D380

:Label12D379
0004:  32060?? =  1?  \\ integer values

:Label12D380
00D6: if  0?
0038:    32008?? ==  1?  \\ integer values
004D: jump_if_false Label12D454
00D6: if  0?
8118:   NOT   actor  31888?? dead
004D: jump_if_false Label12D44D
0084:  32056?? =  31888??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D446
00D6: if  0?
8118:   NOT   actor  31888?? dead
004D: jump_if_false Label12D3E4
0372: set_actor  31888?? anim  14? wait_state_time  500& ms
0002: jump Label12D3EB

:Label12D3E4
0004:  32060?? =  1?  \\ integer values

:Label12D3EB
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31888??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31952??
0004:  32008?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D446
0002: jump Label12D454

:Label12D44D
0004:  32060?? =  1?  \\ integer values

:Label12D454
00D6: if  0?
0038:    32012?? ==  1?  \\ integer values
004D: jump_if_false Label12D528
00D6: if  0?
8118:   NOT   actor  31892?? dead
004D: jump_if_false Label12D521
0084:  32056?? =  31892??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D51A
00D6: if  0?
8118:   NOT   actor  31892?? dead
004D: jump_if_false Label12D4B8
0372: set_actor  31892?? anim  14? wait_state_time  500& ms
0002: jump Label12D4BF

:Label12D4B8
0004:  32060?? =  1?  \\ integer values

:Label12D4BF
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31892??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31956??
0004:  32012?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D51A
0002: jump Label12D528

:Label12D521
0004:  32060?? =  1?  \\ integer values

:Label12D528
00D6: if  0?
0038:    32016?? ==  1?  \\ integer values
004D: jump_if_false Label12D5FC
00D6: if  0?
8118:   NOT   actor  31896?? dead
004D: jump_if_false Label12D5F5
0084:  32056?? =  31896??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D5EE
00D6: if  0?
8118:   NOT   actor  31896?? dead
004D: jump_if_false Label12D58C
0372: set_actor  31896?? anim  14? wait_state_time  500& ms
0002: jump Label12D593

:Label12D58C
0004:  32060?? =  1?  \\ integer values

:Label12D593
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31896??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31960??
0004:  32016?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D5EE
0002: jump Label12D5FC

:Label12D5F5
0004:  32060?? =  1?  \\ integer values

:Label12D5FC
00D6: if  0?
0038:    32020?? ==  1?  \\ integer values
004D: jump_if_false Label12D6D0
00D6: if  0?
8118:   NOT   actor  31900?? dead
004D: jump_if_false Label12D6C9
0084:  32056?? =  31900??  \\ integer values and handles
0050: gosub Label12D6D9
00D6: if  0?
0038:    32052?? ==  1?  \\ integer values
004D: jump_if_false Label12D6C2
00D6: if  0?
8118:   NOT   actor  31900?? dead
004D: jump_if_false Label12D660
0372: set_actor  31900?? anim  14? wait_state_time  500& ms
0002: jump Label12D667

:Label12D660
0004:  32060?? =  1?  \\ integer values

:Label12D667
0001: wait  500& ms
0050: gosub Label12DCFF
01C2: remove_references_to_actor  31900??  \\ Like turning an actor into a random pedestrian
018C: play_sound  1? at  0!  0!  0!
00BC: text_highpriority "PIZ1_34"  5000& ms  1? \\ ~g~Pizza delivered, here's your cash.
0109: player $PLAYER_CHAR money +=  10?
0164: disable_marker  31964??
0004:  32020?? =  0?  \\ integer values
0008:  32024?? +=  1?  \\ integer values
0008:  32080?? +=  1?  \\ integer values
0004:  32052?? =  0?  \\ integer values

:Label12D6C2
0002: jump Label12D6D0

:Label12D6C9
0004:  32060?? =  1?  \\ integer values

:Label12D6D0
0050: gosub Label12E7F2
0051: return

:Label12D6D9
00D6: if  0?
03CA:   object  31904?? exists
004D: jump_if_false Label12D7DF
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D7D8
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31904?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D7D1
0004:  32064?? =  1?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12D72A
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12D748
0002: jump Label12D7CA

:Label12D748
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D7AE
00D6: if  0?
03CA:   object  31904?? exists
004D: jump_if_false Label12D7A7
01BB:  32168?? = object  31904?? x_pos,  32172?? = object  31904?? y_pos,  32176?? = object  31904?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31904?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D7A7
0002: jump Label12D7CA

:Label12D7A7
0002: jump Label12D7B5

:Label12D7AE
0004:  32060?? =  1?  \\ integer values

:Label12D7B5
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12D72A

:Label12D7CA
0004:  32052?? =  1?  \\ integer values

:Label12D7D1
0002: jump Label12D7DF

:Label12D7D8
0004:  32060?? =  1?  \\ integer values

:Label12D7DF
00D6: if  0?
03CA:   object  31908?? exists
004D: jump_if_false Label12D8E5
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D8DE
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31908?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D8D7
0004:  32064?? =  2?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12D830
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12D84E
0002: jump Label12D8D0

:Label12D84E
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D8B4
00D6: if  0?
03CA:   object  31908?? exists
004D: jump_if_false Label12D8AD
01BB:  32168?? = object  31908?? x_pos,  32172?? = object  31908?? y_pos,  32176?? = object  31908?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31908?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D8AD
0002: jump Label12D8D0

:Label12D8AD
0002: jump Label12D8BB

:Label12D8B4
0004:  32060?? =  1?  \\ integer values

:Label12D8BB
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12D830

:Label12D8D0
0004:  32052?? =  1?  \\ integer values

:Label12D8D7
0002: jump Label12D8E5

:Label12D8DE
0004:  32060?? =  1?  \\ integer values

:Label12D8E5
00D6: if  0?
03CA:   object  31912?? exists
004D: jump_if_false Label12D9EB
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D9E4
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31912?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D9DD
0004:  32064?? =  3?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12D936
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12D954
0002: jump Label12D9D6

:Label12D954
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12D9BA
00D6: if  0?
03CA:   object  31912?? exists
004D: jump_if_false Label12D9B3
01BB:  32168?? = object  31912?? x_pos,  32172?? = object  31912?? y_pos,  32176?? = object  31912?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31912?? radius  2!  2! unknown  0?
004D: jump_if_false Label12D9B3
0002: jump Label12D9D6

:Label12D9B3
0002: jump Label12D9C1

:Label12D9BA
0004:  32060?? =  1?  \\ integer values

:Label12D9C1
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12D936

:Label12D9D6
0004:  32052?? =  1?  \\ integer values

:Label12D9DD
0002: jump Label12D9EB

:Label12D9E4
0004:  32060?? =  1?  \\ integer values

:Label12D9EB
00D6: if  0?
03CA:   object  31916?? exists
004D: jump_if_false Label12DAF1
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DAEA
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31916?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DAE3
0004:  32064?? =  4?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12DA3C
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12DA5A
0002: jump Label12DADC

:Label12DA5A
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DAC0
00D6: if  0?
03CA:   object  31916?? exists
004D: jump_if_false Label12DAB9
01BB:  32168?? = object  31916?? x_pos,  32172?? = object  31916?? y_pos,  32176?? = object  31916?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31916?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DAB9
0002: jump Label12DADC

:Label12DAB9
0002: jump Label12DAC7

:Label12DAC0
0004:  32060?? =  1?  \\ integer values

:Label12DAC7
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12DA3C

:Label12DADC
0004:  32052?? =  1?  \\ integer values

:Label12DAE3
0002: jump Label12DAF1

:Label12DAEA
0004:  32060?? =  1?  \\ integer values

:Label12DAF1
00D6: if  0?
03CA:   object  31920?? exists
004D: jump_if_false Label12DBF7
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DBF0
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31920?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DBE9
0004:  32064?? =  5?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12DB42
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12DB60
0002: jump Label12DBE2

:Label12DB60
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DBC6
00D6: if  0?
03CA:   object  31920?? exists
004D: jump_if_false Label12DBBF
01BB:  32168?? = object  31920?? x_pos,  32172?? = object  31920?? y_pos,  32176?? = object  31920?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31920?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DBBF
0002: jump Label12DBE2

:Label12DBBF
0002: jump Label12DBCD

:Label12DBC6
0004:  32060?? =  1?  \\ integer values

:Label12DBCD
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12DB42

:Label12DBE2
0004:  32052?? =  1?  \\ integer values

:Label12DBE9
0002: jump Label12DBF7

:Label12DBF0
0004:  32060?? =  1?  \\ integer values

:Label12DBF7
00D6: if  0?
03CA:   object  31924?? exists
004D: jump_if_false Label12DCFD
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DCF6
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31924?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DCEF
0004:  32064?? =  6?  \\ integer values
0001: wait  20? ms
0006:  17@ =  0?  \\ integer values

:Label12DC48
0001: wait  0? ms
00D6: if  0?
0019:    17@ >  3000&  \\ integer values
004D: jump_if_false Label12DC66
0002: jump Label12DCE8

:Label12DC66
00D6: if  0?
8118:   NOT   actor  32056?? dead
004D: jump_if_false Label12DCCC
00D6: if  0?
03CA:   object  31924?? exists
004D: jump_if_false Label12DCC5
01BB:  32168?? = object  31924?? x_pos,  32172?? = object  31924?? y_pos,  32176?? = object  31924?? z_pos
0239: actor  32056?? run_to  32168??  32172??
00D6: if  0?
0472:   unknown_actor  32056?? near_pizza  31924?? radius  2!  2! unknown  0?
004D: jump_if_false Label12DCC5
0002: jump Label12DCE8

:Label12DCC5
0002: jump Label12DCD3

:Label12DCCC
0004:  32060?? =  1?  \\ integer values

:Label12DCD3
0050: gosub Label12E7F2
0050: gosub Label12EA9E
0002: jump Label12DC48

:Label12DCE8
0004:  32052?? =  1?  \\ integer values

:Label12DCEF
0002: jump Label12DCFD

:Label12DCF6
0004:  32060?? =  1?  \\ integer values

:Label12DCFD
0051: return

:Label12DCFF
00D6: if  0?
0038:    32064?? ==  1?  \\ integer values
004D: jump_if_false Label12DD16
0108: destroy_object  31904??

:Label12DD16
00D6: if  0?
0038:    32064?? ==  2?  \\ integer values
004D: jump_if_false Label12DD2D
0108: destroy_object  31908??

:Label12DD2D
00D6: if  0?
0038:    32064?? ==  3?  \\ integer values
004D: jump_if_false Label12DD44
0108: destroy_object  31912??

:Label12DD44
00D6: if  0?
0038:    32064?? ==  4?  \\ integer values
004D: jump_if_false Label12DD5B
0108: destroy_object  31916??

:Label12DD5B
00D6: if  0?
0038:    32064?? ==  5?  \\ integer values
004D: jump_if_false Label12DD72
0108: destroy_object  31920??

:Label12DD72
00D6: if  0?
0038:    32064?? ==  6?  \\ integer values
004D: jump_if_false Label12DD89
0108: destroy_object  31924??

:Label12DD89
0051: return

:Label12DD8B
01C4: remove_references_to_object  31904??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  31908??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  31912??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  31916??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  31920??  \\ This object will now disappear when the player looks away
01C4: remove_references_to_object  31924??  \\ This object will now disappear when the player looks away
0209:  32084?? = random_int  1?  20?
00D6: if  0?
0038:    32088?? ==  0?  \\ integer values
004D: jump_if_false Label12E654
00D6: if  0?
0038:    32084?? ==  1?  \\ integer values
004D: jump_if_false Label12DE37
03CF: load_wav "PISS_01" as  1?

:Label12DDE2
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12DDFC
0001: wait  0? ms
0002: jump Label12DDE2

:Label12DDFC
00BC: text_highpriority "PIZ1_13"  4000& ms  1? \\ Get these delivered nice and hot.
03D1: play_wav  1?

:Label12DE0F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12DE29
0001: wait  0? ms
0002: jump Label12DE0F

:Label12DE29
040D: unload_wav  1?
03D5: remove_text "PIZ1_13" \\ Get these delivered nice and hot.

:Label12DE37
00D6: if  0?
0038:    32084?? ==  2?  \\ integer values
004D: jump_if_false Label12DEAA
03CF: load_wav "PISS_02" as  1?

:Label12DE55
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12DE6F
0001: wait  0? ms
0002: jump Label12DE55

:Label12DE6F
00BC: text_highpriority "PIZ1_14"  4000& ms  1? \\ Pal, pizza's for you.
03D1: play_wav  1?

:Label12DE82
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12DE9C
0001: wait  0? ms
0002: jump Label12DE82

:Label12DE9C
040D: unload_wav  1?
03D5: remove_text "PIZ1_14" \\ Pal, pizza's for you.

:Label12DEAA
00D6: if  0?
0038:    32084?? ==  3?  \\ integer values
004D: jump_if_false Label12DF1D
03CF: load_wav "PISS_03" as  1?

:Label12DEC8
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12DEE2
0001: wait  0? ms
0002: jump Label12DEC8

:Label12DEE2
00BC: text_highpriority "PIZ1_15"  4000& ms  1? \\ Hey, come on Mister, deliver these quick.
03D1: play_wav  1?

:Label12DEF5
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12DF0F
0001: wait  0? ms
0002: jump Label12DEF5

:Label12DF0F
040D: unload_wav  1?
03D5: remove_text "PIZ1_15" \\ Hey, come on Mister, deliver these quick.

:Label12DF1D
00D6: if  0?
0038:    32084?? ==  4?  \\ integer values
004D: jump_if_false Label12DF90
03CF: load_wav "PISS_04" as  1?

:Label12DF3B
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12DF55
0001: wait  0? ms
0002: jump Label12DF3B

:Label12DF55
00BC: text_highpriority "PIZ1_16"  4000& ms  1? \\ What are you waiting around for Mister? You got pizza to deliver.
03D1: play_wav  1?

:Label12DF68
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12DF82
0001: wait  0? ms
0002: jump Label12DF68

:Label12DF82
040D: unload_wav  1?
03D5: remove_text "PIZ1_16" \\ What are you waiting around for Mister? You got pizza to deliver.

:Label12DF90
00D6: if  0?
0038:    32084?? ==  5?  \\ integer values
004D: jump_if_false Label12E003
03CF: load_wav "PISS_05" as  1?

:Label12DFAE
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12DFC8
0001: wait  0? ms
0002: jump Label12DFAE

:Label12DFC8
00BC: text_highpriority "PIZ1_17"  4000& ms  1? \\ I know you didn't want to be a pizza boy, well I don't give a damn.
03D1: play_wav  1?

:Label12DFDB
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12DFF5
0001: wait  0? ms
0002: jump Label12DFDB

:Label12DFF5
040D: unload_wav  1?
03D5: remove_text "PIZ1_17" \\ I know you didn't want to be a pizza boy, well I don't give a damn.

:Label12E003
00D6: if  0?
0038:    32084?? ==  6?  \\ integer values
004D: jump_if_false Label12E076
03CF: load_wav "PISS_06" as  1?

:Label12E021
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E03B
0001: wait  0? ms
0002: jump Label12E021

:Label12E03B
00BC: text_highpriority "PIZ1_18"  4000& ms  1? \\ Deliver these.
03D1: play_wav  1?

:Label12E04E
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E068
0001: wait  0? ms
0002: jump Label12E04E

:Label12E068
040D: unload_wav  1?
03D5: remove_text "PIZ1_18" \\ Deliver these.

:Label12E076
00D6: if  0?
0038:    32084?? ==  7?  \\ integer values
004D: jump_if_false Label12E0E9
03CF: load_wav "PISS_07" as  1?

:Label12E094
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E0AE
0001: wait  0? ms
0002: jump Label12E094

:Label12E0AE
00BC: text_highpriority "PIZ1_19"  4000& ms  1? \\ These need delivering.
03D1: play_wav  1?

:Label12E0C1
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E0DB
0001: wait  0? ms
0002: jump Label12E0C1

:Label12E0DB
040D: unload_wav  1?
03D5: remove_text "PIZ1_19" \\ These need delivering.

:Label12E0E9
00D6: if  0?
0038:    32084?? ==  8?  \\ integer values
004D: jump_if_false Label12E15C
03CF: load_wav "PISS_08" as  1?

:Label12E107
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E121
0001: wait  0? ms
0002: jump Label12E107

:Label12E121
00BC: text_highpriority "PIZ1_20"  4000& ms  1? \\ Come on Mister, deliver these things or you're sacked.
03D1: play_wav  1?

:Label12E134
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E14E
0001: wait  0? ms
0002: jump Label12E134

:Label12E14E
040D: unload_wav  1?
03D5: remove_text "PIZ1_20" \\ Come on Mister, deliver these things or you're sacked.

:Label12E15C
00D6: if  0?
0038:    32084?? ==  9?  \\ integer values
004D: jump_if_false Label12E1CF
03CF: load_wav "PISS_09" as  1?

:Label12E17A
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E194
0001: wait  0? ms
0002: jump Label12E17A

:Label12E194
00BC: text_highpriority "PIZ1_21"  4000& ms  1? \\ We got people waiting pal.
03D1: play_wav  1?

:Label12E1A7
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E1C1
0001: wait  0? ms
0002: jump Label12E1A7

:Label12E1C1
040D: unload_wav  1?
03D5: remove_text "PIZ1_21" \\ We got people waiting pal.

:Label12E1CF
00D6: if  0?
0038:    32084?? ==  10?  \\ integer values
004D: jump_if_false Label12E242
03CF: load_wav "PISS_10" as  1?

:Label12E1ED
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E207
0001: wait  0? ms
0002: jump Label12E1ED

:Label12E207
00BC: text_highpriority "PIZ1_22"  4000& ms  1? \\ What are you waiting around for? These need delivering!
03D1: play_wav  1?

:Label12E21A
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E234
0001: wait  0? ms
0002: jump Label12E21A

:Label12E234
040D: unload_wav  1?
03D5: remove_text "PIZ1_22" \\ What are you waiting around for? These need delivering!

:Label12E242
00D6: if  0?
0038:    32084?? ==  11?  \\ integer values
004D: jump_if_false Label12E2B5
03CF: load_wav "PISS_11" as  1?

:Label12E260
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E27A
0001: wait  0? ms
0002: jump Label12E260

:Label12E27A
00BC: text_highpriority "PIZ1_23"  4000& ms  1? \\ Deliver the damn food Mister.
03D1: play_wav  1?

:Label12E28D
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E2A7
0001: wait  0? ms
0002: jump Label12E28D

:Label12E2A7
040D: unload_wav  1?
03D5: remove_text "PIZ1_23" \\ Deliver the damn food Mister.

:Label12E2B5
00D6: if  0?
0038:    32084?? ==  12?  \\ integer values
004D: jump_if_false Label12E328
03CF: load_wav "PISS_12" as  1?

:Label12E2D3
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E2ED
0001: wait  0? ms
0002: jump Label12E2D3

:Label12E2ED
00BC: text_highpriority "PIZ1_24"  4000& ms  1? \\ These need delivering pal.
03D1: play_wav  1?

:Label12E300
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E31A
0001: wait  0? ms
0002: jump Label12E300

:Label12E31A
040D: unload_wav  1?
03D5: remove_text "PIZ1_24" \\ These need delivering pal.

:Label12E328
00D6: if  0?
0038:    32084?? ==  13?  \\ integer values
004D: jump_if_false Label12E39B
03CF: load_wav "PISS_13" as  1?

:Label12E346
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E360
0001: wait  0? ms
0002: jump Label12E346

:Label12E360
00BC: text_highpriority "PIZ1_25"  4000& ms  1? \\ Man, can you take these?
03D1: play_wav  1?

:Label12E373
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E38D
0001: wait  0? ms
0002: jump Label12E373

:Label12E38D
040D: unload_wav  1?
03D5: remove_text "PIZ1_25" \\ Man, can you take these?

:Label12E39B
00D6: if  0?
0038:    32084?? ==  14?  \\ integer values
004D: jump_if_false Label12E40E
03CF: load_wav "PISS_14" as  1?

:Label12E3B9
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E3D3
0001: wait  0? ms
0002: jump Label12E3B9

:Label12E3D3
00BC: text_highpriority "PIZ1_26"  4000& ms  1? \\ Mister, deliver these pronto, avamos amigo.
03D1: play_wav  1?

:Label12E3E6
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E400
0001: wait  0? ms
0002: jump Label12E3E6

:Label12E400
040D: unload_wav  1?
03D5: remove_text "PIZ1_26" \\ Mister, deliver these pronto, avamos amigo.

:Label12E40E
00D6: if  0?
0038:    32084?? ==  15?  \\ integer values
004D: jump_if_false Label12E481
03CF: load_wav "PISS_15" as  1?

:Label12E42C
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E446
0001: wait  0? ms
0002: jump Label12E42C

:Label12E446
00BC: text_highpriority "PIZ1_27"  4000& ms  1? \\ Come on, we're in a rush, deliver these.
03D1: play_wav  1?

:Label12E459
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E473
0001: wait  0? ms
0002: jump Label12E459

:Label12E473
040D: unload_wav  1?
03D5: remove_text "PIZ1_27" \\ Come on, we're in a rush, deliver these.

:Label12E481
00D6: if  0?
0038:    32084?? ==  16?  \\ integer values
004D: jump_if_false Label12E4F4
03CF: load_wav "PISS_16" as  1?

:Label12E49F
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E4B9
0001: wait  0? ms
0002: jump Label12E49F

:Label12E4B9
00BC: text_highpriority "PIZ1_28"  4000& ms  1? \\ You again? well deliver these quick pal.
03D1: play_wav  1?

:Label12E4CC
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E4E6
0001: wait  0? ms
0002: jump Label12E4CC

:Label12E4E6
040D: unload_wav  1?
03D5: remove_text "PIZ1_28" \\ You again? well deliver these quick pal.

:Label12E4F4
00D6: if  0?
0038:    32084?? ==  17?  \\ integer values
004D: jump_if_false Label12E567
03CF: load_wav "PISS_17" as  1?

:Label12E512
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E52C
0001: wait  0? ms
0002: jump Label12E512

:Label12E52C
00BC: text_highpriority "PIZ1_29"  4000& ms  1? \\ No wasting time this time pal.
03D1: play_wav  1?

:Label12E53F
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E559
0001: wait  0? ms
0002: jump Label12E53F

:Label12E559
040D: unload_wav  1?
03D5: remove_text "PIZ1_29" \\ No wasting time this time pal.

:Label12E567
00D6: if  0?
0038:    32084?? ==  18?  \\ integer values
004D: jump_if_false Label12E5DA
03CF: load_wav "PISS_18" as  1?

:Label12E585
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E59F
0001: wait  0? ms
0002: jump Label12E585

:Label12E59F
00BC: text_highpriority "PIZ1_30"  4000& ms  1? \\ Come on you lazy bastard, deliver this crap on time.
03D1: play_wav  1?

:Label12E5B2
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E5CC
0001: wait  0? ms
0002: jump Label12E5B2

:Label12E5CC
040D: unload_wav  1?
03D5: remove_text "PIZ1_30" \\ Come on you lazy bastard, deliver this crap on time.

:Label12E5DA
00D6: if  0?
0038:    32084?? ==  19?  \\ integer values
004D: jump_if_false Label12E64D
03CF: load_wav "PISS_19" as  1?

:Label12E5F8
00D6: if  0?
83D0:   NOT   wav  1? loaded
004D: jump_if_false Label12E612
0001: wait  0? ms
0002: jump Label12E5F8

:Label12E612
00BC: text_highpriority "PIZ1_31"  4000& ms  1? \\ You'll never get a promotion unless you move faster this time.
03D1: play_wav  1?

:Label12E625
00D6: if  0?
83D2:   NOT   wav  1? ended
004D: jump_if_false Label12E63F
0001: wait  0? ms
0002: jump Label12E625

:Label12E63F
040D: unload_wav  1?
03D5: remove_text "PIZ1_31" \\ You'll never get a promotion unless you move faster this time.

:Label12E64D
0004:  32088?? =  1?  \\ integer values

:Label12E654
0051: return

:Label12E656
00D6: if  0?
0038:    31984?? ==  1?  \\ integer values
004D: jump_if_false Label12E67F
00D6: if  0?
0118:   actor  31864?? dead
004D: jump_if_false Label12E67F
0004:  32060?? =  1?  \\ integer values

:Label12E67F
00D6: if  0?
0038:    31988?? ==  1?  \\ integer values
004D: jump_if_false Label12E6A8
00D6: if  0?
0118:   actor  31868?? dead
004D: jump_if_false Label12E6A8
0004:  32060?? =  1?  \\ integer values

:Label12E6A8
00D6: if  0?
0038:    31992?? ==  1?  \\ integer values
004D: jump_if_false Label12E6D1
00D6: if  0?
0118:   actor  31872?? dead
004D: jump_if_false Label12E6D1
0004:  32060?? =  1?  \\ integer values

:Label12E6D1
00D6: if  0?
0038:    31996?? ==  1?  \\ integer values
004D: jump_if_false Label12E6FA
00D6: if  0?
0118:   actor  31876?? dead
004D: jump_if_false Label12E6FA
0004:  32060?? =  1?  \\ integer values

:Label12E6FA
00D6: if  0?
0038:    32000?? ==  1?  \\ integer values
004D: jump_if_false Label12E723
00D6: if  0?
0118:   actor  31880?? dead
004D: jump_if_false Label12E723
0004:  32060?? =  1?  \\ integer values

:Label12E723
00D6: if  0?
0038:    32004?? ==  1?  \\ integer values
004D: jump_if_false Label12E74C
00D6: if  0?
0118:   actor  31884?? dead
004D: jump_if_false Label12E74C
0004:  32060?? =  1?  \\ integer values

:Label12E74C
00D6: if  0?
0038:    32008?? ==  1?  \\ integer values
004D: jump_if_false Label12E775
00D6: if  0?
0118:   actor  31888?? dead
004D: jump_if_false Label12E775
0004:  32060?? =  1?  \\ integer values

:Label12E775
00D6: if  0?
0038:    32012?? ==  1?  \\ integer values
004D: jump_if_false Label12E79E
00D6: if  0?
0118:   actor  31892?? dead
004D: jump_if_false Label12E79E
0004:  32060?? =  1?  \\ integer values

:Label12E79E
00D6: if  0?
0038:    32016?? ==  1?  \\ integer values
004D: jump_if_false Label12E7C7
00D6: if  0?
0118:   actor  31896?? dead
004D: jump_if_false Label12E7C7
0004:  32060?? =  1?  \\ integer values

:Label12E7C7
00D6: if  0?
0038:    32020?? ==  1?  \\ integer values
004D: jump_if_false Label12E7F0
00D6: if  0?
0118:   actor  31900?? dead
004D: jump_if_false Label12E7F0
0004:  32060?? =  1?  \\ integer values

:Label12E7F0
0051: return

:Label12E7F2
00D6: if  0?
8119:   NOT   car  31860?? wrecked
004D: jump_if_false Label12EA95
00D6: if  1?
01F4:   car  31860?? flipped
01C1:   car  31860?? stopped
004D: jump_if_false Label12E81E
0004:  32072?? =  1?  \\ integer values

:Label12E81E
00D6: if  2?
80DC:   NOT   player $PLAYER_CHAR driving  31860??
0038:    32068?? ==  0?  \\ integer values
0038:    32072?? ==  0?  \\ integer values
004D: jump_if_false Label12E894
00BC: text_highpriority "PIZ1_11"  5000& ms  1? \\ Hey! Get back on the bike!
0186:  31972?? = create_marker_above_car  31860??
0164: disable_marker  31928??
0164: disable_marker  31932??
0164: disable_marker  31936??
0164: disable_marker  31940??
0164: disable_marker  31944??
0164: disable_marker  31948??
0164: disable_marker  31952??
0164: disable_marker  31956??
0164: disable_marker  31960??
0164: disable_marker  31964??
0164: disable_marker  31968??
0004:  32068?? =  1?  \\ integer values

:Label12E894
00D6: if  1?
00DC:   player $PLAYER_CHAR driving  31860??
0038:    32068?? ==  1?  \\ integer values
004D: jump_if_false Label12EA8E
0164: disable_marker  31972??
00D6: if  0?
0038:    32028?? ==  0?  \\ integer values
004D: jump_if_false Label12EA70
00D6: if  0?
0038:    31984?? ==  1?  \\ integer values
004D: jump_if_false Label12E8EF
00D6: if  0?
8118:   NOT   actor  31864?? dead
004D: jump_if_false Label12E8EF
0187:  31928?? = create_marker_above_actor  31864??

:Label12E8EF
00D6: if  0?
0038:    31988?? ==  1?  \\ integer values
004D: jump_if_false Label12E919
00D6: if  0?
8118:   NOT   actor  31868?? dead
004D: jump_if_false Label12E919
0187:  31932?? = create_marker_above_actor  31868??

:Label12E919
00D6: if  0?
0038:    31992?? ==  1?  \\ integer values
004D: jump_if_false Label12E943
00D6: if  0?
8118:   NOT   actor  31872?? dead
004D: jump_if_false Label12E943
0187:  31936?? = create_marker_above_actor  31872??

:Label12E943
00D6: if  0?
0038:    31996?? ==  1?  \\ integer values
004D: jump_if_false Label12E96D
00D6: if  0?
8118:   NOT   actor  31876?? dead
004D: jump_if_false Label12E96D
0187:  31940?? = create_marker_above_actor  31876??

:Label12E96D
00D6: if  0?
0038:    32000?? ==  1?  \\ integer values
004D: jump_if_false Label12E997
00D6: if  0?
8118:   NOT   actor  31880?? dead
004D: jump_if_false Label12E997
0187:  31944?? = create_marker_above_actor  31880??

:Label12E997
00D6: if  0?
0038:    32004?? ==  1?  \\ integer values
004D: jump_if_false Label12E9C1
00D6: if  0?
8118:   NOT   actor  31884?? dead
004D: jump_if_false Label12E9C1
0187:  31948?? = create_marker_above_actor  31884??

:Label12E9C1
00D6: if  0?
0038:    32008?? ==  1?  \\ integer values
004D: jump_if_false Label12E9EB
00D6: if  0?
8118:   NOT   actor  31888?? dead
004D: jump_if_false Label12E9EB
0187:  31952?? = create_marker_above_actor  31888??

:Label12E9EB
00D6: if  0?
0038:    32012?? ==  1?  \\ integer values
004D: jump_if_false Label12EA15
00D6: if  0?
8118:   NOT   actor  31892?? dead
004D: jump_if_false Label12EA15
0187:  31956?? = create_marker_above_actor  31892??

:Label12EA15
00D6: if  0?
0038:    32016?? ==  1?  \\ integer values
004D: jump_if_false Label12EA3F
00D6: if  0?
8118:   NOT   actor  31896?? dead
004D: jump_if_false Label12EA3F
0187:  31960?? = create_marker_above_actor  31896??

:Label12EA3F
00D6: if  0?
0038:    32020?? ==  1?  \\ integer values
004D: jump_if_false Label12EA69
00D6: if  0?
8118:   NOT   actor  31900?? dead
004D: jump_if_false Label12EA69
0187:  31964?? = create_marker_above_actor  31900??

:Label12EA69
0002: jump Label12EA85

:Label12EA70
0164: disable_marker  31968??
018A:  31968?? = create_checkpoint_at  32144??  32148?? -100!

:Label12EA85
00BE: text_clear_all
0004:  32068?? =  0?  \\ integer values

:Label12EA8E
0002: jump Label12EA9C

:Label12EA95
0004:  32060?? =  2?  \\ integer values

:Label12EA9C
0051: return

:Label12EA9E
00D6: if  0?
0038:    32068?? ==  0?  \\ integer values
004D: jump_if_false Label12EACA
00D6: if  0?
00E1:   key_pressed  0?  19?
004D: jump_if_false Label12EACA
00BE: text_clear_all
0004:  32060?? =  3?  \\ integer values

:Label12EACA
0051: return

;-------------Mission 93---------------
; Originally: RC Raider Pickup


:Label12EACC
03A4: name_thread "RCHELI"
0050: gosub Label12EAFA
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label12EAF1
0050: gosub Label130260

:Label12EAF1
0050: gosub Label130342
004E: end_thread

:Label12EAFA
00D6: if  0?
0038:    32624?? ==  0?  \\ integer values
004D: jump_if_false Label12EB0E
0317: increment_mission_attempts

:Label12EB0E
0004: $ONMISSION =  1?  \\ integer values
0004:  4336?? =  1?  \\ integer values
0001: wait  0? ms
054C: use_GXT_table "RCHELI1"
0247: request_model #RCRAIDER

:Label12EB2F
00D6: if  0?
8248:   NOT   model #RCRAIDER available
004D: jump_if_false Label12EB4A
0001: wait  0? ms
0002: jump Label12EB2F

:Label12EB4A
0004:  32196?? =  0?  \\ integer values
0004:  32208?? =  20?  \\ integer values
0004:  32204?? =  0?  \\ integer values
0004:  32212?? =  0?  \\ integer values
0004:  32216?? =  0?  \\ integer values
0004:  32220?? =  0?  \\ integer values
0004:  32224?? =  0?  \\ integer values
0004:  32228?? =  0?  \\ integer values
0004:  32232?? =  0?  \\ integer values
0004:  32236?? =  0?  \\ integer values
0004:  32240?? =  0?  \\ integer values
0004:  32244?? =  0?  \\ integer values
0004:  32248?? =  0?  \\ integer values
0004:  32252?? =  0?  \\ integer values
0004:  32256?? =  0?  \\ integer values
0004:  32260?? =  0?  \\ integer values
0004:  32264?? =  0?  \\ integer values
0004:  32268?? =  0?  \\ integer values
0004:  32272?? =  0?  \\ integer values
0004:  32276?? =  0?  \\ integer values
0004:  32280?? =  0?  \\ integer values
0004:  32284?? =  0?  \\ integer values
0004:  32288?? =  0?  \\ integer values
0005:  32292?? = -1290.792!  \\ floating-point values
0005:  32296?? = -1253.498!  \\ floating-point values
0005:  32300?? =  21.376!  \\ floating-point values
0005:  32304?? = -1369.82!  \\ floating-point values
0005:  32308?? = -1256.41!  \\ floating-point values
0005:  32312?? =  18.17883!  \\ floating-point values
0005:  32316?? = -1482.534!  \\ floating-point values
0005:  32320?? = -1254.653!  \\ floating-point values
0005:  32324?? =  14.86!  \\ floating-point values
0005:  32328?? = -1573.508!  \\ floating-point values
0005:  32332?? = -1239.667!  \\ floating-point values
0005:  32336?? =  21.762!  \\ floating-point values
0005:  32340?? = -1785.86!  \\ floating-point values
0005:  32344?? = -1343.75!  \\ floating-point values
0005:  32348?? =  15.97!  \\ floating-point values
0005:  32352?? = -1793.35!  \\ floating-point values
0005:  32356?? = -1248.55!  \\ floating-point values
0005:  32360?? =  22.08!  \\ floating-point values
0005:  32364?? = -1689.206!  \\ floating-point values
0005:  32368?? = -1103.073!  \\ floating-point values
0005:  32372?? =  14.03599!  \\ floating-point values
0005:  32376?? = -1774.523!  \\ floating-point values
0005:  32380?? = -1060.862!  \\ floating-point values
0005:  32384?? =  14.96548!  \\ floating-point values
0005:  32388?? = -1793.91!  \\ floating-point values
0005:  32392?? = -908.69!  \\ floating-point values
0005:  32396?? =  14.86!  \\ floating-point values
0005:  32400?? = -1788.038!  \\ floating-point values
0005:  32404?? = -884.2224!  \\ floating-point values
0005:  32408?? =  42.33138!  \\ floating-point values
0005:  32412?? = -1646.72!  \\ floating-point values
0005:  32416?? = -929.44!  \\ floating-point values
0005:  32420?? =  13.94!  \\ floating-point values
0005:  32424?? = -1563.474!  \\ floating-point values
0005:  32428?? = -814.6355!  \\ floating-point values
0005:  32432?? =  16.21071!  \\ floating-point values
0005:  32436?? = -1514.844!  \\ floating-point values
0005:  32440?? = -951.425!  \\ floating-point values
0005:  32444?? =  15.168!  \\ floating-point values
0005:  32448?? = -1488.26!  \\ floating-point values
0005:  32452?? = -892.6786!  \\ floating-point values
0005:  32456?? =  26.17458!  \\ floating-point values
0005:  32460?? = -1355.305!  \\ floating-point values
0005:  32464?? = -951.825!  \\ floating-point values
0005:  32468?? =  15.168!  \\ floating-point values
0005:  32472?? = -1352.431!  \\ floating-point values
0005:  32476?? = -751.111!  \\ floating-point values
0005:  32480?? =  25.78808!  \\ floating-point values
0005:  32484?? = -1240.26!  \\ floating-point values
0005:  32488?? = -841.24!  \\ floating-point values
0005:  32492?? =  22.3!  \\ floating-point values
0005:  32496?? = -1253.92!  \\ floating-point values
0005:  32500?? = -1056.68!  \\ floating-point values
0005:  32504?? =  13.94!  \\ floating-point values
0005:  32508?? = -1270.146!  \\ floating-point values
0005:  32512?? = -1151.49!  \\ floating-point values
0005:  32516?? =  22.3!  \\ floating-point values
0005:  32520?? = -1270.47!  \\ floating-point values
0005:  32524?? = -1272.444!  \\ floating-point values
0005:  32528?? =  14.866!  \\ floating-point values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0110: clear_player $PLAYER_CHAR wanted_level
00DA:  32188?? = player $PLAYER_CHAR car
0395: clear_area  1? at -1237.285! -1232.121! range  14.77!  10!
01C0:  32200?? = player $PLAYER_CHAR wanted_level
0001: wait  0? ms
00D6: if  0?
8119:   NOT   car  32188?? wrecked
004D: jump_if_false Label12EF00
00D6: if  0?
0442:   player $PLAYER_CHAR in_car  32188??
004D: jump_if_false Label12EF00
020A: set_car  32188?? door_status_to  2?
02A3: toggle_widescreen  1? (on)
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at -1237.285! -1232.121!  14.77! angle  337.839! RC_model #RCRAIDER
0484:  32192?? = player $PLAYER_CHAR rc_car
015F: set_camera_position -1237.81! -1227.21!  19.33038!  0!  0!  0!
0160: point_camera -1237.587! -1227.994!  18.74902!  2?

:Label12EF00
016A: fade  1? (back)  1500& ms

:Label12EF07
00D6: if  0?
016B:   fading
004D: jump_if_false Label12EF1F
0001: wait  0? ms
0002: jump Label12EF07

:Label12EF1F
00D6: if  0?
0038:    32204?? ==  0?  \\ integer values
004D: jump_if_false Label12F184
0006:  16@ =  0?  \\ integer values

:Label12EF38
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label12EFB1
0001: wait  0? ms
00BC: text_highpriority "RCH1_6"  5000& ms  2? \\ ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport.
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32304??  32308??  32312??
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32376??  32380??  32384??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label12EFAA
0002: jump Label12F139

:Label12EFAA
0002: jump Label12EF38

:Label12EFB1
03CB: set_camera -1357.869! -1258.004!  21.487!
015F: set_camera_position -1357.869! -1258.004!  21.487! -.948!  .121! -.2947!
0160: point_camera -1358.82! -1257.88!  21.192!  2?
0006:  16@ =  0?  \\ integer values

:Label12EFFC
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label12F075
0001: wait  0? ms
00BC: text_highpriority "RCH1_7"  5000& ms  2? \\ ~g~There are 20 checkpoints in total.
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32304??  32308??  32312??
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32376??  32380??  32384??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label12F06E
0002: jump Label12F139

:Label12F06E
0002: jump Label12EFFC

:Label12F075
03CB: set_camera -1786.243! -1073.31!  15.304!
0160: point_camera -1785.705! -1072.465!  15.27!  2?
015F: set_camera_position -1786.243! -1073.31!  15.304!  0!  0!  0!
0006:  16@ =  0?  \\ integer values

:Label12F0C0
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label12F139
0001: wait  0? ms
00BC: text_highpriority "RCH1_8"  500& ms  2? \\ ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter.
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32304??  32308??  32312??
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32376??  32380??  32384??
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label12F132
0002: jump Label12F139

:Label12F132
0002: jump Label12F0C0

:Label12F139
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F152
0158: camera_on_vehicle  32192??  18?  2?

:Label12F152
03EB: clear_small_messages_only
03C3: set_timer_with_text_to  32196?? type  0? text "RCH1_5" \\ Time:
03C4: set_status_text_to  32208??  0? (number) "RCH1_4" \\ Checkpoints:
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
0004:  32204?? =  1?  \\ integer values

:Label12F184
00D6: if  0?
0018:    32208?? >  0?  \\ integer values
004D: jump_if_false Label130260
0001: wait  0? ms
00D6: if  0?
001A:    2? >  32212??  \\ integer values
004D: jump_if_false Label12F24D
00D6: if  0?
0038:    32212?? ==  0?  \\ integer values
004D: jump_if_false Label12F1D3
018A:  32532?? = create_checkpoint_at  32292??  32296??  32300??
0004:  32212?? =  1?  \\ integer values

:Label12F1D3
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F24D
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32292??  32296??  32300??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32292??  32296??  32300?? radius  2!  2!  2!
004D: jump_if_false Label12F24D
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32532??
000C:  32208?? -=  1?  \\ integer values
0004:  32212?? =  2?  \\ integer values

:Label12F24D
00D6: if  0?
0038:    32212?? ==  2?  \\ integer values
004D: jump_if_false Label12F312
00D6: if  0?
001A:    2? >  32216??  \\ integer values
004D: jump_if_false Label12F312
00D6: if  0?
0038:    32216?? ==  0?  \\ integer values
004D: jump_if_false Label12F298
018A:  32536?? = create_checkpoint_at  32304??  32308??  32312??
0004:  32216?? =  1?  \\ integer values

:Label12F298
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F312
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32304??  32308??  32312??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32304??  32308??  32312?? radius  2!  2!  2!
004D: jump_if_false Label12F312
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32536??
000C:  32208?? -=  1?  \\ integer values
0004:  32216?? =  2?  \\ integer values

:Label12F312
00D6: if  0?
0038:    32216?? ==  2?  \\ integer values
004D: jump_if_false Label12F3D7
00D6: if  0?
001A:    2? >  32220??  \\ integer values
004D: jump_if_false Label12F3D7
00D6: if  0?
0038:    32220?? ==  0?  \\ integer values
004D: jump_if_false Label12F35D
018A:  32540?? = create_checkpoint_at  32316??  32320??  32324??
0004:  32220?? =  1?  \\ integer values

:Label12F35D
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F3D7
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32316??  32320??  32324??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32316??  32320??  32324?? radius  2!  2!  2!
004D: jump_if_false Label12F3D7
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32540??
000C:  32208?? -=  1?  \\ integer values
0004:  32220?? =  2?  \\ integer values

:Label12F3D7
00D6: if  0?
0038:    32220?? ==  2?  \\ integer values
004D: jump_if_false Label12F49C
00D6: if  0?
001A:    2? >  32224??  \\ integer values
004D: jump_if_false Label12F49C
00D6: if  0?
0038:    32224?? ==  0?  \\ integer values
004D: jump_if_false Label12F422
018A:  32544?? = create_checkpoint_at  32328??  32332??  32336??
0004:  32224?? =  1?  \\ integer values

:Label12F422
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F49C
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32328??  32332??  32336??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32328??  32332??  32336?? radius  2!  2!  2!
004D: jump_if_false Label12F49C
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32544??
000C:  32208?? -=  1?  \\ integer values
0004:  32224?? =  2?  \\ integer values

:Label12F49C
00D6: if  0?
0038:    32224?? ==  2?  \\ integer values
004D: jump_if_false Label12F561
00D6: if  0?
001A:    2? >  32228??  \\ integer values
004D: jump_if_false Label12F561
00D6: if  0?
0038:    32228?? ==  0?  \\ integer values
004D: jump_if_false Label12F4E7
018A:  32548?? = create_checkpoint_at  32340??  32344??  32348??
0004:  32228?? =  1?  \\ integer values

:Label12F4E7
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F561
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32340??  32344??  32348??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32340??  32344??  32348?? radius  2!  2!  2!
004D: jump_if_false Label12F561
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32548??
000C:  32208?? -=  1?  \\ integer values
0004:  32228?? =  2?  \\ integer values

:Label12F561
00D6: if  0?
0038:    32228?? ==  2?  \\ integer values
004D: jump_if_false Label12F626
00D6: if  0?
001A:    2? >  32232??  \\ integer values
004D: jump_if_false Label12F626
00D6: if  0?
0038:    32232?? ==  0?  \\ integer values
004D: jump_if_false Label12F5AC
018A:  32552?? = create_checkpoint_at  32352??  32356??  32360??
0004:  32232?? =  1?  \\ integer values

:Label12F5AC
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F626
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32352??  32356??  32360??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32352??  32356??  32360?? radius  2!  2!  2!
004D: jump_if_false Label12F626
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32552??
000C:  32208?? -=  1?  \\ integer values
0004:  32232?? =  2?  \\ integer values

:Label12F626
00D6: if  0?
0038:    32232?? ==  2?  \\ integer values
004D: jump_if_false Label12F6EB
00D6: if  0?
001A:    2? >  32236??  \\ integer values
004D: jump_if_false Label12F6EB
00D6: if  0?
0038:    32236?? ==  0?  \\ integer values
004D: jump_if_false Label12F671
018A:  32556?? = create_checkpoint_at  32364??  32368??  32372??
0004:  32236?? =  1?  \\ integer values

:Label12F671
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F6EB
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32364??  32368??  32372??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32364??  32368??  32372?? radius  2!  2!  2!
004D: jump_if_false Label12F6EB
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32556??
000C:  32208?? -=  1?  \\ integer values
0004:  32236?? =  2?  \\ integer values

:Label12F6EB
00D6: if  0?
0038:    32236?? ==  2?  \\ integer values
004D: jump_if_false Label12F7B0
00D6: if  0?
001A:    2? >  32240??  \\ integer values
004D: jump_if_false Label12F7B0
00D6: if  0?
0038:    32240?? ==  0?  \\ integer values
004D: jump_if_false Label12F736
018A:  32560?? = create_checkpoint_at  32376??  32380??  32384??
0004:  32240?? =  1?  \\ integer values

:Label12F736
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F7B0
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32376??  32380??  32384??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32376??  32380??  32384?? radius  2!  2!  2!
004D: jump_if_false Label12F7B0
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32560??
000C:  32208?? -=  1?  \\ integer values
0004:  32240?? =  2?  \\ integer values

:Label12F7B0
00D6: if  0?
0038:    32240?? ==  2?  \\ integer values
004D: jump_if_false Label12F875
00D6: if  0?
001A:    2? >  32244??  \\ integer values
004D: jump_if_false Label12F875
00D6: if  0?
0038:    32244?? ==  0?  \\ integer values
004D: jump_if_false Label12F7FB
018A:  32564?? = create_checkpoint_at  32388??  32392??  32396??
0004:  32244?? =  1?  \\ integer values

:Label12F7FB
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F875
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32388??  32392??  32396??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32388??  32392??  32396?? radius  2!  2!  2!
004D: jump_if_false Label12F875
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32564??
000C:  32208?? -=  1?  \\ integer values
0004:  32244?? =  2?  \\ integer values

:Label12F875
00D6: if  0?
0038:    32244?? ==  2?  \\ integer values
004D: jump_if_false Label12F93A
00D6: if  0?
001A:    2? >  32248??  \\ integer values
004D: jump_if_false Label12F93A
00D6: if  0?
0038:    32248?? ==  0?  \\ integer values
004D: jump_if_false Label12F8C0
018A:  32568?? = create_checkpoint_at  32400??  32404??  32408??
0004:  32248?? =  1?  \\ integer values

:Label12F8C0
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F93A
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32400??  32404??  32408??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32400??  32404??  32408?? radius  2!  2!  2!
004D: jump_if_false Label12F93A
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32568??
000C:  32208?? -=  1?  \\ integer values
0004:  32248?? =  2?  \\ integer values

:Label12F93A
00D6: if  0?
0038:    32248?? ==  2?  \\ integer values
004D: jump_if_false Label12F9FF
00D6: if  0?
001A:    2? >  32252??  \\ integer values
004D: jump_if_false Label12F9FF
00D6: if  0?
0038:    32252?? ==  0?  \\ integer values
004D: jump_if_false Label12F985
018A:  32572?? = create_checkpoint_at  32412??  32416??  32420??
0004:  32252?? =  1?  \\ integer values

:Label12F985
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12F9FF
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32412??  32416??  32420??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32412??  32416??  32420?? radius  2!  2!  2!
004D: jump_if_false Label12F9FF
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32572??
000C:  32208?? -=  1?  \\ integer values
0004:  32252?? =  2?  \\ integer values

:Label12F9FF
00D6: if  0?
0038:    32252?? ==  2?  \\ integer values
004D: jump_if_false Label12FAC4
00D6: if  0?
001A:    2? >  32256??  \\ integer values
004D: jump_if_false Label12FAC4
00D6: if  0?
0038:    32256?? ==  0?  \\ integer values
004D: jump_if_false Label12FA4A
018A:  32576?? = create_checkpoint_at  32424??  32428??  32432??
0004:  32256?? =  1?  \\ integer values

:Label12FA4A
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FAC4
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32424??  32428??  32432??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32424??  32428??  32432?? radius  2!  2!  2!
004D: jump_if_false Label12FAC4
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32576??
000C:  32208?? -=  1?  \\ integer values
0004:  32256?? =  2?  \\ integer values

:Label12FAC4
00D6: if  0?
0038:    32256?? ==  2?  \\ integer values
004D: jump_if_false Label12FB89
00D6: if  0?
001A:    2? >  32260??  \\ integer values
004D: jump_if_false Label12FB89
00D6: if  0?
0038:    32260?? ==  0?  \\ integer values
004D: jump_if_false Label12FB0F
018A:  32580?? = create_checkpoint_at  32436??  32440??  32444??
0004:  32260?? =  1?  \\ integer values

:Label12FB0F
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FB89
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32436??  32440??  32444??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32436??  32440??  32444?? radius  2!  2!  2!
004D: jump_if_false Label12FB89
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32580??
000C:  32208?? -=  1?  \\ integer values
0004:  32260?? =  2?  \\ integer values

:Label12FB89
00D6: if  0?
0038:    32260?? ==  2?  \\ integer values
004D: jump_if_false Label12FC4E
00D6: if  0?
001A:    2? >  32264??  \\ integer values
004D: jump_if_false Label12FC4E
00D6: if  0?
0038:    32264?? ==  0?  \\ integer values
004D: jump_if_false Label12FBD4
018A:  32584?? = create_checkpoint_at  32448??  32452??  32456??
0004:  32264?? =  1?  \\ integer values

:Label12FBD4
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FC4E
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32448??  32452??  32456??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32448??  32452??  32456?? radius  2!  2!  2!
004D: jump_if_false Label12FC4E
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32584??
000C:  32208?? -=  1?  \\ integer values
0004:  32264?? =  2?  \\ integer values

:Label12FC4E
00D6: if  0?
0038:    32264?? ==  2?  \\ integer values
004D: jump_if_false Label12FD13
00D6: if  0?
001A:    2? >  32268??  \\ integer values
004D: jump_if_false Label12FD13
00D6: if  0?
0038:    32268?? ==  0?  \\ integer values
004D: jump_if_false Label12FC99
018A:  32588?? = create_checkpoint_at  32460??  32464??  32468??
0004:  32268?? =  1?  \\ integer values

:Label12FC99
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FD13
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32460??  32464??  32468??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32460??  32464??  32468?? radius  2!  2!  2!
004D: jump_if_false Label12FD13
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32588??
000C:  32208?? -=  1?  \\ integer values
0004:  32268?? =  2?  \\ integer values

:Label12FD13
00D6: if  0?
0038:    32268?? ==  2?  \\ integer values
004D: jump_if_false Label12FDD8
00D6: if  0?
001A:    2? >  32272??  \\ integer values
004D: jump_if_false Label12FDD8
00D6: if  0?
0038:    32272?? ==  0?  \\ integer values
004D: jump_if_false Label12FD5E
018A:  32592?? = create_checkpoint_at  32472??  32476??  32480??
0004:  32272?? =  1?  \\ integer values

:Label12FD5E
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FDD8
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32472??  32476??  32480??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32472??  32476??  32480?? radius  2!  2!  2!
004D: jump_if_false Label12FDD8
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32592??
000C:  32208?? -=  1?  \\ integer values
0004:  32272?? =  2?  \\ integer values

:Label12FDD8
00D6: if  0?
0038:    32272?? ==  2?  \\ integer values
004D: jump_if_false Label12FE9D
00D6: if  0?
001A:    2? >  32276??  \\ integer values
004D: jump_if_false Label12FE9D
00D6: if  0?
0038:    32276?? ==  0?  \\ integer values
004D: jump_if_false Label12FE23
018A:  32596?? = create_checkpoint_at  32484??  32488??  32492??
0004:  32276?? =  1?  \\ integer values

:Label12FE23
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FE9D
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32484??  32488??  32492??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32484??  32488??  32492?? radius  2!  2!  2!
004D: jump_if_false Label12FE9D
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32596??
000C:  32208?? -=  1?  \\ integer values
0004:  32276?? =  2?  \\ integer values

:Label12FE9D
00D6: if  0?
0038:    32276?? ==  2?  \\ integer values
004D: jump_if_false Label12FF62
00D6: if  0?
001A:    2? >  32280??  \\ integer values
004D: jump_if_false Label12FF62
00D6: if  0?
0038:    32280?? ==  0?  \\ integer values
004D: jump_if_false Label12FEE8
018A:  32600?? = create_checkpoint_at  32496??  32500??  32504??
0004:  32280?? =  1?  \\ integer values

:Label12FEE8
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label12FF62
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32496??  32500??  32504??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32496??  32500??  32504?? radius  2!  2!  2!
004D: jump_if_false Label12FF62
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32600??
000C:  32208?? -=  1?  \\ integer values
0004:  32280?? =  2?  \\ integer values

:Label12FF62
00D6: if  0?
0038:    32280?? ==  2?  \\ integer values
004D: jump_if_false Label130027
00D6: if  0?
001A:    2? >  32284??  \\ integer values
004D: jump_if_false Label130027
00D6: if  0?
0038:    32284?? ==  0?  \\ integer values
004D: jump_if_false Label12FFAD
018A:  32604?? = create_checkpoint_at  32508??  32512??  32516??
0004:  32284?? =  1?  \\ integer values

:Label12FFAD
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label130027
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32508??  32512??  32516??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32508??  32512??  32516?? radius  2!  2!  2!
004D: jump_if_false Label130027
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32604??
000C:  32208?? -=  1?  \\ integer values
0004:  32284?? =  2?  \\ integer values

:Label130027
00D6: if  0?
0038:    32284?? ==  2?  \\ integer values
004D: jump_if_false Label1300EC
00D6: if  0?
001A:    2? >  32288??  \\ integer values
004D: jump_if_false Label1300EC
00D6: if  0?
0038:    32288?? ==  0?  \\ integer values
004D: jump_if_false Label130072
018A:  32608?? = create_checkpoint_at  32520??  32524??  32528??
0004:  32288?? =  1?  \\ integer values

:Label130072
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label1300EC
024F: create_corona  1!  5?  0? with_color  0?  100?  100? at_point  32520??  32524??  32528??
00D6: if  0?
01AF:   car  32192??  0? ()near_point  32520??  32524??  32528?? radius  2!  2!  2!
004D: jump_if_false Label1300EC
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32608??
000C:  32208?? -=  1?  \\ integer values
0004:  32288?? =  2?  \\ integer values

:Label1300EC
00D6: if  0?
0038:    32208?? ==  0?  \\ integer values
004D: jump_if_false Label13012E
00D6: if  0?
8119:   NOT   car  32188?? wrecked
004D: jump_if_false Label13012E
00D6: if  0?
0018:    32196?? >  0?  \\ integer values
004D: jump_if_false Label13012E
020A: set_car  32188?? door_status_to  1?
0002: jump Label130279

:Label13012E
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label130199
00D6: if  0?
80B0:   NOT   car  32192??  0? ()in_rectangle -1881.576! -1612.496! -979.9678! -582.2634!
004D: jump_if_false Label130199
00D6: if  0?
00B0:   car  32192??  0? ()in_rectangle -2104.88! -1655.804! -866.489! -430.5!
004D: jump_if_false Label130199
00BC: text_highpriority "RCH1_12"  3000& ms  1? \\ ~g~The RC helicopter is getting too far out of range!

:Label130199
00D6: if  0?
8119:   NOT   car  32192?? wrecked
004D: jump_if_false Label1301E7
00D6: if  0?
80B0:   NOT   car  32192??  0? ()in_rectangle -2104.88! -1655.804! -866.489! -430.5!
004D: jump_if_false Label1301E7
0409: blow_up_rc_buggy
00BC: text_highpriority "RCH1_13"  5000& ms  1? \\ ~r~The RC helicopter went out of range!
0002: jump Label130260

:Label1301E7
00D6: if  0?
0119:   car  32188?? wrecked
004D: jump_if_false Label13020F
00BC: text_highpriority "WRECKED"  3000& ms  1? \\ ~r~The vehicle is wrecked!
04DB: (unknown)
0002: jump Label130260

:Label13020F
00D6: if  0?
0038:    32204?? ==  1?  \\ integer values
004D: jump_if_false Label130259
00D6: if  0?
0119:   car  32192?? wrecked
004D: jump_if_false Label130259
00D6: if  0?
8038:   NOT    32208?? ==  0?  \\ integer values
004D: jump_if_false Label130259
00BC: text_highpriority "WRECKED"  3000& ms  1? \\ ~r~The vehicle is wrecked!
0002: jump Label130260

:Label130259
0002: jump Label12F184

:Label130260
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to  32200??
0051: return

:Label130279
0004:  1592?? =  1?  \\ integer values
0084:  32612?? =  32196??  \\ integer values and handles
0014:  32612?? /=  1000&  \\ integer values
042E:  5?  32612??
0084:  32616?? =  32612??  \\ integer values and handles
0014:  32616?? /=  60?  \\ integer values
0084:  32620?? =  32616??  \\ integer values and handles
0010:  32620?? *=  60?  \\ integer values
0060:  32612?? -=  32620??  \\ integer values
00D6: if  0?
0028:    32612?? >=  10?  \\ integer values
004D: jump_if_false Label1302EB
02FD: text_2numbers_lowpriority "RCH1_9"  32616??  32612??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:~1~
0002: jump Label130300

:Label1302EB
02FD: text_2numbers_lowpriority "RCH1_10"  32616??  32612??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:0~1~

:Label130300
00D6: if  0?
0038:    32624?? ==  0?  \\ integer values
004D: jump_if_false Label13031F
030C: set_mission_points +=  1?
0595: (unknown)
0004:  32624?? =  1?  \\ integer values

:Label13031F
01E3: text_1number_styled "M_PASS"  100?  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
0109: player $PLAYER_CHAR money +=  100?
0051: return

:Label130342
0004: $ONMISSION =  0?  \\ integer values
0004:  4336?? =  0?  \\ integer values
014F: stop_timer  32196??
0151: remove_status_text  32208??
04DB: (unknown)
00D6: if  0?
8119:   NOT   car  32188?? wrecked
004D: jump_if_false Label130373
020A: set_car  32188?? door_status_to  1?

:Label130373
0249: release_model #RCRAIDER
0249: release_model #INFERNUS
0164: disable_marker  32532??
0164: disable_marker  32536??
0164: disable_marker  32540??
0164: disable_marker  32544??
0164: disable_marker  32548??
0164: disable_marker  32552??
0164: disable_marker  32556??
0164: disable_marker  32560??
0164: disable_marker  32564??
0164: disable_marker  32568??
0164: disable_marker  32572??
0164: disable_marker  32576??
0164: disable_marker  32580??
0164: disable_marker  32584??
0164: disable_marker  32588??
0164: disable_marker  32592??
0164: disable_marker  32596??
0164: disable_marker  32600??
0164: disable_marker  32604??
0164: disable_marker  32608??
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
0004:  1588?? =  1?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 94---------------
; Originally: RC Bandit Race


:Label1303F8
03A4: name_thread "RCRACE1"
0050: gosub Label130426
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label13041D
0050: gosub Label131718

:Label13041D
0050: gosub Label1317EB
004E: end_thread

:Label130426
0004: $ONMISSION =  1?  \\ integer values
0004:  4336?? =  1?  \\ integer values
00D6: if  0?
0038:    32964?? ==  0?  \\ integer values
004D: jump_if_false Label130448
0317: increment_mission_attempts

:Label130448
0001: wait  0? ms
054C: use_GXT_table "RCRACE1"
0004:  32944?? =  50?  \\ integer values
0005:  32968?? =  720.21!  \\ floating-point values
0005:  32972?? =  723.979!  \\ floating-point values
0005:  32976?? =  11.095!  \\ floating-point values
0005:  32980?? =  772.386!  \\ floating-point values
0005:  32984?? =  737.37!  \\ floating-point values
0005:  32988?? =  15.651!  \\ floating-point values
0005:  32992?? =  801.8997!  \\ floating-point values
0005:  32996?? =  755.155!  \\ floating-point values
0005:  33000?? =  14.029!  \\ floating-point values
0005:  33004?? =  818.443!  \\ floating-point values
0005:  33008?? =  723.4467!  \\ floating-point values
0005:  33012?? =  13.89174!  \\ floating-point values
0005:  33016?? =  789.7374!  \\ floating-point values
0005:  33020?? =  689.6965!  \\ floating-point values
0005:  33024?? =  13.68476!  \\ floating-point values
0005:  33028?? =  840.7286!  \\ floating-point values
0005:  33032?? =  673.7933!  \\ floating-point values
0005:  33036?? =  12.00719!  \\ floating-point values
0005:  33040?? =  881.6089!  \\ floating-point values
0005:  33044?? =  694.4305!  \\ floating-point values
0005:  33048?? =  11.47722!  \\ floating-point values
0005:  33052?? =  869.6669!  \\ floating-point values
0005:  33056?? =  734.155!  \\ floating-point values
0005:  33060?? =  18.03658!  \\ floating-point values
0005:  33064?? =  857.4133!  \\ floating-point values
0005:  33068?? =  775.2335!  \\ floating-point values
0005:  33072?? =  11.75751!  \\ floating-point values
0005:  33076?? =  879.8929!  \\ floating-point values
0005:  33080?? =  804.4685!  \\ floating-point values
0005:  33084?? =  12.73355!  \\ floating-point values
0005:  33088?? =  888.0801!  \\ floating-point values
0005:  33092?? =  838.5257!  \\ floating-point values
0005:  33096?? =  13.69488!  \\ floating-point values
0005:  33100?? =  874.35!  \\ floating-point values
0005:  33104?? =  866.9433!  \\ floating-point values
0005:  33108?? =  13.12859!  \\ floating-point values
0005:  33112?? =  815.8032!  \\ floating-point values
0005:  33116?? =  881.502!  \\ floating-point values
0005:  33120?? =  11.89595!  \\ floating-point values
0005:  33124?? =  808.4997!  \\ floating-point values
0005:  33128?? =  851.3824!  \\ floating-point values
0005:  33132?? =  9.721323!  \\ floating-point values
0005:  33136?? =  824.7369!  \\ floating-point values
0005:  33140?? =  827.1093!  \\ floating-point values
0005:  33144?? =  8.638121!  \\ floating-point values
0005:  33148?? =  795.3524!  \\ floating-point values
0005:  33152?? =  821.6034!  \\ floating-point values
0005:  33156?? =  10.47627!  \\ floating-point values
0005:  33160?? =  766.2229!  \\ floating-point values
0005:  33164?? =  835.0671!  \\ floating-point values
0005:  33168?? =  12.00815!  \\ floating-point values
0005:  33172?? =  750.0553!  \\ floating-point values
0005:  33176?? =  882.0937!  \\ floating-point values
0005:  33180?? =  13.63987!  \\ floating-point values
0005:  33184?? =  726.0835!  \\ floating-point values
0005:  33188?? =  840.0163!  \\ floating-point values
0005:  33192?? =  14.14287!  \\ floating-point values
0005:  33196?? =  756.2438!  \\ floating-point values
0005:  33200?? =  792.2355!  \\ floating-point values
0005:  33204?? =  17.65154!  \\ floating-point values
0005:  33208?? =  727.5995!  \\ floating-point values
0005:  33212?? =  775.9979!  \\ floating-point values
0005:  33216?? =  11.35199!  \\ floating-point values
0005:  33220?? =  700.1736!  \\ floating-point values
0005:  33224?? =  800.7557!  \\ floating-point values
0005:  33228?? =  12.54427!  \\ floating-point values
0005:  33232?? =  673.1154!  \\ floating-point values
0005:  33236?? =  831.9152!  \\ floating-point values
0005:  33240?? =  14.80558!  \\ floating-point values
0005:  33244?? =  672.1528!  \\ floating-point values
0005:  33248?? =  798.6282!  \\ floating-point values
0005:  33252?? =  12.67831!  \\ floating-point values
0005:  33256?? =  692.795!  \\ floating-point values
0005:  33260?? =  761.6599!  \\ floating-point values
0005:  33264?? =  10.67259!  \\ floating-point values
0005:  33268?? =  741.0423!  \\ floating-point values
0005:  33272?? =  716.2507!  \\ floating-point values
0005:  33276?? =  11.22578!  \\ floating-point values
0005:  33280?? =  772.386!  \\ floating-point values
0005:  33284?? =  737.37!  \\ floating-point values
0005:  33288?? =  15.651!  \\ floating-point values
0005:  33292?? =  801.8997!  \\ floating-point values
0005:  33296?? =  755.155!  \\ floating-point values
0005:  33300?? =  14.029!  \\ floating-point values
0005:  33304?? =  818.443!  \\ floating-point values
0005:  33308?? =  723.4467!  \\ floating-point values
0005:  33312?? =  13.89174!  \\ floating-point values
0005:  33316?? =  789.7374!  \\ floating-point values
0005:  33320?? =  689.6965!  \\ floating-point values
0005:  33324?? =  13.68476!  \\ floating-point values
0005:  33328?? =  840.7286!  \\ floating-point values
0005:  33332?? =  673.7933!  \\ floating-point values
0005:  33336?? =  12.00719!  \\ floating-point values
0005:  33340?? =  881.6089!  \\ floating-point values
0005:  33344?? =  694.4305!  \\ floating-point values
0005:  33348?? =  11.47722!  \\ floating-point values
0005:  33352?? =  869.6669!  \\ floating-point values
0005:  33356?? =  734.155!  \\ floating-point values
0005:  33360?? =  18.03658!  \\ floating-point values
0005:  33364?? =  857.4133!  \\ floating-point values
0005:  33368?? =  775.2335!  \\ floating-point values
0005:  33372?? =  11.75751!  \\ floating-point values
0005:  33376?? =  879.8929!  \\ floating-point values
0005:  33380?? =  804.4685!  \\ floating-point values
0005:  33384?? =  12.73355!  \\ floating-point values
0005:  33388?? =  888.0801!  \\ floating-point values
0005:  33392?? =  838.5257!  \\ floating-point values
0005:  33396?? =  13.69488!  \\ floating-point values
0005:  33400?? =  874.35!  \\ floating-point values
0005:  33404?? =  866.9433!  \\ floating-point values
0005:  33408?? =  13.12859!  \\ floating-point values
0005:  33412?? =  815.8032!  \\ floating-point values
0005:  33416?? =  881.502!  \\ floating-point values
0005:  33420?? =  11.89595!  \\ floating-point values
0005:  33424?? =  808.4997!  \\ floating-point values
0005:  33428?? =  851.3824!  \\ floating-point values
0005:  33432?? =  9.721323!  \\ floating-point values
0005:  33436?? =  824.7369!  \\ floating-point values
0005:  33440?? =  827.1093!  \\ floating-point values
0005:  33444?? =  8.638121!  \\ floating-point values
0005:  33448?? =  795.3524!  \\ floating-point values
0005:  33452?? =  821.6034!  \\ floating-point values
0005:  33456?? =  10.47627!  \\ floating-point values
0005:  33460?? =  766.2229!  \\ floating-point values
0005:  33464?? =  835.0671!  \\ floating-point values
0005:  33468?? =  12.00815!  \\ floating-point values
0005:  33472?? =  750.0553!  \\ floating-point values
0005:  33476?? =  882.0937!  \\ floating-point values
0005:  33480?? =  13.63987!  \\ floating-point values
0005:  33484?? =  726.0835!  \\ floating-point values
0005:  33488?? =  840.0163!  \\ floating-point values
0005:  33492?? =  14.14287!  \\ floating-point values
0005:  33496?? =  756.2438!  \\ floating-point values
0005:  33500?? =  792.2355!  \\ floating-point values
0005:  33504?? =  17.65154!  \\ floating-point values
0005:  33508?? =  727.5995!  \\ floating-point values
0005:  33512?? =  775.9979!  \\ floating-point values
0005:  33516?? =  11.35199!  \\ floating-point values
0005:  33520?? =  700.1736!  \\ floating-point values
0005:  33524?? =  800.7557!  \\ floating-point values
0005:  33528?? =  12.54427!  \\ floating-point values
0005:  33532?? =  673.1154!  \\ floating-point values
0005:  33536?? =  831.9152!  \\ floating-point values
0005:  33540?? =  14.80558!  \\ floating-point values
0005:  33544?? =  672.1528!  \\ floating-point values
0005:  33548?? =  798.6282!  \\ floating-point values
0005:  33552?? =  12.67831!  \\ floating-point values
0005:  33556?? =  692.795!  \\ floating-point values
0005:  33560?? =  761.6599!  \\ floating-point values
0005:  33564?? =  10.67259!  \\ floating-point values
0005:  33568?? =  741.0423!  \\ floating-point values
0005:  33572?? =  716.2507!  \\ floating-point values
0005:  33576?? =  11.22578!  \\ floating-point values
0005:  32700?? =  740.8333!  \\ floating-point values
0005:  32704?? =  721.5853!  \\ floating-point values
0005:  32708?? =  11.0126!  \\ floating-point values
0005:  32712?? =  740.5471!  \\ floating-point values
0005:  32716?? =  718.5853!  \\ floating-point values
0005:  32720?? =  11.0884!  \\ floating-point values
0005:  32724?? =  740.2183!  \\ floating-point values
0005:  32728?? =  715.5853!  \\ floating-point values
0005:  32732?? =  11.1233!  \\ floating-point values
0005:  32640?? =  262.9725!  \\ floating-point values
0004:  32908?? =  0?  \\ integer values
0004:  32892?? =  0?  \\ integer values
0004:  32896?? =  0?  \\ integer values
0004:  32900?? =  0?  \\ integer values
0004:  32904?? =  0?  \\ integer values
0005:  32656?? =  3.5!  \\ floating-point values
0005:  32660?? =  3.5!  \\ floating-point values
0005:  32664?? =  3.5!  \\ floating-point values
0004:  33580?? =  0?  \\ integer values
0004:  33584?? =  0?  \\ integer values
0004:  33588?? =  0?  \\ integer values
0004:  33592?? =  2?  \\ integer values
0004:  33596?? =  1?  \\ integer values
0004:  33600?? =  0?  \\ integer values
0247: request_model #RCBANDIT

:Label130B2B
00D6: if  0?
8248:   NOT   model #RCBANDIT available
004D: jump_if_false Label130B46
0001: wait  0? ms
0002: jump Label130B2B

:Label130B46
01C0:  32960?? = player $PLAYER_CHAR wanted_level
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
0110: clear_player $PLAYER_CHAR wanted_level
00DA:  32852?? = player $PLAYER_CHAR car
01C0:  32960?? = player $PLAYER_CHAR wanted_level
0395: clear_area  1? at  757.152!  811.371! range  500!  500!
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
010C: change_player_into_rc_buggy $PLAYER_CHAR at  739.924!  712.5853!  11.1484!  262.9725!
0484:  32876?? = player $PLAYER_CHAR rc_car
04D6:  0?
0229: set_car  32876?? color_to  4?  1?
00A5:  32856?? = create_car #RCBANDIT at  32700??  32704??  32708??
0229: set_car  32856?? color_to  3?  1?
03AB: (unknown)  32856??  1? 
03ED: (unknown)  32856??  1? 
0175: set_car  32856?? z_angle_to  32640??
00A9: set_car  32856?? to_normal_driver
00AE: unknown_set_car  32856?? to_ignore_traffic_lights  2?
00AD: set_car  32856?? max_speed_to  26!
02AA: set_car  32856?? immune_to_nonplayer  1?
04E0: unknown_car  32856??  1?
00A5:  32860?? = create_car #RCBANDIT at  32712??  32716??  32720??
0229: set_car  32860?? color_to  2?  1?
03AB: (unknown)  32860??  1? 
03ED: (unknown)  32860??  1? 
0175: set_car  32860?? z_angle_to  32640??
00A9: set_car  32860?? to_normal_driver
00AE: unknown_set_car  32860?? to_ignore_traffic_lights  2?
00AD: set_car  32860?? max_speed_to  20!
02AA: set_car  32860?? immune_to_nonplayer  1?
04E0: unknown_car  32860??  1?
00A5:  32864?? = create_car #RCBANDIT at  32724??  32728??  32732??
0229: set_car  32864?? color_to  6?  1?
03AB: (unknown)  32864??  1? 
03ED: (unknown)  32864??  1? 
0175: set_car  32864?? z_angle_to  32640??
00A9: set_car  32864?? to_normal_driver
00AE: unknown_set_car  32864?? to_ignore_traffic_lights  2?
00AD: set_car  32864?? max_speed_to  23!
02AA: set_car  32864?? immune_to_nonplayer  1?
04E0: unknown_car  32864??  1?
015F: set_camera_position  742.2905!  724.4449!  12.35194!  0!  0!  0!
0160: point_camera  742.1665!  723.5028!  12.04059!  2?
00C0: set_current_time  10?  0?
01B6: set_weather  4?
016A: fade  1? (back)  2000& ms

:Label130CFB
00D6: if  0?
016B:   fading
004D: jump_if_false Label130D13
0001: wait  0? ms
0002: jump Label130CFB

:Label130D13
0006:  16@ =  0?  \\ integer values

:Label130D1A
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label130D5F
0001: wait  0? ms
00BC: text_highpriority "RCR1_1"  5000& ms  2? \\ ~g~Compete in a checkpoint race with 3 other RC Cars.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label130D58
0002: jump Label130E5D

:Label130D58
0002: jump Label130D1A

:Label130D5F
015F: set_camera_position  893.1815!  624.3833!  41.4995!  0!  0!  0!
0160: point_camera  892.6742!  625.2084!  41.25115!  2?
0006:  16@ =  0?  \\ integer values

:Label130D99
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label130DDE
0001: wait  0? ms
00BC: text_highpriority "RCR1_2"  5000& ms  2? \\ ~g~Be the first to complete two laps of the track to win!
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label130DD7
0002: jump Label130E5D

:Label130DD7
0002: jump Label130D99

:Label130DDE
015F: set_camera_position  743.5344!  710.3741!  12.71469!  0!  0!  0!
0160: point_camera  743.0029!  711.2059!  12.55032!  2?
0006:  16@ =  0?  \\ integer values

:Label130E18
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label130E5D
0001: wait  0? ms
00BC: text_highpriority "RCR1_3"  5000& ms  2? \\ ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label130E56
0002: jump Label130E5D

:Label130E56
0002: jump Label130E18

:Label130E5D
00D6: if  0?
8119:   NOT   car  32876?? wrecked
004D: jump_if_false Label130E81
03EB: clear_small_messages_only
0158: camera_on_vehicle  32876??  3?  2?
02A3: toggle_widescreen  0? (off)
0001: wait  500& ms

:Label130E81
0084:  32948?? =  32944??  \\ integer values and handles
000C:  32948?? -=  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100& ms  4? \\ ~g~3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE3"  1100& ms  4? \\ ~g~2
018C: play_sound  8? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE4"  1100& ms  4? \\ ~g~1
018C: play_sound  9? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE5"  800& ms  4? \\ ~g~GO!
018C: play_sound  10? at  0!  0!  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03C4: set_status_text_to  33592??  0? (number) "RCR1_4" \\ laps left:
00D6: if  0?
0119:   car  32856?? wrecked
004D: jump_if_false Label130F6D
0002: jump Label131718

:Label130F6D
00D6: if  0?
0119:   car  32860?? wrecked
004D: jump_if_false Label130F84
0002: jump Label131718

:Label130F84
00D6: if  0?
0119:   car  32864?? wrecked
004D: jump_if_false Label130F9B
0002: jump Label131718

:Label130F9B
0050: gosub Label131840
0086:  32748?? =  32808??  \\ floating-point values only
0086:  32752?? =  32812??  \\ floating-point values only
0086:  32756?? =  32816??  \\ floating-point values only
0086:  32760?? =  32820??  \\ floating-point values only
0086:  32764?? =  32824??  \\ floating-point values only
0086:  32768?? =  32828??  \\ floating-point values only
0086:  32772?? =  32808??  \\ floating-point values only
0086:  32776?? =  32812??  \\ floating-point values only
0086:  32780?? =  32816??  \\ floating-point values only
0086:  32784?? =  32808??  \\ floating-point values only
0086:  32788?? =  32812??  \\ floating-point values only
0086:  32792?? =  32816??  \\ floating-point values only
0086:  32796?? =  32808??  \\ floating-point values only
0086:  32800?? =  32812??  \\ floating-point values only
0086:  32804?? =  32816??  \\ floating-point values only
018A:  32832?? = create_checkpoint_at  32748??  32752??  32756??
0167:  32836?? = create_marker_at  32760??  32764??  32768??  5?  2?
0166: set_marker  32836?? brightness_to  1?
00A7: unknown_car  32856?? drive_to  32772??  32776??  32780??
00A7: unknown_car  32860?? drive_to  32784??  32788??  32792??
00A7: unknown_car  32864?? drive_to  32796??  32800??  32804??
0004:  32916?? =  0?  \\ integer values
03C3: set_timer_with_text_to  32916?? type  0? text "RCH1_5" \\ Time:
00D6: if  0?
0119:   car  32876?? wrecked
004D: jump_if_false Label131098
0002: jump Label131718

:Label131098
00D6: if  0?
001C:    32944?? >  32892??  \\ integer values
004D: jump_if_false Label131711
0001: wait  0? ms
0395: clear_area  1? at -447.8!  1442.95! range  10!  120!
0004:  32912?? =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  32876?? wrecked
004D: jump_if_false Label1311BE
00D6: if  0?
01AD:   car  32876??  0? ()near_point  32748??  32752??  4.2!  4.2!
004D: jump_if_false Label1311BE
0008:  32892?? +=  1?  \\ integer values
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  32832??
0164: disable_marker  32836??
0084:  32908?? =  32892??  \\ integer values and handles
0050: gosub Label131840
0086:  32748?? =  32808??  \\ floating-point values only
0086:  32752?? =  32812??  \\ floating-point values only
0086:  32756?? =  32816??  \\ floating-point values only
0086:  32760?? =  32820??  \\ floating-point values only
0086:  32764?? =  32824??  \\ floating-point values only
0086:  32768?? =  32828??  \\ floating-point values only
00D6: if  0?
003A:    32892?? ==  32944??  \\ integer values and handles
004D: jump_if_false Label13117D
0002: jump Label131729

:Label13117D
018A:  32832?? = create_checkpoint_at  32748??  32752??  32756??
00D6: if  0?
803A:   NOT    32892?? ==  32948??  \\ integer values and handles
004D: jump_if_false Label1311BE
0167:  32836?? = create_marker_at  32760??  32764??  32768??  5?  2?
0166: set_marker  32836?? brightness_to  1?
0168: show_on_radar  32836??  2?

:Label1311BE
00D6: if  0?
8119:   NOT   car  32856?? wrecked
004D: jump_if_false Label1312E2
0084:  32872?? =  32856??  \\ integer values and handles
0084:  32908?? =  32896??  \\ integer values and handles
0086:  32736?? =  32700??  \\ floating-point values only
0086:  32740?? =  32704??  \\ floating-point values only
0086:  32744?? =  32708??  \\ floating-point values only
0084:  32936?? =  32920??  \\ integer values and handles
0050: gosub Label132526
0086:  32700?? =  32736??  \\ floating-point values only
0086:  32704?? =  32740??  \\ floating-point values only
0086:  32708?? =  32744??  \\ floating-point values only
0084:  32920?? =  32936??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  32856?? wrecked
004D: jump_if_false Label1312E2
00D6: if  0?
01AD:   car  32856??  0? ()near_point  32772??  32776??  32656??  32656??
004D: jump_if_false Label1312E2
0008:  32896?? +=  1?  \\ integer values
0084:  32908?? =  32896??  \\ integer values and handles
0050: gosub Label131840
0086:  32772?? =  32808??  \\ floating-point values only
0086:  32776?? =  32812??  \\ floating-point values only
0086:  32780?? =  32816??  \\ floating-point values only
00D6: if  0?
003A:    32896?? ==  32944??  \\ integer values and handles
004D: jump_if_false Label1312AA
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label131718

:Label1312AA
00D6: if  0?
0042:    32656?? ==  7!  \\ floating-point values
004D: jump_if_false Label1312D4
00A7: unknown_car  32856?? drive_to  32772??  32776??  32780??
0002: jump Label1312E2

:Label1312D4
02C2: car  32856?? drive_to_point  32772??  32776??  32780??

:Label1312E2
00D6: if  0?
8119:   NOT   car  32860?? wrecked
004D: jump_if_false Label131406
0084:  32872?? =  32860??  \\ integer values and handles
0084:  32908?? =  32900??  \\ integer values and handles
0086:  32736?? =  32712??  \\ floating-point values only
0086:  32740?? =  32716??  \\ floating-point values only
0086:  32744?? =  32720??  \\ floating-point values only
0084:  32936?? =  32924??  \\ integer values and handles
0050: gosub Label132526
0086:  32712?? =  32736??  \\ floating-point values only
0086:  32716?? =  32740??  \\ floating-point values only
0086:  32720?? =  32744??  \\ floating-point values only
0084:  32924?? =  32936??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  32860?? wrecked
004D: jump_if_false Label131406
00D6: if  0?
01AD:   car  32860??  0? ()near_point  32784??  32788??  32660??  32660??
004D: jump_if_false Label131406
0008:  32900?? +=  1?  \\ integer values
0084:  32908?? =  32900??  \\ integer values and handles
0050: gosub Label131840
0086:  32784?? =  32808??  \\ floating-point values only
0086:  32788?? =  32812??  \\ floating-point values only
0086:  32792?? =  32816??  \\ floating-point values only
00D6: if  0?
003A:    32900?? ==  32944??  \\ integer values and handles
004D: jump_if_false Label1313CE
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label131718

:Label1313CE
00D6: if  0?
0042:    32660?? ==  7!  \\ floating-point values
004D: jump_if_false Label1313F8
00A7: unknown_car  32860?? drive_to  32784??  32788??  32792??
0002: jump Label131406

:Label1313F8
02C2: car  32860?? drive_to_point  32784??  32788??  32792??

:Label131406
00D6: if  0?
8119:   NOT   car  32864?? wrecked
004D: jump_if_false Label13152A
0084:  32872?? =  32864??  \\ integer values and handles
0084:  32908?? =  32904??  \\ integer values and handles
0086:  32736?? =  32724??  \\ floating-point values only
0086:  32740?? =  32728??  \\ floating-point values only
0086:  32744?? =  32732??  \\ floating-point values only
0084:  32936?? =  32928??  \\ integer values and handles
0050: gosub Label132526
0086:  32724?? =  32736??  \\ floating-point values only
0086:  32728?? =  32740??  \\ floating-point values only
0086:  32732?? =  32744??  \\ floating-point values only
0084:  32928?? =  32936??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  32864?? wrecked
004D: jump_if_false Label13152A
00D6: if  0?
01AD:   car  32864??  0? ()near_point  32796??  32800??  32664??  32664??
004D: jump_if_false Label13152A
0008:  32904?? +=  1?  \\ integer values
0084:  32908?? =  32904??  \\ integer values and handles
0050: gosub Label131840
0086:  32796?? =  32808??  \\ floating-point values only
0086:  32800?? =  32812??  \\ floating-point values only
0086:  32804?? =  32816??  \\ floating-point values only
00D6: if  0?
003A:    32904?? ==  32944??  \\ integer values and handles
004D: jump_if_false Label1314F2
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label131718

:Label1314F2
00D6: if  0?
0042:    32664?? ==  7!  \\ floating-point values
004D: jump_if_false Label13151C
00A7: unknown_car  32864?? drive_to  32796??  32800??  32804??
0002: jump Label13152A

:Label13151C
02C2: car  32864?? drive_to_point  32796??  32800??  32804??

:Label13152A
00D6: if  0?
0038:    32912?? ==  0?  \\ integer values
004D: jump_if_false Label13154A
00BC: text_highpriority "FIRST"  100? ms  1? \\ ~b~1st

:Label13154A
00D6: if  0?
0038:    32912?? ==  1?  \\ integer values
004D: jump_if_false Label13156A
00BC: text_highpriority "SECOND"  100? ms  1? \\ ~b~2nd

:Label13156A
00D6: if  0?
0038:    32912?? ==  2?  \\ integer values
004D: jump_if_false Label13158A
00BC: text_highpriority "THIRD"  100? ms  1? \\ ~b~3rd

:Label13158A
00D6: if  0?
0038:    32912?? ==  3?  \\ integer values
004D: jump_if_false Label1315AA
00BC: text_highpriority "FOURTH"  100? ms  1? \\ ~b~4th

:Label1315AA
00D6: if  0?
003A:    32892?? ==  32948??  \\ integer values and handles
004D: jump_if_false Label1315DE
04D5: unknown_race_stuff  32748??  32752??  32756??  3.8!  6?  0?  100?  5?  5?
0002: jump Label1315FB

:Label1315DE
04D5: unknown_race_stuff  32748??  32752??  32756??  3.8!  6?  0?  255&  137&  205&

:Label1315FB
00D6: if  0?
0119:   car  32876?? wrecked
004D: jump_if_false Label131612
0002: jump Label131718

:Label131612
00D6: if  0?
0018:    32892?? >  24?  \\ integer values
004D: jump_if_false Label131651
00D6: if  0?
0038:    33600?? ==  0?  \\ integer values
004D: jump_if_false Label131651
0151: remove_status_text  33592??
03C4: set_status_text_to  33596??  0? (number) "RCR1_4" \\ laps left:
0004:  33600?? =  1?  \\ integer values

:Label131651
00D6: if  0?
8119:   NOT   car  32876?? wrecked
004D: jump_if_false Label1316BC
00D6: if  0?
80B0:   NOT   car  32876??  0? ()in_rectangle  595.94!  930.07!  950.085!  606.168!
004D: jump_if_false Label1316BC
00D6: if  0?
00B0:   car  32876??  0? ()in_rectangle  473.016!  1102.161!  939!  217.567!
004D: jump_if_false Label1316BC
00BC: text_highpriority "RCR1_6"  3000& ms  1? \\ ~g~Your RC Car is going out of range!

:Label1316BC
00D6: if  0?
8119:   NOT   car  32876?? wrecked
004D: jump_if_false Label13170A
00D6: if  0?
80B0:   NOT   car  32876??  0? ()in_rectangle  473.016!  1102.161!  939!  217.567!
004D: jump_if_false Label13170A
0409: blow_up_rc_buggy
00BC: text_highpriority "RCR1_7"  5000& ms  1? \\ ~r~Your RC Car went out of range!
0002: jump Label131718

:Label13170A
0002: jump Label131098

:Label131711
0002: jump Label131729

:Label131718
00BA: text_styled "M_FAIL"  2000& ms  1? \\ MISSION FAILED!
0051: return

:Label131729
0084:  33580?? =  32916??  \\ integer values and handles
0014:  33580?? /=  1000&  \\ integer values
042E:  4?  33580??
0084:  33588?? =  33580??  \\ integer values and handles
0014:  33588?? /=  60?  \\ integer values
0084:  33584?? =  33588??  \\ integer values and handles
0010:  33584?? *=  60?  \\ integer values
0060:  33580?? -=  33584??  \\ integer values
00D6: if  0?
0028:    33580?? >=  10?  \\ integer values
004D: jump_if_false Label131794
02FD: text_2numbers_lowpriority "RCH1_9"  33588??  33580??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:~1~
0002: jump Label1317A9

:Label131794
02FD: text_2numbers_lowpriority "RCH1_10"  33588??  33580??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:0~1~

:Label1317A9
00D6: if  0?
0038:    32964?? ==  0?  \\ integer values
004D: jump_if_false Label1317C8
030C: set_mission_points +=  1?
0595: (unknown)
0004:  32964?? =  1?  \\ integer values

:Label1317C8
0109: player $PLAYER_CHAR money +=  100?
01E3: text_1number_styled "M_PASS"  100?  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1?
0051: return

:Label1317EB
04DB: (unknown)
0164: disable_marker  32832??
0164: disable_marker  32836??
0249: release_model #RCBANDIT
00A6: destroy_car  32856??
00A6: destroy_car  32860??
00A6: destroy_car  32864??
014F: stop_timer  32916??
0004: $ONMISSION =  0?  \\ integer values
0004:  4336?? =  0?  \\ integer values
0004:  1596?? =  1?  \\ integer values
04D6:  1?
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
0151: remove_status_text  33592??
0151: remove_status_text  33596??
01B7: release_weather
00D8: mission_cleanup
0051: return

:Label131840
00D6: if  0?
0038:    32908?? ==  0?  \\ integer values
004D: jump_if_false Label131882
0086:  32808?? =  32980??  \\ floating-point values only
0086:  32812?? =  32984??  \\ floating-point values only
0086:  32816?? =  32988??  \\ floating-point values only
0086:  32820?? =  32992??  \\ floating-point values only
0086:  32824?? =  32996??  \\ floating-point values only
0086:  32828?? =  33000??  \\ floating-point values only

:Label131882
00D6: if  0?
0038:    32908?? ==  1?  \\ integer values
004D: jump_if_false Label1318C4
0086:  32808?? =  32992??  \\ floating-point values only
0086:  32812?? =  32996??  \\ floating-point values only
0086:  32816?? =  33000??  \\ floating-point values only
0086:  32820?? =  33004??  \\ floating-point values only
0086:  32824?? =  33008??  \\ floating-point values only
0086:  32828?? =  33012??  \\ floating-point values only

:Label1318C4
00D6: if  0?
0038:    32908?? ==  2?  \\ integer values
004D: jump_if_false Label131906
0086:  32808?? =  33004??  \\ floating-point values only
0086:  32812?? =  33008??  \\ floating-point values only
0086:  32816?? =  33012??  \\ floating-point values only
0086:  32820?? =  33016??  \\ floating-point values only
0086:  32824?? =  33020??  \\ floating-point values only
0086:  32828?? =  33024??  \\ floating-point values only

:Label131906
00D6: if  0?
0038:    32908?? ==  3?  \\ integer values
004D: jump_if_false Label131948
0086:  32808?? =  33016??  \\ floating-point values only
0086:  32812?? =  33020??  \\ floating-point values only
0086:  32816?? =  33024??  \\ floating-point values only
0086:  32820?? =  33028??  \\ floating-point values only
0086:  32824?? =  33032??  \\ floating-point values only
0086:  32828?? =  33036??  \\ floating-point values only

:Label131948
00D6: if  0?
0038:    32908?? ==  4?  \\ integer values
004D: jump_if_false Label13198A
0086:  32808?? =  33028??  \\ floating-point values only
0086:  32812?? =  33032??  \\ floating-point values only
0086:  32816?? =  33036??  \\ floating-point values only
0086:  32820?? =  33040??  \\ floating-point values only
0086:  32824?? =  33044??  \\ floating-point values only
0086:  32828?? =  33048??  \\ floating-point values only

:Label13198A
00D6: if  0?
0038:    32908?? ==  5?  \\ integer values
004D: jump_if_false Label1319CC
0086:  32808?? =  33040??  \\ floating-point values only
0086:  32812?? =  33044??  \\ floating-point values only
0086:  32816?? =  33048??  \\ floating-point values only
0086:  32820?? =  33052??  \\ floating-point values only
0086:  32824?? =  33056??  \\ floating-point values only
0086:  32828?? =  33060??  \\ floating-point values only

:Label1319CC
00D6: if  0?
0038:    32908?? ==  6?  \\ integer values
004D: jump_if_false Label131A0E
0086:  32808?? =  33052??  \\ floating-point values only
0086:  32812?? =  33056??  \\ floating-point values only
0086:  32816?? =  33060??  \\ floating-point values only
0086:  32820?? =  33064??  \\ floating-point values only
0086:  32824?? =  33068??  \\ floating-point values only
0086:  32828?? =  33072??  \\ floating-point values only

:Label131A0E
00D6: if  0?
0038:    32908?? ==  7?  \\ integer values
004D: jump_if_false Label131A50
0086:  32808?? =  33064??  \\ floating-point values only
0086:  32812?? =  33068??  \\ floating-point values only
0086:  32816?? =  33072??  \\ floating-point values only
0086:  32820?? =  33076??  \\ floating-point values only
0086:  32824?? =  33080??  \\ floating-point values only
0086:  32828?? =  33084??  \\ floating-point values only

:Label131A50
00D6: if  0?
0038:    32908?? ==  8?  \\ integer values
004D: jump_if_false Label131A92
0086:  32808?? =  33076??  \\ floating-point values only
0086:  32812?? =  33080??  \\ floating-point values only
0086:  32816?? =  33084??  \\ floating-point values only
0086:  32820?? =  33088??  \\ floating-point values only
0086:  32824?? =  33092??  \\ floating-point values only
0086:  32828?? =  33096??  \\ floating-point values only

:Label131A92
00D6: if  0?
0038:    32908?? ==  9?  \\ integer values
004D: jump_if_false Label131AD4
0086:  32808?? =  33088??  \\ floating-point values only
0086:  32812?? =  33092??  \\ floating-point values only
0086:  32816?? =  33096??  \\ floating-point values only
0086:  32820?? =  33100??  \\ floating-point values only
0086:  32824?? =  33104??  \\ floating-point values only
0086:  32828?? =  33108??  \\ floating-point values only

:Label131AD4
00D6: if  0?
0038:    32908?? ==  10?  \\ integer values
004D: jump_if_false Label131B16
0086:  32808?? =  33100??  \\ floating-point values only
0086:  32812?? =  33104??  \\ floating-point values only
0086:  32816?? =  33108??  \\ floating-point values only
0086:  32820?? =  33112??  \\ floating-point values only
0086:  32824?? =  33116??  \\ floating-point values only
0086:  32828?? =  33120??  \\ floating-point values only

:Label131B16
00D6: if  0?
0038:    32908?? ==  11?  \\ integer values
004D: jump_if_false Label131B58
0086:  32808?? =  33112??  \\ floating-point values only
0086:  32812?? =  33116??  \\ floating-point values only
0086:  32816?? =  33120??  \\ floating-point values only
0086:  32820?? =  33124??  \\ floating-point values only
0086:  32824?? =  33128??  \\ floating-point values only
0086:  32828?? =  33132??  \\ floating-point values only

:Label131B58
00D6: if  0?
0038:    32908?? ==  12?  \\ integer values
004D: jump_if_false Label131B9A
0086:  32808?? =  33124??  \\ floating-point values only
0086:  32812?? =  33128??  \\ floating-point values only
0086:  32816?? =  33132??  \\ floating-point values only
0086:  32820?? =  33136??  \\ floating-point values only
0086:  32824?? =  33140??  \\ floating-point values only
0086:  32828?? =  33144??  \\ floating-point values only

:Label131B9A
00D6: if  0?
0038:    32908?? ==  13?  \\ integer values
004D: jump_if_false Label131BDC
0086:  32808?? =  33136??  \\ floating-point values only
0086:  32812?? =  33140??  \\ floating-point values only
0086:  32816?? =  33144??  \\ floating-point values only
0086:  32820?? =  33148??  \\ floating-point values only
0086:  32824?? =  33152??  \\ floating-point values only
0086:  32828?? =  33156??  \\ floating-point values only

:Label131BDC
00D6: if  0?
0038:    32908?? ==  14?  \\ integer values
004D: jump_if_false Label131C1E
0086:  32808?? =  33148??  \\ floating-point values only
0086:  32812?? =  33152??  \\ floating-point values only
0086:  32816?? =  33156??  \\ floating-point values only
0086:  32820?? =  33160??  \\ floating-point values only
0086:  32824?? =  33164??  \\ floating-point values only
0086:  32828?? =  33168??  \\ floating-point values only

:Label131C1E
00D6: if  0?
0038:    32908?? ==  15?  \\ integer values
004D: jump_if_false Label131C60
0086:  32808?? =  33160??  \\ floating-point values only
0086:  32812?? =  33164??  \\ floating-point values only
0086:  32816?? =  33168??  \\ floating-point values only
0086:  32820?? =  33172??  \\ floating-point values only
0086:  32824?? =  33176??  \\ floating-point values only
0086:  32828?? =  33180??  \\ floating-point values only

:Label131C60
00D6: if  0?
0038:    32908?? ==  16?  \\ integer values
004D: jump_if_false Label131CA2
0086:  32808?? =  33172??  \\ floating-point values only
0086:  32812?? =  33176??  \\ floating-point values only
0086:  32816?? =  33180??  \\ floating-point values only
0086:  32820?? =  33184??  \\ floating-point values only
0086:  32824?? =  33188??  \\ floating-point values only
0086:  32828?? =  33192??  \\ floating-point values only

:Label131CA2
00D6: if  0?
0038:    32908?? ==  17?  \\ integer values
004D: jump_if_false Label131CE4
0086:  32808?? =  33184??  \\ floating-point values only
0086:  32812?? =  33188??  \\ floating-point values only
0086:  32816?? =  33192??  \\ floating-point values only
0086:  32820?? =  33196??  \\ floating-point values only
0086:  32824?? =  33200??  \\ floating-point values only
0086:  32828?? =  33204??  \\ floating-point values only

:Label131CE4
00D6: if  0?
0038:    32908?? ==  18?  \\ integer values
004D: jump_if_false Label131D26
0086:  32808?? =  33196??  \\ floating-point values only
0086:  32812?? =  33200??  \\ floating-point values only
0086:  32816?? =  33204??  \\ floating-point values only
0086:  32820?? =  33208??  \\ floating-point values only
0086:  32824?? =  33212??  \\ floating-point values only
0086:  32828?? =  33216??  \\ floating-point values only

:Label131D26
00D6: if  0?
0038:    32908?? ==  19?  \\ integer values
004D: jump_if_false Label131D68
0086:  32808?? =  33208??  \\ floating-point values only
0086:  32812?? =  33212??  \\ floating-point values only
0086:  32816?? =  33216??  \\ floating-point values only
0086:  32820?? =  33220??  \\ floating-point values only
0086:  32824?? =  33224??  \\ floating-point values only
0086:  32828?? =  33228??  \\ floating-point values only

:Label131D68
00D6: if  0?
0038:    32908?? ==  20?  \\ integer values
004D: jump_if_false Label131DAA
0086:  32808?? =  33220??  \\ floating-point values only
0086:  32812?? =  33224??  \\ floating-point values only
0086:  32816?? =  33228??  \\ floating-point values only
0086:  32820?? =  33232??  \\ floating-point values only
0086:  32824?? =  33236??  \\ floating-point values only
0086:  32828?? =  33240??  \\ floating-point values only

:Label131DAA
00D6: if  0?
0038:    32908?? ==  21?  \\ integer values
004D: jump_if_false Label131DEC
0086:  32808?? =  33232??  \\ floating-point values only
0086:  32812?? =  33236??  \\ floating-point values only
0086:  32816?? =  33240??  \\ floating-point values only
0086:  32820?? =  33244??  \\ floating-point values only
0086:  32824?? =  33248??  \\ floating-point values only
0086:  32828?? =  33252??  \\ floating-point values only

:Label131DEC
00D6: if  0?
0038:    32908?? ==  22?  \\ integer values
004D: jump_if_false Label131E2E
0086:  32808?? =  33244??  \\ floating-point values only
0086:  32812?? =  33248??  \\ floating-point values only
0086:  32816?? =  33252??  \\ floating-point values only
0086:  32820?? =  33256??  \\ floating-point values only
0086:  32824?? =  33260??  \\ floating-point values only
0086:  32828?? =  33264??  \\ floating-point values only

:Label131E2E
00D6: if  0?
0038:    32908?? ==  23?  \\ integer values
004D: jump_if_false Label131E70
0086:  32808?? =  33256??  \\ floating-point values only
0086:  32812?? =  33260??  \\ floating-point values only
0086:  32816?? =  33264??  \\ floating-point values only
0086:  32820?? =  33268??  \\ floating-point values only
0086:  32824?? =  33272??  \\ floating-point values only
0086:  32828?? =  33276??  \\ floating-point values only

:Label131E70
00D6: if  0?
0038:    32908?? ==  24?  \\ integer values
004D: jump_if_false Label131EB2
0086:  32808?? =  33268??  \\ floating-point values only
0086:  32812?? =  33272??  \\ floating-point values only
0086:  32816?? =  33276??  \\ floating-point values only
0086:  32820?? =  33280??  \\ floating-point values only
0086:  32824?? =  33284??  \\ floating-point values only
0086:  32828?? =  33288??  \\ floating-point values only

:Label131EB2
00D6: if  0?
0038:    32908?? ==  25?  \\ integer values
004D: jump_if_false Label131EF4
0086:  32808?? =  33280??  \\ floating-point values only
0086:  32812?? =  33284??  \\ floating-point values only
0086:  32816?? =  33288??  \\ floating-point values only
0086:  32820?? =  33292??  \\ floating-point values only
0086:  32824?? =  33296??  \\ floating-point values only
0086:  32828?? =  33300??  \\ floating-point values only

:Label131EF4
00D6: if  0?
0038:    32908?? ==  26?  \\ integer values
004D: jump_if_false Label131F36
0086:  32808?? =  33292??  \\ floating-point values only
0086:  32812?? =  33296??  \\ floating-point values only
0086:  32816?? =  33300??  \\ floating-point values only
0086:  32820?? =  33304??  \\ floating-point values only
0086:  32824?? =  33308??  \\ floating-point values only
0086:  32828?? =  33312??  \\ floating-point values only

:Label131F36
00D6: if  0?
0038:    32908?? ==  27?  \\ integer values
004D: jump_if_false Label131F78
0086:  32808?? =  33304??  \\ floating-point values only
0086:  32812?? =  33308??  \\ floating-point values only
0086:  32816?? =  33312??  \\ floating-point values only
0086:  32820?? =  33316??  \\ floating-point values only
0086:  32824?? =  33320??  \\ floating-point values only
0086:  32828?? =  33324??  \\ floating-point values only

:Label131F78
00D6: if  0?
0038:    32908?? ==  28?  \\ integer values
004D: jump_if_false Label131FBA
0086:  32808?? =  33316??  \\ floating-point values only
0086:  32812?? =  33320??  \\ floating-point values only
0086:  32816?? =  33324??  \\ floating-point values only
0086:  32820?? =  33328??  \\ floating-point values only
0086:  32824?? =  33332??  \\ floating-point values only
0086:  32828?? =  33336??  \\ floating-point values only

:Label131FBA
00D6: if  0?
0038:    32908?? ==  29?  \\ integer values
004D: jump_if_false Label131FFC
0086:  32808?? =  33328??  \\ floating-point values only
0086:  32812?? =  33332??  \\ floating-point values only
0086:  32816?? =  33336??  \\ floating-point values only
0086:  32820?? =  33340??  \\ floating-point values only
0086:  32824?? =  33344??  \\ floating-point values only
0086:  32828?? =  33348??  \\ floating-point values only

:Label131FFC
00D6: if  0?
0038:    32908?? ==  30?  \\ integer values
004D: jump_if_false Label13203E
0086:  32808?? =  33340??  \\ floating-point values only
0086:  32812?? =  33344??  \\ floating-point values only
0086:  32816?? =  33348??  \\ floating-point values only
0086:  32820?? =  33352??  \\ floating-point values only
0086:  32824?? =  33356??  \\ floating-point values only
0086:  32828?? =  33360??  \\ floating-point values only

:Label13203E
00D6: if  0?
0038:    32908?? ==  31?  \\ integer values
004D: jump_if_false Label132080
0086:  32808?? =  33352??  \\ floating-point values only
0086:  32812?? =  33356??  \\ floating-point values only
0086:  32816?? =  33360??  \\ floating-point values only
0086:  32820?? =  33364??  \\ floating-point values only
0086:  32824?? =  33368??  \\ floating-point values only
0086:  32828?? =  33372??  \\ floating-point values only

:Label132080
00D6: if  0?
0038:    32908?? ==  32?  \\ integer values
004D: jump_if_false Label1320C2
0086:  32808?? =  33364??  \\ floating-point values only
0086:  32812?? =  33368??  \\ floating-point values only
0086:  32816?? =  33372??  \\ floating-point values only
0086:  32820?? =  33376??  \\ floating-point values only
0086:  32824?? =  33380??  \\ floating-point values only
0086:  32828?? =  33384??  \\ floating-point values only

:Label1320C2
00D6: if  0?
0038:    32908?? ==  33?  \\ integer values
004D: jump_if_false Label132104
0086:  32808?? =  33376??  \\ floating-point values only
0086:  32812?? =  33380??  \\ floating-point values only
0086:  32816?? =  33384??  \\ floating-point values only
0086:  32820?? =  33388??  \\ floating-point values only
0086:  32824?? =  33392??  \\ floating-point values only
0086:  32828?? =  33396??  \\ floating-point values only

:Label132104
00D6: if  0?
0038:    32908?? ==  34?  \\ integer values
004D: jump_if_false Label132146
0086:  32808?? =  33388??  \\ floating-point values only
0086:  32812?? =  33392??  \\ floating-point values only
0086:  32816?? =  33396??  \\ floating-point values only
0086:  32820?? =  33400??  \\ floating-point values only
0086:  32824?? =  33404??  \\ floating-point values only
0086:  32828?? =  33408??  \\ floating-point values only

:Label132146
00D6: if  0?
0038:    32908?? ==  35?  \\ integer values
004D: jump_if_false Label132188
0086:  32808?? =  33400??  \\ floating-point values only
0086:  32812?? =  33404??  \\ floating-point values only
0086:  32816?? =  33408??  \\ floating-point values only
0086:  32820?? =  33412??  \\ floating-point values only
0086:  32824?? =  33416??  \\ floating-point values only
0086:  32828?? =  33420??  \\ floating-point values only

:Label132188
00D6: if  0?
0038:    32908?? ==  36?  \\ integer values
004D: jump_if_false Label1321CA
0086:  32808?? =  33412??  \\ floating-point values only
0086:  32812?? =  33416??  \\ floating-point values only
0086:  32816?? =  33420??  \\ floating-point values only
0086:  32820?? =  33424??  \\ floating-point values only
0086:  32824?? =  33428??  \\ floating-point values only
0086:  32828?? =  33432??  \\ floating-point values only

:Label1321CA
00D6: if  0?
0038:    32908?? ==  37?  \\ integer values
004D: jump_if_false Label13220C
0086:  32808?? =  33424??  \\ floating-point values only
0086:  32812?? =  33428??  \\ floating-point values only
0086:  32816?? =  33432??  \\ floating-point values only
0086:  32820?? =  33436??  \\ floating-point values only
0086:  32824?? =  33440??  \\ floating-point values only
0086:  32828?? =  33444??  \\ floating-point values only

:Label13220C
00D6: if  0?
0038:    32908?? ==  38?  \\ integer values
004D: jump_if_false Label13224E
0086:  32808?? =  33436??  \\ floating-point values only
0086:  32812?? =  33440??  \\ floating-point values only
0086:  32816?? =  33444??  \\ floating-point values only
0086:  32820?? =  33448??  \\ floating-point values only
0086:  32824?? =  33452??  \\ floating-point values only
0086:  32828?? =  33456??  \\ floating-point values only

:Label13224E
00D6: if  0?
0038:    32908?? ==  39?  \\ integer values
004D: jump_if_false Label132290
0086:  32808?? =  33448??  \\ floating-point values only
0086:  32812?? =  33452??  \\ floating-point values only
0086:  32816?? =  33456??  \\ floating-point values only
0086:  32820?? =  33460??  \\ floating-point values only
0086:  32824?? =  33464??  \\ floating-point values only
0086:  32828?? =  33468??  \\ floating-point values only

:Label132290
00D6: if  0?
0038:    32908?? ==  40?  \\ integer values
004D: jump_if_false Label1322D2
0086:  32808?? =  33460??  \\ floating-point values only
0086:  32812?? =  33464??  \\ floating-point values only
0086:  32816?? =  33468??  \\ floating-point values only
0086:  32820?? =  33472??  \\ floating-point values only
0086:  32824?? =  33476??  \\ floating-point values only
0086:  32828?? =  33480??  \\ floating-point values only

:Label1322D2
00D6: if  0?
0038:    32908?? ==  41?  \\ integer values
004D: jump_if_false Label132314
0086:  32808?? =  33472??  \\ floating-point values only
0086:  32812?? =  33476??  \\ floating-point values only
0086:  32816?? =  33480??  \\ floating-point values only
0086:  32820?? =  33484??  \\ floating-point values only
0086:  32824?? =  33488??  \\ floating-point values only
0086:  32828?? =  33492??  \\ floating-point values only

:Label132314
00D6: if  0?
0038:    32908?? ==  42?  \\ integer values
004D: jump_if_false Label132356
0086:  32808?? =  33484??  \\ floating-point values only
0086:  32812?? =  33488??  \\ floating-point values only
0086:  32816?? =  33492??  \\ floating-point values only
0086:  32820?? =  33496??  \\ floating-point values only
0086:  32824?? =  33500??  \\ floating-point values only
0086:  32828?? =  33504??  \\ floating-point values only

:Label132356
00D6: if  0?
0038:    32908?? ==  43?  \\ integer values
004D: jump_if_false Label132398
0086:  32808?? =  33496??  \\ floating-point values only
0086:  32812?? =  33500??  \\ floating-point values only
0086:  32816?? =  33504??  \\ floating-point values only
0086:  32820?? =  33508??  \\ floating-point values only
0086:  32824?? =  33512??  \\ floating-point values only
0086:  32828?? =  33516??  \\ floating-point values only

:Label132398
00D6: if  0?
0038:    32908?? ==  44?  \\ integer values
004D: jump_if_false Label1323DA
0086:  32808?? =  33508??  \\ floating-point values only
0086:  32812?? =  33512??  \\ floating-point values only
0086:  32816?? =  33516??  \\ floating-point values only
0086:  32820?? =  33520??  \\ floating-point values only
0086:  32824?? =  33524??  \\ floating-point values only
0086:  32828?? =  33528??  \\ floating-point values only

:Label1323DA
00D6: if  0?
0038:    32908?? ==  45?  \\ integer values
004D: jump_if_false Label13241C
0086:  32808?? =  33520??  \\ floating-point values only
0086:  32812?? =  33524??  \\ floating-point values only
0086:  32816?? =  33528??  \\ floating-point values only
0086:  32820?? =  33532??  \\ floating-point values only
0086:  32824?? =  33536??  \\ floating-point values only
0086:  32828?? =  33540??  \\ floating-point values only

:Label13241C
00D6: if  0?
0038:    32908?? ==  46?  \\ integer values
004D: jump_if_false Label13245E
0086:  32808?? =  33532??  \\ floating-point values only
0086:  32812?? =  33536??  \\ floating-point values only
0086:  32816?? =  33540??  \\ floating-point values only
0086:  32820?? =  33544??  \\ floating-point values only
0086:  32824?? =  33548??  \\ floating-point values only
0086:  32828?? =  33552??  \\ floating-point values only

:Label13245E
00D6: if  0?
0038:    32908?? ==  47?  \\ integer values
004D: jump_if_false Label1324A0
0086:  32808?? =  33544??  \\ floating-point values only
0086:  32812?? =  33548??  \\ floating-point values only
0086:  32816?? =  33552??  \\ floating-point values only
0086:  32820?? =  33556??  \\ floating-point values only
0086:  32824?? =  33560??  \\ floating-point values only
0086:  32828?? =  33564??  \\ floating-point values only

:Label1324A0
00D6: if  0?
0038:    32908?? ==  48?  \\ integer values
004D: jump_if_false Label1324E2
0086:  32808?? =  33556??  \\ floating-point values only
0086:  32812?? =  33560??  \\ floating-point values only
0086:  32816?? =  33564??  \\ floating-point values only
0086:  32820?? =  33568??  \\ floating-point values only
0086:  32824?? =  33572??  \\ floating-point values only
0086:  32828?? =  33576??  \\ floating-point values only

:Label1324E2
00D6: if  0?
0038:    32908?? ==  49?  \\ integer values
004D: jump_if_false Label132524
0086:  32808?? =  33568??  \\ floating-point values only
0086:  32812?? =  33572??  \\ floating-point values only
0086:  32816?? =  33576??  \\ floating-point values only
0086:  32820?? =  33568??  \\ floating-point values only
0086:  32824?? =  33572??  \\ floating-point values only
0086:  32828?? =  33576??  \\ floating-point values only

:Label132524
0051: return

:Label132526
0227:  32868?? = car  32872?? health
00D6: if  0?
001A:    500& >  32868??  \\ integer values
004D: jump_if_false Label132549
0224: set_car  32872?? health_to  1000&

:Label132549
00D6: if  0?
8119:   NOT   car  32876?? wrecked
004D: jump_if_false Label132653
00D6: if  0?
003A:    32892?? ==  32908??  \\ integer values and handles
004D: jump_if_false Label132639
00AA:  32628?? = car  32872?? x_pos,  32632?? = car  32872?? y_pos,  32636?? = car  32872?? z_pos
0086:  32644?? =  32628??  \\ floating-point values only
0061:  32644?? -=  32748??  \\ floating-point values
0086:  32648?? =  32632??  \\ floating-point values only
0061:  32648?? -=  32752??  \\ floating-point values
0069:  32644?? *=  32644??  \\ floating-point values
0069:  32648?? *=  32648??  \\ floating-point values
0086:  32652?? =  32644??  \\ floating-point values only
0059:  32652?? +=  32648??  \\ floating-point values
01FB:  32668?? = square_root  32652??
00AA:  32628?? = car  32876?? x_pos,  32632?? = car  32876?? y_pos,  32636?? = car  32876?? z_pos
0086:  32644?? =  32628??  \\ floating-point values only
0061:  32644?? -=  32748??  \\ floating-point values
0086:  32648?? =  32632??  \\ floating-point values only
0061:  32648?? -=  32752??  \\ floating-point values
0069:  32644?? *=  32644??  \\ floating-point values
0069:  32648?? *=  32648??  \\ floating-point values
0086:  32652?? =  32644??  \\ floating-point values only
0059:  32652?? +=  32648??  \\ floating-point values
01FB:  32672?? = square_root  32652??
00D6: if  0?
0024:    32672?? >  32668??  \\ floating-point values only
004D: jump_if_false Label132632
0008:  32912?? +=  1?  \\ integer values

:Label132632
0002: jump Label132653

:Label132639
00D6: if  0?
001C:    32908?? >  32892??  \\ integer values
004D: jump_if_false Label132653
0008:  32912?? +=  1?  \\ integer values

:Label132653
0051: return

;-------------Mission 95---------------
; Originally: RC Baron Race


:Label132655
03A4: name_thread "RCPLNE1"
0050: gosub Label132683
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label13267A
0050: gosub Label133F21

:Label13267A
0050: gosub Label133FFC
004E: end_thread

:Label132683
0004: $ONMISSION =  1?  \\ integer values
0004:  4336?? =  1?  \\ integer values
00D6: if  0?
0038:    33940?? ==  0?  \\ integer values
004D: jump_if_false Label1326A5
0317: increment_mission_attempts

:Label1326A5
0001: wait  0? ms
054C: use_GXT_table "RCPLNE1"
0247: request_model #RCBARON

:Label1326B8
00D6: if  0?
8248:   NOT   model #RCBARON available
004D: jump_if_false Label1326D3
0001: wait  0? ms
0002: jump Label1326B8

:Label1326D3
0004:  33924?? =  28?  \\ integer values
0005:  33944?? =  313!  \\ floating-point values
0005:  33948?? =  1238.332!  \\ floating-point values
0005:  33952?? =  27.546!  \\ floating-point values
0005:  33956?? =  317.926!  \\ floating-point values
0005:  33960?? =  1219.877!  \\ floating-point values
0005:  33964?? =  26.554!  \\ floating-point values
0005:  33968?? =  321.35!  \\ floating-point values
0005:  33972?? =  1102.111!  \\ floating-point values
0005:  33976?? =  31.448!  \\ floating-point values
0005:  33980?? =  317.778!  \\ floating-point values
0005:  33984?? =  949.34!  \\ floating-point values
0005:  33988?? =  29.25!  \\ floating-point values
0005:  33992?? =  289.354!  \\ floating-point values
0005:  33996?? =  789.471!  \\ floating-point values
0005:  34000?? =  27.426!  \\ floating-point values
0005:  34004?? =  201.599!  \\ floating-point values
0005:  34008?? =  689.725!  \\ floating-point values
0005:  34012?? =  27.896!  \\ floating-point values
0005:  34016?? =  378.602!  \\ floating-point values
0005:  34020?? =  564.227!  \\ floating-point values
0005:  34024?? =  20.846!  \\ floating-point values
0005:  34028?? =  346.553!  \\ floating-point values
0005:  34032?? =  445.865!  \\ floating-point values
0005:  34036?? =  19.168!  \\ floating-point values
0005:  34040?? =  331.891!  \\ floating-point values
0005:  34044?? =  344.459!  \\ floating-point values
0005:  34048?? =  18.385!  \\ floating-point values
0005:  34052?? =  337.064!  \\ floating-point values
0005:  34056?? =  243.41!  \\ floating-point values
0005:  34060?? =  24.428!  \\ floating-point values
0005:  34064?? =  407.542!  \\ floating-point values
0005:  34068?? =  102.447!  \\ floating-point values
0005:  34072?? =  24.134!  \\ floating-point values
0005:  34076?? =  332.597!  \\ floating-point values
0005:  34080?? = -12.219!  \\ floating-point values
0005:  34084?? =  25.134!  \\ floating-point values
0005:  34088?? =  284.866!  \\ floating-point values
0005:  34092?? = -144.529!  \\ floating-point values
0005:  34096?? =  22.046!  \\ floating-point values
0005:  34100?? =  225.013!  \\ floating-point values
0005:  34104?? = -271.518!  \\ floating-point values
0005:  34108?? =  19.929!  \\ floating-point values
0005:  34112?? =  194.309!  \\ floating-point values
0005:  34116?? = -365.009!  \\ floating-point values
0005:  34120?? =  19.146!  \\ floating-point values
0005:  34124?? =  179.89!  \\ floating-point values
0005:  34128?? = -500.032!  \\ floating-point values
0005:  34132?? =  17.304!  \\ floating-point values
0005:  34136?? =  171.669!  \\ floating-point values
0005:  34140?? = -638.857!  \\ floating-point values
0005:  34144?? =  17.328!  \\ floating-point values
0005:  34148?? =  149.798!  \\ floating-point values
0005:  34152?? = -738.283!  \\ floating-point values
0005:  34156?? =  16.001!  \\ floating-point values
0005:  34160?? =  95.276!  \\ floating-point values
0005:  34164?? = -838.345!  \\ floating-point values
0005:  34168?? =  15.527!  \\ floating-point values
0005:  34172?? = -22.699!  \\ floating-point values
0005:  34176?? = -869.548!  \\ floating-point values
0005:  34180?? =  16.142!  \\ floating-point values
0005:  34184?? = -107.153!  \\ floating-point values
0005:  34188?? = -895.34!  \\ floating-point values
0005:  34192?? =  18.43!  \\ floating-point values
0005:  34196?? = -190.477!  \\ floating-point values
0005:  34200?? = -944.935!  \\ floating-point values
0005:  34204?? =  20.094!  \\ floating-point values
0005:  34208?? = -186.305!  \\ floating-point values
0005:  34212?? = -1075.039!  \\ floating-point values
0005:  34216?? =  32.099!  \\ floating-point values
0005:  34220?? = -193.016!  \\ floating-point values
0005:  34224?? = -1232.925!  \\ floating-point values
0005:  34228?? =  16.655!  \\ floating-point values
0005:  34232?? = -164.456!  \\ floating-point values
0005:  34236?? = -1402.917!  \\ floating-point values
0005:  34240?? =  16.294!  \\ floating-point values
0005:  34244?? = -115.326!  \\ floating-point values
0005:  34248?? = -1512.663!  \\ floating-point values
0005:  34252?? =  15.455!  \\ floating-point values
0005:  34256?? = -11.818!  \\ floating-point values
0005:  34260?? = -1576.647!  \\ floating-point values
0005:  34264?? =  15.96!  \\ floating-point values
0005:  34268?? =  110.56!  \\ floating-point values
0005:  34272?? = -1588.121!  \\ floating-point values
0005:  34276?? =  16.516!  \\ floating-point values
0005:  34280?? =  174.464!  \\ floating-point values
0005:  34284?? = -1527.732!  \\ floating-point values
0005:  34288?? =  20.699!  \\ floating-point values
0005:  34292?? =  259.539!  \\ floating-point values
0005:  34296?? = -1234.819!  \\ floating-point values
0005:  34300?? =  32.351!  \\ floating-point values
0005:  33676?? =  316!  \\ floating-point values
0005:  33680?? =  1238.332!  \\ floating-point values
0005:  33684?? =  26.554!  \\ floating-point values
0005:  33688?? =  319!  \\ floating-point values
0005:  33692?? =  1238.332!  \\ floating-point values
0005:  33696?? =  26.554!  \\ floating-point values
0005:  33700?? =  322!  \\ floating-point values
0005:  33704?? =  1238.332!  \\ floating-point values
0005:  33708?? =  26.554!  \\ floating-point values
0005:  33616?? =  182.29!  \\ floating-point values
0004:  33888?? =  0?  \\ integer values
0004:  33872?? =  0?  \\ integer values
0004:  33876?? =  0?  \\ integer values
0004:  33880?? =  0?  \\ integer values
0004:  33884?? =  0?  \\ integer values
0005:  33632?? =  4!  \\ floating-point values
0005:  33636?? =  4!  \\ floating-point values
0005:  33640?? =  4!  \\ floating-point values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1? (true)
00DA:  33832?? = player $PLAYER_CHAR car
00D6: if  0?
8119:   NOT   car  33832?? wrecked
004D: jump_if_false Label132B29
020A: set_car  33832?? door_status_to  2?

:Label132B29
01C0:  34304?? = player $PLAYER_CHAR wanted_level
0110: clear_player $PLAYER_CHAR wanted_level
0395: clear_area  1? at  33944??  33948?? range  33952??  80!
02A3: toggle_widescreen  1? (on)
00A5:  33836?? = create_car #RCBARON at  33676??  33680??  33684??
03AB: (unknown)  33836??  1? 
03ED: (unknown)  33836??  1? 
0175: set_car  33836?? z_angle_to  33616??
02AA: set_car  33836?? immune_to_nonplayer  1?
00A5:  33840?? = create_car #RCBARON at  33688??  33692??  33696??
03AB: (unknown)  33840??  1? 
03ED: (unknown)  33840??  1? 
0175: set_car  33840?? z_angle_to  33616??
02AA: set_car  33840?? immune_to_nonplayer  1?
00A5:  33844?? = create_car #RCBARON at  33700??  33704??  33708??
03AB: (unknown)  33844??  1? 
03ED: (unknown)  33844??  1? 
0175: set_car  33844?? z_angle_to  33616??
02AA: set_car  33844?? immune_to_nonplayer  1?
046E: unknown_put_player $PLAYER_CHAR in_RC_mode_at  33944??  33948??  33952?? angle  182.29! RC_model #RCBARON
0484:  33856?? = player $PLAYER_CHAR rc_car
04D6:  0?
015F: set_camera_position  323.6173!  1239.22!  26.80053!  0!  0!  0!
0160: point_camera  322.7087!  1238.807!  26.85948!  2?
016A: fade  1? (back)  3000& ms

:Label132C32
00D6: if  0?
016B:   fading
004D: jump_if_false Label132C4A
0001: wait  0? ms
0002: jump Label132C32

:Label132C4A
0006:  16@ =  0?  \\ integer values

:Label132C51
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label132C96
0001: wait  0? ms
00BC: text_highpriority "RCPL1_4"  5000& ms  2? \\ ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label132C8F
0002: jump Label132DC8

:Label132C8F
0002: jump Label132C51

:Label132C96
0006:  16@ =  0?  \\ integer values
03CB: set_camera  289.354!  789.471!  27.426!
015F: set_camera_position  307.078!  842.687!  33.651!  0!  0!  0!
0160: point_camera  289.354!  789.471!  27.426!  2?

:Label132CE1
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label132D49
0001: wait  0? ms
00BC: text_highpriority "RCPL1_5"  5000& ms  2? \\ ~g~Fly through the checkpoints scattered throughout Vice City.
04D5: unknown_race_stuff  289.354!  789.471!  27.426!  7!  6?  0?  255&  137&  205&
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label132D42
0002: jump Label132DC8

:Label132D42
0002: jump Label132CE1

:Label132D49
0006:  16@ =  0?  \\ integer values

:Label132D50
00D6: if  0?
001B:    5000& >  16@  \\ integer values
004D: jump_if_false Label132DC8
0001: wait  0? ms
015F: set_camera_position  311.3789!  1236.672!  26.99365!  0!  0!  0!
0160: point_camera  312.2311!  1237.192!  26.93967!  2?
00BC: text_highpriority "RCPL1_6"  5000& ms  2? \\ ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane.
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label132DC1
0002: jump Label132DC8

:Label132DC1
0002: jump Label132D50

:Label132DC8
00D6: if  0?
8119:   NOT   car  33856?? wrecked
004D: jump_if_false Label132DF4
03EB: clear_small_messages_only
0158: camera_on_vehicle  33856??  18?  2?
0001: wait  0? ms
032A: unknown  0?
0001: wait  300& ms
02A3: toggle_widescreen  0? (off)

:Label132DF4
0084:  33928?? =  33924??  \\ integer values and handles
000C:  33928?? -=  1?  \\ integer values
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1? (true)
03F4:  0? (clear) cars_can_be_damaged
00BA: text_styled "RACE2"  1100& ms  4? \\ ~g~3
018C: play_sound  7? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE3"  1100& ms  4? \\ ~g~2
018C: play_sound  8? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE4"  1100& ms  4? \\ ~g~1
018C: play_sound  9? at  0!  0!  0!
0001: wait  1000& ms
00BA: text_styled "RACE5"  800& ms  4? \\ ~g~GO!
018C: play_sound  10? at  0!  0!  0!
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0? (false)
03F4:  1? (set) cars_can_be_damaged
0293:  72?? = current_controls
00D6: if  0?
0038:    72?? ==  3?  \\ integer values
004D: jump_if_false Label132EE6
03E5: text_box "PLANE_4" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.
0002: jump Label132EF0

:Label132EE6
03E5: text_box "PLANE_H" \\ Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn.

:Label132EF0
00D6: if  0?
0119:   car  33836?? wrecked
004D: jump_if_false Label132F07
0002: jump Label133F21

:Label132F07
00D6: if  0?
0119:   car  33840?? wrecked
004D: jump_if_false Label132F1E
0002: jump Label133F21

:Label132F1E
00D6: if  0?
0119:   car  33844?? wrecked
004D: jump_if_false Label132F35
0002: jump Label133F21

:Label132F35
00D6: if  0?
8119:   NOT   car  33836?? wrecked
004D: jump_if_false Label132F51
0161: tie_marker  33820?? to_car  33836??  0?  1?

:Label132F51
00D6: if  0?
8119:   NOT   car  33840?? wrecked
004D: jump_if_false Label132F6D
0161: tie_marker  33824?? to_car  33840??  0?  1?

:Label132F6D
00D6: if  0?
8119:   NOT   car  33844?? wrecked
004D: jump_if_false Label132F89
0161: tie_marker  33828?? to_car  33844??  0?  1?

:Label132F89
0050: gosub Label133676
0086:  33724?? =  33784??  \\ floating-point values only
0086:  33728?? =  33788??  \\ floating-point values only
0086:  33732?? =  33792??  \\ floating-point values only
0086:  33736?? =  33796??  \\ floating-point values only
0086:  33740?? =  33800??  \\ floating-point values only
0086:  33744?? =  33804??  \\ floating-point values only
0086:  33748?? =  33784??  \\ floating-point values only
0086:  33752?? =  33788??  \\ floating-point values only
0086:  33756?? =  33792??  \\ floating-point values only
0086:  33760?? =  33784??  \\ floating-point values only
0086:  33764?? =  33788??  \\ floating-point values only
0086:  33768?? =  33792??  \\ floating-point values only
0086:  33772?? =  33784??  \\ floating-point values only
0086:  33776?? =  33788??  \\ floating-point values only
0086:  33780?? =  33792??  \\ floating-point values only
018A:  33812?? = create_checkpoint_at  33724??  33728??  33732??
0167:  33816?? = create_marker_at  33736??  33740??  33744??  5?  2?
0168: show_on_radar  33816??  2?
0166: set_marker  33816?? brightness_to  1?
04D2: unknown_RC_car  33836?? race_to  33748??  33752??  33756??  30?
04D2: unknown_RC_car  33840?? race_to  33760??  33764??  33768??  25?
04D2: unknown_RC_car  33844?? race_to  33772??  33776??  33780??  35?
0004:  33896?? =  0?  \\ integer values
03C3: set_timer_with_text_to  33896?? type  0? text "RCH1_5" \\ Time:
00D6: if  0?
0119:   car  33856?? wrecked
004D: jump_if_false Label133093
0002: jump Label133F21

:Label133093
00D6: if  0?
001C:    33924?? >  33872??  \\ integer values
004D: jump_if_false Label13366F
0001: wait  0? ms
0395: clear_area  0? at -447.8!  1442.95! range  10!  120!
0004:  33892?? =  0?  \\ integer values
00D6: if  0?
8119:   NOT   car  33856?? wrecked
004D: jump_if_false Label1331C1
00D6: if  0?
01AF:   car  33856??  0? ()near_point  33724??  33728??  33732?? radius  7.5!  7.5!  7.5!
004D: jump_if_false Label1331C1
0008:  33872?? +=  1?  \\ integer values
0164: disable_marker  33812??
018C: play_sound  1? at  0!  0!  0!
0164: disable_marker  33816??
0084:  33888?? =  33872??  \\ integer values and handles
0050: gosub Label133676
0086:  33724?? =  33784??  \\ floating-point values only
0086:  33728?? =  33788??  \\ floating-point values only
0086:  33732?? =  33792??  \\ floating-point values only
0086:  33736?? =  33796??  \\ floating-point values only
0086:  33740?? =  33800??  \\ floating-point values only
0086:  33744?? =  33804??  \\ floating-point values only
00D6: if  0?
003A:    33872?? ==  33924??  \\ integer values and handles
004D: jump_if_false Label133180
0002: jump Label133F3A

:Label133180
018A:  33812?? = create_checkpoint_at  33724??  33728??  33732??
00D6: if  0?
803A:   NOT    33872?? ==  33928??  \\ integer values and handles
004D: jump_if_false Label1331C1
0167:  33816?? = create_marker_at  33736??  33740??  33744??  5?  2?
0166: set_marker  33816?? brightness_to  1?
0168: show_on_radar  33816??  2?

:Label1331C1
00D6: if  0?
8119:   NOT   car  33836?? wrecked
004D: jump_if_false Label1332C3
0084:  33852?? =  33836??  \\ integer values and handles
0084:  33888?? =  33876??  \\ integer values and handles
0086:  33712?? =  33676??  \\ floating-point values only
0086:  33716?? =  33680??  \\ floating-point values only
0086:  33720?? =  33684??  \\ floating-point values only
0084:  33916?? =  33900??  \\ integer values and handles
0050: gosub Label133DF2
0086:  33676?? =  33712??  \\ floating-point values only
0086:  33680?? =  33716??  \\ floating-point values only
0086:  33684?? =  33720??  \\ floating-point values only
0084:  33900?? =  33916??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  33836?? wrecked
004D: jump_if_false Label1332C3
00D6: if  0?
01AF:   car  33836??  0? ()near_point  33748??  33752??  33756?? radius  33632??  33632??  33632??
004D: jump_if_false Label1332C3
0008:  33876?? +=  1?  \\ integer values
0084:  33888?? =  33876??  \\ integer values and handles
0050: gosub Label133676
0086:  33748?? =  33784??  \\ floating-point values only
0086:  33752?? =  33788??  \\ floating-point values only
0086:  33756?? =  33792??  \\ floating-point values only
00D6: if  0?
003A:    33876?? ==  33924??  \\ integer values and handles
004D: jump_if_false Label1332B3
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label133F21

:Label1332B3
04D2: unknown_RC_car  33836?? race_to  33748??  33752??  33756??  36?

:Label1332C3
00D6: if  0?
8119:   NOT   car  33840?? wrecked
004D: jump_if_false Label1333C5
0084:  33852?? =  33840??  \\ integer values and handles
0084:  33888?? =  33880??  \\ integer values and handles
0086:  33712?? =  33688??  \\ floating-point values only
0086:  33716?? =  33692??  \\ floating-point values only
0086:  33720?? =  33696??  \\ floating-point values only
0084:  33916?? =  33904??  \\ integer values and handles
0050: gosub Label133DF2
0086:  33688?? =  33712??  \\ floating-point values only
0086:  33692?? =  33716??  \\ floating-point values only
0086:  33696?? =  33720??  \\ floating-point values only
0084:  33904?? =  33916??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  33840?? wrecked
004D: jump_if_false Label1333C5
00D6: if  0?
01AF:   car  33840??  0? ()near_point  33760??  33764??  33768?? radius  33636??  33636??  33636??
004D: jump_if_false Label1333C5
0008:  33880?? +=  1?  \\ integer values
0084:  33888?? =  33880??  \\ integer values and handles
0050: gosub Label133676
0086:  33760?? =  33784??  \\ floating-point values only
0086:  33764?? =  33788??  \\ floating-point values only
0086:  33768?? =  33792??  \\ floating-point values only
00D6: if  0?
003A:    33880?? ==  33924??  \\ integer values and handles
004D: jump_if_false Label1333B5
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label133F21

:Label1333B5
04D2: unknown_RC_car  33840?? race_to  33760??  33764??  33768??  27?

:Label1333C5
00D6: if  0?
8119:   NOT   car  33844?? wrecked
004D: jump_if_false Label1334C7
0084:  33852?? =  33844??  \\ integer values and handles
0084:  33888?? =  33884??  \\ integer values and handles
0086:  33712?? =  33700??  \\ floating-point values only
0086:  33716?? =  33704??  \\ floating-point values only
0086:  33720?? =  33708??  \\ floating-point values only
0084:  33916?? =  33908??  \\ integer values and handles
0050: gosub Label133DF2
0086:  33700?? =  33712??  \\ floating-point values only
0086:  33704?? =  33716??  \\ floating-point values only
0086:  33708?? =  33720??  \\ floating-point values only
0084:  33908?? =  33916??  \\ integer values and handles
00D6: if  0?
8119:   NOT   car  33844?? wrecked
004D: jump_if_false Label1334C7
00D6: if  0?
01AF:   car  33844??  0? ()near_point  33772??  33776??  33780?? radius  33640??  33640??  33640??
004D: jump_if_false Label1334C7
0008:  33884?? +=  1?  \\ integer values
0084:  33888?? =  33884??  \\ integer values and handles
0050: gosub Label133676
0086:  33772?? =  33784??  \\ floating-point values only
0086:  33776?? =  33788??  \\ floating-point values only
0086:  33780?? =  33792??  \\ floating-point values only
00D6: if  0?
003A:    33884?? ==  33924??  \\ integer values and handles
004D: jump_if_false Label1334B7
00BC: text_highpriority "RACEFA"  5000& ms  1? \\ ~r~You failed to win the race!
0002: jump Label133F21

:Label1334B7
04D2: unknown_RC_car  33844?? race_to  33772??  33776??  33780??  42?

:Label1334C7
00D6: if  0?
0038:    33892?? ==  0?  \\ integer values
004D: jump_if_false Label1334E7
00BC: text_highpriority "FIRST"  100? ms  1? \\ ~b~1st

:Label1334E7
00D6: if  0?
0038:    33892?? ==  1?  \\ integer values
004D: jump_if_false Label133507
00BC: text_highpriority "SECOND"  100? ms  1? \\ ~b~2nd

:Label133507
00D6: if  0?
0038:    33892?? ==  2?  \\ integer values
004D: jump_if_false Label133527
00BC: text_highpriority "THIRD"  100? ms  1? \\ ~b~3rd

:Label133527
00D6: if  0?
0038:    33892?? ==  3?  \\ integer values
004D: jump_if_false Label133547
00BC: text_highpriority "FOURTH"  100? ms  1? \\ ~b~4th

:Label133547
00D6: if  0?
003A:    33872?? ==  33928??  \\ integer values and handles
004D: jump_if_false Label13357B
04D5: unknown_race_stuff  33724??  33728??  33732??  7!  6?  0?  100?  0?  100?
0002: jump Label133598

:Label13357B
04D5: unknown_race_stuff  33724??  33728??  33732??  7!  6?  0?  255&  137&  205&

:Label133598
00D6: if  0?
0119:   car  33856?? wrecked
004D: jump_if_false Label1335AF
0002: jump Label133F21

:Label1335AF
00D6: if  0?
8119:   NOT   car  33856?? wrecked
004D: jump_if_false Label13361A
00D6: if  0?
80B0:   NOT   car  33856??  0? ()in_rectangle  833!  1340! -225! -1666!
004D: jump_if_false Label13361A
00D6: if  0?
00B0:   car  33856??  0? ()in_rectangle  940.212!  1340.225! -253.15! -1700!
004D: jump_if_false Label13361A
00BC: text_highpriority "RCPL1_8"  3000& ms  1? \\ ~g~Your RC Plane is going out of range!

:Label13361A
00D6: if  0?
8119:   NOT   car  33856?? wrecked
004D: jump_if_false Label133668
00D6: if  0?
80B0:   NOT   car  33856??  0? ()in_rectangle  940.212!  1340.225! -253.15! -1700!
004D: jump_if_false Label133668
0409: blow_up_rc_buggy
00BC: text_highpriority "RCPL1_9"  5000& ms  1? \\ ~r~Your RC Plane went out of range!
0002: jump Label133F21

:Label133668
0002: jump Label133093

:Label13366F
0002: jump Label133F3A

:Label133676
00D6: if  0?
0038:    33888?? ==  0?  \\ integer values
004D: jump_if_false Label1336B8
0086:  33784?? =  33956??  \\ floating-point values only
0086:  33788?? =  33960??  \\ floating-point values only
0086:  33792?? =  33964??  \\ floating-point values only
0086:  33796?? =  33968??  \\ floating-point values only
0086:  33800?? =  33972??  \\ floating-point values only
0086:  33804?? =  33976??  \\ floating-point values only

:Label1336B8
00D6: if  0?
0038:    33888?? ==  1?  \\ integer values
004D: jump_if_false Label1336FA
0086:  33784?? =  33968??  \\ floating-point values only
0086:  33788?? =  33972??  \\ floating-point values only
0086:  33792?? =  33976??  \\ floating-point values only
0086:  33796?? =  33980??  \\ floating-point values only
0086:  33800?? =  33984??  \\ floating-point values only
0086:  33804?? =  33988??  \\ floating-point values only

:Label1336FA
00D6: if  0?
0038:    33888?? ==  2?  \\ integer values
004D: jump_if_false Label13373C
0086:  33784?? =  33980??  \\ floating-point values only
0086:  33788?? =  33984??  \\ floating-point values only
0086:  33792?? =  33988??  \\ floating-point values only
0086:  33796?? =  33992??  \\ floating-point values only
0086:  33800?? =  33996??  \\ floating-point values only
0086:  33804?? =  34000??  \\ floating-point values only

:Label13373C
00D6: if  0?
0038:    33888?? ==  3?  \\ integer values
004D: jump_if_false Label13377E
0086:  33784?? =  33992??  \\ floating-point values only
0086:  33788?? =  33996??  \\ floating-point values only
0086:  33792?? =  34000??  \\ floating-point values only
0086:  33796?? =  34004??  \\ floating-point values only
0086:  33800?? =  34008??  \\ floating-point values only
0086:  33804?? =  34012??  \\ floating-point values only

:Label13377E
00D6: if  0?
0038:    33888?? ==  4?  \\ integer values
004D: jump_if_false Label1337C0
0086:  33784?? =  34004??  \\ floating-point values only
0086:  33788?? =  34008??  \\ floating-point values only
0086:  33792?? =  34012??  \\ floating-point values only
0086:  33796?? =  34016??  \\ floating-point values only
0086:  33800?? =  34020??  \\ floating-point values only
0086:  33804?? =  34024??  \\ floating-point values only

:Label1337C0
00D6: if  0?
0038:    33888?? ==  5?  \\ integer values
004D: jump_if_false Label133802
0086:  33784?? =  34016??  \\ floating-point values only
0086:  33788?? =  34020??  \\ floating-point values only
0086:  33792?? =  34024??  \\ floating-point values only
0086:  33796?? =  34028??  \\ floating-point values only
0086:  33800?? =  34032??  \\ floating-point values only
0086:  33804?? =  34036??  \\ floating-point values only

:Label133802
00D6: if  0?
0038:    33888?? ==  6?  \\ integer values
004D: jump_if_false Label133844
0086:  33784?? =  34028??  \\ floating-point values only
0086:  33788?? =  34032??  \\ floating-point values only
0086:  33792?? =  34036??  \\ floating-point values only
0086:  33796?? =  34040??  \\ floating-point values only
0086:  33800?? =  34044??  \\ floating-point values only
0086:  33804?? =  34048??  \\ floating-point values only

:Label133844
00D6: if  0?
0038:    33888?? ==  7?  \\ integer values
004D: jump_if_false Label133886
0086:  33784?? =  34040??  \\ floating-point values only
0086:  33788?? =  34044??  \\ floating-point values only
0086:  33792?? =  34048??  \\ floating-point values only
0086:  33796?? =  34052??  \\ floating-point values only
0086:  33800?? =  34056??  \\ floating-point values only
0086:  33804?? =  34060??  \\ floating-point values only

:Label133886
00D6: if  0?
0038:    33888?? ==  8?  \\ integer values
004D: jump_if_false Label1338C8
0086:  33784?? =  34052??  \\ floating-point values only
0086:  33788?? =  34056??  \\ floating-point values only
0086:  33792?? =  34060??  \\ floating-point values only
0086:  33796?? =  34064??  \\ floating-point values only
0086:  33800?? =  34068??  \\ floating-point values only
0086:  33804?? =  34072??  \\ floating-point values only

:Label1338C8
00D6: if  0?
0038:    33888?? ==  9?  \\ integer values
004D: jump_if_false Label13390A
0086:  33784?? =  34064??  \\ floating-point values only
0086:  33788?? =  34068??  \\ floating-point values only
0086:  33792?? =  34072??  \\ floating-point values only
0086:  33796?? =  34076??  \\ floating-point values only
0086:  33800?? =  34080??  \\ floating-point values only
0086:  33804?? =  34084??  \\ floating-point values only

:Label13390A
00D6: if  0?
0038:    33888?? ==  10?  \\ integer values
004D: jump_if_false Label13394C
0086:  33784?? =  34076??  \\ floating-point values only
0086:  33788?? =  34080??  \\ floating-point values only
0086:  33792?? =  34084??  \\ floating-point values only
0086:  33796?? =  34088??  \\ floating-point values only
0086:  33800?? =  34092??  \\ floating-point values only
0086:  33804?? =  34096??  \\ floating-point values only

:Label13394C
00D6: if  0?
0038:    33888?? ==  11?  \\ integer values
004D: jump_if_false Label13398E
0086:  33784?? =  34088??  \\ floating-point values only
0086:  33788?? =  34092??  \\ floating-point values only
0086:  33792?? =  34096??  \\ floating-point values only
0086:  33796?? =  34100??  \\ floating-point values only
0086:  33800?? =  34104??  \\ floating-point values only
0086:  33804?? =  34108??  \\ floating-point values only

:Label13398E
00D6: if  0?
0038:    33888?? ==  12?  \\ integer values
004D: jump_if_false Label1339D0
0086:  33784?? =  34100??  \\ floating-point values only
0086:  33788?? =  34104??  \\ floating-point values only
0086:  33792?? =  34108??  \\ floating-point values only
0086:  33796?? =  34112??  \\ floating-point values only
0086:  33800?? =  34116??  \\ floating-point values only
0086:  33804?? =  34120??  \\ floating-point values only

:Label1339D0
00D6: if  0?
0038:    33888?? ==  13?  \\ integer values
004D: jump_if_false Label133A12
0086:  33784?? =  34112??  \\ floating-point values only
0086:  33788?? =  34116??  \\ floating-point values only
0086:  33792?? =  34120??  \\ floating-point values only
0086:  33796?? =  34124??  \\ floating-point values only
0086:  33800?? =  34128??  \\ floating-point values only
0086:  33804?? =  34132??  \\ floating-point values only

:Label133A12
00D6: if  0?
0038:    33888?? ==  14?  \\ integer values
004D: jump_if_false Label133A54
0086:  33784?? =  34124??  \\ floating-point values only
0086:  33788?? =  34128??  \\ floating-point values only
0086:  33792?? =  34132??  \\ floating-point values only
0086:  33796?? =  34136??  \\ floating-point values only
0086:  33800?? =  34140??  \\ floating-point values only
0086:  33804?? =  34144??  \\ floating-point values only

:Label133A54
00D6: if  0?
0038:    33888?? ==  15?  \\ integer values
004D: jump_if_false Label133A96
0086:  33784?? =  34136??  \\ floating-point values only
0086:  33788?? =  34140??  \\ floating-point values only
0086:  33792?? =  34144??  \\ floating-point values only
0086:  33796?? =  34148??  \\ floating-point values only
0086:  33800?? =  34152??  \\ floating-point values only
0086:  33804?? =  34156??  \\ floating-point values only

:Label133A96
00D6: if  0?
0038:    33888?? ==  16?  \\ integer values
004D: jump_if_false Label133AD8
0086:  33784?? =  34148??  \\ floating-point values only
0086:  33788?? =  34152??  \\ floating-point values only
0086:  33792?? =  34156??  \\ floating-point values only
0086:  33796?? =  34160??  \\ floating-point values only
0086:  33800?? =  34164??  \\ floating-point values only
0086:  33804?? =  34168??  \\ floating-point values only

:Label133AD8
00D6: if  0?
0038:    33888?? ==  17?  \\ integer values
004D: jump_if_false Label133B1A
0086:  33784?? =  34160??  \\ floating-point values only
0086:  33788?? =  34164??  \\ floating-point values only
0086:  33792?? =  34168??  \\ floating-point values only
0086:  33796?? =  34172??  \\ floating-point values only
0086:  33800?? =  34176??  \\ floating-point values only
0086:  33804?? =  34180??  \\ floating-point values only

:Label133B1A
00D6: if  0?
0038:    33888?? ==  18?  \\ integer values
004D: jump_if_false Label133B5C
0086:  33784?? =  34172??  \\ floating-point values only
0086:  33788?? =  34176??  \\ floating-point values only
0086:  33792?? =  34180??  \\ floating-point values only
0086:  33796?? =  34184??  \\ floating-point values only
0086:  33800?? =  34188??  \\ floating-point values only
0086:  33804?? =  34192??  \\ floating-point values only

:Label133B5C
00D6: if  0?
0038:    33888?? ==  19?  \\ integer values
004D: jump_if_false Label133B9E
0086:  33784?? =  34184??  \\ floating-point values only
0086:  33788?? =  34188??  \\ floating-point values only
0086:  33792?? =  34192??  \\ floating-point values only
0086:  33796?? =  34196??  \\ floating-point values only
0086:  33800?? =  34200??  \\ floating-point values only
0086:  33804?? =  34204??  \\ floating-point values only

:Label133B9E
00D6: if  0?
0038:    33888?? ==  20?  \\ integer values
004D: jump_if_false Label133BE0
0086:  33784?? =  34196??  \\ floating-point values only
0086:  33788?? =  34200??  \\ floating-point values only
0086:  33792?? =  34204??  \\ floating-point values only
0086:  33796?? =  34208??  \\ floating-point values only
0086:  33800?? =  34212??  \\ floating-point values only
0086:  33804?? =  34216??  \\ floating-point values only

:Label133BE0
00D6: if  0?
0038:    33888?? ==  21?  \\ integer values
004D: jump_if_false Label133C22
0086:  33784?? =  34208??  \\ floating-point values only
0086:  33788?? =  34212??  \\ floating-point values only
0086:  33792?? =  34216??  \\ floating-point values only
0086:  33796?? =  34220??  \\ floating-point values only
0086:  33800?? =  34224??  \\ floating-point values only
0086:  33804?? =  34228??  \\ floating-point values only

:Label133C22
00D6: if  0?
0038:    33888?? ==  22?  \\ integer values
004D: jump_if_false Label133C64
0086:  33784?? =  34220??  \\ floating-point values only
0086:  33788?? =  34224??  \\ floating-point values only
0086:  33792?? =  34228??  \\ floating-point values only
0086:  33796?? =  34232??  \\ floating-point values only
0086:  33800?? =  34236??  \\ floating-point values only
0086:  33804?? =  34240??  \\ floating-point values only

:Label133C64
00D6: if  0?
0038:    33888?? ==  23?  \\ integer values
004D: jump_if_false Label133CA6
0086:  33784?? =  34232??  \\ floating-point values only
0086:  33788?? =  34236??  \\ floating-point values only
0086:  33792?? =  34240??  \\ floating-point values only
0086:  33796?? =  34244??  \\ floating-point values only
0086:  33800?? =  34248??  \\ floating-point values only
0086:  33804?? =  34252??  \\ floating-point values only

:Label133CA6
00D6: if  0?
0038:    33888?? ==  24?  \\ integer values
004D: jump_if_false Label133CE8
0086:  33784?? =  34244??  \\ floating-point values only
0086:  33788?? =  34248??  \\ floating-point values only
0086:  33792?? =  34252??  \\ floating-point values only
0086:  33796?? =  34256??  \\ floating-point values only
0086:  33800?? =  34260??  \\ floating-point values only
0086:  33804?? =  34264??  \\ floating-point values only

:Label133CE8
00D6: if  0?
0038:    33888?? ==  25?  \\ integer values
004D: jump_if_false Label133D2A
0086:  33784?? =  34256??  \\ floating-point values only
0086:  33788?? =  34260??  \\ floating-point values only
0086:  33792?? =  34264??  \\ floating-point values only
0086:  33796?? =  34268??  \\ floating-point values only
0086:  33800?? =  34272??  \\ floating-point values only
0086:  33804?? =  34276??  \\ floating-point values only

:Label133D2A
00D6: if  0?
0038:    33888?? ==  26?  \\ integer values
004D: jump_if_false Label133D6C
0086:  33784?? =  34268??  \\ floating-point values only
0086:  33788?? =  34272??  \\ floating-point values only
0086:  33792?? =  34276??  \\ floating-point values only
0086:  33796?? =  34280??  \\ floating-point values only
0086:  33800?? =  34284??  \\ floating-point values only
0086:  33804?? =  34288??  \\ floating-point values only

:Label133D6C
00D6: if  0?
0038:    33888?? ==  27?  \\ integer values
004D: jump_if_false Label133DAE
0086:  33784?? =  34280??  \\ floating-point values only
0086:  33788?? =  34284??  \\ floating-point values only
0086:  33792?? =  34288??  \\ floating-point values only
0086:  33796?? =  34292??  \\ floating-point values only
0086:  33800?? =  34296??  \\ floating-point values only
0086:  33804?? =  34300??  \\ floating-point values only

:Label133DAE
00D6: if  0?
0038:    33888?? ==  28?  \\ integer values
004D: jump_if_false Label133DF0
0086:  33784?? =  34292??  \\ floating-point values only
0086:  33788?? =  34296??  \\ floating-point values only
0086:  33792?? =  34300??  \\ floating-point values only
0086:  33796?? =  34292??  \\ floating-point values only
0086:  33800?? =  34296??  \\ floating-point values only
0086:  33804?? =  34300??  \\ floating-point values only

:Label133DF0
0051: return

:Label133DF2
0227:  33848?? = car  33852?? health
00D6: if  0?
001A:    500& >  33848??  \\ integer values
004D: jump_if_false Label133E15
0224: set_car  33852?? health_to  1000&

:Label133E15
00D6: if  0?
8119:   NOT   car  33856?? wrecked
004D: jump_if_false Label133F1F
00D6: if  0?
003A:    33872?? ==  33888??  \\ integer values and handles
004D: jump_if_false Label133F05
00AA:  33604?? = car  33852?? x_pos,  33608?? = car  33852?? y_pos,  33612?? = car  33852?? z_pos
0086:  33620?? =  33604??  \\ floating-point values only
0061:  33620?? -=  33724??  \\ floating-point values
0086:  33624?? =  33608??  \\ floating-point values only
0061:  33624?? -=  33728??  \\ floating-point values
0069:  33620?? *=  33620??  \\ floating-point values
0069:  33624?? *=  33624??  \\ floating-point values
0086:  33628?? =  33620??  \\ floating-point values only
0059:  33628?? +=  33624??  \\ floating-point values
01FB:  33644?? = square_root  33628??
00AA:  33604?? = car  33856?? x_pos,  33608?? = car  33856?? y_pos,  33612?? = car  33856?? z_pos
0086:  33620?? =  33604??  \\ floating-point values only
0061:  33620?? -=  33724??  \\ floating-point values
0086:  33624?? =  33608??  \\ floating-point values only
0061:  33624?? -=  33728??  \\ floating-point values
0069:  33620?? *=  33620??  \\ floating-point values
0069:  33624?? *=  33624??  \\ floating-point values
0086:  33628?? =  33620??  \\ floating-point values only
0059:  33628?? +=  33624??  \\ floating-point values
01FB:  33648?? = square_root  33628??
00D6: if  0?
0024:    33648?? >  33644??  \\ floating-point values only
004D: jump_if_false Label133EFE
0008:  33892?? +=  1?  \\ integer values

:Label133EFE
0002: jump Label133F1F

:Label133F05
00D6: if  0?
001C:    33888?? >  33872??  \\ integer values
004D: jump_if_false Label133F1F
0008:  33892?? +=  1?  \\ integer values

:Label133F1F
0051: return

:Label133F21
00BA: text_styled "M_FAIL"  5000& ms  1? \\ MISSION FAILED!
010D: set_player $PLAYER_CHAR wanted_level_to  34304??
0051: return

:Label133F3A
0084:  34308?? =  33896??  \\ integer values and handles
0014:  34308?? /=  1000&  \\ integer values
042E:  3?  34308??
0084:  34316?? =  34308??  \\ integer values and handles
0014:  34316?? /=  60?  \\ integer values
0084:  34312?? =  34316??  \\ integer values and handles
0010:  34312?? *=  60?  \\ integer values
0060:  34308?? -=  34312??  \\ integer values
00D6: if  0?
0028:    34308?? >=  10?  \\ integer values
004D: jump_if_false Label133FA5
02FD: text_2numbers_lowpriority "RCH1_9"  34316??  34308??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:~1~
0002: jump Label133FBA

:Label133FA5
02FD: text_2numbers_lowpriority "RCH1_10"  34316??  34308??  7000& ms  1? \\ ~b~TOTAL TIME: ~1~:0~1~

:Label133FBA
01E3: text_1number_styled "M_PASS"  100?  5000& ms  1? \\ MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level
0109: player $PLAYER_CHAR money +=  100?
00D6: if  0?
0038:    33940?? ==  0?  \\ integer values
004D: jump_if_false Label133FF6
030C: set_mission_points +=  1?
0595: (unknown)
0004:  33940?? =  1?  \\ integer values

:Label133FF6
0394: play_music  1?
0051: return

:Label133FFC
0004: $ONMISSION =  0?  \\ integer values
0004:  4336?? =  0?  \\ integer values
014F: stop_timer  33896??
0164: disable_marker  33812??
0164: disable_marker  33816??
0164: disable_marker  33820??
0164: disable_marker  33824??
0164: disable_marker  33828??
04DB: (unknown)
00D6: if  0?
8119:   NOT   car  33832?? wrecked
004D: jump_if_false Label134041
020A: set_car  33832?? door_status_to  1?

:Label134041
01C3: remove_references_to_car  33832??  \\ Like turning a car into any random car
0249: release_model #RCBARON
01C3: remove_references_to_car  33836??  \\ Like turning a car into any random car
01C3: remove_references_to_car  33840??  \\ Like turning a car into any random car
01C3: remove_references_to_car  33844??  \\ Like turning a car into any random car
00A6: destroy_car  33836??
00A6: destroy_car  33840??
00A6: destroy_car  33844??
042E:  3?  33896??
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0? (false)
0004:  1600?? =  1?  \\ integer values
01BD: $CURRENT_TIME_IN_MS = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 96---------------
; Originally: Checkpoint Charlie


:Label134087
0050: gosub Label1340AB
00D6: if  0?
0112:   wasted_or_busted
004D: jump_if_false Label1340A2
0050: gosub Label135BCC

:Label1340A2
0050: gosub Label135D26
004E: end_thread

:Label1340AB
0004: $ONMISSION =  1?  \\ integer values
03A4: name_thread "COKERUN"
0001: wait  0? ms
0006:  0@ =  0?  \\ integer values
0006:  6@ =  0?  \\ integer values
0247: request_model #MARQUIS
00D6: if  0?
0038:    2428?? ==  0?  \\ integer values
004D: jump_if_false Label1340E7
0317: increment_mission_attempts

:Label1340E7
00D6: if  0?
8248:   NOT   model #MARQUIS available
004D: jump_if_false Label134102
0001: wait  0? ms
0002: jump Label1340E7

:Label134102
018A:  2@ = create_checkpoint_at -540.1! -1526.9!  8!
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -540.1! -1526.9!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label13416A
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -540.1! -1526.9!  8!
0006:  6@ =  1?  \\ integer values

:Label13416A
03CB: set_camera -569.272! -1503.455!  9.428!
015F: set_camera_position -570.041! -1502.827!  9.547!  0!  0!  0!
0160: point_camera -569.272! -1503.455!  9.428!  2?
016A: fade  1? (back)  1500& ms
0004:  34320?? =  151000&&  \\ integer values
00D9:  7@ = actor $PLAYER_ACTOR car
00D6: if  0?
8119:   NOT   car  7@ wrecked
004D: jump_if_false Label1341E1
0175: set_car  7@ z_angle_to  250!

:Label1341E1
00D6: if  0?
0038:    34328?? ==  0?  \\ integer values
004D: jump_if_false Label1341F7
01B6: set_weather  0?

:Label1341F7
00D6: if  0?
0038:    34328?? ==  1?  \\ integer values
004D: jump_if_false Label134215
000C:  34320?? -=  5000&  \\ integer values
01B6: set_weather  4?

:Label134215
00D6: if  0?
0038:    34328?? ==  2?  \\ integer values
004D: jump_if_false Label134233
000C:  34320?? -=  10000&  \\ integer values
01B6: set_weather  1?

:Label134233
00D6: if  0?
0038:    34328?? ==  3?  \\ integer values
004D: jump_if_false Label134251
000C:  34320?? -=  15000&  \\ integer values
01B6: set_weather  3?

:Label134251
00D6: if  0?
0038:    34328?? ==  4?  \\ integer values
004D: jump_if_false Label13426F
000C:  34320?? -=  20000&  \\ integer values
01B6: set_weather  2?

:Label13426F
00D6: if  0?
0018:    34328?? >  4?  \\ integer values
004D: jump_if_false Label134289
000C:  34320?? -=  30000&  \\ integer values

:Label134289
0084:  34332?? =  34320??  \\ integer values and handles
0107:  3@ = create_object -176& (WATERJUMPX2) at -273.3! -1463.1!  5.5!
0382: unknown_set_object  3@ collision_detection  1?
0107:  4@ = create_object -176& (WATERJUMPX2) at -275.4! -1372.8!  5.5!
0382: unknown_set_object  4@ collision_detection  1?
0107:  5@ = create_object -176& (WATERJUMPX2) at -305.6! -1225.3!  5.5!
0382: unknown_set_object  5@ collision_detection  1?
0006:  16@ =  0?  \\ integer values
00BC: text_highpriority "BOAT_P"  6000& ms  1? \\ ~g~collect the packages before the time runs out.

:Label134301
00D6: if  0?
8019:   NOT    16@ >  500&  \\ integer values
004D: jump_if_false Label134341
0001: wait  0? ms
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -540.1! -1526.9!  8!
0002: jump Label134301

:Label134341
00D6: if  0?
8019:   NOT    16@ >  5500&  \\ integer values
004D: jump_if_false Label134399
0001: wait  0? ms
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -540.1! -1526.9!  8!
00D6: if  0?
00E1:   key_pressed  0?  16?
004D: jump_if_false Label134392
0002: jump Label134399

:Label134392
0002: jump Label134341

:Label134399
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02EB: restore_camera_with_jumpcut
014E: set_timer_to  34320?? type  1?

:Label1343A9
00D6: if  0?
8019:   NOT    0@ >  25?  \\ integer values
004D: jump_if_false Label135982
0001: wait  0? ms
00D6: if  0?
0038:    34320?? ==  0?  \\ integer values
004D: jump_if_false Label1343E7
00BC: text_highpriority "TAXI2"  5000& ms  1? \\ ~r~You're out of time!
0002: jump Label135BCC

:Label1343E7
00D6: if  0?
0039:    0@ ==  0?  \\ integer values
004D: jump_if_false Label13448A
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -540.1! -1526.9!  8!
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -540.1! -1526.9!  8! radius  5!  5!  3!
004D: jump_if_false Label13448A
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -540.1! -1526.9!  8!
018A:  2@ = create_checkpoint_at -458.2! -1575.2!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label13448A
00D6: if  0?
0039:    0@ ==  1?  \\ integer values
004D: jump_if_false Label13455F
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -458.2! -1575.2!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label1344F0
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -458.2! -1575.2!  8!
0006:  6@ =  1?  \\ integer values

:Label1344F0
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -458.2! -1575.2!  8! radius  5!  5!  3!
004D: jump_if_false Label13455F
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -458.2! -1575.2!  8!
018A:  2@ = create_checkpoint_at -361.2! -1599.6!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label13455F
00D6: if  0?
0039:    0@ ==  2?  \\ integer values
004D: jump_if_false Label134634
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -361.2! -1599.6!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label1345C5
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -361.2! -1599.6!  8!
0006:  6@ =  1?  \\ integer values

:Label1345C5
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -361.2! -1599.6!  8! radius  5!  5!  3!
004D: jump_if_false Label134634
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -361.2! -1599.6!  8!
018A:  2@ = create_checkpoint_at -333! -1678.1!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134634
00D6: if  0?
0039:    0@ ==  3?  \\ integer values
004D: jump_if_false Label134709
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -333! -1678.1!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label13469A
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -333! -1678.1!  8!
0006:  6@ =  1?  \\ integer values

:Label13469A
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -333! -1678.1!  8! radius  5!  5!  3!
004D: jump_if_false Label134709
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -333! -1678.1!  8!
018A:  2@ = create_checkpoint_at -401.3! -1730.7!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134709
00D6: if  0?
0039:    0@ ==  4?  \\ integer values
004D: jump_if_false Label1347DE
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -401.3! -1730.7!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label13476F
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -401.3! -1730.7!  8!
0006:  6@ =  1?  \\ integer values

:Label13476F
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -401.3! -1730.7!  8! radius  5!  5!  3!
004D: jump_if_false Label1347DE
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -401.3! -1730.7!  8!
018A:  2@ = create_checkpoint_at -312.3! -1715.6!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1347DE
00D6: if  0?
0039:    0@ ==  5?  \\ integer values
004D: jump_if_false Label1348B3
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -312.3! -1715.6!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134844
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -312.3! -1715.6!  8!
0006:  6@ =  1?  \\ integer values

:Label134844
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -312.3! -1715.6!  8! radius  5!  5!  3!
004D: jump_if_false Label1348B3
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -312.3! -1715.6!  8!
018A:  2@ = create_checkpoint_at -273.3! -1556.2!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1348B3
00D6: if  0?
0039:    0@ ==  6?  \\ integer values
004D: jump_if_false Label134988
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -273.3! -1556.2!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134919
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -273.3! -1556.2!  8!
0006:  6@ =  1?  \\ integer values

:Label134919
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -273.3! -1556.2!  8! radius  5!  5!  3!
004D: jump_if_false Label134988
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -273.3! -1556.2!  8!
018A:  2@ = create_checkpoint_at -272.4! -1449.7!  13!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134988
00D6: if  0?
0039:    0@ ==  7?  \\ integer values
004D: jump_if_false Label134A5D
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -272.4! -1449.7!  13!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label1349EE
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -272.4! -1449.7!  13!
0006:  6@ =  1?  \\ integer values

:Label1349EE
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -272.4! -1449.7!  13! radius  5!  5!  3!
004D: jump_if_false Label134A5D
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -272.4! -1449.7!  13!
018A:  2@ = create_checkpoint_at -272.7! -1360.2!  13!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134A5D
00D6: if  0?
0039:    0@ ==  8?  \\ integer values
004D: jump_if_false Label134B32
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -275.4! -1360.2!  13!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134AC3
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -275.4! -1360.2!  13!
0006:  6@ =  1?  \\ integer values

:Label134AC3
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -275.4! -1360.2!  13! radius  5!  5!  3!
004D: jump_if_false Label134B32
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -275.4! -1360.2!  13!
018A:  2@ = create_checkpoint_at -305.6! -1214.4!  13!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134B32
00D6: if  0?
0039:    0@ ==  9?  \\ integer values
004D: jump_if_false Label134C07
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -305.6! -1214.4!  13!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134B98
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -305.6! -1214.4!  13!
0006:  6@ =  1?  \\ integer values

:Label134B98
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -305.6! -1214.4!  13! radius  5!  5!  3!
004D: jump_if_false Label134C07
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -305.6! -1214.4!  13!
018A:  2@ = create_checkpoint_at -298.6! -1074.4!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134C07
00D6: if  0?
0039:    0@ ==  10?  \\ integer values
004D: jump_if_false Label134CDC
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -298.6! -1074.4!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134C6D
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -298.6! -1074.4!  8!
0006:  6@ =  1?  \\ integer values

:Label134C6D
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -298.6! -1074.4!  8! radius  5!  5!  3!
004D: jump_if_false Label134CDC
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -298.6! -1074.4!  8!
018A:  2@ = create_checkpoint_at -252! -939.9!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134CDC
00D6: if  0?
0039:    0@ ==  11?  \\ integer values
004D: jump_if_false Label134DB1
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -252! -939.9!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134D42
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -252! -939.9!  8!
0006:  6@ =  1?  \\ integer values

:Label134D42
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -252! -939.9!  8! radius  5!  5!  3!
004D: jump_if_false Label134DB1
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -252! -939.9!  8!
018A:  2@ = create_checkpoint_at -85! -766!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134DB1
00D6: if  0?
0039:    0@ ==  12?  \\ integer values
004D: jump_if_false Label134E86
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -85! -766!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134E17
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -85! -766!  8!
0006:  6@ =  1?  \\ integer values

:Label134E17
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -85! -766!  8! radius  5!  5!  3!
004D: jump_if_false Label134E86
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -85! -766!  8!
018A:  2@ = create_checkpoint_at  158! -634!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134E86
00D6: if  0?
0039:    0@ ==  13?  \\ integer values
004D: jump_if_false Label134F5B
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  158! -634!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134EEC
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  158! -634!  8!
0006:  6@ =  1?  \\ integer values

:Label134EEC
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  158! -634!  8! radius  5!  5!  3!
004D: jump_if_false Label134F5B
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  158! -634!  8!
018A:  2@ = create_checkpoint_at  279! -475!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label134F5B
00D6: if  0?
0039:    0@ ==  14?  \\ integer values
004D: jump_if_false Label135030
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  279! -475!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label134FC1
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  279! -475!  8!
0006:  6@ =  1?  \\ integer values

:Label134FC1
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  279! -475!  8! radius  5!  5!  3!
004D: jump_if_false Label135030
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  279! -475!  8!
018A:  2@ = create_checkpoint_at  410! -269!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label135030
00D6: if  0?
0039:    0@ ==  15?  \\ integer values
004D: jump_if_false Label135105
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  410! -269!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135096
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  410! -269!  8!
0006:  6@ =  1?  \\ integer values

:Label135096
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  410! -269!  8! radius  5!  5!  3!
004D: jump_if_false Label135105
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  410! -269!  8!
018A:  2@ = create_checkpoint_at  392!  20!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label135105
00D6: if  0?
0039:    0@ ==  16?  \\ integer values
004D: jump_if_false Label1351DA
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  392!  20!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label13516B
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  392!  20!  8!
0006:  6@ =  1?  \\ integer values

:Label13516B
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  392!  20!  8! radius  5!  5!  3!
004D: jump_if_false Label1351DA
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  392!  20!  8!
018A:  2@ = create_checkpoint_at  249!  100!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1351DA
00D6: if  0?
0039:    0@ ==  17?  \\ integer values
004D: jump_if_false Label1352AF
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  249!  100!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135240
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  249!  100!  8!
0006:  6@ =  1?  \\ integer values

:Label135240
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  249!  100!  8! radius  5!  5!  3!
004D: jump_if_false Label1352AF
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  249!  100!  8!
018A:  2@ = create_checkpoint_at  194! -170!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1352AF
00D6: if  0?
0039:    0@ ==  18?  \\ integer values
004D: jump_if_false Label135384
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  194! -170!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135315
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  194! -170!  8!
0006:  6@ =  1?  \\ integer values

:Label135315
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  194! -170!  8! radius  5!  5!  3!
004D: jump_if_false Label135384
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  194! -170!  8!
018A:  2@ = create_checkpoint_at  49! -150!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label135384
00D6: if  0?
0039:    0@ ==  19?  \\ integer values
004D: jump_if_false Label135459
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  49! -150!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label1353EA
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  49! -150!  8!
0006:  6@ =  1?  \\ integer values

:Label1353EA
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  49! -150!  8! radius  5!  5!  3!
004D: jump_if_false Label135459
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  49! -150!  8!
018A:  2@ = create_checkpoint_at -64! -156!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label135459
00D6: if  0?
0039:    0@ ==  20?  \\ integer values
004D: jump_if_false Label13552E
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -64! -156!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label1354BF
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -64! -156!  8!
0006:  6@ =  1?  \\ integer values

:Label1354BF
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -64! -156!  8! radius  5!  5!  3!
004D: jump_if_false Label13552E
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -64! -156!  8!
018A:  2@ = create_checkpoint_at -93!  67!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label13552E
00D6: if  0?
0039:    0@ ==  21?  \\ integer values
004D: jump_if_false Label135603
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -93!  67!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135594
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -93!  67!  8!
0006:  6@ =  1?  \\ integer values

:Label135594
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -93!  67!  8! radius  5!  5!  3!
004D: jump_if_false Label135603
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -93!  67!  8!
018A:  2@ = create_checkpoint_at -70!  294!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label135603
00D6: if  0?
0039:    0@ ==  22?  \\ integer values
004D: jump_if_false Label1356D8
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point -70!  294!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135669
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at -70!  294!  8!
0006:  6@ =  1?  \\ integer values

:Label135669
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car -70!  294!  8! radius  5!  5!  3!
004D: jump_if_false Label1356D8
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at -70!  294!  8!
018A:  2@ = create_checkpoint_at  25!  394!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1356D8
00D6: if  0?
0039:    0@ ==  23?  \\ integer values
004D: jump_if_false Label1357CE
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  25!  394!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label13573E
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  25!  394!  8!
0006:  6@ =  1?  \\ integer values

:Label13573E
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  25!  394!  8! radius  5!  5!  3!
004D: jump_if_false Label1357CE
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  25!  394!  8!
018A:  2@ = create_checkpoint_at  196!  403!  8!
000A:  0@ +=  1?  \\ integer values
00A5:  1@ = create_car #MARQUIS at  324!  604!  6!
0175: set_car  1@ z_angle_to  60!
0006:  6@ =  0?  \\ integer values

:Label1357CE
00D6: if  0?
0039:    0@ ==  24?  \\ integer values
004D: jump_if_false Label1358A3
024F: create_corona  4!  5?  0? with_color  0?  200&  200& at_point  196!  403!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135834
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  196!  403!  8!
0006:  6@ =  1?  \\ integer values

:Label135834
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  196!  403!  8! radius  5!  5!  3!
004D: jump_if_false Label1358A3
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  196!  403!  8!
018A:  2@ = create_checkpoint_at  304.4!  540.6!  8!
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label1358A3
00D6: if  0?
0039:    0@ ==  25?  \\ integer values
004D: jump_if_false Label13597B
024F: create_corona  4!  5?  0? with_color  255&  0?  0? at_point  304.4!  540.6!  8!
00D6: if  0?
0039:    6@ ==  0?  \\ integer values
004D: jump_if_false Label135908
0213:  8@ = create_pickup -194& (CRAIGPACKAGE) type  3? at  304.4!  540.6!  8!
0006:  6@ =  1?  \\ integer values

:Label135908
00D6: if  0?
00F7:   player $PLAYER_CHAR  0? ()near_point_in_car  304.4!  540.6!  8! radius  5!  5!  3!
004D: jump_if_false Label13597B
0164: disable_marker  2@
0215: destroy_pickup  8@
018C: play_sound  1? at  304.4!  540.6!  8!
00D6: if  0?
8119:   NOT   car  1@ wrecked
004D: jump_if_false Label13596D
0186:  2@ = create_marker_above_car  1@

:Label13596D
000A:  0@ +=  1?  \\ integer values
0006:  6@ =  0?  \\ integer values

:Label13597B
0002: jump Label1343A9

:Label135982
014F: stop_timer  34320??
00D6: if  0?
0038:    34328?? ==  0?  \\ integer values
004D: jump_if_false Label135BC5
01B4: set_player $PLAYER_CHAR frozen_state  0? (frozen)
02A3: toggle_widescreen  1? (on)
04A6:  2424?? = create_asset_money_pickup_at  2316??  2320??  2324?? money  2420??  2420??
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  1000& ms

:Label1359C7
00D6: if  0?
016B:   fading
004D: jump_if_false Label1359DF
0001: wait  0? ms
0002: jump Label1359C7

:Label1359DF
03AF: set_streaming  0? (disabled)
0247: request_model -195& (B_HSE_PIER)
0247: request_model -196& (B_HSE_EXT)
0247: request_model -197& (DOCKS28)
0247: request_model -198& (DOCKSPROPS12)
0247: request_model -199& (DOCKS85)
0247: request_model -200& (DK_DOCKROADS04)
0247: request_model -201& (B_HSE_PIERFENCE)
0247: request_model -202& (B_HSE_INTERIOR)
0247: request_model -166& (DK_REEF)
0247: request_model -203& (BOAT_KB2)
038B: load_requested_models

:Label135A17
00D6: if  25?
8248:   NOT   model -195& (B_HSE_PIER) available
8248:   NOT   model -196& (B_HSE_EXT) available
8248:   NOT   model -197& (DOCKS28) available
8248:   NOT   model -198& (DOCKSPROPS12) available
8248:   NOT   model -199& (DOCKS85) available
8248:   NOT   model -200& (DK_DOCKROADS04) available
004D: jump_if_false Label135A4B
0001: wait  0? ms
0002: jump Label135A17

:Label135A4B
00D6: if  23?
8248:   NOT   model -201& (B_HSE_PIERFENCE) available
8248:   NOT   model -202& (B_HSE_INTERIOR) available
8248:   NOT   model -166& (DK_REEF) available
8248:   NOT   model -203& (BOAT_KB2) available
004D: jump_if_false Label135A75
0001: wait  0? ms
0002: jump Label135A4B

:Label135A75
03AF: set_streaming  1? (enabled)
015F: set_camera_position -631.643! -1495.598!  26.104!  0!  0!  0!
0160: point_camera -632.27! -1495.064!  25.537!  2?
0001: wait  500& ms
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  1000& ms

:Label135AC0
00D6: if  0?
016B:   fading
004D: jump_if_false Label135AD8
0001: wait  0? ms
0002: jump Label135AC0

:Label135AD8
0394: play_music  1?
00BA: text_styled "BOAT_A2"  5000& ms  6? \\ BOATYARD ASSET COMPLETED
0001: wait  5000& ms
015F: set_camera_position -636.797! -1497.307!  17.588!  0!  0!  0!
0160: point_camera -637.279! -1496.606!  17.062!  2?
01E5: text_1number_highpriority "BOAT_AS"  2420??  6000& ms  1? \\ ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly.
0001: wait  6000& ms
0169: set_fade_color  0?  0?  0?
016A: fade  0? ()  500& ms

:Label135B49
00D6: if  0?
016B:   fading
004D: jump_if_false Label135B61
0001: wait  0? ms
0002: jump Label135B49

:Label135B61
0249: release_model -195& (B_HSE_PIER)
0249: release_model -196& (B_HSE_EXT)
0249: release_model -197& (DOCKS28)
0249: release_model -198& (DOCKSPROPS12)
0249: release_model -199& (DOCKS85)
0249: release_model -200& (DK_DOCKROADS04)
0249: release_model -201& (B_HSE_PIERFENCE)
0249: release_model -203& (BOAT_KB2)
0249: release_model -166& (DK_REEF)
0249: release_model -202& (B_HSE_INTERIOR)
03CB: set_camera  324!  604!  7!
0001: wait  500& ms
0169: set_fade_color  0?  0?  0?
016A: fade  1? (back)  500& ms
01B4: set_player $PLAYER_CHAR frozen_state  1? (unfrozen)
02A3: toggle_widescreen  0? (off)
02EB: restore_camera_with_jumpcut

:Label135BC5
0002: jump Label135BDD

:Label135BCC
00BA: text_styled "M_FAIL"  2000& ms  1? \\ MISSION FAILED!
0051: return

:Label135BDD
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0?
0038:    34328?? ==  0?  \\ integer values
004D: jump_if_false Label135C22
01E3: text_1number_styled "M_PASS"  5000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  5000&
0008:  4700?? +=  1?  \\ integer values
030C: set_mission_points +=  1?
0595: (unknown)
0004:  2428?? =  1?  \\ integer values

:Label135C22
00D6: if  0?
0038:    34328?? ==  1?  \\ integer values
004D: jump_if_false Label135C4E
01E3: text_1number_styled "M_PASS"  6000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  6000&

:Label135C4E
00D6: if  0?
0038:    34328?? ==  2?  \\ integer values
004D: jump_if_false Label135C7A
01E3: text_1number_styled "M_PASS"  7000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  7000&

:Label135C7A
00D6: if  0?
0038:    34328?? ==  3?  \\ integer values
004D: jump_if_false Label135CA6
01E3: text_1number_styled "M_PASS"  8000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  8000&

:Label135CA6
00D6: if  0?
0038:    34328?? ==  4?  \\ integer values
004D: jump_if_false Label135CD2
01E3: text_1number_styled "M_PASS"  9000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  9000&

:Label135CD2
00D6: if  0?
0018:    34328?? >  4?  \\ integer values
004D: jump_if_false Label135CFE
01E3: text_1number_styled "M_PASS"  15000&  5000& ms  1? \\ MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money +=  15000&

:Label135CFE
0060:  34332?? -=  34320??  \\ integer values
0084:  34324?? =  34332??  \\ integer values and handles
0014:  34324?? /=  1000&  \\ integer values
042E:  22?  34324??
0008:  34328?? +=  1?  \\ integer values
0051: return

:Label135D26
01B7: release_weather
0164: disable_marker  2@
0108: destroy_object  3@
0108: destroy_object  4@
0108: destroy_object  5@
0215: destroy_pickup  8@
0249: release_model #MARQUIS
0249: release_model -195& (B_HSE_PIER)
0249: release_model -196& (B_HSE_EXT)
0249: release_model -197& (DOCKS28)
0249: release_model -198& (DOCKSPROPS12)
0249: release_model -199& (DOCKS85)
0249: release_model -200& (DK_DOCKROADS04)
0249: release_model -201& (B_HSE_PIERFENCE)
0249: release_model -203& (BOAT_KB2)
0249: release_model -166& (DK_REEF)
0249: release_model -202& (B_HSE_INTERIOR)
01C3: remove_references_to_car  1@  \\ Like turning a car into any random car
014F: stop_timer  34320??
0004: $ONMISSION =  0?  \\ integer values
00D8: mission_cleanup
0051: return

